Backgrounds Feats Races Spell Mundane Items Magic Items Items Monsters
NameTypeWeightGoldInfo
Copper (cp)$0.02Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

Source: Player's Handbook p. 143
Electrum (ep)$0.02Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

Source: Player's Handbook p. 143
Gold (gp)$0.02Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

Source: Player's Handbook p. 143
Platinum (pp)$0.02Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

Source: Player's Handbook p. 143
Silver (sp)$0.02Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).
With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.
One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn.
One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.
In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.
A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

Source: Player's Handbook p. 143
ArrowsA0.050.05Ammunition: 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, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Source: Player's Handbook p. 150
Blowgun NeedlesA0.020.02Ammunition: 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, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Source: Player's Handbook p. 150
Crossbow BoltsA0.0750.05Ammunition: 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, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Source: Player's Handbook p. 150
Sling BulletsA0.0750.002Ammunition: 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, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Source: Player's Handbook p. 150
AbacusG22

Source: Player's Handbook p. 150
Acid (vial)G125As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Source: Player's Handbook p. 148
Alchemist's Fire (flask)G150This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Source: Player's Handbook p. 148
Alchemist's SuppliesG850These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire.
Components: Alchemist’s supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
Arcana: Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks involving potions and similar materials.
Investigation: When you inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area.
Alchemical Crafting: You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.

Source: Player's Handbook p. 154
AmuletG15A holy symbol is a representation of a god or pantheon
A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Source: Player's Handbook p. 151
AntitoxinG50A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Source: Player's Handbook p. 151
BackpackG52A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Source: Player's Handbook p. 153
BagpipesG630If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154
Ball BearingsG0.0021As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.

Source: Player's Handbook p. 151
BarrelG702A barrel can hold 40 gallons of liquid or 4 cubic feet of solids.

Source: Player's Handbook p. 153
BasketG20.4A basket holds 2 cubic feet or 40 pounds of gear.

Source: Player's Handbook p. 153
BedrollG71

Source: Player's Handbook p. 150
BellG1

Source: Player's Handbook p. 150
Bit and BridleG2

Source: Player's Handbook, p. 157
BlanketG30.5

Source: Player's Handbook p. 150
Block and TackleG51A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

Source: Player's Handbook p. 151
BookG525A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).

Source: Player's Handbook p. 151
Brewer's SuppliesG920These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.
Components: Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.
History: Proficiency with brewer’s supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.
Medicine: This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.
Persuasion: A stiff drink can help soften the hardest heart. Your proficiency with brewer’s supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.
Potable Water: Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.

Source: Player's Handbook p. 154
BucketG20.05A bucket holds 3 gallons of liquid or 1/2 cubic foot of solids.

Source: Player's Handbook p. 153
Bullseye LanternG210A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Source: Player's Handbook p. 152
Burglar's PackG44.516Includes:
• a backpack
• a bag of 1,000 ball bearings
• 10 feet of string
• a bell
• 5 candles
• a crowbar
• a hammer
• 10 pitons
• a hooded lantern
• 2 flasks of oil
• 5 days rations
• a tinderbox
• a waterskin
• 50 feet of hempen rope

Source: Player's Handbook p. 151
Calligrapher's SuppliesG510These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher’s training involves long hours of studying writing and attempting to replicate its style and design.
Components: Calligrapher’s supplies include ink, a dozen sheets of parchment, and three quills.
Arcana. Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.
History: This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.
Decipher Treasure Map: This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map’s age, whether a map includes any hidden messages, or similar facts.

Source: Player's Handbook p. 154
CaltropsG0.10.05As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

Source: Player's Handbook p. 151
CamelG50

Source: Player's Handbook, p. 157
CandleG0.01For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Source: Player's Handbook p. 151
Carpenter's ToolsG68These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.
Components: Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.
History: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.
Investigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.
Perception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.
Stealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they’re stepped on.
Fortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.
Temporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.

Source: Player's Handbook p. 154
CarriageG100If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Source: Player's Handbook, p. 157
CartG15If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Source: Player's Handbook, p. 157
Cartographer's ToolsG615These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Using cartographer’s tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.
Components: Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.
Arcana, History, Religion: You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.
Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.
Survival: Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.
Craft a Map: While traveling, you can draw a map as you go in addition to engaging in other activity.


Source: Player's Handbook p. 154
Chain (10 feet)G105A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

Source: Player's Handbook p. 151
Chain BardingG110200Barding is armor designed to protect an animal's head, neck, chest, and body.
Chain barding provides a mount with an AC of 16, and reduces the mount's speed by 10 feet unless its Strength score is 13 or better. The mount makes Dexterity (Stealth) checks with disadvantage.

Source: Player's Handbook, p. 157
Chalk (1 piece)G0.01

Source: Player's Handbook p. 150
ChariotG250If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Source: Player's Handbook, p. 157
ChestG255A chest holds 12 cubic feet or 300 pounds of gear.

