| Name | Tier | Attunement | Usage Requirements | Type | Cost | Session Required | Description | Notes | Sourcebook |
|---|---|---|---|---|---|---|---|---|---|
| Barding | 1 | No | Tack and Harness | 4 x Base Armor Cost | No | 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. | |||
| Gleaming | 1 | No | Generic weapon, Cloth and Armor | 25 GP | No | The upgraded equipment never gets dirty. | |||
| Smoldering | 1 | No | Generic weapon, Cloth and Armor | 25 GP | No | Wisps of harmless, odorless smoke rise from this Equipment while it is worn. | |||
| Dread | 1 | No | Helmet, Armor | 25 GP | No | While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow. | |||
| Silver Weapon | 1 | No | Generic Variant Melee Weapon | 100 GP | No | 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 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. | |||
| Adamantine Weapon | 1 | No | Generic Variant Melee Weapon | 500 GP | No | Melee weapons made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon hits an object, the hit is a critical hit. The adamantine version of a melee weapon costs 500 GP more than the normal version, whether the weapon is made of the metal or coated with it. | |||
| Silvered Ammunition (10) | 1 | No | Ammunition, Generic Variant, Consumable | 100 GP per 10 pcs of Ammo | No | Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver ammunition, so cautious adventurers invest extra coin to plate their ammunition in silver. You can silver 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 ammunition without making it less effective. | |||
| Adamantine Ammunition (10) | 1 | No | Ammunition, Generic Variant, Consumable | 500 GP per 10 pcs of Ammo | No | Ammunition made of or coated with adamantine is unusually effective when used to break objects. Whenever a piece of adamantine ammunition hits an object, the hit is a critical hit. The adamantine version of ten pieces of ammunition costs 500 GP more than the normal version, whether the ammunition is made of the metal or coated with it. | |||
| Arrows (20) | 1 | No | Ammunition, Consumable | 1 GP | No | Suitable for any Bow | |||
| Blowgun Needles (50) | 1 | No | Ammunition, Consumable | 1 GP | No | Suitable for the Blowgun | |||
| Crossbow Bolts (20) | 1 | No | Ammunition, Consumable | 1 GP | No | Suitable for any Crossbow | |||
| Bullets (10) | 1 | No | Ammunition, Consumable | 3 GP | No | Suitable for any firearm | |||
| Sling Bullets (500) | 1 | No | Ammunition, Consumable | 1 GP | No | Suitable for the sling and Hoopak | |||
| Ball Bearings (Bag of 1,000) | 1 | No | Adventuring Gear, Consumable | 1 GP | No | 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. | |||
| Caltrops (Bag of 20) | 1 | No | Adventuring Gear, Consumable | 1 GP | No | 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. | |||
| Chain (10ft) | 1 | No | Adventuring Gear | 5 GP | No | A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. | |||
| Iron Spikes (10) | 1 | No | Adventuring Gear, Ammunition | 1 GP | No | ||||
| Manacles | 1 | No | Adventuring Gear | 2 GP | No | 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. | |||
| Portable Ram | 1 | No | Adventuring Gear | 4 GP | No | 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. | |||
| Pouch (2pcs) | 1 | No | Adventuring Gear | 1 GP | No | 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. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear. | |||
| Quiver | 1 | No | Adventuring Gear | 1 GP | No | A quiver can hold up to 20 arrows. | |||
| Battleaxe | 1 | No | Martial Weapon, Melee Weapon | 10 GP | No | 4 lb. 1d8 slashing Versatile (1d10) | |||
| Boarding Axe | 1 | No | Martial Weapon, Melee Weapon | 8 GP | No | Special. This one-handed axe has a pick on the opposite end of the blade. You can choose to deal either slashing damage or piercing damage, depending on which end you use to attack. If you are proficient with axes, you can add your proficiency bonus on any checks made to climb a vertical surface when wielding it. | |||
| Blowgun | 1 | No | Martial Weapon, Ranged Weapon | 10 GP | No | 1 lb. 1 piercing Ammunition (range 25/100), loading | |||
| Bomb | 3 | No | Explosive, Consumable | 150 GP | No | As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage. | |||
| Club | 1 | No | Simple Weapon, Melee Weapon | 1 GP | No | 2 lb. 1d4 bludgeoning Light | |||
| Dagger | 1 | No | Simple Weapon, Melee Weapon | 2 GP | No | 1 lb. 1d4 piercing Finesse, light, thrown (range 20/60) | |||
| Darts (20) | 1 | No | Simple Weapon, Ranged Weapon, Consumable | 1 GP | No | 2 lb. 1d4 piercing Finesse, thrown (range 20/60) | |||
| Double-Bladed Scimitar | 1 | No | Martial Weapon, Melee Weapon | 100 GP | No | 6 lb. 2d4 slashing Special, two-handed Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4. | |||
| Dynamite (Stick) | 4 | No | Explosive, Consumable | 500 GP | No | As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet). Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative. | |||
| Explosive Seed | 1 | No | Adventuring Gear, Consumable | 100 GP | No | This acorn-sized sphere of brass contains a small amount of blasting powder and a clockwork trigger. An explosive seed can be thrown up to 30 feet as an action, detonating on impact. Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking 1d8 bludgeoning damage on a failed save, or half as much damage on a successful one. | |||
| Flail | 1 | No | Martial Weapon, Melee Weapon | 10 GP | No | 2 lb. 1d8 bludgeoning | |||
| Flensing Claw | 1 | No | Simple Melee Weapon | 20 GP | No | Flensing claws take the form of articulated digits that extend into long metal blades. The claws are knitted into the flesh and bones of a creature’s arms and can’t be removed without surgical amputation. Each set of flensing claws is designed for a specific creature and can’t be used by anyone else. A creature equipped with flensing claws can use its action to make one melee weapon attack with the claws. The creature adds its proficiency bonus and Strength modifier to any attack roll made with the claws, and its Strength modifier to its damage roll when it hits a target with the claws. This Item requires a Session to be obtained. | |||
| Fragmentation Grenade | 4 | No | Explosive, Consumable | 600 GP | No | As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one. | |||
| Glaive | 1 | No | Martial Weapon, Melee Weapon | 20 GP | No | 6 lb. 1d10 slashing Heavy, reach, two-handed | |||
| Greataxe | 1 | No | Martial Weapon, Melee Weapon | 30 GP | No | 7 lb. 1d12 slashing Heavy, two-handed | |||
| Greatclub | 1 | No | Simple Weapon, Melee Weapon | 1 GP | No | 10 lb. 1d8 bludgeoning Two-handed | |||
| Greatsword | 1 | No | Martial Weapon, Melee Weapon | 50 GP | No | 6 lb. 2d6 slashing Heavy, two-handed | |||
| Grenade Launcher | 3 | No | Adventuring Gear | 500 GP | No | 7 lb. As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. | |||
