Equipment

Armor
Armor Cost Armor Bonus Strength Stealth Weight
Light Armor          
Padded 5 gp Base +1 + Dex modifier Disadvantage 8 lb.
Leather 10 gp Base +1 + Dex modifier 10 lb
Studded Leather 45 gp Base +2 + Dex modifier 13 lb
Medium Armor          
Hide 10 gp Base +2 + Dex modifier (max 2) 12 lb
Chain Shirt 50 gp Base +3 + Dex modifier (max 2) 20 lb
Scale Mail 50 gp Base +4 + Dex modifier (max 2) Disadvantage 45 lb
Spiked Armor 75 gp Base +4 + Dex modifier (max 2) Disadvantage 45 lb
Breastplate 400 gp Base +4 + Dex modifier (max 2) 20 lb
Half Plate 750 gp Base +5 + Dex modifier (max 2) Disadvantage 40 lb
Heavy Armor          
Ring Mail 30 gp Base +4 Disadvantage 40 lb
Chain Mail 75 gp Base +6 Str 13 Disadvantage 55 lb
Splint 200 gp Base +7 Str 15 Disadvantage 60 lb
Plate 1,500 gp Base +8 Str 15 Disadvantage 65 lb
Shield          
Shield 10 gp +2 Shield Side 6 lb
Buckler* 7 gp +1 Shield Side 5 lb
Tower Shield** 40 gp +3 Shield Side 22 lb

*Small shield can be wielded in one hand for some protection, but still offering the ability to grapple, and can attack offhand as an improvised weapon for a shield bash.

**Large shield can be used to take cover behind to impose disadvantage to range attackers or used to hide behind completely.

Getting Into and Out of Armor

Don. This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.

Doff. This is the time it takes to take off armor. If you have help reduce this time by half.

Donning and Doffing Armor

Category Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action
Weapons

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. 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” later in the section). A sling must be loaded to deal any damage when used in this way.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.

Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Range. A weapon that can be used to make a ranged attack has a range 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.

Reach. This weapon adds 5 feet to your reach when you attack with it.

Special. A weapon with the special property has unusual rules governing its use, explained in the  weapon’s description (see “Special Weapons” later in this section).

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

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

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Improvised Weapon. Sometimes characters don’t have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it w ere that weapon and use his or her proficiency bonus. An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Silvered Weapons. Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Special Weapons. Weapons with special rules are described here.

