Vehicles
Vehicles
From chariot races to pirate ship attacks to airship journeys, countless adventures take place atop speeding vehicles.
All vehicles have the following properties:
- Terrain: Vehicles fall into three terrain categories: land vehicles, water vehicles, and air vehicles. Vehicles travel in the terrain of their category. Proficiency with a category of vehicles allows a creature to add its proficiency bonus to any checks made regarding that type of vehicle.
- Size and Armor Class: Just like creatures, vehicles have size categories and each has an AC that determines how difficult it is to hit with attacks.
- Hit Points: When a vehicle is reduced to 0 or fewer hit points it is destroyed. In addition, when a vehicle is reduced to 50% of its total hit points, it suffers a malfunction and must roll on Table: Malfunction.
- Speed: Vehicles are listed with their movement speed, as well as their journey speed for traveling long distances.
- Crew: Many vehicles only require a single crewman as a driver, but larger vehicles may require even dozens of people to properly operate. Drivers cannot perform actions using a vehicle unless the minimum crew requirement is met.
- Immunities: As objects, vehicles are immune to poison and psychic damage. They are also immune to the blinded , charmed , confused , deafened , fatigued , frightened , incapacitated , paralyzed , petrified , poisoned , prone , slowed , strife , stunned , and unconscious conditions, as well as any other effect that would result from failing a Wisdom, Intelligence, or Charisma saving throw .
- Havens: A vehicle acts as a haven if it provides accommodation and shelter from the elements. At the Narrator’s discretion, the environment may not be suitable for it to act as a haven.
Unlike creatures, all vehicles have a “front”, in many situations this facing will dictate the way the vehicle moves.
In order to move, all vehicles require a driver. While at the steering (such as the reins of a wagon or the wheel of a ship) a creature can use a bonus action to make the vehicle perform one of the following actions:
- Drive: The vehicle moves half of its movement speed directly forward, then the driver may change the vehicle’s facing by up to 90 degrees (a full turn left or right) before moving up to the remaining movement speed. The vehicle gains momentum.
- Maneuver: The vehicle moves half of its movement speed forward, and the driver may change the vehicle’s facing by up to 90 degrees (a full turn left or right) up to 2 times during this movement. This action cannot be performed while the vehicle has momentum.
- Ahead Full: The vehicle moves one and a half times its movement speed directly forward. The vehicle gains momentum. If the vehicle would roll for a malfunction before it is used to take another action, it rolls twice on that table instead (reroll any duplicate results).
- Brake: The vehicle moves half of its movement speed directly forward, then it loses momentum.
- Stop: The vehicle comes to a complete stop. This action cannot be taken while the vehicle has momentum.
Momentum. At the initiative count of 20, all vehicles with momentum move half their movement speed directly forward. Momentum ends automatically after 1 minute if no actions with a vehicle are taken.
Saving Throws. Unlike most objects, vehicles must make Strength, Dexterity, and Constitution saving throws as if they were creatures against effects that would call for them. All vehicles have a Strength and Constitution score based on their size (see below). A driven vehicle has a Dexterity score equal to its driver’s Dexterity score (a vehicle without a driver has a Dexterity of 0).
Size
The size of a vehicle determines many of a vehicle’sproperties:
Strength, Constitution, and Carrying Capacity. A vehicle’s Strength, Constitution, and carrying capacity are determined by its size.
- Large: A Large vehicle has a Strength and Constitution score of 14 (+2), can carry up to 3 passengers along with the driver, up to 40 Supply, and up to 10 bulky items in addition to 2,000 lbs. of carrying capacity.
- Huge: A Huge vehicle has a Strength and Constitution score of 18 (+4), can carry up to 6 passengers along with the driver, up to 80 Supply, and up to 20 bulky items in addition to 4,000 lbs. of carrying capacity.
- Gargantuan: A Gargantuan vehicle has a Strength and Constitution score of 22 (+6), can carry a number of additional passengers equal to the minimum required crew, up to 800 Supply, and up to 200 bulky items in addition to 40,000 lbs. of carrying capacity.
Collisions. If a vehicle has momentum and enters the space occupied by a creature or another object, a collision occurs. Both the vehicle and whatever it impacts take damage according to the vehicle’s size: Large—4d6 bludgeoning damage, Huge—8d6 bludgeoning damage, Gargantuan— 12d6 bludgeoning damage.
If the object or creature impacted is the same size as the vehicle or larger, the vehicle immediately stops and loses momentum. If the object or creature impacted is smaller than the vehicle, it is shunted into the closest unoccupied space that allows the vehicle to complete its movement unimpeded.
Malfunctions
When a vehicle is reduced to half its total hit points or less, roll 1d6 on Table: Malfunctions to determine what aspect of the vehicle is breaking. Vehicle malfunctions are usually too extreme to repair quickly except by magical means, and remain until the vehicle’s hit points are restored to their maximum.
Special Features
There are any number of fantastical possibilities when it comes to vehicles but the following features are the most common:
Armed. Armed vehicles have one or more weapons in place on board (see Table: Siege Weaponry). A creature can use an action to fire a siege weapon, or use an action to reload it.
Drawn. A drawn vehicle is pulled by one or more beasts of burden and its movement and travel speeds are determined by the animal (or animals) pulling it.
Personal. Personal vehicles are designed for a single occupant and usually have far less space. Vehicles with this property can only ever carry a maximum of one person, and have 1/4th the carrying capacity of a normal vehicle of the same size.
Three-Dimensional. Usually found on airships, a three-dimensional vehicle may also turn up or down when making turns.
Transport. Transport vehicles are designed for cargo and crew, and have twice the carrying capacity and maximum number of passengers as normal for a vehicle of the same size.
