WeaponCostDamageWeightProperties
Simple Melee Weapons
Club1 sp1d4 bludgeoning2 lb.Light
Dagger2 gp1d4 piercing1 lb.Finesse, Light, Thrown (range 20/60)
Greatclub2 sp1d8 bludgeoning10 lb.Two-Handed
Handaxe5 gp1d6 slashing2 lb.Light, Thrown (range 20/60)
Javelin5 sp1d6 piercing2 lb.Thrown (range 30/120)
Light Hammer2 gp1d4 bludgeoning2 lb.Light, Thrown (range 20/60)
Mace5 gp1d6 bludgeoning4 lb.
Quarterstaff2 sp1d6 bludgeoning4 lb.Versatile (1d8)
Sickle1 gp1d4 slashing2 lb.Light
Spear1 gp1d6 piercing3 lb.Thrown (range 20/60), Versatile (1d8)
Simple Ranged Weapons
Crossbow, light
25 gp1d8 piercing5 lb.Ammunition (range 80/320), Loading, Two-Handed
Dart5 cp1d4 piercing1/4 lb.Finesse, Thrown (range 20/60)
Shortbow25 gp1d6 piercing2 lb.Ammunition (range 80/320), Two-Handed
Sling1 sp1d4 bludgeoningAmmunition (range 30/120)
Martial Melee Weapons
Battleaxe10 gp1d8 slashing4 lb.Versatile (1d10)
Flail10 gp1d8 bludgeoning2 lb.
Glaive20 gp1d10 slashing6 lb.Heavy, Reach, Two-Handed
Greataxe30 gp1d12 slashing7 lb.Heavy, Two-Handed
Greatsword50 gp2d6 slashing6 lb.Heavy, Two-Handed
Halberd20 gp1d10 slashing6 lb.Heavy, Reach, Two-Handed
Lance10 gp1d12 piercing6 lb.Reach, Special
Longsword15 gp1d8 slashing3 lb.Versatile (1d10)
Maul10 gp2d6 bludgeoning10 lb.Heavy, Two-Handed
Morningstar15 gp1d8 piercing4 lb.
Pike5 gp1d10 piercing18 lb.Heavy, Reach, Two-Handed
Rapier25 gp1d8 piercing2 lb.Finesse
Scimitar25 gp1d6 slashing3 lb.Finesse, Light
Shortsword10 gp1d6 piercing2 lb.Finesse, Light
Trident5 gp1d6 piercing4 lb.Thrown (range 20/60), Versatile (1d8)
War Pick5 gp1d8 piercing2 lb.
Warhammer15 gp1d8 bludgeoning2 lb.Versatile (1d10)
Whip2 gp1d4 slashing3 lb.Finesse, Reach
Martial Ranged Weapons
Blowgun10 gp1 piercing1 lb.Ammunition (range 25/100), Loading
Crossbow, hand75 gp1d6 piercing3 lb.Ammunition (range 30/120), Light, Loading
Crossbow, heavy50 gp1d10 piercing18 lb.Ammunition (range 100/400), Heavy, Loading, Two-Handed
Longbow50 gp1d8 piercing2 lb.Ammunition (range 150/600), Heavy, Two-Handed
Net1 gp3 lb.Special, Thrown (range 5/15)
ArmorCostArmor Class (AC)StrengthStealthWeight
Light Armor
Padded5 gp11 + Dex modifierDisadvantage8 lb.
Leather10 gp11 + Dex modifier10 lb.
Studded leather
45 gp12 + Dex modifier13 lb.
Medium Armor
Hide10 gp12 + Dex modifier (max 2)12 lb.
Chain shirt50 gp13 + Dex modifier (max 2)20 lb.
Scale mail50 gp14 + Dex modifier (max 2)Disadvantage45 lb.
Breastplate400 gp14 + Dex modifier (max 2)20 lb.
Half plate750 gp15 + Dex modifier (max 2)Disadvantage40 lb.
Heavy Armor
Ring mail30 gp14Disadvantage40 lb.
Chain mail75 gp16Str 13Disadvantage55 lb.
Splint200 gp17Str 15Disadvantage60 lb.
Plate1,500 gp18Str 15Disadvantage65 lb.
Shield
Shield10 gp+26 lb.
ItemCostWeight
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.
Arcana. Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks involving potions and similar materials.
Investigation. When you inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area.
Alchemical Crafting. You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap. Subtract the value of the created item from the total gp worth of raw materialsyou are carrying. This cannot be used to turn a profit.
For example: Create a puff of thick smoke, Identify a poison/ substance, Start a fire, Neutralize acid
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 glassjug, a quantity of hops, a siphon, and several feet of tubing.
History. Proficiency with brewer’s supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.
Medicine. This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.
Persuasion. A stiff drink can help soften the hardest heart. Your proficiency with brewer’s supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.
Potable Water. Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.
For example: Detect poison or impurities in a drink, Identify alcohol, Ignore effects of alcohol.
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.
Arcana. Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script ofa magical nature.
History. This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.
Decipher Treasure Map. This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map’s age, whether a map includes any hidden messages, or similar facts.
For example: Identify writer of nonmagical script, Determine writer's state of mind, Spot forged text, Forge a signature
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.
History. This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.
Investigation. You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.
Perception. You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.
Stealth. You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creek and groan when they’re stepped on.
Fortify. With 1 minute ofwork and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.
Temporary Shelter. As part ofa long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.
For example: Build a simple wooden structure, Design a complex wooden structure, Find a weak point in a wooden wall, Pry apart a door
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 ofmountain ranges to diagrams that show the layout ofa dungeon level.
Components. Cartographer’s tools consist ofa quill, ink, parchment, a pair of compasses, calipers, and a ruler.
Arcana, History, Religion. You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.
Nature. Your familiaritywith physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.
Survival. Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.
Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activity.
For example: Determine a map's age and origin, Estimate a direction and distance to a landmark, Discern that a map is fake, Fill in a missing part of a map
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.
Arcana, History. Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.
Investigation. Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.
Maintain Shoes. As part of a long rest, you can repair your companions’ shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.
Craft a Hidden Compartment. With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check usingyour tool proficiency to determine the lntelligence (Investigation) check DC needed to find the compartment.
For example: Determine a shoe's age and origin, Find a hidden compartment in a boot heel
Adventuring is a hard life. With a cook along on thejourney, 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.
History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a cultures eating habits.
Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival. When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food.
For example: Create a typical meal, Duplicate a meal, Spot poison or impurities in food, Create a gourmet meal
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.
Deception. In certain cases, a disguise can improve your ability to weave convincing lies.
Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unlessyou have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
For example: Cover injuries or distinguishing marks, Spot a disguise used by someone else, Copy a humanoid's appearance
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 ofink, 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.
Arcana. A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.
Deception. A wellwcrafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.
History. A forgery kit combined with your knowledge ofhistory improves your ability to create fake historical documents or to tell if an old document is authentic.
Investigation. When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.
Other Tools. Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer’s tools to make a fake map.
Quick Fake. As part ofa short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else’s Intelligence (Investigation) check to spot the fake.
For example: Mimic handwriting, Duplicate a wax seal
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.
Arcana, History. Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion’s effects. (A potion might leave behind a residue, deform the glass, or stain it.)
Investigation. When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.
Identify Weakness. With 1 minute ofstudy, you can identify the weak points in a glass object. Any damage dealt to the Object by striking a weak spot is doubled.
For example: Identify source of glass, Determine what a glass object once held
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 glassjars.
Arcaba. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify Plants. You can identify most plants with a quick inspection oftheir appearance and smell.
For example: Find plants, Identify poison
Training withjeweler’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.
Arcana. Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem—encrusted items.
Investigation. When you inspect jeweled objects. your proficiency with jeweler’s tools aids you in picking out clues they might hold.
Identify Gems. You can identify gems and determine their value at a glance.
For example: Modify a gem's appearance, Determine a gem's history
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.
Arcana. Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.
Investigation. You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.
Identify Hides. When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods.
For example: Modify a leather item's appearance, Determine a leather item's history
Mason’s tools allowyou 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.
History. Your expertise aids you in identifying a stone building’s date ofconstruction and purpose, along with insight into who might have built it.
Investigation. You gain additional insight when inspecting areas within stone structures.
Perception. You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.
Demolition. Your knowledge. of masonry allows you to spot weak points in brick walls. If you find weak points you deal double damage to such structures with your weapon attacks.
For example: Chisel a small hole in a stone wall, Find a weak point in a stone wall
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.
Arcna, History, Religion. Your expertise aids you in uncovering lore ofany sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.
Investigation, Perception. When you inspect a painting or a similar work ofvisual art, your knowledge ofthe practices behind creating it can grant you additional insight.
Painting and Drawing. As part of a short or long rest, you can produce a simple work ofart. Although your work might lack precision, you can capture an image or a scene, or make. a quick copy of a piece of art you saw.
For example: Paint an accurate portrait, Create a painting with a hidden message
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.
History. Your training with poisons can help you when you try to recall facts about infamous poisonings.
Investigation, Perception. Your knowledge ofpoisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.
Medicine. When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.
Nature, Survival. Working with poisons enables you to acquire lore about which plants and animals are poisonous.
Handle Poison. Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.
For example: Spot a poisoned object, Determine the effects of a poison
Potter’s tools are used to create a variety ofceramic Objects, most typically pots and similar vessels.
Components. Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers.
History. Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.
Investigation, Perception. You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.
Reconstruction. By examining pottery shards, you can determine an object’s original, intact form and its likely purpose.
For example: Determine what a vessel once held, Create a serviceable pot, Find a weak point in a ceramic object
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.
Arcana and History. Your expertise lends you additional insight when examining metal objects, such as weapons.
Investigation. You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.
Repair. With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.
For example: Sharpen a dull blade, Repair a suit of armor, Sunder a nonmagical metal object
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.
History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.
Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.
For example: Temporarily repair a disabled device, Repair an item in half the time, Improvise a temporary item using scraps
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.
Arcana, History. Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.
Investigation. Using your knowledge ofthe process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.
Repair. As part of a short rest, you can repair a single damaged cloth object.
Craft Clothing. Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.