Source: Player's Handbook p. 153
Climber's KitG1225A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

Source: Player's Handbook p. 151
Cobbler's ToolsG55These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.
Components: Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.
Arcana, History: Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.
Investigation: Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.
Maintain Shoes: As part of a long rest, you can repair your companions’ shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.
Craft Hidden Compartment: With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.


Source: Player's Handbook p. 154
Common ClothesG30.5

Source: Player's Handbook p. 150
Component PouchG225A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

Source: Player's Handbook p. 151
Cook's UtensilsG81These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
Components: Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture’s eating habits.
Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food.

Source: Player's Handbook p. 154
Costume ClothesG45

Source: Player's Handbook p. 150
Crossbow Bolt CaseG11This wooden case can hold up to twenty crossbow bolts.

Source: Player's Handbook p. 151
CrowbarG52Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

Source: Player's Handbook p. 151
CrystalG110An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

Source: Player's Handbook p. 151
Dice SetG0.1If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.
Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.
Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.
History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.

Source: Player's Handbook p. 154
Diplomat's PackG3639Includes:
• a chest
• 2 cases for maps and scrolls
• a set of fine clothes
• a bottle of ink
• an ink pen
• a lamp
• 2 flasks of oil
• 5 sheets of paper
• a vial of perfume
• sealing wax
• soap.

Source: Player's Handbook p. 151
Disguise KitG325This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.
Components: A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.
Deception: In certain cases, a disguise can improve your ability to weave convincing lies.
Intimidation: The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
Performance: A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
Persuasion: Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
Create Disguise: As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.

Source: Player's Handbook p. 154
DonkeyG8

Source: Player's Handbook, p. 157
Draft HorseG50

Source: Player's Handbook, p. 157
Dragonchess SetG0.51If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.
Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.
Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.
History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.

Source: Player's Handbook p. 154
DrumG36If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154
DulcimerG1025If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154
Dungeoneer's PackG61.512Includes:
• a backpack
• a crowbar
• a hammer
• 10 pitons
• 10 torches
• a tinderbox
• 10 days of rations
• a waterskin
• 50 feet of hempen rope

Source: Player's Handbook p. 151
ElephantG200

Source: Player's Handbook, p. 157
EmblemG5A holy symbol is a representation of a god or pantheon
A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Source: Player's Handbook p. 151
Entertainer's PackG3840Includes:
• a backpack
• a bedroll
• 2 costumes
• 5 candles
• 5 days of rations
• a waterskin
• a disguise kit.

Source: Player's Handbook p. 151
Exotic SaddleG60An exotic saddle is required for riding any aquatic or flying mount.

Source: Player's Handbook, p. 157
Expenses, Ale, GallonG0.2

Source: Player's Handbook, p. 158
Expenses, Ale, MugG0.04

Source: Player's Handbook, p. 158
Expenses, Banquet (per person)G10

Source: Player's Handbook, p. 158
Expenses, Bread, LoafG0.02

Source: Player's Handbook, p. 158
Expenses, Cheese, hunkG0.1

Source: Player's Handbook, p. 158
Expenses, Inn, per day, AristocraticG4

Source: Player's Handbook, p. 158
Expenses, Inn, per day, ComfortableG0.8

Source: Player's Handbook, p. 158
Expenses, Inn, per day, ModestG0.5

Source: Player's Handbook, p. 158
Expenses, Inn, per day, PoorG0.1

Source: Player's Handbook, p. 158
Expenses, Inn, per day, SqualidG0.07

Source: Player's Handbook, p. 158
Expenses, Inn, per day, WealthyG2

Source: Player's Handbook, p. 158
Expenses, Meals, per day, AristocraticG2

Source: Player's Handbook, p. 158
Expenses, Meals, per day, ComfortableG0.5

Source: Player's Handbook, p. 158
Expenses, Meals, per day, ModestG0.3

Source: Player's Handbook, p. 158
Expenses, Meals, per day, PoorG0.06

Source: Player's Handbook, p. 158
Expenses, Meals, per day, SqualidG0.03

Source: Player's Handbook, p. 158
Expenses, Meals, per day, WealthyG0.8

Source: Player's Handbook, p. 158
Expenses, Meat, ChunkG0.3

Source: Player's Handbook, p. 158
Expenses, Stabling, per dayG0.5

Source: Player's Handbook, p. 157
Expenses, Wine, Common, PitcherG0.2

Source: Player's Handbook, p. 158
Expenses, Wine, Fine, BottleG10

Source: Player's Handbook, p. 158
Explorer's PackG5910Includes:
• a backpack
• a bedroll
• a mess kit
• a tinderbox
• 10 torches
• 10 days of rations
• a waterskin
• 50 feet of hempen rope

Source: Player's Handbook p. 151
Feed (1 day)G0.05

Source: Player's Handbook, p. 157
Fine ClothesG615

Source: Player's Handbook p. 150
Fishing TackleG41This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Source: Player's Handbook p. 151
FlaskG10.02A flask holds 1 pint of liquid.

