Equipment (The Void Supplement)
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Players Guide
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The Void's Expanse
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Dungeon Master's Guide
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Armor[edit]
Armor | Cost | Rarity | Armor Class (AC) | Str Req | Stealth | Weight |
---|---|---|---|---|---|---|
Light Armor | ||||||
Padded Armor | 5 gp | Common | 11 + Dexterity Modifier | — | Disadvantage | 8 lb. |
Leather Armor | 10 gp | Common | 11 + Dexterity Modifier | — | — | 10 lb. |
Studded Leather Armor | 45 gp | Uncommon | 12 + Dexterity Modifier | — | — | 13 lb. |
Battle Armor | 75 gp | Rare | 13 + Dexterity Modifier | — | Disadvantage | 8 lb. |
Battle Robe | 25 gp | Rare | 11 + Dexterity Modifier | — | — | 10 lb. |
Medium Armor | ||||||
Hide Armor | 10 gp | Common | 12 + Dexterity Modifier (max 2) | — | — | 12 lb. |
Plated Leather Armor | 75 gp | Common | 13 + Dexterity Modifier (max 2) | — | — | 40 lb. |
Wood Armor | 15 gp | Uncommon | 13 + Dexterity Modifier (max 2) | — | Disadvantage | 20 lb. |
Half Plate Armor | 750 gp | Uncommon | 15 + Dexterity Modifier (max 2) | — | Disadvantage | 40 lb. |
Scale Mail Armor | 50 gp | Uncommon | 14 + Dexterity Modifier (max 2) | — | Disadvantage | 45 lb. |
Heavy Armor | ||||||
Ring Mail Armor | 30 gp | Common | 14 | — | Disadvantage | 40 lb. |
Chain Mail Armor | 75 gp | Common | 16 | Strength 13 | Disadvantage | 55 lb. |
Plate Armor | 1,500 gp | Uncommon | 18 | Strength 15 | Disadvantage | 65 lb. |
Fortress Armor | 2,500 gp | Rare | 19 | Strength 17 | Disadvantage | 80 lb. |
Shield | ||||||
Buckler | 5 gp | Common | +1 | — | — | 2 lb. |
Shield | 10 gp | Common | +2 | — | — | 6 lb. |
Gauntlet Shield | 15 gp | Uncommon | +1 | — | Disadvantage | 10 lb. |
Tower Shield | 25 gp | Uncommon | +2 | Strength 16 | Disadvantage | 15 lb. |
Armor Modifications[edit]
Though it is uncommon, certain sellers of armor also provide certain modifications that can be applied to particular sets. These modifications only provide their benefits while the modified armor is being worn. Simple modifications take 1 hour to complete each, Semi-complex modifications take 1 day to complete each, and Complex modifications take 1 week to complete each. It is possible to apply certain Simple modifications to normal clothes instead of armor, but this will take 1 day to complete, as many alterations must be made to the design of the modification.
Modification | Cost | Prerequisite | Effect |
---|---|---|---|
Simple Modifications | |||
Extra Pockets | 5 gp | Light Armor or Normal Clothing | The armor can store 1 cubic foot/30 pounds of gear |
Alacritous Redesign | 15 gp | Light Armor | The armor can be donned or doffed as an action, AC - 1 |
Radiance | 50 gp | — | This armor sheds bright light for 5 feet and dim light for an additional 5 feet, Stealth checks automatically fail |
Semi-complex Modifications | |||
Airy Redesign | 25 gp | Medium or Heavy Armor | Halves Armor Weight, AC - 2 |
Spiked | 50 gp | Medium or Heavy Armor | When a creature makes unarmed strike against you, they take 1d4 piercing damage |
Increased Flexibility | 100 gp | Light or Medium Armor | Armor does not impede features that require no armor to be worn to take effect, AC - 2 |
Complex Modifications | |||
Springloaded Armor Endoskeleton | 50 gp | Medium or Heavy Armor | Str Req + 1, Strength Score + 2 |
Furtive Redesign | 75 gp | Light or Medium Armor | Negates the armor's Stealth disadvantage |
Inner Coolant | 100 gp | Metallic Armor or Clothing | This armor provides resistance to fire damage |
Walking Armory | 10,000 gp | Nonmagical Heavy Armor | This armor is enchanted to become an armory |
Armor Qualities[edit]
- See also: Getting Into and Out of Armor
Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells.
Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.
Shield. When you wield a shield in one arm, it increases your AC by a specified amount. You can benefit from only one shield at a time.
Strength Requirements (Str Req). Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table lists entries such as “Strength 13” or “Strength 15” in the Str Req column for an armor type, the wearer is restricted as if they were not proficient with the armor. Armor Modifications may increase an armor's Strength Requirement further.
Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks made to move quietly.
Weapons[edit]
Simple Melee Weapons | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Common | ||||
Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light |
Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed |
Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |
Light Hammer | 2 sp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |
Spear | 1 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) |
Uncommon | ||||
Scythe | 5 gp | 1d6 slashing | 5 lb. | Heavy, two-handed |
Gauntlet, Weaponized | 4 gp | 1d4 bludgeoning | 1 lb. | Glove |
Cestus | 5 sp | 1d4 bludgeoning | ½ lb. | Glove,hidden, light |
Sap | 1 gp | 1d4 bludgeoning | 1 lb. | Hidden, undersized |
Javelin | 5 gp | 1d6 piercing | 2 lb. | Thrown (range 30/120) |
Tiny Silver Dagger | 50 gp | 1d4 piercing | ⅛ lb. | Undersized, Special |
Rare | ||||
Clawed Glove | 5 gp | 1d4 slashing | 1 lb. | Finesse, glove |
Crusher | 5 gp | 1d10 bludgeoning | 12 lb. | Dire, two-handed |
Battle Umbrella | 5 gp | 1d4 piercing or 1d4 bludgeoning | 3 lb. | Finesse, light, hidden |
War Ribbon[1] | 1 gp | 1d4 slashing | ¼ lb. | Finesse, reach, special, hidden |
Weapon Modifications[edit]
Weapon Proficiency[edit]
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The three categories are simple, martial, and exotic. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. Exotic weapons are of bizarre construction, don't follow the conventions of most weapons, and require specific training to wield with proficiency.
Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
Weapon Properties[edit]
Many weapons have special properties related to their use, as shown in the Weapons table.
Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, a case, or another container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.
Dire. If you are proficient with a dire weapon, you add your proficiency bonus to damage rolls instead of attack rolls.
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Glove. A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold or wield objects in a hand-fitted with a glove weapon, but you can only attack with a glove weapon if that hand is unoccupied.
Hidden. A weapon with the hidden property is designed to be easily concealed by the holder. If you have proficiency with a hidden weapon you also gain advantage on checks with Dexterity (Sleight of Hand) to hide the weapon.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading. Because of the time required to load or otherwise prepare this weapon, you can only attack with it once when you use an action, bonus action, or reaction, regardless of the number of attacks you can normally make.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. If the range lists two numbers, the first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. (If you otherwise would already have disadvantage on the attack roll, the attack misses regardless of the roll.) You can't attack a target beyond the weapon's long range.
Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Special. A weapon with the special property has unusual rules governing its use, explained in the weapon's description.
Returning. If you make a ranged attack with a returning weapon and miss, you catch it at the end of your turn if you still have a free hand. Returning weapons need lots of space to bank and return to the thrower. There must be no obstructions (such as walls or trees) within 5 feet of the target.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Two-Handed. This weapon requires two hands when you attack with it. Attempting to attack with only one hand imposes disadvantage on the attack roll. (If you otherwise would already have disadvantage on the attack roll, the attack misses regardless of the roll.)
Undersized. A weapon with the undersized property is particularly small. They can be easily hidden, and are favored by tiny races. An undersized one-handed weapon is considered to be a light weapon (PHB p. 147). This means a Tiny creature can wield an undersized weapon and use it with two-weapon fighting. Undersized melee weapons never also have the two-handed property, as this would simply be a normal one-handed weapon or weapon with the versatile property.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property; this is the damage dealt when the weapon is used with two hands to make a melee attack.