| Gunpowder Horn | 3 | No | Explosive, Consumable | 35 GP | No | Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs or in water-resistant powder horns. Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. | |||
| Gunpowder Keg | 4 | No | Explosive, Consumable | 250 GP | No | Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs or in water-resistant powder horns. Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. | |||
| Halberd | 1 | No | Martial Weapon, Melee Weapon | 20 GP | No | 6 lb. 1d10 slashing Heavy, reach, two-handed | |||
| Hand Crossbow | 1 | No | Martial Weapon, Ranged Weapon | 75 GP | No | 3 lb. 1d6 piercing Ammunition (range 30/120), light, loading | |||
| Handaxe | 1 | No | Simple Weapon, Melee Weapon | 5 GP | No | 2 lb. 1d6 slashing Light, thrown (range 20/60) | |||
| Heavy Crossbow | 1 | No | Martial Weapon, Ranged Weapon | 50 GP | No | 18 lb. 1d10 piercing Ammunition (range 100/400), heavy, loading, two-handed | |||
| Hooked Shortspear | 1 | No | Martial Weapon, Melee Weapon | 1 GP | No | 2 lb. 1d4 piercing Light On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder’s Strength modifier + the wielder’s proficiency bonus. | |||
| Hoopak | 1 | No | Martial Weapon, Melee Weapon | 1 GP | No | 2 lb. 1d6 piercing Ammunition (40/160 ft.), finesse, special, two-handed A hoopak is a sturdy stick with a sling at one end and a pointed tip at the other. | |||
| Hunting Rifle | 1 | No | Firearm, Martial Weapon, Ranged Weapon | 500 GP | No | 8 lb. 2d10 piercing Ammunition (range 80/240), reload (5 shots), two-handed | |||
| Javelin | 1 | No | Simple Weapon, Melee Weapon | 1 GP | No | 2 lb. 1d6 piercing Thrown (range 30/120) | |||
| Lance | 1 | No | Martial Weapon, Melee Weapon | 10 GP | No | 6 lb. 1d12 piercing Reach, special Special. 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. | |||
| Light Crossbow | 1 | No | Simple Weapon, Ranged Weapon | 25 GP | No | 5 lb. 1d8 piercing Ammunition (range 80/320), loading, two-handed | |||
| Light Hammer | 1 | No | Simple Weapon, Melee Weapon | 2 GP | No | 2 lb. 1d4 bludgeoning Light, thrown (range 20/60) | |||
| Longbow | 1 | No | Martial Weapon, Ranged Weapon | 50 GP | No | 2 lb. 1d8 piercing Ammunition (range 150/600), heavy, two-handed | |||
| Longsword | 1 | No | Martial Weapon, Melee Weapon | 15 GP | No | 3 lb. 1d8 slashing Versatile (1d10) | |||
| Mace | 1 | No | Simple Weapon, Melee Weapon | 5 GP | No | 4 lb. 1d6 bludgeoning | |||
| Maul | 1 | No | Martial Weapon, Melee Weapon | 10 GP | No | 10 lb. 2d6 bludgeoning Heavy, two-handed | |||
| Morningstar | 1 | No | Martial Weapon, Melee Weapon | 15 GP | No | 4 lb. 1d8 piercing | |||
| Musket | 1 | No | Firearm, Martial Weapon, Ranged Weapon | 500 GP | No | 10 lb. 1d12 piercing Ammunition (range 40/120), loading, two-handed | |||
| Net | 1 | No | Martial Weapon, Ranged Weapon | 1 GP | No | 3 lb. special, thrown (5/15 ft.) Special. 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. | |||
| Oversized Longbow | 1 | No | Martial Weapon, Ranged Weapon | 100 GP | No | 2 lb. 2d6 piercing – ammunition (150/600 ft.), heavy, two-handed This unique weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to 2d6 + the wielder’s Strength modifier. | |||
| Pike | 1 | No | Martial Weapon, Melee Weapon | 5 GP | No | 18 lb. 1d10 piercing Heavy, reach, two-handed | |||
| Pistol | 1 | No | Firearm, Martial Weapon, Ranged Weapon | 250 GP | No | 3 lb. 1d10 piercing Ammunition (range 30/90), loading | |||
| Quarterstaff | 1 | No | Simple Weapon, Melee Weapon | 1 GP | No | 4 lb. 1d6 bludgeoning Versatile (1d8) | |||
| Rapier | 1 | No | Martial Weapon, Melee Weapon | 25 GP | No | 2 lb. 1d8 piercing Finesse | |||
| Revolver | 1 | No | Firearm, Martial Weapon, Ranged Weapon | 300 GP | No | 3 lb. 2d8 piercing Ammunition (range 40/120), reload (6 shots) | |||
| Scimitar | 1 | No | Martial Weapon, Melee Weapon | 25 GP | No | 3 lb. 1d6 slashing Finesse, light | |||
| Shortbow | 1 | No | Simple Weapon, Ranged Weapon | 25 GP | No | 2 lb. 1d6 piercing Ammunition (range 80/320), two-handed | |||
| Shortsword | 1 | No | Martial Weapon, Melee Weapon | 10 GP | No | 2 lb. 1d6 piercing Finesse, light | |||
| Shotgun | 1 | No | Firearm, Martial Weapon, Ranged Weapon | 500 GP | No | 7 lb. 2d8 piercing Ammunition (range 30/90), reload (2 shots), two-handed | |||
| Sickle | 1 | No | Simple Weapon, Melee Weapon | 1 GP | No | 2 lb. 1d4 slashing Light | |||
| Sling | 1 | No | Simple Weapon, Ranged Weapon | 1 GP | No | 1 lb. 1d4 bludgeoning Ammunition (range 30/120) | |||
| Smoke Grenade | 2 | No | Explosive, Consumable | 100 GP | No | As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. | |||
| Spear | 1 | No | Simple Weapon, Melee Weapon | 1 GP | No | 3 lb. 1d6 piercing Thrown (range 20/60), versatile (1d8) | |||
| Staff | 1 | No | Simple Weapon, Melee Weapon | 5 GP | No | 4 lb. 1d6 bludgeoning Versatile (1d8) | |||
| Tangler Grenade | 3 | No | Other, Consumable | 750 GP | No | A tangler grenade is an alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them. | |||
| Trident | 1 | No | Martial Weapon, Melee Weapon | 5 GP | No | 4 lb. 1d6 piercing Thrown (range 20/60), versatile (1d8) | |||
| War Pick | 1 | No | Martial Weapon, Melee Weapon | 5 GP | No | 2 lb. 1d8 piercing | |||
| Warhammer | 1 | No | Martial Weapon, Melee Weapon | 15 GP | No | 2 lb. 1d8 bludgeoning Versatile (1d10) | |||
| Whip | 1 | No | Martial Weapon, Melee Weapon | 2 GP | No | 3 lb. 1d4 slashing Finesse, reach | |||
| Wooden Staff | 1 | No | Simple Weapon, Melee Weapon | 5 GP | No | 4 lb. 1d6 bludgeoning Versatile (1d8) | |||
| Yklwa | 1 | No | Simple Weapon, Melee Weapon | 1 GP | No | 3 lb. 1d8 piercing Thrown (10/30 ft.) A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing. | |||
| Breastplate | 1 | No | Medium Armor | 400 GP | No | 20 lb. AC 14 + Dex (max 2) This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. | |||
| Chain Mail | 1 | No | Heavy Armor | 75 GP | No | 55 lb. AC 16 Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet. | |||
| Chain Shirt | 1 | No | Medium Armor | 50 GP | No | 20 lb. AC 13 + Dex (max 2) Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. | |||
| Half Plate Armor | 1 | No | Medium Armor | 750 GP | No | 40 lb. AC 15 + Dex (max 2) Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps. The wearer has disadvantage on Dexterity (Stealth) checks. | |||
| Hide Armor | 1 | No | Medium Armor | 10 GP | No | 12 lb. AC 12 + Dex (max 2) This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. | |||
| Leather Armor | 1 | No | Light Armor | 10 GP | No | 10 lb. AC 11 + Dex The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. | |||
| Padded Armor | 1 | No | Light Armor | 5 GP | No | 8 lb. AC 11 + Dex Padded armor consists of quilted layers of cloth and batting. The wearer has disadvantage on Dexterity (Stealth) checks. | |||
| Plate Armor | 1 | No | Heavy Armor | 1,500 GP | No | 65 lb. AC 18 Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. | |||