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons        
Club 1 sp 1D4 bludgeoning 2 lb Light
Dagger 2 gp 1D4 piercing 1 lb  Finesse, light, thrown (range 20/60)
Greatclub 2 sp 1D8 bludgeoning 10 lb Two-handed
Handaxe 5 gp 1D6 slashing 2 lb Light, thrown (range 20/60)
Javelin 5 sp 1D6 piercing 2 lb Thrown (range 30/120)
Light Hammer 2 gp 1D4 bludgeoning 2 lb Light, thrown (range 20/60)
Mace 5 gp 1D6 bludgeoning 4 lb
Quarterstaff 2 sp 1D6 bludgeoning 4 lb Versatile (1D8)
Sickle 1 gp 1D4 slashing 2 lb Light
Spear 1 gp 1D6 piercing 3 lb Thrown (range 20/60), versatile (1D8)
Unarmed Strike 1 bludgeoning
Simple Ranged Weapons        
Crossbow, Light 25 gp 1D8 piercing 5 lb Ammunition (range 80/320), loading, Two-handed
Dart 5 cp 1D4 piercing 1/4 lb Finesse, Thrown (range 20/60)
Shortbow 25 gp 1D6 bludgeoning 2 lb Ammunition (range 80/320), Two-handed
Sling 1 sp 1D4 bludgeoning Ammunition (range 30/120)
Martial Melee Weapons        
Battleaxe 10 gp 1D8 slashing 4 lb Versatile (1D10)
Flail 10 gp 1D8 bludgeoning 2 lb
Glaive 20 gp 1D10 slashing 6 lb Heavy, reach, two-handed
Greataxe 30 gp 1D12 slashing 7 lb Heavy, two-handed
Greatsword 50 gp 2D6 slashing 6 lb Heavy, two-handed
Halberd 20 gp 1D10 slashing 6 lb Heavy, reach, two-handed
Lance 10 gp 1D12 piercing 6 lb Reach, Special
Longsword 15 gp 1D8 slashing 3 lb Versatile (1D10)
Maul 10 gp 2D6 bludgeoning 10 lb Heavy, two-handed
Morningstar 15 gp 1D8 piercing 4 lb
Pike 5 gp 1D10 piercing 18 lb Heavy, reach, two-handed
Rapier 25 gp 1D8 piercing 2 lb Finesse
Scimitar 25 gp 1D6 slashing 3 lb Finesse, light
Shortsword 10 gp 1D6 piercing 2 lb Finesse, light
Trident 5 gp 1D6 piercing 4 lb Thrown (range 20/60), versatile (1D8)
War Pick 5 gp 1D8 piercing 2 lb
Warhammer 15 gp 1D8 bludgeoning 2 lb Versatile (1D10)
Whip 2 gp 1D4 slashing 3 lb Finesse, reach
Martial Ranged Weapons        
Blowgun 10 gp 1 piercing 1 lb Ammunition (range 25/100), loading
Crossbow, Hand 75 gp 1D6 piercing 3 lb Ammunition (range 30/120), light, loading
Crossbow, Heavy 50 gp 1D10 piercing 18 lb Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1D8 piercing 2 lb Ammunition (range 150/600), heavy, two-handed
Net 1 gp 3 lb Ammunition (range 25/100), loading
Adventuring Gear
Item Cost Weight
Abacus 2 gp 2 lb
Acid (vial) 25 gp 1 lb
Alchemist’s Fire (flask) 50 gp 1 lb
Ammunition    
Arrows (20) 1 gp 1 lb
Blowgun needles (50) 1 gp 1 lb
Crossbow bolts (20) 1 gp 1.5 lb
Sling bullets (20) 4 cp 1.5 lb
Antitoxin (vial) 50 gp
Arcane focus    
Crystal 10 gp 1 lb
Orb 20 gp 3 lb
Rod 10 gp 2 lb
Staff 5 gp 4 lb
Wand 10 gp 1 lb
Backpack 2 gp 5 lb
Ball bearings (bag of 1,000) 1 gp 2 lb
Barrel 2 gp 70 lb
Basket 4 sp 2 lb
Bedroll 1 gp 7 lb
Bell 1 gp
Blanket 5 sp 3 lb
Block and Tackle 1 gp 5 lb
Book 25 gp 5 lb
Bottle, glass 2 gp 2 lb
Bucket 5 cp 2 lb
Caltrops (bag of 20) 1 gp 2 lb
Candle 1 cp
Case, Crossbow bolt 1 gp 1 lb
Case, map or scroll 1 gp 1 lb
Chain (10 feet) 5 gp 10 lb
Chalk (1 piece) 1 cp
Chest 5 gp 25 lb
Climber’s Kit 25 gp 12 lb
Clothes, common 5 sp 3 lb
Clothes, costume 5 gp 4 lb
Clothes, fine 15 gp 6 lb
Clothes, traveler’s 2 gp 4 lb
Component pouch 25 gp 2 lb
Crowbar 2 gp 5 lb
Druidic focus    
Sprig of mistletoe 1 gp
Totem 1 gp
Wooden staff 5 gp 4 lb
Yew Wand 10 gp 1 lb
Fishing tackle 1 gp 4 lb
Flask or Tankard 2 cp 1 lb
Grappling Hook 2 gp 4 lb
Hammer 1 gp 3 lb
Hammer, Sledge 2 gp 10 lb
Healer’s Kit 5 gp 3 lb
Holy Symbol    
Amulet 5 gp 1 lb
Emblem 5 gp
Reliquary 5 gp 2 lb
Holy Water (flask) 25 gp 1 lb
Hourglass 25 gp 1 lb
Hunting Trap 5 gp 25 lb
Ink (1 ounce bottle) 10 gp
Ink pen 2 cp
Jug or pitcher 2 cp 4 lb
Ladder (10-foot) 1 sp 25 lb
Lamp 5 sp 1 lb
Lantern, Bullseye 10 gp 2 lb
Lantern, Hooded 5 gp 2 lb
Lock 10 gp 1 lb
Magnifying glass 100 gp
Manacles 2 gp 6 lb
Mess kit 2 sp 1 lb
Mirror, Steel 5 gp 0.5 lb
Oil (flask) 1 sp 1 lb
Paper (one sheet) 2 sp
Parchment (one sheet) 1 sp
Perfume (vial) 5 gp
Pick, Miner’s 2 gp 10 lb
Piton 5 cp 0.25 lb
Poison, Basic (vial) 100 gp
Pole (10-foot) 5 cp 7 lb
Pot, Iron 2 gp 10 lb
Potion of Healing 25 gp 0.5 lb
Pouch 5 sp 1 lb
Quiver 1 gp 1 lb
Ram, Portable 4 gp 35 lb
Rations (1 day) 5 sp 2 lb
Robes 1 gp 4 lb
Rope, hempen (50 feet) 1 gp 10 lb
Rope, silk (50 feet) 10 gp 5 lb
Sack 1 cp 0.5 lb
Scale, Merchant’s 5 gp 3 lb
Sealing Wax 5 sp
Shovel 2 gp 5 lb
Signal Whistle 5 cp
Signet Ring 5 gp
Soap 2 cp
Spellbook 50 gp 3 lb
Spikes, Iron (10) 1 gp 5 lb
Spyglass 1,000 gp 1 lb
Tent, two-person 2 gp 20 lb
Tinderbox 5 sp 1 lb
Torch 1 cp 1 lb
Vial 1 gp
Waterskin 2 sp 5 lb(full)
Whetstone 1 cp 1 lb