Adventuring Gear[edit]
Clothing[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Bra of Holding | 500 gp | Common | ⅔ lbs. |
Clothes, Common | 5 sp | Common | 3 lbs. |
Clothes, Costume | 5 gp | Common | 4 lbs. |
Clothes, Courtier | 50 gp | Rare | 5 lbs. |
Clothes, Fine | 15 gp | Uncommon | 6 lbs. |
Clothes, Livery | 30 gp | Rare | 6 lbs. |
Clothes, Rags | — | Uncommon | 2 lbs. |
Clothes, Traveler's | 2 gp | Uncommon | 4 lbs. |
Cloak | 20 gp | Common | 5 lbs. |
Collector's Coat | 35 gp | Uncommon | 20 lbs. |
Robes | 1 gp | Uncommon | 4 lbs. |
Sand-Boots | 2 gp | Uncommon | 3 lbs. |
Utility Belt | 5 gp | Uncmmon | — |
Containers[edit]
Item | Cost | Rarity | Weight | Capacity |
---|---|---|---|---|
Backpack[2] | 1 sp | Common | 1 lb. | 1 cubic foot/30 pounds of gear |
Barrel | 2 gp | Common | 5 lbs. | 40 gallons liquid, 4 cubic feet solid |
Basket | 4 sp | Common | 2 lbs. | 2 cubic feet/40 pounds of gear |
Bottle, Glass | 2 gp | Common | 2 lbs. | 1½ pints liquid |
Bucket | 5 cp | Common | 2 lbs. | 3 gallons liquid, 1/2 cubic foot solid |
Chest | 5 gp | Common | 25 lbs. | 12 cubic feet/300 pounds of gear |
Flask or tankard | 2 cp | Common | 1 lb. | 1 pint liquid |
Jug or pitcher | 2 cp | Common | 4 lbs. | 1 gallon liquid |
Pot, iron | 2 gp | Common | 10 lbs. | 1 gallon liquid |
Pouch | 5 sp | Common | 1 lb. | 1/5 cubic foot/6 pounds of gear |
Sack | 1 cp | Common | ½ lb. | 1 cubic foot/30 pounds of gear |
Vial | 1 gp | Common | — | 4 ounces liquid |
Waterskin | 2 sp | Common | 1 lb. (empty)/5 lbs. (full) | 4 pints liquid |
Illumination[edit]
Light Source[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Candle | 1 cp | Common | — |
Lamp | 5 sp | Common | 1 lb. |
Lantern, Bullseye | 10 gp | Uncommon | 2 lbs. |
Lantern, Hooded | 5 gp | Uncommon | 2 lbs. |
Torch | 1 cp | Common | 1 lb. |
Fuel[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Oil (flask) | 1 sp | Common | 1 lb. |
Pyre Fuel | 2 gp | Uncommon | 1 lb. |
Smoldering Paste | 25 gp | Rare | ½ lbs. |
Tindertwig | 10 gp | Common | — |
Tinderbox | 5 sp | Common | 1 lb. |
Turpentine | 5 gp | Rare | 1 lb. |
Kits[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Climber's Kit | 25 gp | Uncommon | 12 lbs. |
Healer's Kit | 5 gp | Common | 3 lbs. |
Mess Kit | 2 gp | Common | 1 lb. |
Plague Doctor's Case | 25 gp | Rare | 15 lbs. |
Psuedoweapons[edit]
Explosives[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Alchemist's Fire (flask) | 50 gp | Uncommon | 1 lb. |
Firegrass | 2 gp | Common | 3 lbs. |
Miner’s Delight | 20 gp | Uncommon | ½ lbs. |
Refined Alchemist's Fire (flask) | 250 gp | Rare | 1 lb. |
Small Bombs | 25 gp | Rare | 3 lbs. |
Traps[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Ball Bearings (bag of 1,000) | 1 gp | Common | 2 lbs. |
Caltrops (bag of 20) | 1 gp | Common | 2 lbs. |
Expert Hunting Trap | 10 gp | Uncommon | 25 lb. |
Hunting Trap | 5 gp | Common | 25 lbs. |
Miscellaneous[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Acid (vial) | 25 gp | Uncommon | 1 lb. |
Blinding Powder | 20 gp | Uncommon | 1 lb. |
Pocket Sand | — | Common | 2 lbs. |
Small Bombs | 25 gp | Rare | 3 lbs. |
Spellcasting Equipment[edit]
Item | Cost | Rarity | Weight | Description |
---|---|---|---|---|
Arcane Focus, Crystal | 10 gp | Uncommon | 1 lb. | A crystal designed to channel the power of arcane spells. |