| Pride Silk Outfit | 1 | No | Adventuring Gear | 500 GP | No | An outfit made of pride silk weighs 4 pounds and costs 500 GP. If you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier while wearing it. | |||
| Ring Mail | 1 | No | Heavy Armor | 30 GP | No | 40 lb. AC 14 This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it’s usually worn only by those who can’t afford better armor. The wearer has disadvantage on Dexterity (Stealth) checks. | |||
| Scale Mail | 1 | No | Medium Armor | 50 GP | No | 45 lb. AC 14 + Dex (max 2) This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. The wearer has disadvantage on Dexterity (Stealth) checks. | |||
| Shield | 1 | No | Armor (Shield) | 10 GP | No | 6 lb. AC +2 A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. | |||
| Spiked Armor | 1 | No | Medium Armor | 75 GP | No | 45 lb. AC 14 + Dex (max 2) Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal. The wearer has disadvantage on Dexterity (Stealth) checks. | |||
| Splint Armor | 1 | No | Heavy Armor | 200 GP | No | 60 lb. AC 17 This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. The wearer has disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. | |||
| Studded Leather Armor | 1 | No | Light Armor | 45 GP | No | 13 lb. AC 12 + Dex Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. | |||
| Survival Mantle | 3 | No | Medium Armor | 10,000 GP | No | 40 lb. AC 15 + Dex (max 2) This carapace-like augmentation encases portions of the wearer’s shoulders, neck, and chest. A survival mantle is equivalent to a suit of nonmagical half plate armor and takes just as long to don or doff. It can’t be worn with other kinds of armor. A creature wearing a survival mantle can breathe normally in any environment (including a vacuum) and has advantage on saving throws against harmful gases (such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and the breath weapons of some dragons). The wearer has disadvantage on Dexterity (Stealth) checks. This Armor, despite being mundane, may not be crafted into +1, +2, +3, or any other Generic Variant Armors | |||
| Adamantine Bar (10 lbs) | 1 | No | Trade Good | 1000 GP | No | ||||
| Canvas (10sq.yd.) | 1 | No | Trade Good | 1 GP | No | ||||
| Cinammon (1lbs) | 1 | No | Trade Good | 2 GP | No | ||||
| Cloves (1lbs) | 1 | No | Trade Good | 3 GP | No | ||||
| Cotton Cloth (2sq.yd.) | 1 | No | Trade Good | 1 GP | No | ||||
| Dustbloom Spices | 1 | No | Trade Good | 5 GP | No | ||||
| Flour (50lbs) | 1 | No | Trade Good | 1 GP | No | ||||
| Gasparian Tree Nuts | 1 | No | Trade Good | 2 GP | No | ||||
| Ginger (1lbs) | 1 | No | Trade Good | 1 GP | No | ||||
| Imported Fruits | 1 | No | Trade Good | 3 GP | No | ||||
| Iron (10lbs) | 1 | No | Trade Good | 1 GP | No | ||||
| Linen (1sq.yd.) | 1 | No | Trade Good | 5 GP | No | ||||
| Pepper (1lbs) | 1 | No | Trade Good | 2 GP | No | ||||
| Saffron (1lbs) | 1 | No | Trade Good | 15 GP | No | ||||
| Salt (20lbs) | 1 | No | Trade Good | 1 GP | No | ||||
| Silk (1sq.yd.) | 1 | No | Trade Good | 10 GP | No | ||||
| Wheat (100lbs) | 1 | No | Trade Good | 1 GP | No | ||||
| Ale (5 Gallons) | 1 | No | Food and Drink | 1 GP | No | ||||
| Chunk of Meats (10pcs) | 1 | No | Food and Drink | 3 GP | No | ||||
| Common Wine (5 Pitchers) | 1 | No | Food and Drink | 1 GP | No | ||||
| Fine Wine (Bottle) | 1 | No | Food and Drink | 10 GP | No | ||||
| Hunk of Cheese (10pcs) | 1 | No | Food and Drink | 1 GP | No | ||||
| Loaves of Bread (50pcs) | 1 | No | Food and Drink | 1 GP | No | ||||
| Tej (1 Gallon) | 1 | No | Food and Drink | 8 GP | No | Tej is an amber-colored, fermented drink made from honey. It’s more common and popular in Chult than beer or ale. | |||
| Abacus | 1 | No | Adventuring Gear | 2 GP | No | ||||
| Adjustable Stilts | 1 | No | Other | 1 GP | No | The stilts take 1 minute to put on or remove. They increase the height of any humanoid wearing them by 2 to 5 feet. Each stilt weighs 8 pounds and is 1 foot long when fully collapsed. | |||
| Backpack | 1 | No | Adventuring Gear | 2 GP | No | A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. | |||
| Barking Box | 1 | No | Other | 1 GP | No | This metal cube, 6 inches on a side, has a crank on top. Using an action to wind the crank activates the box for 8 hours. While activated, the box barks whenever it detects vibrations within 15 feet of it, as long as the box and the source of the vibrations are in contact with the same ground or substance. A switch on one side of the box sets the device to emit either a small dog’s bark or a large dog’s bark. | |||
| Barrel | 1 | No | Adventuring Gear | 2 GP | No | A barrel can hold 40 gallons of liquid or 4 cubic feet of solids. | |||
| Basic Fishing Equipment (10pcs of Bait) | 1 | No | Adventuring Gear | 1 GP | No | Basic Fishing Equipment includes a pole, a line, a hook, and either a lure or some bait. | |||
| Baskets (5pcs) | 1 | No | Adventuring Gear | 2 GP | No | A basket holds 2 cubic feet or 40 pounds of gear. | |||
| Beast Whistle | 1 | No | Adventuring Gear | 20 GP | No | This bone whistle is carved in the shape of a gargath. When blown, it produces a high-pitched sound that can only be heard clearly by certain creatures. When you blow this whistle, any beast within 100 feet of you that hears it can discern its distance from and direction to you. Friendly beasts can be trained to understand signals given with this whistle, and if you spend at least 24 hours training a friendly beast in this way, you can use it to deliver coded instructions to a trained beast within the whistle’s range. | |||
| Bedroll | 1 | No | Adventuring Gear | 1 GP | No | ||||
| Bell | 1 | No | Adventuring Gear | 1 GP | No | ||||
| Blanket | 1 | No | Adventuring Gear | 1 GP | No | ||||
| Block and Tackle | 1 | No | Adventuring Gear | 1 GP | No | 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 | 1 | No | Adventuring Gear | 25 GP | No | 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. | |||
| Bucket (20pcs) | 1 | No | Adventuring Gear | 1 GP | No | A bucket holds 3 gallons of liquid or ½ cubic foot of solids. | |||
| Bullseye Lantern | 1 | No | Adventuring Gear | 10 GP | No | 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. | |||
| Candle (20pcs) | 1 | No | Adventuring Gear | 1 GP | No | For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. | |||
| Chalk (20pcs) | 1 | No | Adventuring Gear | 1 GP | No | ||||
| Chest | 1 | No | Adventuring Gear | 5 GP | No | A chest holds 12 cubic feet or 300 pounds of gear. | |||
| Climber’s Kit | 1 | No | Adventuring Gear | 25 GP | No | 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, Cold Weather | 1 | No | Adventuring Gear | 10 GP | No | This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold. | |||
| Common Clothes (2 sets) | 1 | No | Adventuring Gear | 1 GP | No | ||||
| Costume Clothes | 1 | No | Adventuring Gear | 5 GP | No | ||||
| Crampons | 1 | No | Adventuring Gear | 2 GP | No | A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can’t fall prone while moving across slippery ice. | |||
