Master Inventory: Items and Services
Items
Adventuring Gear
- Acid - 50 GP - This vial contains a black, corrosive fluid. 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.
- Acid, Greater - 250 GP - This vial contains a black, corrosive fluid. 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 4d6 acid damage.
- Acid, Superior - 500 GP - This vial contains a black, corrosive fluid. 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 8d6 acid damage.
- Abacus - 2 GP
- Alchemist's Fire - 50 GP - This flask contains a sticky, adhesive fluid that 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 12 Dexterity check to extinguish the flames.
- Alchemist's Fire, Greater - 250 GP - This flask contains a sticky, adhesive fluid that 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 2d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 15 Dexterity check to extinguish the flames.
- Alchemist's Fire, Superior - 500 GP - This flask contains a sticky, adhesive fluid that 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 4d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 18 Dexterity check to extinguish the flames.
- Animal Feed (1 Day) - 5 CP
- Arcane Focus, Crystal - 10 GP
- Arcane Focus, Orb - 20 GP
- Arcane Focus, Rod - 10 GP
- Arcane Focus, Staff - 5 GP
- Arcane Focus, Wand - 10 GP
- Arrows (20) - 1 GP
- Backpack - 2 GP - Capacity: 1 Cubic Foot
- Ball Bearings (1000) - 1 GP - As an action, you can spill the ball bearings from their pouch to a cover a level, 10-foot square area. A creature moving through the area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed does not need to make the save.
- Barrel - 2 GP - Capacity: 4 Cubic Feet/40 Gallons
- Basket - 4 SP - Capacity: 2 Cubic Feet
- Bedroll - 1 GP
- Bell - 1 GP
- Belt, Leather - 2 GP
- Bit and Bridle - 2 GP
- Blanket - 5 SP
- Blinding Toxin - 50 GP - This vial contains a thick, dark poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw. On a failed save, the creature takes 1d4 poison damage and becomes blinded. On a successful save, the creature takes half as much damage and does not become blinded. A creature blinded by the poison can make another DC 12 Constitution saving thrown at the end of its turn to overcome the condition. Once applied, the poison losses potency after 1 minute or after 3 hits, if applied to a slashing or piercing weapon.
- Blinding Toxin, Greater - 250 GP - This vial contains a thick, dark poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 15 Constitution saving throw. On a failed save, the creature takes 2d4 poison damage and becomes blinded. On a successful save, the creature takes half as much damage and does not become blinded. A creature blinded by the poison can make another DC 15 Constitution saving thrown at the end of its turn to overcome the condition. Once applied, the poison losses potency after 1 minute or after 3 hits, if applied to a slashing or piercing weapon.
- Blinding Toxin, Superior - 500 GP - This vial contains a thick, dark poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 18 Constitution saving throw. On a failed save, the creature takes 4d4 poison damage and becomes blinded. On a successful save, the creature takes half as much damage and does not become blinded. A creature blinded by the poison can make another DC 18 Constitution saving thrown at the end of its turn to overcome the condition. Once applied, the poison losses potency after 1 minute or after 3 hits, if applied to a slashing or piercing weapon.
- Block and Tackle - 1 GP - A set of pulleys with cable and a hook that allows you to hoist objects up to four times the weight you can normally lift.
- Blowgun Needles (50) - 1 GP
- Book, Common - 1 GP
- Book, Uncommon - 5 GP
- Book, Rare - 25 GP
- Book, Very Rare - 50 GP
- Boots, Leather - 5 GP
- Bottle, Glass - 1 GP - Capacity: 1.5 Pints
- Brush - 5 CP
- Bucket - 5 SP - Capacity: .5 Cubic Feet/3 Gallons
- Calendar - 2 GP
- Caltrops (20) - 1 GP - As an action, you can spread the caltrops from their pouch to a cover a 5-foot square area. A creature that enters the area must succeed on a DC 15 Dexterity saving throw or take 1 piercing damage and stop moving. A creature moving through the area at half speed does not need to make the save.