Arcane Focus, Orb | 20 gp | Uncommon | 3 lbs. | An orb designed to channel the power of arcane spells. |
Arcane Focus, Rod | 10 gp | Common | 2 lbs. | A rod designed to channel the power of arcane spells. |
Arcane Focus, Staff | 5 gp | Common | 4 lbs. | A specially constructed staff designed to channel the power of arcane spells. |
Arcane Focus, Wand | 10 gp | Rare | 1 lb. | A wand or wand-like length of wood designed to channel the power of arcane spells. |
Component Pouch | 25 gp | Common | 2 lbs. | A small, watertight belt pouch with compartments to hold all the material components you need to cast spells, except for components that have a specified cost or cannot reasonably fit in a pouch. |
Deck of Stories | 10 gp | Uncommon | 1 lb. | A specialised deck of cards used for a variety of purposes including games of chance, interpretive storytelling, and various divinations. It can be used as spellcasting focus for any class. |
Druidic Focus, Sprig | 1 gp | Uncommon | — | A sprig of mistletoe or holly used by Druids as a spellcasting focus. |
Druidic Focus, Totem | 1 gp | Rare | — | A totem object incorporating feathers, fur, bones, and teeth from sacred animals used by Druids as a spellcasting focus. |
Druidic Focus, Wooden Staff | 5 gp | Rare | 4 lbs. | A staff drawn whole out of a living tree used by Druids as a spellcasting focus. |
Druidic Focus, Druidic Wand | 10 gp | Rare | 1 lb. | A wand or scepter made of yew or another special wood used by Druids as a spellcasting focus. |
Esoteric Effigy | 1 gp | Uncommon | 1 lb. | A small sculpture or model of a magical being or deity, usually made of wood, used as a spellcasting focus by Witches and Warlocks. To use the model in this way, the caster must hold it in hand. |
Holy Symbol, Amulet | 5 gp | Uncommon | 1 lb. | An amulet depicting a symbol representing a deity used by Clerics and Paladins as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand or wear it visibly. |
Holy Symbol, Emblem | 5 gp | Uncommon | — | A symbol representing a deity engraved or inlaid as an emblem on a shield, used by Clerics and Paladins as a spellcasting focus. To use the symbol in this way, the caster must bear it on a shield. |
Holy Symbol, Reliquary | 5 gp | Uncommon | 2 lbs. | A tiny box holding a fragment of a sacred relic used by Clerics and Paladins as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand. |
Khakkhara | 7 gp | Rare | 5 lbs. | A specially-constructed ringed staff used both as a monk weapon and a spellcasting focus for Clerics and Paladins. The staff's rings serve two main purposes: to warn small creatures to move from the wielder's path to avoid being accidentally trodden on, and to alert the faithful that there is a priest nearby. |
Relaxing Herbs | 50 gp | Uncommon | 1 lb. | A pouch containing 5 dried, white-as-snow herbs which can be consumed to aid agains becoming charmed, frightened, or being instantly killed effects. |
Sacred Soul Chimes | 5 gp | Rare | 3 lbs. | A group of small bells, or one larger bell, attached to a ring on the end of a long staff. This holy instrument is used by Clerics, Paladins, and Warlocks as a spellcasting focus. When used as a weapon, it will deal 1d6 bludgeoning damage. |
Wiccan Broom | 1 sp | Uncommon | 2 lbs. | A specially-constructed broom used as a spellcasting focus for Witches and Druids. |
