Tools & Special Equipment
Item | Cost | Weight | Legality | Rarity |
---|---|---|---|---|
Acid (vial) | 25 gp | 1 lb | Legal | Common |
Alchemist's Fire (vial) | 50 gp | 1 lb | Legal | Uncommon |
Alchemist's Tools | 50 gp | 8 lb | Legal | Uncommon |
Antitoxin (vial) | 40 gp | 1 lb | Legal | Common |
Archaeologist's Tools | 25 gp | 15 lb | Legal | Uncommon |
Artificer's Tools | 350 gp | 50 lb | Legal | Rare |
Barber's Tools | 3 gp | 1 lb | Legal | Common |
Blinding Powder | 20 gp | 1 lb | Illegal | Common |
Bookkeeper's Tools | 25 gp | 9 lb | Legal | Common |
Brewer's Tools | 20 gp | 9 lb | Legal | Common |
Calligrapher's Tools | 10 gp | 5 lb | Legal | Common |
Carpenter's Tools | 8 gp | 6 lb | Legal | Common |
Cartographer's Tools | 15 gp | 6 lb | Legal | Common |
Carver's Tools | 3 gp | 5 lb | Legal | Common |
Censer | 15 gp | 5 lb | Legal | Common |
Cobbler's Tools | 5 gp | 5 lb | Legal | Common |
Cook's Tools | 1 gp | 8 lb | Legal | Common |
Disguise Kit | 25 gp | 3 lb | - | Uncommon |
Doctor's Tools | 50 gp | 6 lb | Legal | Common |
Druidic Focus | 15 gp | 1 - 3 lb | Legal | Common |
Dust, Blue (dose) | 250 gp | - | Legal | Rare |
Dust, Green (dose) | 150 gp | - | Legal | Rare |
Dust, Red (dose) | 400 gp | - | Legal | Rare |
Dust, Yellow (dose) | 75 gp | - | Legal | Rare |
Engineer's Tools | 100 gp | 25 lb | Legal | Uncommon |
Fingerblade | 10 gp | 1/2 lb | Illegal | Uncommon |
Flashbang | 40 gp | 1 lb | - | Uncommon |
Focus | 20 gp | 1 - 3 lb | Legal | Common |
Forgery Kit | 15 gp | 5 lb | Illegal | Uncommon |
Gaming Set, Cards | 5 sp | - | Legal | Common |
Gaming Set,Cards (loaded) | 10 gp | - | Illegal | Uncommon |
Gaming Set, Chess | 1 gp | 3 lb | Legal | Common |
Gaming Set, Dice | 1 sp | - | Legal | Common |
Gaming Set, Dice (loaded) | 2 gp | - | Illegal | Uncommon |
Gaming Set, Go | 5 sp | 1 lb | Legal | Common |
Garotte | 5 gp | 1 lb | Illegal | Uncommon |
Glassblower's Tools | 30 gp | 5 lb | Legal | Common |
Healing Potion (vial) | 50 gp | 1/2 lb | Legal | Common |
Healing Salve (dose) | 25 gp | 1/4 lb | Legal | Common |
Healer's Kit | 5 gp | 3 lb | Legal | Common |
Herbalism Kit | 5 gp | 5 gp | 3 lb | Common |
Holy Symbol | 20 gp | 2 lb | Legal | Common |
Holy Water (flask) | 25 gp | 1 lb | Legal | Common |
Incense | 10 gp | 1/4 lb | Legal | Common |
Jeweler's Tools | 60 gp | 2 lb | Legal | Uncommon |
Land Surveyor's Tools | 100 gp | 35 lb | Legal | Common |
Leatherworker's Tools | 5 gp | 5 lb | Legal | Common |
Mason's Tools | 10 gp | 8 lb | Legal | Common |
Mystic's Tools | 10 gp | 1 lb | Legal | Uncommon |
Painter's Tools | 10 gp | 5 lb | Legal | Common |
Poison, Basic (vial) | 100 gp | 1/4 lb | Illegal | Uncommon |
Poison, Malice (vial) | 400 gp | 1/4 lb | Illegal | Rare |
Poison, Lich's Tears (vial) | 700 | 1/4 lb | Illegal | Rare |
Poison, Wyvern (vial) | 1000 gp | 1/4 lb | Illegal | Very Rare |
Poisoner's Kit | 25 gp | 4 lb | Illegal | Rare |
Potter's Tools | 10 gp | 3 lb | Legal | Common |
Prospector's Tools | 10 gp | 10 lb | Legal | Common |
Sewing Tools | 1 gp | 5 lb | Legal | Common |
Silvered Weapon | 100 gp | - | Legal | Uncommon |
Smith's Tools | 20 gp | 8 lb | Legal | Common |
Smokebomb | 25 gp | 1 lb | - | Uncommon |
Tattooist's Tools | 70 gp | 5 lb | Legal | Common |
Taxidermist's Tools | 20 gp | 5 lb | Legal | Common |
Tinker's Tools | 50 gp | 10 lb | Legal | Common |
Thieves Tools | 50 gp | 1 lb | Illegal | Uncommon |
Witch's Tools | 15 gp | 15 lb | - | Rare |
Tomes are books that a character can buy, study and then expend some of their experience to use and learn additional skills and abilities. Any experience spent is lost and a character cannot learn a spell or magical ability if their class cannot learn it and any time required is time resting, not adventuring.