| Crowbar | 1 | No | Adventuring Gear | 2 GP | No | Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied. | |||
| Designer Clothes | 1 | No | Adventuring Gear | 30 GP | No | Zephyr & Co. sells garments designed by well-known tailors throughout the Wood. Each outfit costs 30 gp, twice as much as a normal set of fine clothes, and is guaranteed to allow anyone who wears it to look the part of a high-society perch dweller. Players can select which brand they would like to buy from those listed on the Designer Fashions table, or you can roll randomly to see what Zephyr & Co. has in stock. | |||
| Fargab (Each) | 1 | No | Adventuring Gear | 300 GP | No | These backpack-sized devices are created in pairs, with matching numbers engraved on them, and allow communication over a long distance using radio frequencies. While wearing a fargab, you can use an action to speak into the device’s mouthpiece and send a short message of twenty-five words or less to another creature wearing the matched fargab while it is within 18 miles of you. The message emits from the speakers of the device and can be heard up to 10 feet away from the device. If no creature is wearing the fargab, the speakers make static noises instead. | |||
| Fine Clothes | 1 | No | Adventuring Gear | 15 GP | No | ||||
| Flask (50pcs) | 1 | No | Adventuring Gear | 1 GP | No | A flask holds 1 pint of liquid. | |||
| Gargath Wool Clothes | 1 | No | Adventuring Gear | 10 GP | No | These items of warm, heavy clothing from the Gargan Steppe are made of spun gargath wool lined with coarse fur. When worn, these clothes allow you to remain comfortable in temperatures as low as -50 degrees Fahrenheit. | |||
| Glass Bottle | 1 | No | Adventuring Gear | 2 GP | No | A bottle holds 1½ pints of liquid. | |||
| Grappling Hook | 1 | No | Adventuring Gear | 2 GP | No | ||||
| Healer’s Kit | 1 | No | Adventuring Gear | 5 GP | No | 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. | |||
| Hempen Rope (50ft) | 1 | No | Adventuring Gear | 1 GP | No | Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. | |||
| Holy Water (Flask) | 1 | No | Adventuring Gear | 25 GP | No | 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. | |||
| Hooded Lantern | 1 | No | Adventuring Gear | 5 GP | No | 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. | |||
| Hourglass | 1 | No | Adventuring Gear | 25 GP | No | ||||
| Ink (1-ounce Bottle) | 1 | No | Adventuring Gear | 10 GP | No | ||||
| Iron Pot | 1 | No | Adventuring Gear | 2 GP | No | An iron pot holds 1 gallon of liquid. | |||
| Jugs (50 pcs) | 1 | No | Adventuring Gear | 1 GP | No | A jug holds 1 gallon of liquid. | |||
| Ladder (10ft) | 1 | No | Adventuring Gear | 1 GP | No | ||||
| Lamps (2 pcs) | 1 | No | Adventuring Gear | 1 GP | No | 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. | |||
| Lock | 1 | No | Adventuring Gear | 10 GP | No | 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 | 1 | No | Adventuring Gear | 100 GP | No | 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. | |||
| Map or Scroll Case | 1 | No | Adventuring Gear | 1 GP | No | This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. | |||
| Merchant’s Scale | 1 | No | Adventuring Gear | 5 GP | No | 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. | |||
| Mess Kit (5pcs) | 1 | No | Adventuring Gear | 1 GP | No | 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. | |||
| Miner’s Pick | 1 | No | Adventuring Gear | 2 GP | No | ||||
| Narycrash | 1 | No | Adventuring Gear | 100 GP | No | This backpack-sized device holds a balloon-based parachute. If you fall while wearing this device, you can use your reaction to deploy the parachute. Once deployed, the parachute rapidly inflates, and you descend 60 feet per round and take no damage from falling. When you are 10 feet away from the ground, roll a d20. If you roll a 5 or less, the parachute gives out, and you begin to fall normally. | |||
| Paper (5 sheets) | 1 | No | Adventuring Gear | 1 GP | No | ||||
| Parchment (10 sheets) | 1 | No | Adventuring Gear | 1 GP | No | ||||
| Perfume (Vial) | 1 | No | Adventuring Gear | 5 GP | No | ||||
| Pitchers (50pcs) | 1 | No | Adventuring Gear | 1 GP | No | A pitcher holds 1 gallon of liquid. | |||
| Piton (20pcs) | 1 | No | Adventuring Gear | 1 GP | No | ||||
| 10ft Pole (20pcs) | 1 | No | Adventuring Gear | 1 GP | No | ||||
| Pride Silk | 1 | No | Adventuring Gear | 100 GP | No | The hearty silk unique to the region has long been a point of pride with the locals. When processed and woven properly, the resulting cloth is pride silk: an extremely flexible material with the durability of tanned leather. Pride silk has become a favorite cloth for use on military ship sails, war banners, and other utilitarian applications, but has also gained popularity in affluent circles. High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to create such outfits are few and far between, so while pride silk might be expensive as a raw material, outfits made of the cloth are prohibitively expensive for most common folk. | |||
| Rain Catcher | 1 | No | Adventuring Gear | 1 GP | No | A rain catcher is a simple contraption consisting of a 5-foot-square leather tarp and a wooden frame with legs. When the tarp is stretched across the wooden frame, it forms a basin that can catch 2 gallons of drinking water per inch of rainfall and hold up to 8 gallons. The tarp and wooden frame fold up for easy transport. | |||
| Rations (1 Day) | 1 | No | Adventuring Gear | 1 GP | No | Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. | |||
| Robes | 1 | No | Adventuring Gear | 1 GP | No | ||||
| Sack (100pcs) | 1 | No | Adventuring Gear | 1 GP | No | A sack can hold up to 1 cubic foot or 30 pounds of gear. | |||
| Sealing Wax (10pcs) | 1 | No | Adventuring Gear | 5 GP | No | ||||
| Shovel | 1 | No | Adventuring Gear | 2 GP | No | ||||
| Signal Whistles (20pcs) | 1 | No | Adventuring Gear | 1 GP | No | ||||
| Signet Ring | 1 | No | Adventuring Gear | 5 GP | No | ||||
| Silk Rope (50ft) | 1 | No | Adventuring Gear | 10 GP | No | Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. | |||
| Sledgehammer | 1 | No | Adventuring Gear | 2 GP | No | ||||
| Snowshoes | 1 | No | Adventuring Gear | 2 GP | No | Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow. | |||
| Soap (50pcs) | 1 | No | Adventuring Gear | 1 GP | No | ||||
| Spyglass | 1 | No | Adventuring Gear | 1,000 GP | No | Objects viewed through a spyglass are magnified to twice their size. | |||
| Steel Mirror | 1 | No | Adventuring Gear | 5 GP | No | ||||
| Steppe Rations | 1 | No | Adventuring Gear | 250 GP | No | These small rations are made of smoked plants, dried berries, ground nuts, and honey, baked into a chewy bar. Though not sufficiently filling for a day of travel, a bar will stave off hunger for 2 hours. These rations are spiced in such a way that they warm you from the inside out. When you eat a bar, you gain resistance to cold damage for 1 hour. You can only benefit from this effect for 1 hour per day. | |||