Miscellaneous Gear[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Abacus | 2 gp | Uncommon | 2 lbs. |
Animal Call | 10 gp | Common | — |
Antitoxin (vial) | 50 gp | Rare | — |
Bedroll | 1 gp | Common | 7 lbs. |
Bell | 1 gp | Common | — |
Blanket | 5 sp | Common | 3 lbs. |
Block and Tackle | 1 gp | Common | 5 lbs. |
Bonesaw | 15 gp | Uncommon | 2 lbs. |
Book | 25 gp | Common | 5 lbs. |
Breathing Mask | 1 sp | Uncommon | ¼ lbs. |
Case, Crossbow Bolt | 1 gp | Common | 1 lb. |
Case, Map or Scroll | 1 gp | Common | 1 lb. |
Chain (10 feet) | 5 gp | Common | 10 lbs. |
Chalk (1 piece) | 1 cp | Common | — |
Crowbar | 2 gp | Common | 5 lbs. |
Equipment Packs | |||
Fishing Tackle | 1 gp | Common | 4 lbs. |
Fume Mask | 30 gp | Rare | ½ lbs. |
Grappling Hook | 2 gp | Common | 4 lbs. |
Hammer | 1 gp | Common | 3 lbs. |
Hammer, Sledge | 2 gp | Uncommon | 10 lbs. |
Hidden Weapon Mechanism | 20 gp | Uncommon | ⅛ lbs. |
Hourglass | 25 gp | Uncommon | 1 lb. |
Ink (1 ounce bottle) | 10 gp | Common | — |
Ink Pen | 2 cp | Common | — |
Ladder (10-foot) | 1 sp | Common | 25 lbs. |
Magnifying Glass | 50 gp | Uncommon | — |
Manacles | 2 gp | Common | 6 lbs. |
Mask | 10 gp | Common | 1 lb. |
Mirror, Steel | 5 gp | Common | ½ lbs. |
Mirror, Silver | 10 gp | Uncommon | ½ lbs. |
Nest of Bees | 5 gp | Rare | 2 lbs. |
Paper (one sheet) | 2 sp | Common | — |
Parchment (one sheet) | 1 sp | Common | — |
Perfume (vial) | 5 gp | Uncommon | — |
Personal Glider | 200 gp | Uncommon | 40 lbs. |
Pick, Miner's | 2 gp | Common | 10 lbs. |
Poison, Basic (vial) | 100 gp | Uncommon | — |
Pole (10-foot) | 5 cp | Common | 7 lbs. |
Potion of Healing | 50 gp | Uncommon | ½ lbs. |
Quiver | 1 gp | Common | 1 lb. |
Ram, Portable | 4 gp | Uncommon | 35 lbs. |
Rations (1 day) | 5 sp | Common | 2 lbs. |
Roll of Bandages | 2 sp | Uncommon | ¼ lbs. |
Rope, Hempen (50 feet) | 1 gp | Common | 10 lbs. |
Rope, Silk (50 feet) | 10 gp | Rare | 5 lbs. |
Scale, Merchant's | 5 gp | Uncommon | 3 lbs. |
Sealing Wax | 4 sp | Uncommon | — |
Shovel | 2 gp | Common | 5 lbs. |
Signal Whistle | 5 cp | Common | — |
Signet Ring | 5 gp | Rare | — |
Skis | 50 gp | Uncommon | 10 lbs. |
Soap | 2 cp | Common | — |
Spellbook | 50 gp | Uncommon | 3 lbs. |
Spikes, Iron (10) | 1 gp | Common | 5 lbs. |
Spyglass | 1,000 gp | Uncommon | 1 lb. |
Tea Set | 200 gp | Uncommon | 3 lbs. |
Tent, two-person | 2 gp | Common | 20 lbs. |
Tuning Fork | 5 gp | Common | ⅓ lbs. |
Whetstone | 1 cp | Common | 1 lb. |
Tools[edit]
Artisan's Tools[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Alchemist's Supplies | 50 gp | Uncommon | 8 lbs. |
Artificer's Tools | 100 gp | Uncommon | 10 lbs. |
Brewer's Supplies | 20 gp | Uncommon | 9 lbs. |
Calligrapher's Supplies | 10 gp | Common | 5 lbs. |
Carpenter's Tools | 8 gp | Common | 6 lbs. |
Cartographer's Tools | 15 gp | Uncommon | 6 lbs. |
Cobbler's Tools | 5 gp | Uncommon | 5 lbs. |
Cook's Utensils | 1 gp | Common | 8 lbs. |
Doctor's Tools | 50 gp | Uncommon | 6 lbs. |
Gemwright's Tools | 50 gp | Uncommon | 3 lbs. |
Glassblower's Tools | 30 gp | Uncommon | 5 lbs. |
Jeweler's Tools | 25 gp | Uncommon | 2 lbs. |
Leatherworker's Tools | 5 gp | Common | 5 lbs. |
Mason's Tools | 10 gp | Common | 8 lbs. |
Metallurgist's Tools | 100 gp | Rare | 10 lbs. |
Painter's Supplies | 10 gp | Common | 5 lbs. |
Potter's Tools | 10 gp | Common | 3 lbs. |
Smith's Tools | 20 gp | Uncommon | 8 lbs. |