- Candle - 5 CP - For one hour, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Cart - 15 GP
- Case, Crossbow Bolt - 1 GP
- Case, Map or Scroll - 1 GP
- Chain (10 Foot) - 5 GP - The chain has 10 Hit Points and 20 AC. It can be broken with a successful DC 20 Strength check.
- Chalk (1 Piece) - 5 CP
- Chest - 5 GP - Capacity: 12 Cubic Feet
- Chisel - 1 GP
- Clay (1 Pound) - 1 SP
- Cloak, Leather - 2 GP
- Cloak, Leather, Lined - 4 GP
- Clothes, Common - 5 SP
- Clothes, Costume - 5 GP
- Clothes, Fine - 15 GP
- Clothes, Traveler's - 2 GP
- Component Pouch - 25 GP
- Compass - 10 GP
- Cotton Thread (30 Feet) - 5 SP
- Creature Parts - GP = 1% Creature XP
- Crossbow Bolts (20) - 1 GP
- Crowbar - 2 GP - The crowbar grants advantage to applicable Strength checks.
- Drink, Ale - 1 SP
- Drink, Wine - 2 SP
- Drink, Milk - 5 CP
- Drink, Coffee or Tea - 5 CP
- Drink, Spirits - 3 SP
- Drink, Spirits (Bottle) - 2 GP
- Drink, Ale (Keg) - 4 GP
- Drink, Wine (Bottle) - 2 GP
- Drink, Wine, Fine (Bottle) - 10 GP
- Druidic Focus, Sprig of Mistletoe - 1 GP
- Druidic Focus, Totem - 1 GP
- Druidic Focus, Wooden Staff - 5 GP
- Druidic Focus, Yew Wand - 10 GP
- Flash Powder - 250 GP - This flask contains black powder that explodes when exposed to air, producing a bright flash and loud boom. As an action, you can throw this flask up to 20 feet, shattering it on impact. Each creature in a five-foot radius must make a DC 15 Constitution saving throw or become stunned. A creature stunned by the powder can make another DC 15 Constitution saving thrown at the end of its turn to overcome the condition.
- Flask or Tankard - 2 SP - Capacity: 1 Pint
- Food, Baked Goods (1 Item) - 8 CP
- Food, Beef (1 Pound) - 3 SP
- Food, Bread (1 Loaf) - 5 CP
- Food, Cheese (1/2 Pound) - 2 SP
- Food, Chicken, Goat, or Pork (1 Pound) - 2 SP
- Food, Fish (1 Pound) - 5 SP
- Food, Fruit or Vegetable (1 Item) - 5 CP
- Food, Ground Spices (1/2 Ounce) - 5 CP
- Food, Oats, Rice, or Wheat (1 Pound) - 5 CP
- Food, Shellfish (1 Pound) - 8 SP
- Gaming Set, Chess Set - 1 GP
- Gaming Set, Dice Set - 1 SP
- Gaming Set, Playing Card Set - 5 SP
- Gemstone, Agate (Multicolored) - 10 GP (Large), 1 GP (Medium), 1 SP (Small)
- Gemstone, Azurite (Blue) - 10 GP (Large), 1 GP (Medium), 1 SP (Small)
- Gemstone, Malachite (Green) - 10 GP (Large), 1 GP (Medium), 1 SP (Small)
- Gemstone, Rhodochrosite (Pink) - 10 GP (Large), 1 GP (Medium), 1 SP (Small)
- Gemstone, Turquoise (Blue) - 10 GP (Large), 1 GP (Medium), 1 SP (Small)
- Gemstone, Bloodstone (Black and Red) - 50 GP (Large), 5 GP (Medium), 5 SP (Small)
- Gemstone, Moonstone (White) - 50 GP (Large), 5 GP (Medium), 5 SP (Small)
- Gemstone, Obsidian (Black) - 50 GP (Large), 5 GP (Medium), 5 SP (Small)
- Gemstone, Quartz (Colorless) - 50 GP (Large), 5 GP (Medium), 5 SP (Small)
- Gemstone, Sunstone (Orange and Red) - 50 GP (Large), 5 GP (Medium), 5 SP (Small)
- Gemstone, Citrine (Yellow) - 100 GP (Large), 10 GP (Medium), 1 GP (Small)
- Gemstone, Jade (Green) - 100 GP (Large), 10 GP (Medium), 1 GP (Small)
- Gemstone, Onyx (Black) - 100 GP (Large), 10 GP (Medium), 1 GP (Small)
- Gemstone, Tourmaline (Green and Pink) - 100 GP (Large), 10 GP (Medium), 1 GP (Small)
