Adventurer's Gear
Packs
Type | Description |
---|---|
Barbarian's Pack10 gp18½ lbs | A blanket, a hook bandolier and a belt, satchel, hunting knife, whetstone, waterskin and 5 days of rations. This pack does not include a backpack as items are attached to the bandolier or belt, or kept in the satchel. |
Burglar's Pack35 gp41 lbs | A backpack, bedroll, bag of 1000 ball bearings, crowbar, hooded lantern, 10 feet of string, 2 flasks of oil, tinderbox, pouch, waterskin and 5 days rations. The pack also has 50 feet of hempen rope strapped to the side of the backpack. |
Diplomat's Pack35 gp15 lbs | A satchel and a belt, 2 cases for maps and scrolls, a set of fine clothes, bottle of ink and an ink pen, 3 sheets of paper, sealing wax, a lamp, 2 flasks of oil, a vial of perfume, soap and a signet ring. A Diplomat's pack may have a chest instead of satchel, increasing total price to 39 gp and weight to 38 lbs. |
Druid's Pack30 gp32 lbs | A backpack, bedroll, component pouch, herbalism kit, waterskin and 5 days of rations. |
Dungeoneer's Pack10 gp53 lbs | A backpack, bedroll, crowbar, hammer, 8 pitons, 5 torches, tinderbox, waterskin and 5 days of rations. The pack also has 50 feet of hempen rope strapped to the side of the backpack. |
Entertainer's Pack40 gp41 lbs | A backpack, bedroll, 2 costumes, disguise kit, waterskin and 5 days of rations. A standard Entertainer's pack also includes a simple drum, but this may be supplanted with another instrument of similar value. |
Explorer's Pack10 gp54 lbs | A backpack, bedroll, mess kit, tinderbox, 5 torches, waterskin and 10 days of rations. The pack also has 50 feet of hempen rope strapped to the side of the backpack. |
Hunter's Pack38 gp53 lbs | A backpack, bedroll, bag of 20 caltrops, 10 feet of chain, hammer, 4 wood stakes, set of manacles, steel mirror, a flask of holy water, 3 flasks of oil, tinderbox, waterskin and 5 days of rations. |
Monk's Pack27 gp32½ lbs | A satchel, belt, bedroll, a climber's kit, a journal for meditations, 3 sticks of incense, waterskin and 3 days of rations. |
Priest's Pack50 gp30 lbs | A backpack, blanket, 10 candles, tinderbox, an alms box, 2 blocks of incense, a censer, vestment, simple holy symbol, vial of holy water, a healer's kit, waterskin and 3 days of rations. |
Scholar's Pack37 gp31 lbs | A backpack, bedroll, book of lore, bottle of ink and an ink pen, a journal and 3 extra sheets of parchment, a little bag of blotting sand, sealing wax, scroll case, waterskin and 3 days of rations. |
Tools
Type | Description |
---|---|
Artisan's Toolsbelowbelow | 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 kit25 gp3 lbs | 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 kit15 gp5 lbs | 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. |
Herbalism kit5 gp3 lbs | 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. |
Gaming setbelowbelow | 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. |
Musical instrumentbelowbelow | 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. Each type of musical instrument requires a separate proficiency. |
Navigator's tools25 gp2 lbs | 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 kit50 gp2 lbs | 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' tools25 gp1 lb | This set of tools 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. |
Artisan's Tools
Item | Cost | Weight |
---|---|---|
Alchemist's supplies | 50 gp | 8 lbs |
Brewer's supplies | 20 gp | 9 lbs |
Calligrapher's supplies | 10 gp | 5 lbs |
Carpenter's tools | 8 gp | 6 lbs |
Cartographer's tools | 15 gp | 6 lbs |
Cobbler's tools | 5 gp | 5 lbs |
Cook's utensils | 1 gp | 8 lbs |
Glassblower's tools | 30 gp | 5 lbs |