Source: Player's Handbook p. 153
FluteG12If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154
Forgery KitG515This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
A forgery kit is designed to duplicate documents and to make it easier to copy a person’s seal or signature.
Components: A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.
Arcana: A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.
Deception: A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.
History: A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.
Investigation: When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.
Other Tools: Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer’s tools to make a fake map.
Quick Fake: As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else’s Intelligence (Investigation) check to spot the fake.

Source: Player's Handbook p. 154
GalleyG30000If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Source: Player's Handbook, p. 157
Glass BottleG22A bottle holds 1 1/2 pints of liquid.

Source: Player's Handbook p. 153
Glassblower's ToolsG530These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Someone who is proficient with glassblower’s tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.
Components: The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.
Arcana, History: Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion’s effects. (A potion might leave behind a residue, deform the glass, or stain it.)
Investigation: When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.
Identify Weakness: With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled.

Source: Player's Handbook p. 154
Grappling HookG42

Source: Player's Handbook p. 150
Half Plate BardingG803000Barding is armor designed to protect an animal's head, neck, chest, and body.
Half plate barding provides a mount with an AC equal to 15 + the mount's Dexterity modifier (max 2).

Source: Player's Handbook, p. 157
HammerG31

Source: Player's Handbook p. 150
Healer's KitG35This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Source: Player's Handbook p. 151
Hempen Rope (50 feet)G101Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Source: Player's Handbook p. 153
Herbalism KitG35This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants: You can identify most plants with a quick inspection of their appearance and smell.

Source: Player's Handbook p. 154
Hide BardingG2440Barding is armor designed to protect an animal's head, neck, chest, and body.
Hide barding provides a mount with an AC equal to 12 + the mount's Dexterity modifier (max 2).

Source: Player's Handbook, p. 157
Holy Water (flask)G125As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.\n\tA cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Source: Player's Handbook p. 151
Hooded LanternG25A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Source: Player's Handbook p. 152
HornG23If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154
HourglassG125

Source: Player's Handbook p. 150
Hunting TrapG255When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Source: Player's Handbook p. 152
Ink (1 ounce bottle)G10

Source: Player's Handbook p. 150
Ink PenG0.02

Source: Player's Handbook p. 150
Iron PotG102An iron pot holds 1 gallon of liquid.

Source: Player's Handbook p. 153
Iron SpikesG0.50.1

Source: Player's Handbook p. 150
Jeweler's ToolsG225These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Training with jeweler’s tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.
Components: Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers.
Arcana: Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.
Investigation: When you inspect jeweled objects, your proficiency with jeweler’s tools aids you in picking out clues they might hold.
Identify Gems: You can identify gems and determine their value at a glance.

Source: Player's Handbook p. 154
JugG40.02A jug holds 1 gallon of liquid.

Source: Player's Handbook p. 153
KeelboatG3000If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.
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 lhe vehicle. These vehicles can'l be rowed againsl any significanl current, but they can be pulled upstream by draft animais on the shores.

Source: Player's Handbook, p. 157
Ladder (10-foot)G250.1

Source: Player's Handbook p. 150
LampG10.5A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Source: Player's Handbook p. 152
Leather BardingG2040Barding is armor designed to protect an animal's head, neck, chest, and body.
Leather barding provides a mount with an AC equal to 11 + the mount's Dexterity modifier.

Source: Player's Handbook, p. 157
Leatherworker's ToolsG55These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.
Components: Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.
Arcana: Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.
Investigation: You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.
Identify Hides: When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using half_ling methods.


Source: Player's Handbook p. 154
Lifestyle Expenses, Aristocratic, per dayG10Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.
At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Aristocratic: You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

Source: Player's Handbook, p. 157
Lifestyle Expenses, Comfortable, per dayG2Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.
At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Comfortable: Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

Source: Player's Handbook, p. 157
Lifestyle Expenses, Modest, per dayG1Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.
At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Modest: A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don't go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.

Source: Player's Handbook, p. 157
Lifestyle Expenses, PoorG0.2Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.
At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Poor: A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

Source: Player's Handbook, p. 157
Lifestyle Expenses, Squalid, per dayG0.1Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.
At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Squalid: You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

Source: Player's Handbook, p. 157
Lifestyle Expenses, Wealthy, per dayG4Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.
At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Wealthy: Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.

Source: Player's Handbook, p. 157
Lifestyle Expenses, WretchedGLifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.
At the start of each week or month (your choice), choose a lifestyle and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character's career.
Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely lo make powerful connections.

Wretched: You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the goad graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.

Source: Player's Handbook, p. 157
LockG110A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.