- Gemstone, Zircon (Blue) - 100 GP (Large), 10 GP (Medium), 1 GP (Small)
- Gemstone, Amber (Orange) - 500 GP (Large), 50 GP (Medium), 5 GP (Small)
- Gemstone, Amethyst (Purple) - 500 GP (Large), 50 GP (Medium), 5 GP (Small)
- Gemstone, Garnet (Red) - 500 GP (Large), 50 GP (Medium), 5 GP (Small)
- Gemstone, Pearl (Black or White) - 500 GP (Large), 50 GP (Medium), 5 GP (Small)
- Gemstone, Peridot (Green) - 500 GP (Large), 50 GP (Medium), 5 GP (Small)
- Gemstone, Alexandrite (Purple) - 1000 GP (Large), 100 GP (Medium), 10 GP (Small)
- Gemstone, Aquamarine (Blue) - 1000 GP (Large), 100 GP (Medium), 10 GP (Small)
- Gemstone, Opal (Multicolored) - 1000 GP (Large), 100 GP (Medium), 10 GP (Small)
- Gemstone, Morganite (Pink) - 1000 GP (Large), 100 GP (Medium), 10 GP (Small)
- Gemstone, Topaz (Yellow) - 1000 GP (Large), 100 GP (Medium), 10 GP (Small)
- Gemstone, Diamond (Colorless) - 5000 GP (Large), 500 GP (Medium), 50 GP (Small)
- Gemstone, Emerald (Green) - 5000 GP (Large), 500 GP (Medium), 50 GP (Small)
- Gemstone, Jacinth (Orange) - 5000 GP (Large), 500 GP (Medium), 50 GP (Small)
- Gemstone, Ruby (Red) - 5000 GP (Large), 500 GP (Medium), 50 GP (Small)
- Gemstone, Sapphire (Blue) - 5000 GP (Large), 500 GP (Medium), 50 GP (Small)
- Gloves, Leather - 2 GP
- Grappling Hook - 2 GP
- Hammer - 1 GP
- Hammer, Sledge - 2 GP
- Holy Symbol, Amulet - 5 GP
- Holy Symbol, Emblem - 5 GP
- Holy Symbol, Reliquary - 5 GP
- Holy Water - 25 GP - 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.
- Horse, Draft - 50 GP - Speed: 40 Foot
- Horse, Riding - 75 GP - Speed: 60 Foot
- Hourglass - 25 GP
- Hunting Trap - 5 GP - As an action, you can set the hunting trap, which forms a saw-toothed steel ring that snaps shut when a creature steps on the pressure plate in the center. The trap can be affixed by a heavy chain to an 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. The creature's movement is limited by the length of the chain until the creature breaks free of the trap. 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.
- Incense (1 Block) - 1 SP
- Ink (1 Ounce Bottle) - 2 GP
- Ink, Specialty (1 Ounce Bottle) - 50 GP
- Ink Pen - 5 CP
- Ioun's Bane - 50 GP - This vial contains a thick, clear poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw. On a failed save, the creature becomes confused until the end of its next turn. At the start of its next turn, the creature must roll 1d6. On a 1-2, the creature does not take an action and uses all its movement to move in a random direction. On a 3-4, the creature does not move and uses its action to make a melee attack against a random creature within its reach, if able. On a 5-6, the creature does not move or take an action.
- Iverna's Kiss - 50 GP - This flask contains a thin, white fluid that freezes 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 Iverna's Kiss as an improvised weapon. On a hit, the target takes 1d6 cold damage. If the target is a large or smaller creature, it is also restrained. A restrained creature can use its action to break free from the ice by making a DC 12 Strength check. Fire damage dealt to the ice ends the restrained condition immediately.