| Tankards (50pcs) | 1 | No | Adventuring Gear | 1 GP | No | A tankard holds 1 pint of liquid. | |||
| Tinderbox (2pcs) | 1 | No | Adventuring Gear | 1 GP | No | 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. | |||
| Torches (100pcs) | 1 | No | Adventuring Gear | 1 GP | No | 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. | |||
| Traveler’s Clothes | 1 | No | Adventuring Gear | 2 GP | No | ||||
| Travelers’s Lantern | 1 | No | Adventuring Gear | 12 GP | No | This compact hooded lantern features a large metal ring on its top, allowing it to be affixed to a belt, sash, or similar article of clothing while still providing light. The lantern sheds bright light in a 15-foot radius and dim light for an additional 15 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. | |||
| Two-Person Tent | 1 | No | Adventuring Gear | 2 GP | No | A simple and portable canvas shelter, a tent sleeps two. | |||
| Vial | 1 | No | Adventuring Gear | 1 GP | No | A vial can hold up to 4 ounces of liquid. | |||
| Waterskin (5 Full) | 1 | No | Adventuring Gear | 1 GP | No | A waterskin can hold up to 4 pints of liquid. | |||
| Whetstone (100pcs) | 1 | No | Adventuring Gear | 1 GP | No | ||||
| Wukka Nut | 1 | No | Adventuring Gear | 1 GP | No | These fist-sized nuts grow on wukka trees, which are popular haunts for jaculi, su-monsters, and zorbos. A wukka nut rattles when shaken, causing its shell to shed bright light in a 10-foot radius and dim light for an additional 10 feet. This magical light fades after 1 minute, but shaking the nut again causes the light to reappear. If the shell of the nut is cracked open, it loses its magic. | |||
| Arcane Focus (Crystal) | 1 | No | Spellcasting Focus | 10 GP | No | An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. | |||
| Arcane Focus (Orb) | 1 | No | Spellcasting Focus | 20 GP | No | An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. | |||
| Arcane Focus (Rod) | 1 | No | Spellcasting Focus | 10 GP | No | An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. | |||
| Arcane Focus (Staff) | 1 | No | Staff, Simple Weapon, Melee Weapon, Spellcasting Focus | 5 GP | No | An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. | |||
| Arcane Focus (Wand) | 1 | No | Spellcasting Focus | 10 GP | No | An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. | |||
| Component Pouch | 1 | No | Adventuring Gear | 25 GP | No | 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). | |||
| Druidic Focus (Sprig of Mistletoe) | 1 | No | Spellcasting Focus | 1 GP | No | A druid can use this object as a spellcasting focus. | |||
| Druidic Focus (Totem) | 1 | No | Spellcasting Focus | 1 GP | No | A druid can use this object as a spellcasting focus. | |||
| Druidic Focus (Wooden Staff) | 1 | No | Spellcasting Focus | 5 GP | No | A druid can use this object as a spellcasting focus. | |||
| Druidic Focus (Yew Wand) | 1 | No | Spellcasting Focus | 10 GP | No | A druid can use this object as a spellcasting focus. | |||
| Holy Symbol (Amulet) | 1 | No | Spellcasting Focus | 5 GP | No | A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. | |||
| Holy Symbol (Emblem) | 1 | No | Spellcasting Focus | 5 GP | No | A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. | |||
| Holy Symbol (Reliquary) | 1 | No | Spellcasting Focus | 5 GP | No | A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. | |||
| Spellbook | 1 | No | Adventuring Gear | 50 GP | No | Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. | |||
| Alchemist’s Supplies | 1 | No | Artisan’s Tools | 50 GP | No | Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire. Components. Alchemist’s supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water. | |||
| Brewer’s Supplies | 1 | No | Artisan’s Tools | 20 GP | No | Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work. Components. Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing. | |||
| Calligrapher’s Supplies | 1 | No | Artisan’s Tools | 10 GP | No | Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher’s training involves long hours of studying writing and attempting to replicate its style and design. Components. Calligrapher’s supplies include ink, a dozen sheets of parchment, and three quills. | |||
| Carpenter’s Tools | 1 | No | Artisan’s Tools | 8 GP | No | Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items. Components. Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel. | |||
| Cartographer’s Tools | 1 | No | Artisan’s Tools | 15 GP | No | Using cartographer’s tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Components. Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler. | |||
| Cobbler’s Tools | 1 | No | Artisan’s Tools | 5 GP | No | Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons. Components. Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread. | |||
| Cook’s Utensils | 1 | No | Artisan’s Tools | 1 GP | No | Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit. Components. Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle. | |||
| Dice Set | 1 | No | Gaming Set | 1 GP | No | ||||
| Disguise Kit | 1 | No | Tools | 25 GP | No | The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity. Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing. | |||
| Dragonchess Set | 1 | No | Gaming Set | 1 GP | No | ||||
| Enchanted Three-Dragon Ante Set | 1 | No | Gaming Set | 1 GP | No | One card in this deck is enchanted to appear as whatever specific card its owner commands. This magic works only 25 percent of the time, but the deck is worth 500 GP to any serious gambler who doesn’t mind the risk—or who isn’t told about it. | |||
| Fishing Tackle | 1 | No | Adventuring Gear | 1 GP | No | This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. | |||
| Forgery Kit | 1 | No | Tools | 15 GP | No | A forgery kit is designed to duplicate documents and to make it easier to copy a person’s seal or signature. Components. A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal. | |||
| Glassblower’s Tools | 1 | No | Artisan’s Tools | 30 GP | No | Someone who is proficient with glassblower’s tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects. Components. The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass. | |||
| Herbalism Kit | 1 | No | Tools | 5 GP | No | Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements. Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars. | |||
| Jeweler’s Tools | 1 | No | Artisan’s Tools | 25 GP | No | Training with jeweler’s tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones. Components. Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers. | |||
| Leatherworker’s Tools | 1 | No | Artisan’s Tools | 5 GP | No | Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods. Components. Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps. | |||