Tome | Cost |
Experience Cost |
Time Required |
Rarity |
---|---|---|---|---|
Cantrip | 450 gp |
250 Experience |
1 Day |
Uncommon |
Feat | 1,000 gp |
2,000 Experience |
1 Week |
Rare |
Language | 200 gp |
100 Experience |
1 Day |
Common |
Language, Exotic | 500 gp |
300 Experience |
2 Days |
Rare |
Skill | 400 gp |
750 Experience |
3 Days |
Uncommon |
Tool | 300 gp |
500 Experience |
2 Days |
Common |
Special Item Descriptions
Dust
Dusts are an alchemical creation using special materials that when snorted (using a bonus action) give a benefit to the next spell cast within 1 minute.Blue Dust: Doubles a spells duration.
Green Dust: Doubles healing done by 1 spell.
Red Dust: Increases a spells level by 1.
Yellow Dust: Makes 1 spell do maximum effect.
Healers Kit
Healers kits allow a character to stabilize a creature who is bleeding out (with a successful DC10 medicine skill check), allow a creature to expend hit dice dice during a short rest (no skill check needed) and to bring a stabilized/unconscious creature to consciousness (and to 1 hit point with a successful DC12 medicine skill check). In addition, expending a charge during a long rest grants +1 hit point bonus per hit dice to the amount healed for that character. Healers kits come with a base of 10 uses before it needs to be resupplied. Resupplying an expended healers kit costs 2 silver per use you are resupplying.Poisons
You can use a vial of poison to coat one slashing or piercing weapon or up to three pieces of ammunition and applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a saving throw (determined by the poison type) or be effected by the poison. Once applied, the poison retains potency until 1D4 saving throws are made, the poison remains usable for only 1 minute before drying and becoming inert.Basic Poison: Target must make a DC12 Constitution save or be poisoned for 1 minute.
Malice: Target must make a DC15 Constitution save or take 3D6 damage.
Lich's Tears: Target must make a DC 13 Wisdom save or be paralyzed for 1 minute (may save at end of each turn).
Wyvern Sting: Target must make a DC 15 Constitution save or take 7D6 damage.
Potions
Potions take a bonus action to use. Healing Potion: When consumed the potion heals 2D4+2 hit points.Healing Salve: When spread on a wound the salve heals 1D4 hit points.
Special Projectiles
Special projectiles are small alchemical grenades that when thrown have various effects. These projectiles have a maximum thrown range of 5' per point of strength of the person throwing them unless otherwise noted.Blinding Powder: When thrown in the face of a creature within 5' the creature must make a DC 12 Constitution save or be blinded for 1D4 rounds.
Flashbang: Flashbang's can be thrown at any square within range and causes a 5'radius to be affected by an explosion of light and smoke. Any creature in the area must make a DC 10 Dexterity save or be blind and deaf until the end of their next turn.
Smokebomb: Creates a 10' radius fog cloud that creates a heavily obscured area for 1 minute.
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