For example: Repurpose cloth, Mend a hole in a piece of cloth, Tailor an outfit
Woodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows. 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.
Arcana, History. Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.
Nature. Your knowledge of wooden objects gives you some added insight when you examine trees.
Repair. As part of a short rest, you can repair a single damaged wooden object.
Craft Arrows. As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.
For example: Craft a wooden figurine, Carve an intricate pattern in wood
Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them. In addition, a character proficient with water vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.
Arcana. When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operates.
Investigation, Perception. When you inspect a vehicle for clues or hidden information, your proficiency aids you in noticing things that others might miss.
Vehicle Handling. When piloting a vehicle, you can apply your proficiency bonus to the vehicle's AC and saving throws.
For example: Navigate rough terrain or waters, Access a vehicle's condition, Take a tight corner at high speed
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.
History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
Set a trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
For example: Pick a lock, Disable a trap
Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.
Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck ofcards or a board and tokens.
History. Your mastery ofa game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
Insight. Playing games with someone is a good way to gain understanding oftheir personality, granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.
For example: Catch a player cheating, Gain insight into an opponent's personality
Dice Set1 sp
Playing Card Set5 sp
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
For example: Identify a tune, Improvise a tune
Bagpipes30 gp6 lb.
Drum6 gp3 lb.
Dulcimer25 gp10 lb.
Flute2 gp1 lb.
Lute35 gp2 lb.
Lyre30 gp2 lb.
Horn3 gp2 lb.
Pan flute12 gp2 lb.
Shawm2 gp1 lb.
Viol30 gp1 lb.
ItemCostWeight
Abacus2 gp2 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.
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.
Ammunition
Arrows (20)1 gp1 lb.
Blowgun Needles (50)1 gp1 lb.
Crossbow bolts (20)1 gp1½ lb.
Sling bullets (20)4 cp1½ 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.
An arcane focus is a Special item— an orb, a Crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane Spells. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting focus.
Crystal10 gp1 lb.
Orb20 gp3 lb.
Rod10 gp2 lb.
Staff5 gp4 lb.
Wand10 gp1 lb.
Backpack2 gp5 lb.
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.
Barrel2 gp70 lb.
Basket4 sp2 lb.
Bedroll1 gp7 lb.
Bell1 gp
Blanket5 sp3 lb.
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.
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, glass2 gp2 lb.
Bucket5 cp2 lb.
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.
For 1 hour, a Candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
This wooden case can hold up to twenty Crossbow bolts.
This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of Parchment.
A chain has 10 Hit Points. It can be burst with a successful DC 20 Strength check.
Chalk (1 piece)1 cp
Chest5 gp25 lb.
Clothes, Common5 sp3 lb.
Clothes, costume5 gp4 lb.
Clothes, fine15 gp6 lb.
Clothes, traveler’s2 gp4 lb.
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).
Using a Crowbar grants advantage to Strength Checks where the crowbar’s leverage can be applied.
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.
Sprig of mistletoe1 gp
Totem1 gp
Wooden staff5 gp4 lb.
Yew wand10 gp1 lb.
This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Tankard2 cp1 lb.
Grappling hook2 gp4 lb.
Hammer1 gp3 lb.
Hammer, sledge2 gp10 lb.
A holy Symbol is a representation of a god or pantheon. It might be an Amulet depicting a Symbol representing a deity, the same Symbol carefully engraved or inlaid as an Emblem on a Shield, or a tiny box holding a fragment of a sacred relic. Pantheons lists the symbols commonly associated with many gods in the multiverse. 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.
Amulet5 gp1 lb.
Emblem5 gp
Reliquary5 gp2 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.
Hourglass25 gp1 lb.
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.
Ink (1 ounce bottle)10 gp
Ink pen2 cp
Pitcher2 cp4 lb.
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.
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.
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.
Ladder (10-foot)1 sp25 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.
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.
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.
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 GM may decide that better locks are available for higher prices.
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.
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.
Mirror, steel5 gp1/2 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)2 sp
Parchment (one sheet)1 sp
Perfume (vial)5 gp
Pick, miner’s2 gp10 lb.
Piton5 cp1/4 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 (10-foot)5 cp7 lb.
Pot, iron2 gp10 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.
A cloth or leather pouch can hold up to 20 Sling bullets or 50 Blowgun Needles, among other things. A compartmentalized pouch for holding spell Components is called a Component pouch (described earlier in this section).
A Quiver can hold up to 20 Arrows.
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 consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Robes1 gp4 lb.
Rope, whether made of hemp or silk, has 2 Hit Points and can be burst with a DC 17 Strength check.
Rope, whether made of hemp or silk, has 2 Hit Points and can be burst with a DC 17 Strength check.
Sack1 cp1/2 lb.
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.
Sealing wax5 sp
Shovel2 gp5 lb.
Signal whistle5 cp
Signet ring5 gp
Soap2 cp
Essential for wizards, a Spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording Spells.
Spikes, iron (10)1 gp5 lb.
Objects viewed through a Spyglass are magnified to twice their size.
A simple and portable canvas shelter, a tent sleeps two.
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.
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.
Vial1 gp
Waterskin2 sp5 lb. (full)
Whetstone1 cp1 lb.