- Iverna's Kiss, Greater - 250 GP - This flask contains a thin, white fluid that freezes 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 Iverna's Kiss as an improvised weapon. On a hit, the target takes 2d6 cold damage. If the target is a large or smaller creature, it is also restrained. A restrained creature can use its action to break free from the ice by making a DC 15 Strength check. Fire damage dealt to the ice ends the restrained condition immediately.
- Iverna's Kiss, Superior - 500 GP - This flask contains a thin, white fluid that freezes 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 Iverna's Kiss as an improvised weapon. On a hit, the target takes 4d6 cold damage. If the target is a large or smaller creature, it is also restrained. A restrained creature can use its action to break free from the ice by making a DC 18 Strength check. Fire damage dealt to the ice ends the restrained condition immediately.
- Jewelry, Amulet or Necklace, Gold - 10 GP + Gemstone Cost
- Jewelry, Amulet or Necklace, Platinum - 10 PP + Gemstone Cost
- Jewelry, Amulet or Necklace, Silver - 10 SP + Gemstone Cost
- Jewelry, Earrings, Gold - 5 GP + Gemstone Cost
- Jewelry, Earrings, Platinum - 5 PP + Gemstone Cost
- Jewelry, Earrings, Silver - 5 SP + Gemstone Cost
- Jewelry, Ring, Gold - 5 GP + Gemstone Cost
- Jewelry, Ring, Platinum - 5 PP + Gemstone Cost
- Jewelry, Ring, Silver - 5 SP + Gemstone Cost
- Journal - 1 GP
- Jug or Pitcher - 2 SP - Capacity: 1 Gallon
- Kettle - 2 GP
- Ladder (10 Foot) - 1 GP
- Lantern, Hooded - 5 GP - The 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, consuming a flask of oil. As an action, you can lower the hood, reducing the light to dim light in a 50-foot radius.
- Leather Cord (15 Feet) - 1 GP
- Lock and Key, Common - 10 GP - DC 10 Dex
- Lock and Key, Uncommon - 15 GP - DC 15 Dex
- Lock and Key, Rare - 20 GP - DC 20 Dex
- Magnifying Glass - 100 GP - The magnifying glass grants advantage on applicable ability checks.
- Manacles - 2 GP - The manacles 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 and AC 20.
- Map - 10 GP
- Mirror - 5 GP
- Mortar and Pestle - 5 GP
- Musical Instrument, Bagpipes - 30 GP
- Musical Instrument, Drum - 6 GP
- Musical Instrument, Dulcimer - 25 GP
- Musical Instrument, Flute - 2 GP
- Musical Instrument, Lute - 35 GP
- Musical Instrument, Lyre - 30 GP
- Musical Instrument, Horn - 3 GP
- Musical Instrument, Pan Flute - 12 GP
- Musical Instrument, Shawm - 2 GP
- Musical Instrument, Viol - 30 GP
- Needle, Steel - 5 CP
- Oil - 1 SP - 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. On a hit, the target is covered in oil. If the target takes any fire damage within the next minute, the target takes an additional 2d4 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a level, 5-foot-square. If lit, the oil burns for 2 rounds and deals 2d4 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.
- Ox - 10 GP
- Paint (2 Ounce Bottle) - 1 GP
- Paper (1 Sheet) - 1 SP
- Paralyzing Toxin - 50 GP - This vial contains a thick, dark poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw. On a failed save, the creature takes 1d4 poison damage and becomes paralyzed. On a successful save, the creature takes half as much damage and does not become paralyzed. A creature paralyzed by the poison can make another DC 12 Constitution saving thrown at the end of its turn to overcome the condition. Once applied, the poison losses potency after 1 minute or after 3 hits, if applied to a slashing or piercing weapon.