Tattooist's Tools[3] | 70 gp | Rare | 5 lbs. |
Tinker's Tools | 50 gp | Uncommon | 10 lbs. |
Weaver's Tools | 1 gp | Common | 5 lbs. |
Witch's Gear | 15 gp | Rare | 15 lbs. |
Woodcarver's Tools | 1 gp | Common | 5 lbs. |
Gaming Sets[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Dice Set | 1 sp | Common | — |
Playing Card Set | 5 sp | Common | — |
Loaded Dice | 35 gp | Rare | — |
Kits[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Alchemical Reagant Set | 40 gp | Uncommon | 3 lbs. |
Archaeology Kit | 25 gp | Uncommon | 15 lbs. |
Bookkeeper's Kit | 50 gp | Uncommon | 9 lbs. |
Disguise kit | 25 gp | Uncommon | 3 lbs. |
Engineering Kit | 30 gp | Uncommon | 25 lbs. |
Forgery Kit | 15 gp | Rare | 5 lbs. |
Herbalism kit | 5 gp | Common | 3 lbs. |
Poisoner's Kit | 50 gp | Uncommon | 2 lbs. |
Prospector's Kit | 10 gp | Uncommon | 10 lbs. |
Warforged Repair Kit | 30 gp | Common | 12 lbs. |
Weapon Cleaning Kit | 30 gp | Common | 5 lbs. |
Whaler's Kit | 8 gp | Rare | 10 lbs. |
Musical Instruments[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Bagpipes | 30 gp | Rare | 6 lbs. |
Castanets | 2 gp | Common | — |
Death Whistle | 1 cp - 5 gp | Uncommon | ⅔ lbs. |
Didgeridoo | 20 gp | Uncommon | 8 lbs. |
Drum | 6 gp | Common | 3 lbs. |
Dulcimer | 25 gp | Common | 10 lbs. |
Electric Guitar | 55 gp | Rare | 9 lbs. |
Euphonium | 75 gp | Uncommon | 30 lbs. |
Flute | 2 gp | Common | 1 lb. |
Lute | 35 gp | Common | 2 lbs. |
Lyre | 30 gp | Common | 2 lbs. |
Miniature Pyrophone | 60 gp - 150 gp | Rare | 60 lbs. - 100 lbs. |
Harp | 35 gp - 100 gp | Common | 5 lbs. - 50 lbs. |
Horn | 3 gp | Common | 2 lbs. |
Hurdy-Gurdy | 30 gp | Uncommon | 10 lbs. |
Pan Flute | 12 gp | Uncommon | 2 lbs. |
Shawm | 2 gp | Common | 1 lb. |
Viola | 30 gp | Uncommon | 1 lb. |
Violin | 30 gp | Uncommon | 5 lbs. |
Workman's Tools[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Falconry Kit | 4 gp | Uncommon | 1 lb. |
Knapping Tools | 1 gp | Uncommon | 20 lbs. |
Navigator's Tools | 25 gp | Uncommon | 2 lbs. |
Thieves' Tools | 25 gp | Rare | 1 lb. |
Torture Tools | 15 gp | Rare | 2 lb. |
Miscellaneous Tools[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Collection of Legendary Tales | 500 gp | Common | 5 lbs. |
Deaf Communication Tools | 20 gp | Uncommon | 5 lbs. |
Supernatural Index | 60 gp | Uncommon | 5 lbs. |
Mounts and Vehicles[edit]
Mount and Vehicle Qualities[edit]
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.
Mounts other than those listed here may be available, but they are extremely rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.
Barding. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Saddles. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.
Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.
Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.
Acceleration and Deceleration. Mechanized vehicles often have much greater speeds than mounts, meaning they can't reach their top speed in a single round. Instead, they have the Acceleration property, which denotes both their starting speed and how much their speed increases each round. For example, if a vehicle has an acceleration of 50 feet and a top speed of 200 feet, then it can move 50 feet in the first round, 100 feet in the second, 150 feet in the third, and 200 in the fourth and all subsequent rounds.
