Equipment (The Void Supplement)

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Campaign Setting: The Void

Players Guide

Common Races: The Echoes
Uncommon Races: Foreclaimer Hybrid
Rare Races: Living Mannequin
Prime Races' Variants:
A feat represents a talent or competence that gives a character extraordinary capabilities. It embodies training, experience, and abilities beyond what a class provides.
Due to The Void's limitless reach and magical potency, a large variety of classes have been made, and some familiar ones have changed to better suit this new environment.
Various gear, goods, equipment and magical items available to characters.
Spells & Magic
Supplemental and variant information on spells and enchantments, as well as the nature, uses and practices of magic.
Background & Languages
Additional backgrounds & languages available in The Void.
Downtime Activities
In The Void, downtime activities are an optional guideline used to facilitate what player-characters can accomplish between encounters and adventures.

The Void's Expanse

The Void and the Realms Within
Information on the worlds, regions, cultures, and nations of The Void.
An examination of monsters and beasts in The Void and how they've adapted to this plane.
Time and History
The broad history of The Void, divided into general eras. Some important events are included.
Various peoples and individuals that populate The Void.
A quick look at common societal trends and laws found in The Void.
The Void's interactions and connections with the broader multiverse and other planes.
An examination of The Void's pantheons of gods, their common appearances, their attributions, their practices of worship and how they commonly interact with the world.

Dungeon Master's Guide

A general explanation of The Void and the general world building mindset, along with various outside resources and examples to use as references in developing a campaign or understanding the world.
Marks of Prestige
Blessings & Charms
Epic Boons
Variant Rules
Optional rules for DMs to implement while playing a campaign in The Void.
Quests, dungeons, campaigns, and conflicts found within the setting.
Tables for random generation of dungeons, encounters, treasure, etc.
Adding to The Void
A page for submitting ideas, advice, and anecdotes from your campaigns for the development of this setting


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.
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.


Simple Melee Weapons Cost Damage Weight Properties
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)
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
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]


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


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


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.


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.


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.



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.


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.


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.


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


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.


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.
      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


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]




Back to Main Page5e HomebrewCampaign Settings

  1. This weapon utilizes the entanglement variant rule.
  2. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
  3. This set of tools has its own unique rules regarding proficiencies.
  4. The caravan has a carrying capacity of 300 lbs. with a curved roof, and a carrying capacity of 500 lbs. with a flat roof.
  5. The cleriot has a carrying capacity of 2 - 5 tons.
  6. 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.
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