- Paralyzing Toxin, Greater - 250 GP - This vial contains a thick, dark poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 15 Constitution saving throw. On a failed save, the creature takes 2d4 poison damage and becomes paralyzed. On a successful save, the creature takes half as much damage and does not become paralyzed. A creature paralyzed by the poison can make another DC 15 Constitution saving thrown at the end of its turn to overcome the condition. Once applied, the poison losses potency after 1 minute or after 3 hits, if applied to a slashing or piercing weapon.
- Paralyzing Toxin, Superior - 500 GP - This vial contains a thick, dark poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 18 Constitution saving throw. On a failed save, the creature takes 4d4 poison damage and becomes paralyzed. On a successful save, the creature takes half as much damage and does not become paralyzed. A creature paralyzed by the poison can make another DC 18 Constitution saving thrown at the end of its turn to overcome the condition. Once applied, the poison losses potency after 1 minute or after 3 hits, if applied to a slashing or piercing weapon.
- Perfume (1 Vial) - 5 GP
- Petrifying Serum - 500 GP - This vial contains a thick, dark poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. A large or smaller creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw. On a failed save, the creature becomes restrained. At the end of the creature's next turn, the creature must make another DC 12 Constitution saving. On a failed save, the creature becomes petrified.
- Pickaxe - 2 GP
- Piton - 5 CP
- Poison - 50 GP - This vial contains a thick, dark poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 12 Constitution saving throw. On a failed save, the creature takes 1d4 poison damage and becomes poisoned. On a successful save, the creature takes half as much damage and does not become poisoned. A creature poisoned by the poison can make another DC 12 Constitution saving thrown at the end of its turn to overcome the condition. Once applied, the poison losses potency after 1 minute or after 3 hits, if applied to a slashing or piercing weapon.
- Poison, Greater - 250 GP - 4d4 + Poisoned (DC 15 Con save)
- Poison, Superior - 500 GP - 8d4 + Poisoned (DC 18 Con save)
- Pole (10 Foot) - 2 SP
- Pot, Iron - 2 GP - Capacity: 1 Gallon
- Pouch - 5 SP - Capacity: .2 Cubic Feet
- Quiver - 1 GP
- Ram, Portable - 5 GP - When using the portable ram to break down doors, you gain a +5 bonus on the Strength check. If another creature helps you use the ram, you gain advantage on the Strength check.
- Rations (1 Day) - 5 SP
- Robes - 1 GP
- Rope, Hempen (50 Feet) - 1 GP
- Sack - 5 CP - Capacity: 1 Cubic Foot
- Saddle, Exotic - 60 GP - Required for riding any aquatic or flying mount.
- Saddle, Military - 20 GP - Grants advantage on any check to remain mounted.
- Saddle, Riding - 10 GP
- Saddlebags - 4 GP
- Saw - 2 GP
- Scale, Merchant's - 5 GP
- Sealing Wax - 5 SP
- Sextant - 500 GP
- Ship, Cog - 10,000 GP
- Ship, Galley - 30,000 GP
- Ship, Rowboat - 50 GP
- Shovel - 2 GP - The shovel grants advantage to applicable Strength checks.
- Signal Whistle - 5 SP
- Signet Ring - 5 GP
- Sleep Serum - 250 GP - This vial contains a thick, dark poison. As an action, you can use the poison to coat one slashing or piercing weapon or up to three pieces of ammunition. When you hit a creature with the poisoned weapon or ammunition, deal damage as normal, then roll 6d8. If the total amount rolled is equal to or higher than the target's current hit points, it falls unconscious for 1 minute. The effect ends if the creature takes damage or someone uses an action to wake up the target creature. Undead and creatures immune to being charmed are not affected by this poison.
- Slicking Solution - 50 GP - This flask contains an dark, oily fluid. As an action, you can spill the fluid from the flask to a cover a level, 10-foot square area. The area becomes difficult terrain, and any creature moving through the area must succeed on a DC 10 Dexterity saving throw or fall prone.
- Sling Bullets (10) - 1 SP
- Smoke Powder - 50 GP - This flask contains black powder that produces black smoke when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact and creating a 20-foot-radius sphere of smoke centered on that point. The smoke spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
- Soap - 5 CP
- Spellbook - 50 GP
- Spikes, Iron (10) - 1 GP
- Spyglass - 1000 GP
- Tea Set - 2 GP
- Tent - 2 GP - The tent can accommodate two medium creatures.