Source: Player's Handbook p. 152
LongshipG10000If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Source: Player's Handbook, p. 157
LuteG235If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154
LyreG230If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154
Magnifying GlassG100This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

Source: Player's Handbook p. 152
ManaclesG62These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

Source: Player's Handbook p. 152
Map or Scroll CaseG11This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Source: Player's Handbook p. 151
Mason's ToolsG810These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick.
Components: Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square.
History: Your expertise aids you in identifying a stone building’s date of construction and purpose, along with insight into who might have built it.
Investigation: You gain additional insight when inspecting areas within stone structures.
Perception: You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.
Demolition: Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.

Source: Player's Handbook p. 154
MastiffG25

Source: Player's Handbook, p. 157
Merchant's ScaleG35A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Source: Player's Handbook p. 153
Mess KitG10.2This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Source: Player's Handbook p. 152
Military SaddleG20A 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.

Source: Player's Handbook, p. 157
Miner's PickG102

Source: Player's Handbook p. 150
Monster Hunter's PackG48.533Includes:
• a chest
• a crowbar
• a hammer
• three wooden stakes
• a holy symbol
• a flask of holy water
• a set of manacles
• a steel mirror
• a flask of oil
• a tinderbox
• 3 torches

Source: Curse of Strahd, p. 209
MuleG8

Source: Player's Handbook, p. 157
Navigator's ToolsG225This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.
Proficiency with navigator’s tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.
Components: Navigator’s tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.
Survival: Knowledge of navigator’s tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.
Sighting: By taking careful measurements, you can determine your position on a nautical chart and the time of day.

Source: Player's Handbook p. 154
Oil (flask)G10.1Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Source: Player's Handbook p. 152
OrbG320An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

Source: Player's Handbook p. 151
Pack SaddleG5

Source: Player's Handbook, p. 157
Padded BardingG1620Barding is armor designed to protect an animal's head, neck, chest, and body.
Padded barding provides a mount with an AC equal to 11 + the mount's Dexterity modifier. The mount makes Dexterity (Stealth) checks with disadvantage.

Source: Player's Handbook, p. 157
Painter's SuppliesG510These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Proficiency with painter’s supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.
Components: Painter’s supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette.
Arcana, History, Religion: Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.
Investigation, Perception: When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.
Painting and Drawing: As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.

Source: Player's Handbook p. 154
Pan FluteG212If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154
Paper (one sheet)G0.2

Source: Player's Handbook p. 150
Parchment (one sheet)G0.1

Source: Player's Handbook p. 150
Perfume (vial)G5

Source: Player's Handbook p. 150
PitcherG40.02A pitcher holds 1 gallon of liquid.

Source: Player's Handbook p. 153
PitonG0.250.05

Source: Player's Handbook p. 150
Plate BardingG1306000Barding is armor designed to protect an animal's head, neck, chest, and body.
Plate barding provides a mount with an AC of 18, and reduces the mount's speed by 10 feet unless its Strength score is 15 or better. The mount makes Dexterity (Stealth) checks with disadvantage.

Source: Player's Handbook, p. 157
Playing Card SetG0.5If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

Source: Player's Handbook p. 154
Poison (Assassin's Blood)G150A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid.You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Source: Dungeon Master's Guide p. 257
Poison (Basic)G100You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Source: Player's Handbook p. 153
Poison (Burnt Othur Fumes)G500A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Source: Dungeon Master's Guide p. 257
Poison (Carrion Crawler Mucus)G200This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Source: Dungeon Master's Guide p. 257
Poison (Drow Poison)G200This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Source: Dungeon Master's Guide p. 257
Poison (Essence of Ether)G300A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal mem- branes, tear ducts, and other parts of the body.

Source: Dungeon Master's Guide p. 257
Poison (Malice)G250A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal mem- branes, tear ducts, and other parts of the body.

Source: Dungeon Master's Guide p. 257
Poison (Midnight Tears)G1500A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid.You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Source: Dungeon Master's Guide p. 257
Poison (Oil of Taggit)G400A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.

Source: Dungeon Master's Guide p. 257
Poison (Pale Tincture)G250A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal mem- branes, tear ducts, and other parts of the body.

Source: Dungeon Master's Guide p. 257
Poison (Purple Worm Poison)G2000This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Source: Dungeon Master's Guide p. 257
Poison (Serpent Venom)G200This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Source: Dungeon Master's Guide p. 257
Poison (Torpor)G600A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

Poisoned: A poisoned creature has disadvantage on attack rolls and ability checks.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Source: Dungeon Master's Guide p. 257
Poison (Truth Serum)G150A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Source: Dungeon Master's Guide p. 257
Poison (Wyvern Poison)G1200This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or clashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.

Source: Dungeon Master's Guide p. 257
Poisoner's KitG250A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.
Components: A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.
History: Your training with poisons can help you when you try to recall facts about infamous poisonings.
Investigation, Perception: Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.
Medicine: When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.
Nature, Survival: Working with poisons enables you to acquire lore about which plants and animals are poisonous.
Handle Poison: Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.