Table: Land Vehicles
Vehicle |
Size |
AC |
Hit Points |
Speed |
Crew |
Cost |
Supply |
Weight |
Special |
Carriage |
Large | 15 | 120 | Drawn | 1 | 100 gp | 40 | 1,800 lbs. | Drawn |
Cart | Large | 11 | 30 | Drawn | 1 | 15 gp | 40 | 1,000 lbs. | Drawn |
Chariot | Large | 16 | 50 | Drawn | 1 | 250 gp | 40 | 60 lbs. | Drawn, personal |
Dog sled | Large | 12 | 40 | Drawn | 1 | 20 gp | 40 | 100 lbs. | Drawn, personal |
Wagon | Huge | 12 | 80 | Drawn | 1 | 35 gp | 80 | 1,300 lbs. | Drawn |
Table: Water Vehicles
Vehicle |
Size |
AC |
Hit Points |
Speed |
Crew |
Cost |
Supply |
Special |
Canoe | Large | 12 | 30 | 30 feet / 3 mph | 1 | 25 gp | 40 | Personal |
Galley | Gargantuan | 15 | 500 | 40 feet / 4 mph | 60 | 30,000 gp | 800 | Armed (Ballista x2), transport |
Rowboat | Large | 11 | 50 | 20 feet / 2 mph | 1 | 50 gp | 40 | - |
Sailing ship | Gargantuan | 15 | 300 | 50 feet / 5 mph | 30 | 10,000 gp | 800 | Armed (Ballista x2) |
Warship | Gargantuan | 16 | 600 | 40 feet / 4 mph | 50 | 25,000 gp | 800 | Armed (Cannon x4) |
Table: Air Vehicles
Vehicle |
Size |
AC |
Hit Points |
Speed |
Crew |
Cost |
Supply |
Special |
Cloud galleon | Gargantuan | 14 | 300 | 40 feet / 4 mph | 15 | 40,000 gp | 800 | Transport, Three-Dimensional |
Hot-air balloon | Large | 10 | 40 | 20 feet / 2 mph | 1 | 7,500 gp | 40 | Three-Dimensional |
Sky skiff | Huge | 12 | 60 | 50 feet / 5 mph | 2 | 12,000 gp | 80 | Three-Dimensional |
Wind raider | Gargantuan | 15 | 180 | 50 feet / 5 mph | 5 | 20,000 gp | 800 | Armed (Ballista x2), Three-Dimensional |
Table: Siege Weaponry
Weapon | Cost | Size | AC | Hit Points | Range | Target | Damage |
Ballista | 500 gp | Large | 15 | 50 | 140/480 ft. | One | 3d10 piercing damage |
Cannon | 3,000 gp | Large | 19 | 75 | 600/2,400 ft. | One | 8d10 bludgeoning damage |
Mangonel | 850 gp | Large | 15 | 100 | 200/800 ft.* | One | 5d10 bludgeoning damage |
Trebuchet | 2,500 gp | Huge | 15 | 150 | 300/1,200 ft. * | One | 8d10 bludgeoning damage |
* This siege weapon cannot attack targets within 60 feet.
Table: Malfunctions
D6 | Malfunction |
1 | Movement. Movement has been compromised, such as losing the sails, losing the animal team drawing the vehicle, or destroying an engine. The Drive, Maneuver, and Ahead Full actions cannot be taken until it is repaired. |
2 | Integrity. Some key component holding everything together has been lost and the vehicle immediately loses an additional 25% of its hit point maximum. |
3 | Brakes. The ability to stop has been lost. The Brake and Stop actions cannot be taken until repaired. |
4 | Steering. The driver’s ability to fully control the vehicle has been compromised. The Drive and Maneuver actions cannot be taken until repaired. |
5 | Cargo. Half of any Supply currently carried by the vehicle are destroyed. |
6 | Superficial. The damage looks bad but doesn’t cause any further issues. |
Creating Your Own Vehicles
Submarines, sky chariots drawn by drakes, steam-powered giant spiders—anything can exist in your fantasy world and Narrators shouldn’t feel constrained by the few vehicle options we’ve presented here. Think of these vehicles as simple templates ripe for reimagining and feel free to mix and match features to create something new.
Repairing Vehicles
Repairing damaged or malfunctioning vehicles requires a tool check against the DC listed for the vehicle’s primary material as shown on the Materials table. During a long rest you can make one check, ending any malfunctions it currently has on a success and restoring hit points equal to the result of your check. Alternatively you can hire someone to repair your vehicle for you (which is an automatic success and typically costs 1/5th of the vehicle’s total cost).
Mounts
Mounts
From the mighty warhorse to the humble pack mule, mounts can be an integral part of your battle plan or simply a way to carry your excess gear. This section concerns the cost, upkeep, and carrying utility of your mounts (details on mounted combat are in Chapter 8: Combat).
In order to be used as a mount, a creature must be at least one size category larger than you, and must have an Intelligence score of 4 or lower. You may be able to convince creatures with a higher Intelligence score to let you ride them, but they are considered independent creatures (not mounts).
You can utilize a mount as a pack animal instead of riding it. A pack animal can carry a number of Supply based on its size in addition to its normal carrying capacity, and it can carry a number of bulky items equal to its Strength modifier + 1. If you intend to ride a mount as well as carry items with it, it can only carry half as many Supply and bulky items.
Many beasts commonly used as pack animals and mounts are especially adept at carrying heavy loads, and animals such as horses and mules have a much higher carrying capacity than their Strength score would normally provide, as shown on Table: Mounts.
An animal pulling a drawn vehicle can move weight up to 5 times its carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they add their carrying capacities together.
Mounts other than those listed here may be commonly available in your setting, or may be rare creatures awarded for the completion of a quest. Many large pets could also be used as mounts.
Table: Mounts
Item |
Cost |
Speed |
Carrying Capacity |
Strength |
50 gp |
50 ft. |
480 lbs. |
16 |
|
Donkey or mule |
8 gp |
40 ft. |
420 lbs. |
12 |
50 gp |
40 ft. |
540 lbs. |
18 |
|
500 gp |
40 ft. |
1,320 lbs. |
22 |
|
25 gp |
40 ft. |
195 lbs. |
13 |
|
30 gp |
40 ft. |
225 lbs. |
15 |
|
75 gp |
60 ft. |
480 lbs. |
16 |
|
400 gp |
60 ft. |
540 lbs. |
18 |
Mount Gear
The following items are associated with keeping proper care of a mount.
Barding. Barding is armor designed to fit an animal. Any type of armor (as shown on Table: Armor) can be purchased as barding, but it costs 4 times as much as the equivalent humanoid armor and it weighs twice as much.
Saddles. Saddles make for an easier ride and help prevent the rider from falling off. You gain an expertise die on any check made to remain mounted while using a saddle. Saddles for particularly unusual creatures are more expensive and cost 5 times the price of a regular saddle.
Saddlebags. Saddlebags allow you to pack items onto a creature beside the saddle. You cannot use a mount to carry Supply or bulky items without saddlebags.
Stabling. In a city your mount will need lodging just like you do. The cost found on Table: Mount Gear is the average cost to house and feed a Large-sized or smaller mount for 24 hours at most stables. Particularly exotic or larger mounts may cost more to stable.
Table: Mount Gear
Item |
Cost |
Weight |
Barding |
×4 |
×2 |
Saddle |
10 gp (50 gp for exotic saddles) |
25 lbs. |
Saddlebags |
4 gp |
8 lbs. |
Stabling (per day) |
5 sp (2 gp for Huge mounts) |
— |
Feed
Mounts are living creatures and they need to eat. Thankfully, most common mounts are herbivorous animals able to feed themselves if allowed to graze for at least 1 hour a day in grassy areas. Other mounts—especially carnivorous ones—may not be so easy to keep fed. Carnivorous mounts and herbivorous mounts without grazing areas must be fed Supply each day, or else they suffer fatigue just like characters. Medium mounts require 1 Supply each day, Large mounts require 2 Supply each day, and mounts that are Huge size or larger require an amount of Supply determined by the Narrator.