- Tinderbox - 5 SP - As an action, you can light a torch or exposed fuel.
- Torch - 5 CP - The 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.
- Vial - 1 GP - Capacity: 4 Ounces
- Wagon - 35 GP
- Waterskin - 2 SP - Capacity: 4 Pints
- Whetstone - 1 SP - You can spend 10 minutes sharpening a single slashing or piercing weapon or up to five pieces of ammunition. If you do, the the weapon or ammunition gains a +1 bonus to attack damage for the next 8 hours. A slashing or piercing weapon also losses the +1 attack damage bonus after you make 3 successful attacks with the weapon.
- Wire (15 Feet) - 2 SP
- Padded - 5 GP - 11 + DEX - Stealth Disadvantage
- Leather - 10 GP - 11 + DEX
- Studded Leather - 45 GP - 12 + DEX
- Hide - 10 GP - 12 + DEX (Max 2)
- Chain Shirt - 50 GP - 13 + DEX (Max 2)
- Scale Mail - 50 GP - 14 + DEX (Max 2) - Stealth Disadvantage
- Breastplate - 400 GP - 14 + DEX (Max 2)
- Half Plate - 750 GP - 15 + DEX (Max 2) - Stealth Disadvantage
- Ring Mail - 30 GP - 14 - Stealth Disadvantage
- Chain Mail - 75 GP - 16 - STR 13 - Stealth Disadvantage
- Splint - 200 GP - 17 - STR 15 - Stealth Disadvantage
- Plate - 1500 GP - 18 - STR 15 - Stealth Disadvantage
- Alchemy Ingredients, Common - 5 GP
- Alchemy Ingredients, Uncommon - 25 GP
- Alchemy Ingredients, Rare - 50 GP
- Herbalism Ingredients, Common - 5 GP
- Herbalism Ingredients, Uncommon - 25 GP
- Herbalism Ingredients, Rare - 50 GP
- Poison Ingredients, Common - 5 GP
- Poison Ingredients, Uncommon - 25 GP
- Poison Ingredients, Rare - 50 GP
- Shield, Light - 5 GP - +1
- Shield, Medium - 10 GP - +2
- Shield, Heavy - 50 GP - +3 - STR 15 - Stealth Disadvantage
- Alchemist's Supplies - 50 GP
- Brewer's Supplies - 20 GP
- Calligrapher's Supplies - 10 GP
- Carpenter's Tools - 8 GP
- Cartographer's Tools - 15 GP
- Climber's Kit - 25 GP - As an aciton, you can you the climbing kit to anchor yourself. While anchored, you cannot fall more than 25 feet from the point where you anchored yourself, and your cannot climb more than 25 feet away from that point without undoing the anchor.
- Cobbler's Tools - 5 GP
- Cook's Utensils - 1 GP
- Disguise Kit - 25 GP
- Distiller's Supplies - 20 GP
- Fishing Tackle - 1 GP
- Forgery Kit - 15 GP
- Glassblower's Tools - 30 GP
- Healer's Kit - 5 GP - As an action, you can expend one use of the healer's kit to stabilize a creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check. The kit has 10 uses.