Source: Player's Handbook p. 154
Pole (10-foot)G70.05

Source: Player's Handbook p. 150
PonyG30

Source: Player's Handbook, p. 157
Portable RamG354You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

Source: Player's Handbook p. 153
Potter's ToolsG310These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Potter’s tools are used to create a variety of ceramic objects, most typically pots and similar vessels.
Components: Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers.
History: Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.
Investigation, Perception: You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.
Reconstruction: By examining pottery shards, you can determine an object’s original, intact form and its likely purpose.

Source: Player's Handbook p. 154
PouchG10.5A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear.

Source: Player's Handbook p. 153
Priest's PackG2419Includes:
• a backpack
• a blanket
• 10 candles
• a tinderbox
• an alms box
• 2 blocks of incense
• a censer
• vestments
• 2 days of rations
• a waterskin.

Source: Player's Handbook p. 151
QuiverG11A quiver can hold up to 20 arrows.

Source: Player's Handbook p. 153
Rations (1 day)G20.5Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Source: Player's Handbook p. 153
ReliquaryG25A holy symbol is a representation of a god or pantheon
A cleric or paladin can use a holy symbol as a spellcasting focus, using it in place of any material components which do not list a cost. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Source: Player's Handbook p. 151
Riding HorseG75

Source: Player's Handbook, p. 157
Riding SaddleG10

Source: Player's Handbook, p. 157
Ring BardingG80120Barding is armor designed to protect an animal's head, neck, chest, and body.
Ring barding provides a mount with an AC of 14. The mount makes Dexterity (Stealth) checks with disadvantage.

Source: Player's Handbook, p. 157
RobesG41

Source: Player's Handbook p. 150
RodG210An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

Source: Player's Handbook p. 151
RowboatG10050If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.
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 lhe vehicle. These vehicles can'l be rowed againsl any significanl current, but they can be pulled upstream by draft animais on the shores.

Source: Player's Handbook, p. 157
SackG0.50.01A sack can hold up to 1 cubic foot or 30 pounds of gear.

Source: Player's Handbook p. 153
SaddlebagsG4

Source: Player's Handbook, p. 157
Sailing ShipG10000If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Source: Player's Handbook, p. 157
Scale BardingG90200Barding is armor designed to protect an animal's head, neck, chest, and body.
Scale barding provides a mount with an AC equal to 14 + the mount's Dexterity modifier (max 2). The mount makes Dexterity (Stealth) checks with disadvantage.

Source: Player's Handbook, p. 157
Scholar's PackG1040Includes:
• a backpack
• a book of lore
• a bottle of ink
• an ink pen
• 10 sheets of parchment
• a little bag of sand
• a small knife.

Source: Player's Handbook p. 151
Sealing WaxG0.5

Source: Player's Handbook p. 150
Services, Coach Cab, between towns, per mileG0.03

Source: Player's Handbook, p. 159
Services, Coach Cab, within city, per mileG0.01

Source: Player's Handbook, p. 159
Services, Hireling, Skilled, per dayG2Skilled hirelings include anyone hired lo perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay

Source: Player's Handbook, p. 159
Services, Hireling, Untrained, per dayG0.2Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.

Source: Player's Handbook, p. 159
Services, Messenger, per mileG0.02

Source: Player's Handbook, p. 159
Services, Road or Gate TollG0.01

Source: Player's Handbook, p. 159
Services, Ship's Passage, per mileG0.1

Source: Player's Handbook, p. 159
ShawmG12If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154
ShovelG52

Source: Player's Handbook p. 150
Signal WhistleG0.05

Source: Player's Handbook p. 150
Signet RingG5

Source: Player's Handbook p. 150
Silk Rope (50 feet)G510Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Source: Player's Handbook p. 153
SledG20If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.


Source: Player's Handbook, p. 157
Sledge HammerG102

Source: Player's Handbook p. 150
Smith's ToolsG820These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Smith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.
Components: Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone.
Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons.
Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.
Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.


Source: Player's Handbook p. 154
SoapG0.02

Source: Player's Handbook p. 150
SpellbookG350Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

Source: Player's Handbook p. 153
Splint BardingG120800Barding is armor designed to protect an animal's head, neck, chest, and body.
Splint barding provides a mount with an AC of 17, and reduces the mount's speed by 10 feet unless its Strength score is 15 or better. The mount makes Dexterity (Stealth) checks with disadvantage.

Source: Player's Handbook, p. 157
Sprig of MistletoeG1A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost.

Source: Player's Handbook p. 151
SpyglassG11000Objects viewed through a spyglass are magnified to twice their size.