Acid. As 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.

Alchemist’s Fire. This 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.

Antitoxin. A 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.

Arcane Focus. An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10.

Ball Bearings. As 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.

Barrel of Oil. 50gp 390 lbs. 320 pints of oil.

Block and Tackle. A 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.

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).

Caltrops. As 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.

Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts.

Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

Climber’s Kit. A 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.

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. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.

Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus, as described in chapter 10.

Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Healer’s Kit. This 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.

Holy Symbol. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol  representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in chapter 10. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Holy Water. As 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. A 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.

Equipment Packs

The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. 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.

Burglar’s Pack (16 gp) 47.5 lbs. 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 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Diplomat’s Pack (39 gp) 36 lbs. Includes 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, and soap.

Dungeoneer’s Pack (12 gp) 61.5 lbs. Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Entertainer’s Pack (40 gp) 38 lbs. Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days o f rations, a waterskin, and a disguise kit.

Explorer’s Pack (10 gp) 58 lbs. Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Priest’s Pack (19 gp) 18 lbs. Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

Scholar’s Pack (40 gp) 10 lbs. 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.

Hunting Trap. When 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.

Lamp. A 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.

Lantern, Bullseye. A 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.

Lantern, Hooded. A 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.

Lock. A 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.

Magnifying Glass. This 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.

Manacles. These 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.

Mess Kit. This 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.

Oil. Oil 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.

Poison, Basic. You 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.

Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or  administering a potion takes an action.

Pouch. A 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 (described earlier in this section).

Quiver. A quiver can hold up to 20 arrows.

Ram, Portable. You 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.

Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Scale, Merchant’s. A 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.

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.

Tent. A simple and portable canvas shelter, a tent sleeps two.

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.

Torch. A 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.

Container Capacity
Container Capacity
Backpack* 1 Cubic foot/30 pounds of gear
Barrel 40 gallons liquid, 4 cubic feet solid
Basket 2 cubic feet/40 pounds of gear
Bottle 1.5 pints of liquid
Bucket 3 gallons liquid, 0.5 cubic foot solid
Chest 12 cubic feet/300 pounds of gear
Flask or tankard 1 pint liquid
Jug or pitcher 1 gallon liquid
Pot, iron 1 gallon liquid
Pouch 1/5 cubic foot/ 6 pounds of gear
Sack 1 cubic foot/30 pounds of gear
Vial 4 ounces liquid
Waterskin 4 pints liquid

*You can also strap items, such as bedroll or coil or rope to the outside of a backpack.

Tools

A tool helps you to do something you couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood.