Jeweler's tools | 25 gp | 2 lbs |
Leatherworker's tools | 5 gp | 5 lbs |
Mason's tools | 10 gp | 8 lbs |
Painter's supplies | 10 gp | 5 lbs |
Potter's tools | 10 gp | 3 lbs |
Smith's tools | 20 gp | 8 lbs |
Tinker's tools | 50 gp | 10 lbs |
Weaver's tools | 1 gp | 5 lbs |
Woodcarver's tools | 1 gp | 5 lbs |
Gaming Sets
Item | Cost | Weight |
---|---|---|
Dice set | 0.1 - 1 gp | - |
Dragonchess set | 1 gp | ½ lb |
Playing card set | 0.5 gp | - |
Three-Dragon Ante | 1 gp | - |
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 |
Horn | 3 gp | 2 lbs |
Pan flute | 12 gp | 2 lbs |
Shawm | 2 gp | 1 lb |
Viol | 30 gp | 1 lb |
Gear
Item | Cost | Weight | Description |
---|---|---|---|
Abacus | 2 gp | 2 lbs | |
Acid (vial) | 25 gp | 1 lb | 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 (flask) | 50 gp | 1 lb | 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 turn (i.e. it may not move or take other actions) to make a DC 10 Dexterity check to extinguish the flames. |
Alms box | 3 gp | 1 lb | |
Antitoxin (vial) | 50 gp | ½ lb | 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. |
Backpack | 2 gp | 5 lbs | A leather or hide pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot / 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. |
Ball bearings (bag of 1,000) | 1 gp | 2 lbs | As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. 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 save. |
Bandolier, hooks | 5 gp | ½ lb | A wide leather or hide belt worn like a sash over the shoulder, with 10 sewn hooks from which other items can be hung (up to 10 lbs in total). |
Bandolier, pocketed | 15 gp | ½ lb | A wide leather or hide belt worn like a sash over the shoulder, with 10 small pockets for holding spell components, small ammunition or other small items (no more than 1 lb in each pocket). |
Barrel | 2 gp | 70 lbs | A barrel can hold 40 gallons of liquid or 4 cubic feet of solids. |
Basket | 4 sp | 2 lbs | A basket can carry 2 cubic feet / 40 pounds of items. |
Bedroll | 1 gp | 7 lbs | A basic sleeping bag formed from a blanket or quilt sown together at the bottom and along one side, which enables the user to get in and then pull it over themselves. The outside has a very thin layer of leather, making it water resistant. It can be rolled up tightly and slung over one’s back or fastened to a backpack. |
Bell | 1 gp | ¼ lb | |
Blanket | 0.5 gp | 3 lbs | |
Block and tackle | 1 gp | 5 lbs | 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 | 25 gp | 5 lbs | 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). |
Bottle, glass | 2 gp | 2 lbs | A bottle hold 1½ pints liquid. |
Bucket | 0.05 gp | 2 lbs | A bucketcan hold 3 gallons of liquid or ½ cubic foot of solids. |
Caltrops (bag of 20) | 1 gp | 2 lbs | As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. |
Candle | 0.01 gp | 0.1 lb | For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. |
Case, bolts | 1 gp | 1 lb | This wooden case can hold up to twenty crossbow bolts. |
Case, map or scroll | 1 gp | 1 lb | This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. |
Censer | 5 gp | 1 lb | A small vessel, usually with a fine decorative chain attached, used to burn incense or perfumed oil, most often in a religious or spiritual activity. Noted price is for a basic device, but they can be significantly more ornate and expensive. |
Chain (10 feet) | 5 gp | 10 lbs | A chain has 20 hit points. It can be burst with a successful DC 22 Strength check. |
Chalk (1 piece) | 0.01 gp | 0 lb | |
Chest | 5 gp | 25 lbs | A chest can hold 12 cubic feet / 300 pounds of gear. |
Climber's kit | 25 gp | 12 lbs | 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. |