| Mason’s Tools | 1 | No | Artisan’s Tools | 10 GP | No | Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick. Components. Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square. | |||
| Navigator’s Tools | 1 | No | Tools | 25 GP | No | Proficiency with navigator’s tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction. Components. Navigator’s tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill. | |||
| Painter’s Supplies | 1 | No | Artisan’s Tools | 10 GP | No | Proficiency with painter’s supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art. Components. Painter’s supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette. | |||
| Playing Card Set | 1 | No | Gaming Set | 1 GP | No | ||||
| Poisoner’s Kit | 1 | No | Tools | 50 GP | No | A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them. Components. A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod. | |||
| Potter’s Tools | 1 | No | Artisan’s Tools | 10 GP | No | Potter’s tools are used to create a variety of ceramic objects, most typically pots and similar vessels. Components. Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers. | |||
| Smith’s Tools | 1 | No | Artisan’s Tools | 20 GP | No | Smith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items. Components. Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone. | |||
| Thieves’ Tools | 1 | No | Tools | 25 GP | No | Perhaps the most common tools used by adventurers, thieves’ tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks. Components. Thieves’ tools include 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. | |||
| Three-Dragon Ante Set | 1 | No | Gaming Set | 1 GP | No | ||||
| Tinker’s Tools | 1 | No | Artisan’s Tools | 50 GP | No | A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. Components. Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue. | |||
| Weaver’s Tools | 1 | No | Artisan’s Tools | 1 GP | No | Weaver’s tools allow you to create cloth and tailor it into articles of clothing. Components. Weaver’s tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport. | |||
| Woodcarver’s Tools | 1 | No | Artisan’s Tools | 1 GP | No | Woodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows. Components. Woodcarver’s tools consist of a knife, a gouge, and a small saw. | |||
| Bagpipes | 1 | No | Instrument | 30 GP | No | ||||
| Birdpipes | 1 | No | Instrument | 30 GP | No | Pan pipes or satyr pipes, also known as the shalm, these are sacred to Lliira and popular with wood elf and wild elf bards. | |||
| Drum | 1 | No | Instrument | 6 GP | No | ||||
| Dulcimer | 1 | No | Instrument | 25 GP | No | ||||
| Flute | 1 | No | Instrument | 2 GP | No | ||||
| Glaur | 1 | No | Instrument | 30 GP | No | Short, curved horns like a cornucopia. Played with valves, glaur sound like trumpets, while those without valves, known as gloon, have a more mournful sound. | |||
| Hand Drum | 1 | No | Instrument | 6 GP | No | A double-headed skin drum fitted with handles along its side. | |||
| Horn | 1 | No | Instrument | 3 GP | No | ||||
| Longhorn | 1 | No | Instrument | 3 GP | No | A Faerûnian flute of sophisticated make, found only in areas with skilled artisans, as in great cities or elven enclaves. | |||
| Lute | 1 | No | Instrument | 35 GP | No | ||||
| Lyre | 1 | No | Instrument | 30 GP | No | ||||
| Pan Flute | 1 | No | Instrument | 12 GP | No | ||||
| Shawm | 1 | No | Instrument | 2 GP | No | A double-reed instrument similar to an oboe or a bassoon, popular with gnomes, who have developed some bellows-powered versions. | |||
| Songhorn | 1 | No | Instrument | 3 GP | No | A recorder, a simple type of flute, usually carved from wood. | |||
| Tantan | 1 | No | Instrument | 6 GP | No | A tambourine, a popular instrument with halflings and humans south of the Dalelands. | |||
| Thelarr | 1 | No | Instrument | 2 GP | No | Also known as a whistlecane, a simple and easy-to-make wind instrument cut from a reed. They are so simple, in fact, that skilled bards frequently make and give them away to children—to the parents’ delight or regret. | |||
| Tocken | 1 | No | Instrument | 6 GP | No | A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry. | |||
| Viol | 1 | No | Instrument | 30 GP | No | ||||
| War Gong | 1 | No | Instrument | 10 GP | No | A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark. | |||
| Whistle-Stick | 1 | No | Instrument | 3 GP | No | The grung of One Grung Above are trained to use this new musical instrument. This is a hollow tube with holes cut throughout, much like a flute. You can play music with it for entertainment, but the grung also swing it about by a sturdy cord (attached) to create a sound recognizable by other grung, so they know each other’s approximate location. Additionally, grung that know Thieves’ Cant can use a whistle stick in this manner to communicate over distance. | |||
| Yarting | 1 | No | Instrument | 35 GP | No | A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. | |||
| Zulkoon | 1 | No | Instrument | 30 GP | No | A complex pump organ that originated with the zulkirs of Thay, who use it in the casting of their spells. It is considered to have a dramatic, but sinister, sound. | |||
| Elderberry Everwine | 1 | No | Luxury Item | 25 GP | No | This fine everwine is made from elderberries specially cultivated by forest vintners. It is highly prized among the Alderheart elite for its heady bouquet and dry sweetness. | |||
| Noble’s Jewelry | 1 | No | Luxury Good | 150 GP | No | A set of designer jewelry is fit to adorn any high-society socialite. When worn with a set of fine clothes, it allows you to pass for a noble. The jewelry can be custom made, in which case it costs an additional 10 gp. | |||
| Perfume | 1 | No | Luxury Good | 20 GP | No | This aromatic liquid is made from rare ingredients, including floral extracts, wakewyrm ambergris, and essential oils. When daubed lightly on the skin, fur, or feathers, it leaves you smelling pleasant for 8 hours. It comes in a small, stoppered crystal vial containing 20 uses | |||
| Tea | 1 | No | Luxury Good | 5 GP | No | High-quality tea leaves, dried and ready to brew. | |||
| Acid (Vial) | 2 | No | Adventuring Gear, Consumable | 25 GP | No | 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 Doom | 3 | No | Adventuring Gear, Consumable | 300 GP | No | 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 doom as an improvised weapon. On a hit, the target takes 7 (2d6) 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. | |||
| Alchemist’s Fire (Flask) | 2 | No | Adventuring Gear, Consumable | 50 GP | No | 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. | |||
| Assassin’s Blood | 1 | No | Adventuring Gear, Poison (Ingested), Consumable | 150 GP | No | A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned. | |||
| Basic Poison (Vial) | 1 | No | Adventuring Gear, Poison (Injury), Consumable | 100 GP | No | 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. | |||