Source: Player's Handbook p. 153
StaffG45An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

Source: Player's Handbook p. 151
Steel MirrorG0.55

Source: Player's Handbook p. 150
Studded Leather BardingG26180Barding is armor designed to protect an animal's head, neck, chest, and body.
Studded leather barding provides a mount with an AC equal to 12 + the mount's Dexterity modifier.

Source: Player's Handbook, p. 157
TankardG0.02A tankard holds 1 pint of liquid.

Source: Player's Handbook p. 153
Thieves' ToolsG125This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Perhaps the most common tools used by adventurers, thieves’ tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.
Components: Thieves’ tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
Investigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.


Source: Player's Handbook p. 154
Three-Dragon Ante SetG1If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.
Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.
Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.
History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.

Source: Player's Handbook p. 154
TinderboxG10.5This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.

Source: Player's Handbook p. 153
Tinker's ToolsG1050These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.
Components: Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.
History: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.
Investigation: When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
Repair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.

Source: Player's Handbook p. 154
Tome of StrahdG5The Tome of Strahd is an ancient work penned by Strahd, a tragic tale of how he came to his fallen state. The book is bound in a thick leather cover with steel hinges and fastenings. The pages are of parchment and very brittle. Most of the book is written in the curious shorthand that only Strahd employs. Stains and age have made most of the work illegible, but several paragraphs remain intact.

Source: Curse of Strahd, p. 221
TorchG10.01A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Source: Player's Handbook p. 153
TotemG1A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost.

Source: Player's Handbook p. 151
Trade Goods, Canvas, sq. yardsG0.1Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, CattleG10Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, ChickensG0.02Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, CinnamonG12Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, ClovesG13Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, CopperG10.5Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, Cotton Cloth, sq. yardsG0.5Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, FlourG10.02Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, GingerG11Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, GoatsG1Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, GoldG150Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, IronG10.1Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, Linen, sq. yardsG5Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, OxenG15Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, PepperG12Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, PigsG3Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, PlatinumG1500Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, SaffronG115Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, SaltG10.05Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, SheepG2Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, Silk, sq. yardsG10Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, SilverG15Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Trade Goods, WheatG10.01Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.

Source: Player's Handbook, p. 157
Traveler's ClothesG42

Source: Player's Handbook p. 150
Two-Person TentG202A simple and portable canvas shelter, a tent sleeps two.

Source: Player's Handbook p. 153
VialG1A vial can hold up to 4 ounces of liquid.

Source: Player's Handbook p. 153
ViolG130If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument.
A bard can use a musical instrument as a spellcasting focus, substituting it for any material component that does not list a cost.
Each type of musical instrument requires a separate proficiency.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Source: Player's Handbook p. 154
WagonG35If you have proticiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Source: Player's Handbook, p. 157
WandG110An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, using it in place of any material component which does not list a cost.

Source: Player's Handbook p. 151
WarhorseG400

Source: Player's Handbook, p. 157
WarshipG25000If you have proficiency with a certain kind of vehicle (land or water), you can add your proticiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Source: Player's Handbook, p. 157
WaterskinG50.2A waterskin can hold up to 4 pints of liquid.

Source: Player's Handbook p. 153
Weaver's ToolsG51These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Weaver’s tools allow you to create cloth and tailor it into articles of clothing.
Components: Weaver’s tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.
Arcana, History: Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.
Investigation: Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.
Repair: As part of a short rest, you can repair a single damaged cloth object.
Craft Clothing: Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.

Source: Player's Handbook p. 154
WhetstoneG10.01

Source: Player's Handbook p. 150
Woodcarver's ToolsG51These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
Woodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.
Components: Woodcarver’s tools consist of a knife, a gouge, and a small saw.
Arcana, History: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.
Nature: Your knowledge of wooden objects gives you some added insight when you examine trees.
Repair: As part of a short rest, you can repair a single damaged wooden object.
Craft Arrows: As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.


Source: Player's Handbook p. 154
Wooden StaffG45A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost.

Source: Player's Handbook p. 151
Yew WandG110A druid can use such a druidic focus as a spellcasting focus, using it in place of any material component that does not have a cost.

Source: Player's Handbook p. 151
Chain MailHA5575Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Source: Player's Handbook p. 145
Plate ArmorHA651500Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Source: Player's Handbook p. 145
Ring MailHA4030This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.

Source: Player's Handbook p. 145
Splint ArmorHA60200This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Source: Player's Handbook p. 145
Leather ArmorLA1010The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Source: Player's Handbook p. 144
Padded ArmorLA85Padded armor consists of quilted layers of cloth and batting.