If using the casual supplies rules, mounts are assumed to either feed themselves or are carrying enough feed to last any journey.
If using the desperate supplies rules, feed for mounts must be tracked separately. Throughout the course of a day, Large-sized mounts must consume at least 4 pounds of food and 4 gallons (32 pounds) of water. Huge-sized mounts must consume at least 16 pounds of food and 16 gallons (128 pounds) of water. When a mount finishes a long rest without having consumed its required food and water, it gains a level of fatigue .
Mount Traits
Every mount is different. For each mount, there is a chance of it having a special trait. Roll 1d6. On a roll of 6, roll 1d20 on the following table.
- Fleet. The mount is unusually fast. Increase its Speed by 5 feet.
- Loyal. The mount will always come to you when called or whistled for.
- Aggressive. The mount’s attack bonuses are increased by 1.
- Skittish. When the mount or its rider is first attacked in combat, roll 1d6. On a 1, the mount panics and flees in a random direction for 1 round.
- Proud. The mount will carry its rider but refuses to carry bags.
- Kicks. The mount attacks anybody who wanders close while it is not being ridden.
- Protective. Once per long rest the mount will take a hit for its rider
- Dislikes barding. The mount will not wear barding of any kind.
- Bestial. The mount is unusually bestial looking. The rider gains an expertise die on Intimidation checks.
- Unusual color. The mount is an unusual color for its species, making it somewhat unique.
- Placid. The mount is usually docile and friendly, and will not attack foes.
- Devil-touched. The mount has some devilish blood, given away by its red eyes. It has resistance to fire damage.
- Vertigo. The mount is afraid of heights. Taking the mount across high places (like on a ledge with a 10 foot drop below it) requires coaxing with a DC 10 Animal Handling check.
- Fey-touched. The mount has some fey blood. It and its rider gain advantage when making saving throws against enchantment spells.
- Greedy. The mount chows down on unattended food, and requires double the normal Supply.
- Fearful. The mount is afraid of fire and will not move with 10 feet of it without a DC 10 Animal Handling check.
- Willing. The mount is eager to please, and lowers itself to assist when being mounted. Mounting this mount is a free action.
- Jump-shy. The mount will not attempt jumps of any kind.
- Spirited. The mount and its rider gain +1 to initiative checks.
- Watchful. The mount can stand watch and alert the party if it detects approaching creatures.
Tools
Tools
Many trades and crafts require special tools or sets of tools needed to do things like pick a lock, paint a portrait, or brew a potion.
Any character can use a tool kit, but many characters also gain proficiency with specific tools. When you are proficient, you add your proficiency bonus to any ability checks made with them.
Tool use is not tied to any single ability score and your Narrator may decide your work may require any sort of ability check. For example, you may be asked to make a Dexterity check with your glassblower’s tools while making a delicate glass chalice, but you may be asked to make a Charisma check for creating an artistic glass sculpture.
Masterwork Tools. When using tools of masterwork quality, if you are proficient you gain an expertise die on checks made with them.
Trade Tools
These are the tools of specific trades and primarily used for gainful employment, but they can also be utilized where appropriate to the situation—using cartographer’s tools to accurately map a dungeon, or calming a savage beast using the melodious notes of a lyre. Trade tools are divided into artisan’s tools, gaming sets, and musical instruments.
Artisan's Tools. These tools allow you to turn a specific type of raw material into generic trade goods using your time, effort, and skill. The type of tool determines the materials and amount of time needed. After spending the needed time and materials, you make a profession check with those tools which determines the value of the resulting generic trade goods (on a result of 15 or lower the materials used are wasted).
Gaming Sets. These items can be played to simply pass the time or to gain money through gambling. Gambling can potentially earn or lose money, depending on the amount you wager and the outcome of your check. You can also attempt to cheat opponents by making a Sleight of Hand check opposed by the highest Perception check among observers, turning your opponents hostile on a failure, or gaining advantage on a success. Not all opponents can cover all wagers, and most refuse to wager for more than a quarter of their net worth. For each hour spent gambling, make a check using your tool set and consult Table: Gambling Outcomes (though in most situations, there’s only so much money to be won, and usually a few sore losers when the house is cleaned out).
Musical Instrument. Examples of some common types of musical instruments are on Table: Musical Instruments but any instrument can be played for coin. Doing so requires a public space with at least 10 people, or an official gig at an establishment with a musical venue like a tavern or club. In either case make a check using your instrument for each hour you spend performing and consult Table: Performance Outcomes to determine the amount of gold you receive, though you may receive more or less than that at specific musical venues at the Narrator’s discretion. Bards can also use musical instruments as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
Table: Artisan’s Tools and Profession Checks
Tool Kit |
Cost |
Weight |
Material |
Time |
DC 15 Value |
DC 20 Value |
DC 25+ Value |
Alchemist's supplies |
50 gp |
8 lbs. |
10 gp of alchemical ingredients |
8 hours |
15 gp |
20 gp |
30 gp |
Brewer's supplies |
20 gp |
9 lbs. |
5 cp of malt, hops, and yeast |
8 hours (2 week delay) |
2 gp |
5 gp |
20 gp |
Calligrapher's supplies |
10 gp |
5 lbs. |
15 gp of ink and paper |
1 month (8 hours per day) |
45 gp |
90 gp |
300 gp |
Carpenter's tools |
8 gp |
6 lbs. |
1 sp of lumber |
8 hours |
1 gp |
2 gp |
10 gp |
Cartographer's tools |
15 gp |
6 lbs. |
12 gp of ink and paper |
1 week (8 hours per day) |
20 gp |
75 gp |
200 gp |
Cobbler's tools |
5 gp |
5 lbs. |
1 cp of leather and nails |
2 hours |
5 cp |
5 sp |
5 gp |
Cook's utensils |
1 gp |
8 lbs. |
5 cp of food |
1 hour |
1 sp |
1 gp |
5 gp |
Glassblower's tools |
30 gp |
5 lbs. |
2 cp of sand |
1 hour |
1 sp |
5 sp |
10 gp |
Jeweler's tools |
25 gp |
2 lbs. |
25 gp in jewels and precious metals |
8 hours |
35 gp |
75 gp |
150 gp |
Leatherworker's tools |
5 gp |
5 lbs. |
2 cp of leather |
3 days (8 hours per day) |
2 gp |
5 gp |
15 gp |
Mason's tools |
10 gp |
8 lbs. |
1 sp of stone |
1 week (8 hours per day) |
10 gp |
30 gp |
50 gp |