| Dust of the Mummy | 4 | No | Adventuring Gear, Poison (Inhaled), Consumable | 1,200 GP | No | This poison is created during a mummy’s embalming process, distilled from the dead creature’s removed organs. A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed creature can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the creature’s hit point maximum to 0, the creature dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or similar magic. | |||
| Insect Repellent (Greasy Salve) | 1 | No | Adventuring Gear, Consumable | 20 GP | No | Insect repellent can be purchased in Port Nyanzaru in two forms: blocks of incense or a greasy salve. The merchant prince Kwayothe controls the sale of both. Neither kind of repellent protects against giant insects or the vile swarms of insects described in appendix A of the Monster Manual. A gourd or vial of salve contains 20 applications of odorless grease. One application protects its wearer against normal insects for 24 hours. The salve is waterproof so it doesn’t wash off in rain. | |||
| Menga Leaves (1oz.) | 1 | No | Adventuring Gear, Consumable | 40 GP | No | The dried leaves of a menga bush can be ground, dissolved in a liquid, heated, and ingested. A creature that ingests 1 ounce of menga leaves in this fashion regains 1 hit point. A creature that ingests more than 5 ounces of menga leaves in a 24-hour period gains no additional benefit and must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 hour. The unconscious creature awakens if it takes at least 5 damage on one turn. A healthy menga bush usually has 2d6 ounces of leaves. Once picked, the leaves require 1 day to dry out before they can confer any benefit. | |||
| Oil Flask | 1 | No | Adventuring Gear, Consumable | 1 GP | No | 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. | |||
| Serpent Venom | 2 | No | Adventuring Gear, Poison (Injury), Consumable | 200 GP | No | This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. | |||
| Potent Poison | 1 | No | Adventuring Gear, Poison (Injury), Consumable | 100 GP (Only Obtainable through Crafting with the Poisoners Feat, cant be sold.) | No | With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. You can spend at minimum 1 DTP for 8 hours of Crafting in the Nexus creating doses of Potent Poison equal to 8x your proficiency bonus. The GP Cost applies per hour spent crafting. As a Bonus Action, you can use a vial of Potent Poison to coat one weapon or up a piece of ammunition. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn. | |||
| Zabou | 1 | No | Adventuring Gear, Poison (Inhaled), Consumable | 10 GP | No | Zabou mushrooms feed on offal and the rotting wood of dead trees. If handled carefully, a zabou can be picked or uprooted without causing it to release its spores. If crushed or struck, a zabou releases its spores in a 10-foot-radius sphere. A zabou can also be hurled up to 30 feet away or dropped like a grenade, releasing its cloud of spores on impact. Any creature in that area must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. The poisoned creature’s skin itches for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | |||
| Dancing Monkey Fruit | 1 | No | Other, Consumable | 5 GP | No | This rare magical fruit produces enough juice to fill a vial. Any humanoid that eats a dancing monkey fruit or drinks its juice must succeed on a DC 14 Constitution saving throw or begin a comic dance that lasts for 1 minute. Humanoids that can’t be poisoned are immune to this magical effect. The dancer must use all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws, and other creatures have advantage on attack rolls against it. Each time it takes damage, the dancer can repeat the saving throw, ending the effect on itself on a success. When the dancing effect ends, the humanoid suffers the poisoned condition for 1 hour. | |||
| Antitoxin (Vial) | 1 | No | Adventuring Gear, Consumable | 50 GP | No | 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. | |||
| Biza’s Breath | 3 | No | Adventuring Gear, Poison (Inhaled) | 1,200 GP | No | A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The poisoned creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | |||
| Black Sap | 5 | No | Adventuring Gear, Poison (Ingested), Consumable | 5000 GP | No | This tarry substance harvested from the dark boughs of the death’s head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be charmed or frightened for 1d6 hours. For each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become poisoned for 2d4 hours—an effect that is cumulative with multiple doses. | |||
| Blasting Powder | 2 | No | Adventuring Gear, Consumable | 1,000 GP | No | This volatile alchemical powder comes in a small pouch. When ignited by an open flame or a fuse, the powder explodes. Each creature within 5 feet of the exploding pouch must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A character can bind multiple pouches of blasting powder together so they explode at the same time. Each additional pouch increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet). | |||
| Blight Ichor | 5 | No | Adventuring Gear, Poison (Ingested), Consumable | 3000 GP | No | This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour. | |||
| Burnt Othur Fumes | 3 | No | Adventuring Gear, Poison (Inhaled), Consumable | 1,000 GP | No | A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends. | |||
| Carrion Crawler Mucus | 5 | No | Adventuring Gear, Poison (Contact), Consumable | 4000 GP | No | This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | |||
| Dreamlily | 2 | No | Other (Ingested), Consumable | 500 GP | No | A psychoactive liquid that smells and tastes like your favorite beverage, essence of dreamlily is a Sarlonan opiate. Consuming dreamlily causes disorienting euphoria and brings about remarkable resistance to pain. A creature under the effects of dreamlily is poisoned for 1 hour. While poisoned in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead. | |||
| Drow Poison | 3 | No | Adventuring Gear, Poison (Injury), Consumable | 300 GP | No | This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. | |||
| Essence of Ether | 4 | No | Adventuring Gear, Poison (Inhaled), Consumable | 500 GP | No | A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. | |||
| Firelance Venom | 3 | No | Adventuring Gear, Poison, Consumable | 300 GP | No | This poison is harvested from the venom sac of a dead or incapacitated firelance. A creature subjected to this poison must make a DC 11 Constitution saving throw, taking 14 (4d6) poison damage on a failed save or half as much damage on a successful one. If the poison damage reduces a creature to 0 hit points, it is poisoned for 1 hour, even after regaining hit points. A single dose of this poison costs 300 gold pieces. | |||