- Herbalism Kit - 5 GP
- Jeweler's Tools - 25 GP
- Leatherworker's Tools - 5 GP
- Mason's Tools - 10 GP
- Mess Kit - 2 SP
- Navigator's Tools - 25 GP
- Painter's Supplies - 10 GP
- Poisoner's Kit - 50 GP
- Potter's Tools - 10 GP
- Smith's Tools - 20 GP
- Stonecarver's Tools - 3 GP
- Thieves' Tools - 25 GP
- Tinker's Tools - 50 GP
- Vintner's Supplies - 20 GP
- Weaver's Tools - 1 GP
- Woodcarver's Tools - 1 GP
- Club - 1 SP - 1d4 Bludgeoning - Light
- Dagger - 2 GP - 1d4 Piercing - Finesse, Light, Thrown (20/60)
- Greatclub - 2 SP - 1d8 Bludgeoning - Two-handed
- Handaxe - 5 GP - 1d6 Slashing - Light, Thrown (20/60)
- Light Hammer - 2 GP - 1d4 Bludgeoning - Light, Thrown (20/60)
- Mace - 5 GP - 1d6 Bludgeoning
- Sickle - 1d4 Slashing - Light
- Spear - 1 GP - 1d6 Piercing - Thrown (20/60), Versatile (1d8)
- Quarterstaff - 2 SP - 1d6 Bludgeoning - Versatile (1d8)
- Battleaxe - 10 GP - 1d8 Slashing - Versatile (1d10)
- Flail - 10 GP - 1d8 Bludgeoning
- Greataxe - 30 GP - 1d12 Slashing - Two-handed
- Greatsword - 50 GP - 2d6 Slashing - Two-handed
- Halberd - 20 GP - 1d10 Slashing - Reach, Two-handed
- Longsword - 15 GP - 1d8 Slashing - Versatile (1d10)
- Maul - 10 GP - 2d6 Bludgeoning - Two-handed
- Morningstar - 15 GP - 1d8 Piercing
- Pike - 5 GP - 1d10 Piercing - Reach, Two-handed
- Scimitar - 25 GP - 1d6 Slashing - Finesse, Light
- Shortsword - 10 GP - 1d6 Piercing - Finesse, Light
- Trident - 5 GP - 1d6 Piercing - Thrown (20/60), Versatile (1d8)
- Warhammer - 15 GP - 1d8 Bludgeoning - Versatile (1d10)
- Whip - 2 GP - 1d4 Slashing - Finesse, Reach
- Dart - 5 CP - 1d4 Piercing - Finesse, Thrown (20/60)
- Light Crossbow - 25 GP - 1d8 Piercing - Ammunition (80/320), Two-handed
- Shortbow - 25 GP - 1d6 Piercing - Ammunition (80/320), Two-handed
- Sling - 1 SP - 1d4 Bludgeoning - Ammunition (30/120)
- Blowgun - 10 GP - 1 Piercing - Ammunition (25/100)
- Hand Crossbow - 75 GP - 1d6 Piercing - Ammunition (30/120), Light
- Heavy Crossbow - 50 GP - 1d10 Piercing - Ammunition (100/400), Two-handed
- Longbow - 50 GP - 1d8 Piercing - Ammunition (150/600), Two-handed
- Net - 1 GP - Special (5/15)
- Bath, Public - 3 SP
- Bath, Private, Cold - 5 SP
- Bath, Private, Hot - 8 SP
- Haircut, Modest - 3 SP
- Haircut, Wealthy - 8 SP
- Shave - 3 SP
- Companion, Poor (Per Hour) - 1 SP
- Companion, Modest (Per Hour) - 5 SP
- Companion, Comfortable (Per Hour) - 8 SP
- Companion, Wealthy (Per Hour) - 2 GP
- Room, Poor (Per Day) - 5 SP
- Room, Modest (Per Day) - 1 GP
- Room, Comfortable (Per Day) - 2 GP
- Room, Wealthy (Per Day) - 5 GP
- Stabling (Per Day) - 5 SP
- Meal, Poor - 6 CP
- Meal, Modest - 3 SP
- Meal, Comfortable - 5 SP
- Meal, Wealthy - 8 SP
- Blessing - 10 GP - For the next 24 hours, you can add 1d4 to one attack roll, ability check, or saving throw or deal an extra 1d4 radiant damage to a hit with a weapon attack.
- Augury - 100 GP
- Cure Wounds (Level 1) - 25 GP
- Cure Wounds (Level 2) - 50 GP
- Cure Wounds (Level 3) - 100 GP
- Detect Magic - 50 GP
- Divination - 250 GP
- Greater Restoration - 250 GP
- Identify - 50 GP
- Lesser Restoration - 50 GP
- Raise Dead - 2500 GP
- Remove Curse - 100 GP
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