Painter's supplies |
10 gp |
5 lbs. |
5 gp of paint |
1 week (8 hours per day) |
10 gp |
50 gp |
200 gp |
Potter's tools |
10 gp |
3 lbs. |
1 cp of clay |
1 hour |
5 cp |
1 sp |
2 gp |
Tinker's tools |
50 gp |
10 lbs. |
10 gp of mechanical parts |
1 week (8 hours per day) |
15 gp |
90 gp |
150 gp |
Weaver's tools |
1 gp |
5 lbs. |
1 gp of wool |
2 weeks (8 hours per day) |
20 gp |
50 gp |
100 gp |
Woodcarver's tools |
1 gp |
5 lbs. |
5 cp of lumber |
1 hour |
5 sp |
1 gp |
5 gp |
Table: Gambling Outcomes
Gambling Check |
Results |
1 |
Lose wager + 50% |
2–14 |
Lose wager |
15–19 |
Break even |
20–24 |
Earn twice your wager |
25+ |
Earn three times your wager |
Table: Gaming Sets
Item |
Cost |
Weight |
Dice set |
1 sp |
— |
Board game set |
1 gp |
1/2 lb. |
Playing card set |
5 sp |
— |
Table: Performance Outcomes
Performance Check |
Results |
1–5 |
Banned from venue |
6–14 |
1d4 cp |
15–19 |
1d4 sp |
20–24 |
1d4 gp |
25+ |
3d4 gp |
Table: Musical Instruments
Item |
Cost |
Weight |
Bagpipes |
30 gp |
6 lbs. |
Drum |
6 gp |
3 lbs. |
Dulcimer |
25 gp |
10 lbs. |
Flute |
2 gp |
1 lb. |
Lute |
35 gp |
2 lbs. |
Lyre |
30 gp |
2 lbs. |
Harp | 35 gp | 25 lbs. |
Horn |
3 gp |
2 lbs. |
Pan flute |
12 gp |
2 lbs. |
Shawm |
2 gp |
1 lb. |
Trombone | 15 gp | 4 lbs. |
Viol |
30 gp |
1 lb. |
Violin | 25 gp | 1 lb. |
Miscellaneous Tools
The following tools allow you to perform specific actions or have very specific uses, such as using thieves’ tools to carefully disable a trap mechanism or a forgery kit to make a false invitation to a noble’s gala.
Disguise Kit. This pouch of props, costuming, and cosmetics lets you change your physical appearance. A creature observing you after you make a disguise kit check must make a Perception check (DC equal to the result of your disguise kit check) in order to see through your disguise.
Forgery Kit. This small box contains a wide variety of papers, inks, and sealing waxes needed to create convincing forgeries of specific documents. A creature examining a false document made using a forgery kit must make an Investigation check (DC equal to the result of your forgery kit check) in order to realize it is a fake.
Herbalism Kit. This kit contains the tools needed to carefully harvest and process rare herbs into remedies. You can attempt to harvest rare herbs from areas with abundant flora by spending an hour searching and making an herbalism kit check. You randomly obtain one of the following medicinals on a result of 16–22: adderwort roots, dried yewclaw bark, fairy cap, ironwood acorn, pressed spiderbulb, sycamore petal poultice. On a result of 23–27 you instead obtain one rare herb, and on a result of 28 or higher you obtain 2 rare herbs. With 1 minute of preparation a rare herb can be quickly processed into a basic healing potion , 2 rare herbs can be made into an antitoxin, or 3 rare herbs can be made into a greater healing potion .
Navigator's Tools. These precision instruments allow you to relate your position to the position of the stars. So long as you are on the Material Plane and can freely observe the stars, once per night you can make a navigator’s tools check. On a result of 15–19 you learn one of the following pieces of information, or two pieces of information on a result of 20 or higher:
- The approximate time of year.
- Your approximate distance from the equator (assuming the world has a known axis).
- Your approximate distance from the place you last made this check.
- Your current distance from a major landmark and the approximate amount of time it will take to reach it.
Poisoner's Kit. Everything necessary for carefully harvesting and processing natural poisons and venoms can be found in this kit. You can attempt to harvest poisons from areas with abundant flora by spending an hour searching and making a poisoner’s kit check. On a result of 1–14 you accidentally poison yourself and suffer the effects of a basic poison. On a result of 15–19 you obtain a vial’s worth of basic poison. On a result of 20–24 you obtain a vial’s worth of advanced poison, and on a result of 25 or higher you obtain a vial’s worth of potent poison.
Alternatively, with 10 minutes of work you can use a poisoner’s kit to harvest poison from the fresh corpse of a creature that naturally contained poisons. Make a poisoner’s kit check against a DC equal to the DC of the creature’s poison (if the creature’s poison has no saving throw, use 8 + the creature’s CR). On a failed check you suffer the effects of the creature’s poison, and on a success you harvest a vial’s worth of poison. You can use the creature’s poison to coat one slashing or piercing weapon or up to 3 pieces of ammunition as an action. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. Weapons or ammunition you coat in a creature’s poison inflict the same effects as shown in the creature’s statistics. Once you harvest the poison of a creature, that corpse cannot be harvested from again.
Sewing Kit. This kit of threads, thimbles, buttons, and scissors is primarily used to mend clothing. With 1 hour of work you can use a sewing kit to mend clothing and some suits of armor. The DC of a sewing kit check is determined by the material being worked.
Smith’s Tools. These hammers and clamps are a poor replacement for a full forge but can be instrumental for repairing metal items. With 1 hour of work you can use smith’s tools to mend many weapons and armors. The DC of a smith’s tools check is determined by the material being worked.
Thieves' Tools. This set of often sharp and slender metal instruments are needed to crack locks and carefully spy into mechanisms. You can use an action to open a lock by making a thieves’ tools check against a DC determined by the quality of the lock being picked.
Table: Miscellaneous Tools
Item |
Cost |
Weight |
Disguise kit |
25 gp |
3 lbs. |
Forgery kit |
15 gp |
5 lbs. |
Herbalism kit |
5 gp |
3 lbs. |
Navigator's tools |
25 gp |
2 lbs. |
Poisoner's kit |
50 gp |
2 lbs. |
Sewing kit |
2 gp |
1 lb. |
Smith's tools |
20 gp |
8 lbs. |
Thieves' tools |
25 gp |
1 lb. |
Equipment Packs
Equipment Packs
The starting equipment gained from your class includes a collection of useful adventuring gear put together in a pack. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.
Assassin's Pack (175 gp). Includes a chest, a vial of advanced poison, 3 vials of basic poison, a set of fine clothes, a bottle of ink, an ink pen, a lantern, 2 flasks of oil, 5 sheets of paper, a vial of perfume, a costume, and a flash bomb.
Burglar's Pack (16 gp). Includes 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 Supply, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Demolitions Pack (250 gp). Includes a backpack, a vial of unstable arcanum, 10 feet of string, a bell, 5 candles, 3 black powder charges, a hooded lantern, 3 flasks of oil, a tinderbox, and 10 sand bags.
Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lantern, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
Dungeoneer's Pack (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Entertainer's Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 Supply, a waterskin, and a disguise kit.
Explorer's Pack (10 gp). Includes a backpack, a bedroll, a mess tin, a tinderbox, 10 torches, 10 Supply, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Pirate's Pack (70 gp). Includes a backpack, a bedroll, an eyepatch, a compass, a distant map, 10 days of rations, and a waterskin.
Priest's Pack (19 gp). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 Supply, and a waterskin.
Scholar's Pack (40 gp). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
Miscellaneous Adventuring Gear
Miscellaneous Adventuring Gear
The many essentials that make adventuring into the unknown possible:
Acid. You can use an action to splash the contents of this vial onto a target within 5 feet of you, or throw the vial up to 20 feet where it shatters on impact. In either case, make a ranged weapon attack against the target, treating the acid as an improvised weapon. On a hit, the target takes 2d4 ongoing acid damage. This damage persists for 3 rounds. A creature ends all ongoing damage from mundane acid by using its action to wipe away the corrosive liquid.
Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. You can use an action to throw this flask up to 20 feet where it shatters on impact. Make a ranged weapon attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d6 ongoing fire damage. This damage persists for 1 minute. A creature can end all ongoing damage being dealt by alchemist’s fires by using its action to either make a DC 14 Dexterity check to extinguish the flames or by dousing the target with at least 1 gallon of water.
Ball Bearings. You can use an action to spill these tiny metal balls from their pouch and cover a level, square area that is 10 feet on each side. A creature moving across the covered area makes a DC 12 Dexterity saving throw or falls prone . A creature moving through the area at half speed doesn't need to make the save.
Black Powder Charge. A pound of black powder inside a wooden shell with a fuse can make a simple but potent explosive. You can use an action to set and light one or more black powder charges which explode at the beginning of your next turn. Any creatures or objects within 10 feet of the exploding charge must make a DC 14 Dexterity saving throw , taking 1d6 force damage and 1d6 fire damage on a failed save, or half as much on a successful one. Increase the explosion’s damage by 1d6 force and 1d6 fire for each doubling of the number of charges set beyond the first. For example, 4 black powder charges deal 3d6 force and 3d6 fire damage, 8 black powder charges deal 4d6 force and 4d6 fire damage, 32 black powder charges deal 6d6 force damage and 6d6 fire damage, and so on.
For each charge beyond the first, the area increases as follows: 2 charges—20-foot radius, 4 charges—30-foot radius, 8 charges—40-foot radius, 16 charges—50-foot radius, 32 charges—60-foot radius.
Black powder charges become useless and are destroyed when submerged in water or left exposed to rain.
Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle along with a length of rope allows you to hoist up to four times the weight you can normally lift.
Book. A 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). Any book of masterwork quality covers in detail one specialty (see Specialties in Chapter 6: Using Ability Scores). You gain an expertise die on checks made regarding the specialty detailed in the last masterwork book you’ve read.
Cage. This metal cage can comfortably contain a creature of the size it is designed to hold. The cage has a simple door held with a latch that requires an Intelligence score of 5 or more to open.
Medium: The cage (AC 16, 25 hit points) can be burst open with a DC 22 Strength check.
Large: The cage (AC 17, 40 hit points) can be burst open with a DC 24 Strength check.
Huge: The cage (AC 18, 55 hit points) can be burst open with a DC 26 Strength check.
Caltrops. You can use an action to spread a bag of caltrops that covers a square area 5 feet on a side. Any creature that enters the area makes a DC 15 Dexterity saving throw or it stops moving this turn and takes 1d4 piercing damage. Taking this damage reduces the creature's base Speed by 10 feet until it regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Candle. A lit candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet for up to 1 hour.
Chain. A chain (AC 16, 10 hit points) can be burst with a DC 20 Strength check.
Clothes (Any). Clothes of varying styles can be appropriate to any number of cultures or social situations and can be worn over light armor. A DC 14 Perception check is required to notice light armor hidden underneath clothes.
Component Pouch. A 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).
Crowbar. You gain advantage on Strength checks when you are able to apply leverage with this hooked metal bar.
Eyepatch. Eyepatches can be used to prepare one eye for lower light vision, especially for working on deck and in the relative darkness of a ship. When you are wearing an eyepatch and enter an area of darkness or dim light from a brightly lit area, you can use a bonus action to swap it from one eye to the other to gain an expertise die on Perception checks until you enter an area of bright light or for the next 10 minutes.
Fishing Tackle. This includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Flash Bomb. You can use an action to throw this glass bauble, making a ranged weapon attack against a creature within 20 feet and treating the flash bomb as an improvised weapon. The target makes a DC 14 Constitution saving throw or it is blinded until the end of your next turn.
Hook Hand. Prosthetic hook hands are common replacements for missing hands. You cannot gain advantage or expertise dice on Sleight of Hand checks made with a hook hand. In addition, a hook is a natural weapon which you can use to make unarmed strikes that deal piercing damage equal to 1d6 + your Strength modifier.
Holy Water. You can use an action to splash the contents of this flask on an adjacent creature. Alternatively, you can throw it up to 20 feet where it shatters on impact. Make a ranged weapon 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 and becomes
slowed
until the end of your next turn.
A cleric or herald can create holy water by performing a special ritual that takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Lantern. Once lit, a lantern burns for 6 hours on a flask of oil (1 pint).
Standard: Casts bright light in a 15-foot radius and dim light for an additional 30 feet.
Bullseye: Casts bright light in a 60-foot cone and dim light for an additional 60 feet.
Hooded: Casts bright light in a 30-foot radius and dim light for an additional 30 feet. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Lock. A key is provided with the lock. Without the key, a DC 15 thieves’ tools check can pick this lock. At the Narrator’s discretion, there may be better locks available for higher prices.
Magnifying Glass. This lens allows a closer look at small objects. When you use a magnifying glass to appraise or inspect an item that is Tiny or highly detailed, you gain an expertise die . A magnifying glass is also useful for starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and 5 minutes of remaining stationary.
Manacles. These metal restraints (AC 16, 20 hit points) can restrain a Small or Medium creature. You can restrain an unwilling creature which requires an action, and for the creature to be either restrained, or both grappled and prone . Escaping the manacles requires a DC 20 Dexterity check, and breaking them requires a DC 20 Strength check. Each set of manacles comes with one key. Without the key, a DC 15 thieves’ tools check can pick this lock.
Merchant's Scale. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. You can use a scale to measure the exact weight of Tiny objects, such as raw precious metals or trade goods, to help determine their worth.
Mess Tin. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan while the other is used as a plate or shallow bowl.
Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask up to 20 feet, shattering it on impact. Make a ranged weapon 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) it 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 level area. When 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.