Tools

Item Cost Weight
Artisan’s Tools    
Alchemist’s supplies 50 gp 8 lb
Brewer’s supplies 20 gp 9 lb
Calligrapher’s supplies 10 gp 5 lb
Carpenter’s tools 8 gp 6lb
Cartographer’s tools 15 gp 6 lb
Cobbler’s tools 8 gp 6 lb
Cook’s utensils 1 gp 8 lb
Glassblower’s tools 30 gp 5 lb
Jeweler’s tools 25 gp 2lb
Leatherworker’s tools 5 gp 5lb
Mason’s tools 10 gp 8 lb
Painter’s supplies 10 gp 5 lb
Potter’s tools 10 gp 5 lb
Smith’s tools 20 gp 8 lb
Tinker’s tools 50 gp 10 lb
Weaver’s tools 1 gp 5 lb
Woodcarver’s tools 1 gp 5 lb
Disguise kit 25 gp 3 lb
Forgery kit 15 gp 5 lb
Gaming Set    
Dice set 1 sp
Dragonchess set 1 gp 0.5 lb
Playing card set 5 sp
Three-Dragon Ante set 5 gp 3 lb
Herbalism Kit 5 gp 3 lb
Musical instrument    
Bagpipes 30 gp 6 lb
Drum 6 gp 3 lb
Dulcimer 25 gp 10 lb
 Flute 2 gp 1 lb
Lute 35 gp 2 lb
Lyre 30 gp 2 lb
Horn 3 gp 2 lb
Pan flute 12 gp 2 lb
Shawm 2 gp 1 lb
Viol 30 gp 1 lb
Navigator’s tools 25 gp 2 lb
Poisoner’s kit 50 gp 2 lb
Thieves’ tools 25 gp 1 lb
Vehicles (land or water) * *

*See the “Mounts and Vehicles” section.

Artisan’s Tools. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. 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.

Disguise Kit. This 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.

Forgery Kit. This 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.

Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If 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.

Herbalism Kit. This 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.

Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If 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, as described in chapter 10. Each type of musical instrument requires a separate proficiency.

Navigator’s Tools. This 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.

Poisoner’s Kit. A 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.

Thieves’ Tools. This 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.

Mounts and vehicles

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity. An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together. Mounts other than those listed here are available in the worlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

Barding. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Saddles. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

Mounts and Other Animals

Item Cost Speed Carrying Capacity
Camel 50 gp 50 ft. 480 lb
Donkey or mule 8 gp 40 ft. 420 lb
Elephant 200 gp 40 ft 420 lb
Horse, draft 50 gp 40 ft 540 lb
Horse, riding 75 gp 60 ft 480 lb
Mastiff 25 gp 40 ft 195 lb
Pony 30 gp 40 ft 225 lb
Warhorse 400 gp 60 ft 540 lb

Tack, Harness, and Drawn Vehicles

Item Cost Weight
Barding x4 x2
Bit and Bridle 2 gp 1 lb
Carriage 100 gp 600 lb
Cart 15 gp 200 lb
Chariot 250 gp 100 lb
Feed (per day) 5 cp 10 lb
Saddle    
Exotic 60 gp 40 lb
Military 20 gp 30 lb
Pack 5 gp 15 lb
Riding 10 gp 25 lb
Saddlebags 4 gp 8 lb
Sled 20 gp 300 lb
Stabling (per day) 5 sp
Wagon 35 gp 400 lb

Waterborne Vehicles

Item Cost Speed
Galley 30,000 gp 4 mph
Keelboat 3,000 gp 1 mph
Longship 10,000 gp 3 mph
Rowboat 50 gp 1.5 mph
Sailing ship 10,000 gp 2 mph
Warship 25,000 gp 2.5 mph
Trade Goods

Most 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. The Trade Goods table shows the value of commonly exchanged goods.

Trade Goods

Cost Goods
1 cp 1 lb of wheat
2 cp 1 lb of flour or one chicken
5 cp 1 lb of salt
1 sp 1 lb of iron or 1 sq. yd. of canvas
5 sp 1 lb of copper or 1sq. yd. of cotton cloth
1 gp 1 lb of ginger or one goat
2 gp 1 lb of cinnamon or pepper, or one sheep
3 gp 1 lb of cloves or one pig
5 gp 1 lb of silver or 1 sq. yd. of linen
10 gp 1 sq. yd. of silk or one cow
15 gp 1 lb of saffron or one ox
50 gp 1 lb of gold
500 gp 1 lb of platinum
750 gp 1 lb of Mithril
1,000 gp 1 lb of Adamantine

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