| Keg of Alchemist’s Fire | 4 | No | Adventuring Gear, Consumable | 1,200 GP | No | A keg of alchemist’s fire lobbed at a creature or an object deals 21 (6d6) fire damage on a hit. Further, the target is set ablaze and takes the damage again every round (in the case of a creature, at the start of each of its turns) until the fire is put out. A creature within reach of the blaze can take an action to smother the flames using a blanket or carpet, reducing the fire damage by 2d6. Three such actions are needed to fully put out the fire. | |||
| Malice | 3 | No | Adventuring Gear, Poison (Inhaled), Consumable | 400 GP | No | A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded. | |||
| Muroosa Balm | 3 | No | Adventuring Gear, Consumable | 400 GP | No | This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour. A dose of muroosa balm sufficient for treating sunburn costs 1 GP. | |||
| Oil of Taggit | 5 | No | Adventuring Gear, Poison (Contact), Consumable | 2000 GP | No | A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. | |||
| Pale Tincture | 4 | No | Adventuring Gear, Poison (Ingested), Consumable | 500 GP | No | A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. | |||
| Ryath Root | 2 | No | Adventuring Gear, Consumable | 50 GP | No | Any creature that ingests a ryath root gains 2d4 temporary hit points. A creature that consumes more than one ryath root in a 24-hour period must succeed on a DC 13 Constitution saving throw or suffer the poisoned condition for 1 hour. | |||
| Sinda Berries (10pcs) | 2 | No | Adventuring Gear, Consumable | 100 GP | No | These berries are dark brown and bitter. A full-grown sinda berry bush has 4d6 berries growing on it. A bush plucked of all its berries grows new berries in 1d4 months. Picked berries lose their freshness and efficacy after 24 hours. Fresh sinda berries can be eaten raw or crushed and added to a drink to dull the bitterness. A creature that consumes at least ten fresh sinda berries gains advantage on saving throws against disease and poison for the next 24 hours. | |||
| Sleep Grenade | 3 | No | Explosive, Consumable | 1,500 GP | No | As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. This grenade releases a cloud of soporific mist that fills a 20-foot-radius sphere, then dissipates. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the unconscious condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake. | |||
| Thessaltoxin | 4 | No | Adventuring Gear, Poison (Ingested or Injury) | 4,000 GP | No | This poison was first created using blood harvested from the artificer Thessalar. A creature subjected to the poison must succeed on a DC 15 Constitution saving throw or take on a new form as if affected by the polymorph spell. The creature’s new form is a random beast or a creature it has seen within the last 24 hours (as chosen by the DM). This transformation lasts until the end of the target’s next long rest. This effect is not subject to dispel magic or remove curse, but a greater restoration spell restores the creature to its original form. Can only be used in session and while in The Nexus the effect is suppressed. | |||
| Truth Serum | 2 | No | Adventuring Gear, Poison (Ingested), Consumable | 300 GP | No | A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell. | |||
| Black Ghost Orchid Seed | 3 | No | Adventuring Gear, Consumable | 1,500 GP | No | Every few years, a ghost orchid colony grows a black pod as thick as a human fist that holds three soft, black seeds. A creature that consumes one of these black seeds is affected by the spell feign death. If the creature is unaware of the pod’s effects or does not wish to be affected, it can resist the effect by succeeding on a DC 16 Constitution saving throw. Otherwise, it is considered to be a willing recipient of the spell. | |||
| Concussion Grenade | 4 | No | Explosive, Consumable | 2,500 GP | No | As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away. This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking (6d6) force damage on a failed save or half as much damage on a successful one. | |||
| Midnight Tears | 4 | No | Adventuring Gear, Poison (Ingested), Consumable | 2,300 GP | No | A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. | |||
| Murgaxor’s Elixir of Life | 2 | No | Adventuring Gear, Consumable | 500 GP | No | Whoever drinks this concoction gains advantage on death saving throws for 24 hours. | |||
| Olisuba Leaf | 3 | No | Adventuring Gear, Consumable | 50 GP | No | These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion level is reduced by 2 instead of 1 at the end of that long rest. | |||
| Purple Worm Poison | 5 | No | Adventuring Gear, Poison (Injury), Consumable | 3,000 GP | No | This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. | |||
| Soothsalts | 4 | No | Adventuring Gear, Consumable | 500 GP | No | “Soothsalts are derived from a naturally occurring crystalline substance discovered throughout the wilds of the Miskath Strand. The crimson crystals have been mined from cavernous veins like those in the mouth of the Miskath Pit and found within smaller geode formations near sites ravaged by the Calamity. Soothsalts are consumed orally in lozenge-sized doses, and frequent users can be identified by the telltale crimson stain around their mouths. A creature subjected to a dose of soothsalts gains advantage on all Intelligence checks for 1d4 hours. For each dose of soothsalts consumed, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion—an effect which is cumulative with multiple doses.” | |||
| Theki Root | 2 | No | Adventuring Gear, Consumable | 60 GP | No | This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours. | |||
| Torpor | 4 | No | Adventuring Gear, Poison (Ingested), Consumable | 1,000 GP | No | A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated. | |||
| Vial of Stardust | 3 | No | Adventuring Gear, Consumable | 2,000 GP | No | Any creature that sprinkles the contents of a Vial of Stardust over itself gains the ability to cast the dream spell once as an action (spell save DC 15), requiring no components. | |||
| White Ghost Orchid Seed | 5 | No | Adventuring Gear, Consumable | 12,000 GP | No | More rarely, the orchids produce a smaller pod holding a single white seed. Among its various magical properties, if a white seed is ground and scattered over a dead body, the body is affected by the resurrection spell. A white ghost orchid seed has no effect if consumed. | |||
| Wildroot | 3 | No | Adventuring Gear, Consumable | 25GP | No | Introducing the juice of a wildroot into a poisoned creature’s bloodstream (for example, by rubbing it on an open wound) rids the creature of the poisoned condition. Once used in this way, a wildroot loses this property. | |||
| Willowshade Oil | 3 | No | Adventuring Gear, Consumable | 30 GP | No | A dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified condition on that creature to end at the start of what would be that creature’s next turn. | |||
| Wyvern Poison | 3 | No | Adventuring Gear, Poison (Injury), Consumable | 1,800 GP | No | This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. |