Paint Pot. This small clay pot contains about a pint of a single color of paint, enough to cover 50 square feet. Alternatively, as an action, you can splash the contents of this pot up to 20 feet, shattering it on impact. Make a ranged weapon attack against a creature within 20 feet, treating the paint pot as an improvised weapon. On a hit, the target is covered in bright paint. The paint can only be removed with at least 1 minute of vigorous scrubbing. While covered in paint, a creature has disadvantage on Stealth checks.
Portable Ram. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. When another creature helps you use the ram, you gain an expertise die (as well as advantage , as normal).
Prosthetic. Prosthetics are usually metal and custom made to replace whatever portion of a limb has been lost.
Arm or Hand: You cannot gain advantage or expertise dice on Sleight of Hand checks made with this prosthetic. However, prosthetics can provide an unexpected block, and when you use it defensively you gain a +1 bonus to your AC as if you were wielding a hands-free light shield with the prosthetic. Prosthetics used defensively in this way cannot wield weapons.
Leg or Foot: While you are standing on your prosthetic, you cannot gain advantage or expertise dice on saving throws made to resist being knocked prone, and you take half damage from caltrops, spikes, and difficult terrain that deals damage. Depending on how your prosthetic is constructed, you can use it to store up to one concealed Tiny item (DC 15 Investigation or Perception check to notice).
Rope. Rope, whether made of hemp or silk, has an AC of 10, 2 hit points, and can be burst with a DC 17 Strength check.
Smoke Bomb. This metal sphere’s casing is pockmarked with holes and capped with a thick fuse. When lit, it spews suffocating black smoke that heavily obscures a 10-foot cube for 1 minute. Air-breathing creatures within the smoke must make a DC 10 Constitution saving throw , or have disadvantage on ability checks, attack rolls , and saving throws made while breathing the fumes. A wind of moderate or greater speed suppresses the smoke effect for 1 round.
Spellbook. Essential for wizards, a spellbook is a leather bound tome with 100 blank vellum pages suitable for recording spells.
Spyglass. Objects viewed through a spyglass are magnified to twice their size. You can use a spyglass to make Perception checks on areas you can see that are more than a quarter mile away.
Tanglefoot Bag. Unguents and adhesives fill this airtight sack. You can use an action to throw this bag at a target within 20 feet, treating it as a ranged weapon attack with an improvised weapon. On a hit, rapidly hardening sap covers the target and it makes a DC 13 Strength check or becomes grappled . At the start of each of its turns, the target repeats the check, ending the effect on itself on a success. The sap can also be destroyed (AC 13, 6 hit points).
Tinderbox. This 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.
Travel Enclosure. This fine wire mesh bag is reinforced with metal beams, making a durable but flexible enclosure. Creatures of an appropriate size can comfortably reside within the enclosure if provided with some appropriate substrate (soft bedding for rodents, loamy soil for toads, and so on).
Tiny: A single Tiny creature residing within the enclosure has total cover while inside it and automatically succeeds on saving throws to resist area effects.
Small: Up to 3 Tiny creatures or a single Small creature residing with the enclosure have total cover while inside it and automatically succeed on saving throws to resist area effects.
Unstable Arcanum (Vial). This small vial of unstable magical waste can make for a powerful explosive. You can set and light one or more vials of unstable arcanum as an action, causing each to explode at the start of your next turn. Any creatures or objects within 10 feet of the exploding charge make a DC 14 Dexterity saving throw , taking 2d10 force damage on a failure, or half damage on a success. Increase this damage by 2d10 for each charge set beyond the first. Whenever a creature carrying unstable arcanum takes damage from a spell or cantrip, it must roll a d4. On a result of a 1 the unstable arcanum instantly explodes as if set and lit.
Wheelchair. This durable device provides tactical mobility without requiring use of the legs. While mounted on a wheelchair you are considered to be wearing the wheelchair as a piece of gear. The wheelchair is mechanically complex, and can ascend stairs and ramps slowly, or provide a boost of speed on the descent. You have a movement speed of 30 feet while mounted on a wheelchair and treat inclines and stairs as difficult terrain, but while moving down slopes, stairs, or other significant declines you may take the Dash action as a bonus action. At the Narrator's discretion, more advanced and tactical wheelchairs may be available.
Table: Miscellaneous Adventuring Gear
Item |
Cost |
Weight |
Abacus |
2 gp |
2 lbs. |
Acid (vial) |
25 gp |
1 lb. |
Alchemist’s fire (flask) |
35 gp |
1 lb. |
Ball bearings (bag of 1,000) |
1 gp |
2 lbs. |
Bell |
1 gp |
— |
Black powder charge |
35 gp |
1 lb. |
Block and tackle |
1 gp |
5 lbs. |
Book |
25 gp |
5 lbs. |
Cage (Medium) |
5 gp |
25 lbs. |
Cage (Large) |
20 gp |
100 lbs. |
Cage (Huge) |
120 gp |
500 lbs. |
Caltrops (bag of 20) |
1 gp |
2 lbs. |
Candle |
1 cp |
— |
Chain (10 feet) |
5 gp |
10 lbs. |
Chalk (1 piece) |
1 cp |
— |
Clothes (common) |
5 sp |
3 lbs. |
Clothes (costume) |
5 gp |
4 lbs. |
Clothes (fine) |
15 gp |
6 lbs. |
Clothes (traveler's) |
2 gp |
4 lbs. |
Component pouch |
25 gp |
2 lbs. |
Crowbar |
2 gp |
5 lbs. |
Eyepatch |
2 sp |
— |
Fishing tackle |
1 gp |
4 lbs. |
Flash bomb |
50 gp |
3 lbs. |
Grappling hook |
2 gp |
4 lbs. |
Hammer |
1 gp |
3 lbs. |
Hook hand |
15 gp |
1 lb. |
Holy water (flask) |
25 gp |
1 lb. |
Hourglass |
25 gp |
1 lb. |
Ink (1 ounce bottle) |
10 gp |
— |
Ink pen |
2 cp |
— |
Incense (block) |
5 gp |
½ lb. |
Ladder (10 foot) |
1 sp |
25 lbs. |
Lantern (standard) |
5 sp |
1 lb. |
Lantern (bullseye) |
10 gp |
2 lbs. |
Lantern (hooded) |
5 gp |
2 lbs. |
Lock |
10 gp |
1 lb. |
Magnifying glass |
25 gp |
— |
Manacles |
2 gp |
6 lbs. |
Merchant’s scale |
5 gp |
3 lbs. |
Mess tin |
2 sp |
1 lb. |
Mirror, steel |
5 gp |
1/2 lb. |
Oil (flask) |
1 sp |
1 lb. |
Paint pot |
1 gp |
1/4 lb. |
Paper (one sheet) |
2 sp |
— |
Parchment (one sheet) |
1 sp |