Clothes, common | 0.5 gp | 3 lbs | |
Clothes, costume | 5 gp | 4 lbs | |
Clothes, fine | 15 gp | 6 lbs | |
Clothes, traveler's | 2 gp | 4 lbs | |
Clothes, vestment | 15 gp | 3 lbs | |
Crowbar | 2 gp | 5 lbs | Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. |
Fishing tackle | 1 gp | 4 lbs | This kit A wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. |
Flask or tankard | 0.02 gp | 1 lb | A flask or tankard hold 1 pint liquid. |
Focus, Arcane | see | below | An arcane focus is a special item - an orb, crystal, rod, specially constructed staff, 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. |
Focus, Druidic | see | below | 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. |
Grappling hook | 2 gp | 4 lbs | |
Hammer | 1 gp | 3 lbs | |
Hammer, sledge | 2 gp | 10 lbs | |
Healer's kit | 5 gp | 3 lbs | 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. |
Healing potion | 50 gp | ½ lb | A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. |
Hip flask | 2 gp | ½ lb | A small metal container, usually contoured to match the curve of the wearer's hip or thigh for comfort and discretion, that holds up to 10 ounces of liquid. |
Holy water (flask) | 25 gp | 1 lb | 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. |
Hourglass | 25 gp | 1 lb | |
Hunting trap | 5 gp | 25 lbs | 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. |
Incense (1 piece) | 0.1 gp | 0 lb | An aromatic biotic material that releases fragrant smoke when burned. It can be obtained in stick form and burned directly, or as a block for use in a censer or thurible. |
Ink (bottle) | 10 gp | ¼ lb | An ink bottle contains 1 ounce of ink - enogh to write about 300 pages of text. |
Ink pen | 0.02 gp | 0 lb | |
Journal | 2 gp (parchment) 5gp (paper) | ½ lb | A small (about half the size of a standard sheet) soft cover book containing 20 pages of parchment or paper. |
Journeybread | 25 gp | ½ lb | An elvish biscuit that fills the stomach and provides all necessary nutrients with only a few small bites - one biscuit provides adequate nourishment for 5 days, and stays edible for months when wrapped in leaves. Note that this is only usually available from elven merchants; any other trader will be reselling, likely at up to double the price (4d6 + 26 gp). |
Jug or pitcher | 0.02 gp | 4 lbs | A jug or pitcher holds 1 gallon of liquid. |
Knife, hunting | 3 gp | 1 lb | A knife slightly larger than a traditional dagger, usually with a grip-shaped handle and a slightly curved blade, that is primarily used to skin and carve game. If used as a weapon, treat as a dagger except it deals 1d4 slashing damage. |
Knife, small | 1 gp | ½ lb | A knife smaller than a dagger, used to open wax seals and delicate carving. If used as a weapon, treat as a dagger except it only deals 1 point of piercing damage. |
Ladder | 0.1 gp | 25 lbs | A ladder is 10 feet long. |
Lamp | 0.5 gp | 1 lb | 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 | 10 gp | 2 lbs | 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 | 5 gp | 2 lbs | 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 | 10 gp | 1 lb | 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 | 100 gp | ½ lb | 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 | 2 gp | 6 lbs | 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 | 1 gp | 1 lb | 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. |
Mirror, steel | 5 gp | ½ lb | |
Oil (flask) | 0.1 gp | 1 lb | 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. |
Paper (one sheet) | 0.2 gp | 0 lb | |
Parchment (one sheet) | 0.1 gp | 0 lb | |
Perfume (vial) | 5 gp | ¼ lb | |
Pick, miner's | 2 gp | 10 lbs | |
Piton (10) | 0.5 gp | 2½ lbs | |