Source: Player's Handbook p. 144
Studded Leather ArmorLA1345Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Source: Player's Handbook p. 144
BattleaxeM410

Proficiency: martial, battleaxe
Source: Player's Handbook p. 149
ClubM20.1

Proficiency: simple, club
Source: Player's Handbook p. 149
DaggerM12

Proficiency: simple, dagger
Source: Player's Handbook p. 149
FlailM210

Proficiency: martial, flail
Source: Player's Handbook p. 149
GlaiveM620

Proficiency: martial, glaive
Source: Player's Handbook p. 149
GreataxeM730

Proficiency: martial, greataxe
Source: Player's Handbook p. 149
GreatclubM100.2

Proficiency: simple, greatclub
Source: Player's Handbook p. 149
GreatswordM650

Proficiency: martial, greatsword
Source: Player's Handbook p. 149
HalberdM620

Proficiency: martial, halberd
Source: Player's Handbook p. 149
HandaxeM25

Proficiency: simple, handaxe
Source: Player's Handbook p. 149
JavelinM20.5

Proficiency: simple, javelin
Source: Player's Handbook p. 149
LanceM610

Proficiency: martial, lance
Source: Player's Handbook p. 149
Light HammerM22

Proficiency: simple, light hammer
Source: Player's Handbook p. 149
LongswordM315

Proficiency: martial, longsword
Source: Player's Handbook p. 149
MaceM45

Proficiency: simple, mace
Source: Player's Handbook p. 149
MaulM1010

Proficiency: martial, maul
Source: Player's Handbook p. 149
MorningstarM415

Proficiency: martial, morningstar
Source: Player's Handbook p. 149
PikeM185

Proficiency: martial, pike
Source: Player's Handbook p. 149
QuarterstaffM40.2

Proficiency: simple, quarterstaff
Source: Player's Handbook p. 149
RapierM225

Proficiency: martial, rapier
Source: Player's Handbook p. 149
ScimitarM325

Proficiency: martial, scimitar
Source: Player's Handbook p. 149
ShortswordM210

Proficiency: martial, shortsword
Source: Player's Handbook p. 149
SickleM21

Proficiency: simple, sickle
Source: Player's Handbook p. 149
SpearM31

Proficiency: simple, spear
Source: Player's Handbook p. 149
TridentM45

Proficiency: martial, trident
Source: Player's Handbook p. 149
War PickM25

Proficiency: martial, war pick
Source: Player's Handbook p. 149
WarhammerM215

Proficiency: martial, warhammer
Source: Player's Handbook p. 149
WhipM32

Proficiency: martial, whip
Source: Player's Handbook p. 149
BreastplateMA20400This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Source: Player's Handbook p. 145
Chain ShirtMA2050Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Source: Player's Handbook p. 144
Half PlateMA40750Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Source: Player's Handbook p. 145
Hide ArmorMA1210This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Source: Player's Handbook p. 144
Scale MailMA4550This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Source: Player's Handbook p. 144
Spiked ArmorMA4575Spiked armor is a rare type of medium armor made by dwarves. Itt consists of a leather coat and leggings covered with spikes that are usually made of metal.

Source: Sword Coast Adventurer's Guide, p. 121
BlowgunR110

Proficiency: martial, blowgun
Source: Player's Handbook p. 149
DartR0.250.05

Proficiency: simple, dart
Source: Player's Handbook p. 149
Hand CrossbowR375

Proficiency: martial, hand crossbow
Source: Player's Handbook p. 149
Heavy CrossbowR1850

Proficiency: martial, heavy crossbow
Source: Player's Handbook p. 149
Light CrossbowR525

Proficiency: simple, light crossbow
Source: Player's Handbook p. 149
LongbowR250

Proficiency: martial, longbow
Source: Player's Handbook p. 149
NetR31

Proficiency: martial, net
Source: Player's Handbook p. 149
ShortbowR225

Proficiency: simple, shortbow
Source: Player's Handbook p. 149
SlingR0.1

Proficiency: simple, sling
Source: Player's Handbook p. 149
ShieldS610A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Source: Player's Handbook p. 144
Bullets (Modern)A0.1The ammunition of a firearm is destroyed upon use. Modern firearms use bullets.

Source: Dungeon Master's Guide p. 267
Dynamite (Stick)G1Dynamite is a modern-era explosive.
As an action, a creature can light a s tick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).
Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.

Source: Dungeon Master's Guide p. 267
Fragmentation GrenadeG1A fragmentation grenade is a modern-era explosive.
As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.
Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Source: Dungeon Master's Guide p. 267
Grenade LauncherG7A grenade launcher is a modern-era item.
With a grenade launcher, a character can propel a grenade up to 120 feet away.

Source: Dungeon Master's Guide p. 267
Smoke GrenadeG2A smoke grenade is a modern-era explosive
As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.
One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Source: Dungeon Master's Guide p. 267
Forced Entry UnitHA20A forced entry unit is modern armor. It provides resistance to ballistic and slashing damage.

Source: Behind the Screens: My New d20 Modern Campaign
Land Warrior ArmorHA10Land warrior armor is modern armor. It reduces damage from ballistic or slashing attacks by 5.

Source: Behind the Screens: My New d20 Modern Campaign
Special Response VestHA15A special response vest is modern armor. It provides resistance to ballistic damage.