— |
Perfume (vial) |
5 gp |
— |
Pick, miner's |
2 gp |
10 lbs. |
Piton |
5 cp |
1/4 lb. |
Pole (10-foot) |
5 cp |
7 lbs. |
Portable ram |
4 gp |
35 lbs. |
Prosthetic (arm/hand) |
125 gp |
4 lbs. (varies) |
Prosthetic (leg/foot) |
75 gp |
8 lbs. (varies) |
Robes |
1 gp |
4 lbs. |
Rope, hempen (50 feet) |
1 gp |
10 lbs. |
Rope, silk (50 feet) |
10 gp |
5 lbs. |
Sand bag |
2 cp |
1 lb. |
Sealing wax |
5 sp |
— |
Shovel |
2 gp |
5 lbs. |
Signal whistle |
5 cp |
— |
Signet ring |
5 gp |
— |
Sledgehammer | 2 gp | 10 lbs. |
Smoke bomb |
50 gp |
3 lbs. |
Soap |
1 cp |
— |
Spellbook |
50 gp |
3 lbs. |
Spikes, iron (10) |
1 gp |
5 lbs. |
Spyglass |
150 gp |
1 lb. |
String (10 feet) |
1 sp |
— |
Tanglefoot bag |
50 gp |
3 lbs. |
Tinderbox |
5 sp |
1 lb. |
Travel enclosure (Tiny) |
10 gp |
2 lbs. |
Travel enclosure (Small) |
35 gp |
15 lbs. |
Unstable arcanum |
120 gp |
— |
Vestments |
1 gp |
4 lbs. |
Wheelchair |
100 gp |
25 lbs. |
Whetstone |
1 cp |
1 lb. |
Containers
Containers
Adventuring means surviving the elements, desperately searching for your next meal after rations have run out while traveling far from civilization, and overcoming other rigorous obstacles that are part of any epic journey. In games where the minutiae of travel is an integral part to the adventure, the Narrator may want players to keep track of where they are keeping all of their various equipment. Table: Containers has the most common types of containers, though it's typical for many adventurers to get by with just a backpack and a waterskin.
Table: Containers
Container |
Capacity |
Cost |
Weight |
Backpack* |
30 pounds of gear or 1 cubic foot |
2 gp |
5 lbs. |
Barrel |
40 gallons liquid or 4 cubic feet solid |
2 gp |
70 lbs. |
Basket |
40 pounds of gear or 2 cubic feet |
4 sp |
2 lbs. |
Bottle, glass |
1 1/2 pints liquid |
2 gp |
2 lbs. |
Bucket |
3 gallons liquid or 1/2 cubic foot solid |
5 cp |
2 lbs. |
Case, crossbow bolt |
20 crossbow bolts |
1 gp |
1 lb. |
Case, map or scroll |
10 paper sheets or 5 parchment sheets |
1 gp |
1 lb. |
Chest |
300 pounds gear or 12 cubic feet |
5 gp |
25 lbs. |
Flask or tankard |
1 pint liquid |
2 cp |
1 lb. |
Jug or pitcher |
1 gallon liquid |
2 cp |
4 lbs. |
Pot, iron |
1 gallon liquid |
2 gp |
10 lbs. |
Pouch |
6 pounds of gear or 1/5 cubic foot |
5 sp |
1 lb. |
Quiver |
20 arrows |
1 gp |
1 lb. |
Sack |
30 pounds of gear or 1 cubic foot |
1 cp |
½ lb. |
Vial |
4 ounces liquid |
1 gp |
— |
Waterskin |
4 pints liquid |
2 sp |
5 lbs. (full), ½ lb. (empty) |
* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Bulky Items
Bulky Items
A bulky item weighs 40 pounds or more (for example a bag with 2,000 or more gold coins) or is greater than 4 feet in any direction (like a large ornate rug). Any creature can carry one bulky item plus one additional bulky item for every point of its Strength modifier. When a creature is not carrying any Supply, it can carry one additional bulky item.
Survival Gear
Survival Gear
Adverse weather and gnawing hunger can claim just as many lives as monsters and traps. The following items are necessities when facing inhospitable environments and harsh journeys:
Bedroll. This essential commodity provides insulation and comfortable sleep on rocky, wet, or uneven terrain.
Blanket. Provides warmth while resting in cold environments.
Climbing Gear. A climbing gear set includes special pitons, boot tips, gloves, and a harness. You can use the climbing gear as an action to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't climb more than 25 feet away from that point without undoing the anchor.
Cold Weather Gear. Cold weather gear includes special boots, gloves, warm padding, and face protection. This gear can be worn over or under any armor and takes 5 minutes to don or remove. While wearing cold weather gear you automatically succeed on saving throws against effects caused by an environment of extreme cold, but have disadvantage on saving throws against effects from environments of extreme heat and spells or effects that deal fire damage. This gear can also be worn to provide warmth while resting in cold environments.
Compass. This device has a free-turning needle that always points towards the magnetic north.
Fishing Trap. Whenever you retrieve this arrangement of netting, wires, and weights from a body of water with aquatic life, roll a d20 and add a bonus equal to the number of hours the trap has been set. On a 21 or higher the trap has captured fish or other aquatic animals totaling 1d4 Supply.
Hunting Snare. This simple arrangement of stakes, wires, and ropes can be set for catching small game in woodlands, forests, or other hunting grounds. Whenever you retrieve the snare, roll a d20 and add a bonus equal to the number of hours the snare has been set. On a 21 or higher the snare has captured and killed a Tiny game animal with 1d4 Supply.
Hunting Trap. Once 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 makes a DC 13 Dexterity saving throw or it takes 2d4 piercing damage and stops moving. On a failed save, 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 1d4 piercing damage to the trapped creature. Hunting traps of higher quality are more complex and effective, increasing the DC of each saving throw and ability check (by 2 for fine hunting traps, or by 4 for masterwork hunting traps).
Map. When using a map, you may travel at a fast pace without taking a penalty to your passive Perception while within the area it depicts. If you also use a compass in conjunction with a map, you gain an expertise die on checks made to avoid becoming lost.
Local: This map depicts an area that is well known to its makers and shows the full details as well as routes within the realm, including the names of hamlets, villages, and towns.
Distant: This map depicts a region far-flung from those that made it, and it only shows the major geographical features and best known routes within the realm.
Frontier: This map depicts an area only recently explored by those that made it and the information is often incorrect or incomplete. When consulting this map, the Narrator rolls a secret d20. On a result of 5 or less, the outdated or false information wastes travel time turning around and doubling back and the party only progresses half as much distance towards their destination.
Mosquito Netting. This thin mesh cloth provides protection from small insects while sleeping in jungles, swamps, or similar environments.