However, they also can't safely stop in one round either; instead, the driver or pilot must decelerate as an action. When they do this, they move forward a number of feet equal to their Deceleration property times however many consecutive rounds they'd been moving in the vehicle. They can also choose to instantly stop their vehicle by performing a Dexterity saving through with a DC equal to their Deceleration property. On a successful save, they move forward a number of feet equal to one-fourth their Deceleration property (minimum of 1) times however many consecutive rounds they'd been moving in the vehicle. On a failed save, they instead move forward a number of feet equal to double their Deceleration property times however many consecutive rounds they'd been moving in the vehicle, as well as take bludgeoning damage equal to double their Deceleration property and one level of exhaustion.
Mounts[edit]
Item | Cost | Rarity | Speed | Carrying Capacity |
---|---|---|---|---|
Boar | 3 gp | Uncommon | 40 lbs. | 160 lbs. |
Camel | 50 gp | Uncommon | 50 ft. | 480 lbs. |
Donkey or Mule | 8 gp | Common | 40 ft. | 420 lbs. |
Dwarven War-Boar | 400 gp | Rare | 40 lbs. | 300 lbs. |
Giant Scorpion | 1000 gp | Rare | 40 lbs. | 800 lbs. |
Elephant | 200 gp | Rare | 40 ft. | 1,320 lbs. |
Horse, Draft | 50 gp | Uncommon | 40 ft. | 540 lbs. |
Horse, Riding | 75 gp | Common | 60 ft. | 480 lbs. |
Mastiff | 25 gp | Common | 40 ft. | 195 lbs. |
Oxen | 15 gp | Common | 30 lbs. | 1000 lbs. |
Pony | 30 gp | Common | 40 ft. | 225 lbs. |
Warhorse | 400 gp | Rare | 60 ft. | 540 lbs. |
Tacks & Harnesses[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Barding | ×4 | Uncommon | ×2 |
Bit and Bridle | 2 gp | Common | 1 lb. |
Feed (per day) | 5 cp | Common | 10 lbs. |
Saddle | |||
Exotic | 60 gp | Rare | 40 lbs. |
Military | 20 gp | Uncommon | 30 lbs. |
Pack | 5 gp | Common | 15 lbs. |
Riding | 1 gp | Common | 25 lbs. |
Saddlebags | 4 gp | Common | 8 lbs. |
Stabling (per day) | 5 gp | Common | — |
Vehicles[edit]
Drawn Vehicles[edit]
Item | Cost | Rarity | Weight |
---|---|---|---|
Caravan[4] | 100 gp | Rare | 800 lbs. |
Carriage | 100 gp | Common | 600 lbs. |
Cart | 15 gp | Common | 200 lbs. |
Chariot | 250 gp | Uncommon | 100 lbs. |
Cleriots[5] | 3,500 gp - ~34,000 gp | Rare | 1800 lbs. |
Sled | 20 gp | Uncommon | 300 lbs. |
Wagon | 25 gp | Common | 400 lbs. |
Waterbourne Vehicles[edit]
Item | Cost | Rarity | Speed |
---|---|---|---|
Galley | 30,000 gp | Uncommon | 4 mph |
Keelboat | 3,000 gp | Uncommon | 1 mph |
Longship | 10,000 gp | Rare | 3 mph |
Rowboat | 50 gp | Uncommon | 1 ½ mph |
Sailing Ship | 10,000 gp | Rare | 2 mph |
Warship | 25,000 gp | Rare | 2 ½ mph |
Mechanized Vehicles[edit]
Item | Cost | Rarity | Weight | Speed | Acceleration | Deceleration |
---|---|---|---|---|---|---|
Attack Ball | — | Rare | 2,000 lbs. | 60 feet in atmosphere, 1200c[6] in space. | — | — |
Voidskimmer | 100,000 gp | Rare | 2,800 lbs. | 2,500 feet | 500 feet | 20 |
Trade Goods[edit]
Magic Items[edit]
Items[edit]
Armor[edit]
Weapons[edit]
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- ↑ This weapon utilizes the entanglement variant rule.
- ↑ You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
- ↑ This set of tools has its own unique rules regarding proficiencies.
- ↑ The caravan has a carrying capacity of 300 lbs. with a curved roof, and a carrying capacity of 500 lbs. with a flat roof.
- ↑ The cleriot has a carrying capacity of 2 - 5 tons.
- ↑ In science, "c" represents the speed of light. This means that this vehicle can move 1,200 times the speed of light in a vacuum.