Source: Behind the Screens: My New d20 Modern Campaign
Heavy CoatLA6A heavy coat is modern armor.

Source: Behind the Screens: My New d20 Modern Campaign
Kevlar-Lined CoatLA8A kevlar-lined coat is modern armor. It reduces damage from ballistic attacks by 2.

Source: Behind the Screens: My New d20 Modern Campaign
Leather JacketLA4A leather jacket is modern armor.

Source: Behind the Screens: My New d20 Modern Campaign
Light Undercover ShirtLA2A light undercover shirt is modern armor. It reduces damage from ballistic attacks by 2.

Source: Behind the Screens: My New d20 Modern Campaign
Undercover VestLA3An undercover vest is modern armor. It reduces damage from ballistic attacks by 2.

Source: Behind the Screens: My New d20 Modern Campaign
Concealable VestMA4A concealable vest is modern armor. It reduces damage from ballistic attacks by 3.

Source: Behind the Screens: My New d20 Modern Campaign
Light-Duty VestMA8A light-duty vest is modern armor. It reduces damage from ballistic attacks by 3. Additionally, you may apply up to 3 points of your Dex modifier to your AC while wearing it if your Dexterity is 16 or higher.

Source: Behind the Screens: My New d20 Modern Campaign
Tactical VestMA10A tactical vest is modern armor. It provides resistance to ballistic damage.

Source: Behind the Screens: My New d20 Modern Campaign
Automatic PistolR3An automatic pistol is a modern-era firearm.

Ammunition: The ammunition of a firearm is destroyed upon use. Modern firearms use bullets. Loading a one-handed weapon requires a free hand.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Reload (15 Shots): A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

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, case, or other 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 (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Proficiency: firearms, sidearms
Source: Dungeon Master's Guide p. 267
Automatic RifleR8An automatic rifle is a modern-era firearm.

Ammunition: The ammunition of a firearm is destroyed upon use. Modern firearms use bullets. Loading a one-handed weapon requires a free hand.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Burst Fire: A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.

Reload (30 Shots): A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Two-Handed: This weapon requires two hands to use.

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, case, or other 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 (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: firearms, long arms
Source: Dungeon Master's Guide p. 267
Hunting RifleR8A hunting rifle is a modern-era firearm.

Ammunition: The ammunition of a firearm is destroyed upon use. Modern firearms use bullets. Loading a one-handed weapon requires a free hand.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Reload (5 Shots): A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Two-Handed: This weapon requires two hands to use.

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, case, or other 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 (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: firearms, long arms
Source: Dungeon Master's Guide p. 267
RevolverR3A revolver is a modern-era firearm.

Ammunition: The ammunition of a firearm is destroyed upon use. Modern firearms use bullets. Loading a one-handed weapon requires a free hand.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Reload (6 Shots): A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

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, case, or other 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 (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Proficiency: firearms, sidearms
Source: Dungeon Master's Guide p. 267
ShotgunR7A shotgun is a modern-era firearm.

Ammunition: The ammunition of a firearm is destroyed upon use. Modern firearms use bullets. Loading a one-handed weapon requires a free hand.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.

Reload (2 Shots): A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Two-Handed: This weapon requires two hands to use.

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, case, or other 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 (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: firearms, long arms
Source: Dungeon Master's Guide p. 267
Thunder Cannon BulletsAAmmunition: 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, case, or other container is part of the attack.

Source: Unearthed Arcana: The Artificer, p. 6
Arcane MagazineGYour Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.
You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.
If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials

Source: Unearthed Arcana: The Artificer, p. 6
Thunder CannonRA Thunder Cannon is a ferocious weapon that fires leaden bullets that can punch through armor with ease. Once fired, it must be reloaded as a bonus action.

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, case, or other 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 (see "Improvised Weapons"). A sling must be loaded to deal any damage when used in this way.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: thunder cannon
Source: Unearthed Arcana: The Artificer, p. 6
Double-Bladed ScimitarM6100The double scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long blade on either end. Forged with techniques honed over tens of thousands of years, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double scimitar is an expensive weapon, but few people ever have an opportunity to purchase one. If you’re an elf, your blade could have a long and storied history. If you’re not an elf, you might have stolen the weapon from a fallen foe or received it from a dying Valenar ally. If you work with your DM to create the story behind your double scimitar, you can start with the weapon at 1st level in place of a martial weapon normally granted by your class. However, it can be dangerous for a non-elf to carry a double scimitar. Valenar may demand its return or challenge you to prove that you’re worthy to wield it.

Special: When you take the attack action and make a two-handed attack with a double-bladed scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals slashing damage.

Two-Handed: This weapon requires two hands when you attack with it.

Proficiency: martial, double-bladed scimitar
Source: Wayfinder's Guide to Eberron, Chapter 3