Marshland Gear. Marshland gear includes special boots, gloves, and clothes designed to repel moisture and muck. This gear can be worn over light armor and takes 5 minutes to don or remove. While you are wearing marshland gear, you can move at a normal pace through nonmagical swamps and marshes, but you have disadvantage on Dexterity checks and saving throws made on dry or rocky terrain.
Rations. Rations can vary wildly depending on the culture, but they usually consist of a day’s worth of water and dry foods suitable for extended travel like jerky, dried fruit, hardtack, or nuts. One unit of rations provides 1 Supply.
Tent. These stitched together canvases, hides, or tarps provide protection from the elements so long as there is a flat space for them to be deployed.
One Person: Suitable for a Medium-sized creature. Occupies a 5-foot by 10-foot space when set up.
Two Person: Suitable for up to 2 Medium-sized creatures. Occupies a 10-foot by 10-foot space when set up.
Communal: Suitable for up to 6 Medium-sized creatures. Occupies a 15-foot by 15-foot space when set up.
Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. When you use a burning torch as a club to make a melee attack, it deals an extra 1 fire damage on a hit.
Torch (Alchemical). The rough, sticky tar at the end of this torch burns through even the most adverse conditions. An alchemical torch burns for 1 hour even in heavy rains, strong winds, and underwater (albeit poorly when submerged, shedding only dim light in a 5-foot radius). Dimmer than a normal torch, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Rations and Supply
Basic rations include food and water, typically costing 5 silver for 1 Supply. At the Narrator’s discretion, food and water may cost more or less than this, especially if an adventurer is choosing to purchase finer foodstuffs or in a locale where resources are scarce.
Table: Survival Gear
Item |
Cost |
Weight |
Bedroll |
1 gp |
7 lbs. |
Blanket |
5 sp |
3 lbs. |
Climbing gear |
25 gp |
12 lbs. |
Cold weather gear |
15 gp |
12 lbs. |
Compass |
60 gp |
½ lb. |
Fishing trap |
5 gp |
10 lbs. |
Hunting snare |
5 gp |
5 lbs. |
Hunting trap |
5 gp |
25 lbs. |
Map (local) |
20 gp |
— |
Map (distant) |
75 gp |
— |
Map (frontier) |
200 gp |
— |
Marshland gear |
10 gp |
6 lbs. |
Mosquito netting |
2 gp |
½ lb. |
Rations (1 Supply) |
5 sp |
2 lb. |
Tent (one person) |
1 gp |
10 lbs. |
Tent (two person) |
2 gp |
20 lbs. |
Tent (communal) |
15 gp |
40 lbs. |
Torch |
1 cp |
1 lb. |
Torch (alchemical) |
25 gp |
1 lb. |
Common Poisons
Common Poisons
While some poisons require exotic or expensive ingredients, many effective concoctions can be obtained or made with little effort. The following poisons may be commonly available from apothecaries and herbalists, at the Narrator’s discretion.
Applying a poison takes an action. A creature immune to the poisoned condition is immune to any effects from poisons.
Curare. You can use the poison in this vial to coat one slashing or piercing weapon, or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or is stunned until the end of its next turn.
Ether. You can use the chemicals in this flask to soak a rag or other small cloth item. An open flask of ether or an ether-soaked rag retains its potency for 1 minute or until you hit with it. While you are grappling a creature, you may make a special melee weapon attack against it using ether. On a hit, the creature makes a DC 12 Constitution saving throw or fall unconscious . The creature remains unconscious for 1 minute, until it takes damage, or until an action is used to shake or slap the creature awake.
Poison. You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.
Basic: When a creature takes damage from the coated weapon or ammunition, it makes a DC 12 Constitution saving throw or takes 2d4 poison damage and is poisoned until the end of your next turn.
Advanced: When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or takes 2d6 poison damage and is poisoned until the end of your next turn.
Potent: When a creature takes damage from the coated weapon or ammunition, it makes a DC 14 Constitution saving throw or takes 2d8 poison damage and is poisoned until the end of your next turn.
Table: Simple Poisons
Item | Coat | Weight |
Curare (vial) |
100 gp |
— |
Ether (flask) |
20 gp |
1 lb. |
Poison, basic (vial) |
25 gp |
— |
Poison, advanced (vial) |
50 gp |
— |
Poison, potent (vial) |
100 gp |
— |
Spellcasting Foci
Spellcasting Foci
Many spellcasters rely on a magical focus, an item that allows them to channel their power. Using a spellcasting focus allows a spellcaster to forgo many material components for their spells. A wide variety of items can be turned into magical foci, which fall into three primary categories:
- Arcane Focus: These foci are soaked in arcane power and often engraved or painted with eldritch symbols and cosmic iconography. Orbs, crystals, grimoires, staves, or wands are often used as spellcasting foci by sorcerers, warlocks, and wizards.
- Divine Focus: These foci (often called holy symbols) are representations of a deity, pantheon, or ideal. They usually depict the crest or icon of a specific god or are of symbolic importance to a particular faith. Reliquaries, censers, amulets, emblems, or tattoos are often used as spellcasting foci by clerics and heralds.
- Nature Focus: These foci typically incorporate furs, feathers, living plants, sacred wood, or the bones or teeth of sacred animals. Staves, wands, wonders, fetishes, or totems are typically used as spellcasting foci by druids and rangers.
Table: Spellcasting Foci
Item |
Cost |
Weight |
Amulet |
5 gp |
1 lb. |
Censer |
15 gp |
2 lbs. |
Crystal |
10 gp |
3 lbs. |
Emblem |
5 gp |
— |
Focus tattoo |
75 gp |
— |
Grimoire |
25 gp |
5 lbs. |
Orb |
10 gp |
3 lbs. |
Reliquary |
5 gp |
2 lbs. |
Rod |
10 gp |
2 lbs. |
Staff |
5 gp |
4 lbs. |
Totem |
1 gp |
— |
Wand |
10 gp |
1 lb. |
Wonder |
30 gp |
— |
Focus Tattoo. Some spellcasters permanently mark their bodies with symbols of their deity, eldritch runes, or ritualistic symbols. You can apply a focus tattoo over the course of a long rest , after which it functions as a spellcasting focus. Focus tattoos draw on a bearer’s own magics, and must be attuned like a magic item in order to function and require an attunement slot. When you cast spells with a focus tattoo in this way, you must briefly touch your focus tattoo with your free hand.
Grimoire. These large and imposing tomes can function both as a spellbook and as a spellcasting focus.
Staff. In addition to its use as a spellcasting focus, a staff can also be used as a quarterstaff.
Wonder. A wonder is an unusual spellcasting focus such as a sacred flower that never wilts, a prismatic crystalized skull, or a polished burl that whispers with the language of the trees. If you lose a wonder, you can replace it as a ritual that takes 10 minutes and requires 5 gold worth of rare materials. You must be able to cast ritual spells to restore a lost wonder in this way. When you do so, any previous wonders created this way are destroyed.