Poison, basic (vial) | 100 gp | ½ lb | 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. |
Pole | 0.05 gp | 7 lbs | A pole is 10 feet long. |
Pot, iron | 2 gp | 10 lbs | A pot holds 1 gallon of liquid. |
Potion of healing | 50 gp | ½ lb | 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 | 0.5 gp | 1 lb | A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, or 0.2 cubic feet / 6 pounds of other small items. A compartmentalized pouch for holding spell components is a component pouch (described belown). |
Pouch, Component | 25 gp | 2 lbs | 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). |
Quiver | 1 gp | 1 lb | A quiver can hold up to 20 arrows. |
Ram, portable | 4 gp | 35 lbs | 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, 1 day | 0.5 gp | 2 lbs | Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. |
Robes | 1 gp | 4 lbs | |
Rope, hemp (50 feet) | 1 gp | 10 lbs | Rope has 2 hit points and can be burst with a DC 17 Strength check. |
Rope, silk (50 feet) | 10 gp | 5 lbs | Rope has 2 hit points and can be burst with a DC 17 Strength check. |
Sack | 0.01 gp | ½ lb | A sack hold 1 cubic foot / 30 pounds of gear or solids. |
Satchel | 0.5 gp | 1 lb | A leather or hide bag secured with a strap worn diagonally crosses the body so that it hangs on the hip, and able to hold up to or 0.5 cubic feet / 15 pounds of small items. |
Scale, merchant's | 5 gp | 3 lbs | A scale 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. |
Sealing wax | 0.5 gp | 0 lb | |
Shovel | 2 gp | 5 lbs | |
Signal whistle | 0.05 gp | 0 lb | |
Signet ring | 5 gp | 0 lb | |
Soap | 0.02 gp | ½ lb | |
Spellbook | 50 gp | 3 lbs | Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. |
Spikes, iron (10) | 1 gp | 5 lbs | |
Spyglass | 1,000 gp | 1 lb | Objects viewed through a spyglass are magnified to twice their size. |
Stakes, wood (4) | 0 gp | 1 lbs | |
String (10 feet) | 0.05 gp | 0 lbs | |
Tent | 2 gp | 20 lb | A simple and portable canvas shelter, a tent sleeps up to two medium creatures. |
Tinderbox | 0.5 gp | 1 lb | 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 | 0.01 gp | 1 lb | 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. |
Vial | 1 gp | ¼ lb | A vial holds 5 ounces of liquid. |
Waterskin | 0.2 gp | 5 lbs (full) | A waterskin holds 4 pints of liquid. |
Whetstone | 0.01 gp | 1 lb |
Arcane Focus
Item | Cost | Weight |
---|---|---|
Crystal | 10 gp | 1 lb |
Orb | 20 gp | 3 lbs |
Rod | 10 gp | 2 lbs |
Staff | 5 gp | 4 lbs |
Wand | 10 gp | 1 lb |
Druidic Focus
Item | Cost | Weight |
---|---|---|
Mistletoe (sprig) | 1 gp | 0 lb |
Totem | 1 gp | 0 lb |
Wood staff | 5 gp | 4 lbs |
Yew wand | 10 gp | 1 lb |
Holy Symbol
Item | Cost | Weight |
---|---|---|
Amulet | 5 gp | 1 lb |
Emblem | 5 gp | 0 lb |
Reliquary | 5 gp | 2 lbs |
Mounts
Item | Cost | Speed | Capacity |
---|---|---|---|
Camel | 50 gp | 50 ft | 480 lbs |
Donkey or mule | 8 gp | 40 ft | 420 lbs |
Elephant | 200 gp | 40 ft | 1,320 lbs |
Draft horse | 50 gp | 40 ft | 540 lbs |
Riding horse | 75 gp | 60 ft | 480 lbs |
Mastiff | 25 gp | 40 ft | 195 lbs |
Pony | 30 gp | 40 ft | 225 lbs |
Warhorse | 400 gp | 60 ft | 540 lbs |
Boats
Type | Cost | Speed | Crew / Pax |
---|---|---|---|
Galley | 30,000 gp | 4 mph | 80 / 40 |
Keelboat | 3,000 gp | 1 mph | 3 / 4 |
Longship | 10,000 gp | 3 mph | 40 / 100 |
Rowboat | 50 gp | 1½ mph | 2 / 4 |
Sailing ship | 10,000 gp | 2 mph | 30 / 20 |
Warship | 25,000 gp | 2½ mph | 40 / 60 |
Equipment, Items & Expenses
Adventurer's Gear- Packs
- Tools
- Gear
- Mounts
- Boats
- Armour
- Weapons
- Ammunition
- Weapon Rules
- Potions
- Poultices, Elixirs and Oils
- Poisons
- Drinks, Meals and Lodgings
- Hirelings and Services
Item type
Tool