The starting Equipment you get from your class includes a collection of useful Adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting Equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

Burglar’s Pack (16 gp):
Includes a Backpack, a bag of 1,000 Ball bearings, 10 feet of string, a bell, 5 candles, a Crowbar, a Hammer, 10 pitons, a Hooded lantern, 2 flasks of oil, 5 days Rations, a Tinderbox, and a Waterskin. The pack also has 50 feet of Hempen rope strapped to the side of it.

Diplomat’s Pack (39 gp):
Includes a chest, 2 cases for maps and scrolls, a set of Fine clothes, a bottle of ink, an Ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of Perfume, Sealing wax, and soap.

Dungeoneer’s Pack (12 gp):
Includes a Backpack, a Crowbar, a Hammer, 10 pitons, 10 torches, a Tinderbox, 10 days of Rations, and a Waterskin. The pack also has 50 feet of Hempen rope strapped to the side of it.

Entertainer’s Pack (40 gp):
Includes a Backpack, a Bedroll, 2 costumes, 5 candles, 5 days of Rations, a Waterskin, and a Disguise Kit.

Explorer’s Pack (10 gp):
Includes a Backpack, a Bedroll, a Mess kit, a Tinderbox, 10 torches, 10 days of Rations, and a Waterskin. The pack also has 50 feet of Hempen rope strapped to the side of it.

Priest’s Pack (19 gp):
Includes a Backpack, a Blanket, 10 candles, a Tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of Rations, and a Waterskin.

Scholar’s Pack (40 gp):
Includes a Backpack, a book of lore, a bottle of ink, an Ink pen, 10 sheets of Parchment, a little bag of sand, and a small knife.

AnimalCostSpeedCapacity
Camel50 gp50 ft.480 lb.
Donkey or mule8 gp40 ft.420 lb.
Elephant200 gp40 ft.1,320 lb.
Horse, draft50 gp40 ft.540 lb.
Horse, riding75 gp60 ft.480 lb.
Mastiff25 gp40 ft.195 lb.
Pony30 gp40 ft.225 lb.
Warhorse400 gp60 ft.540 lb.
VehicleCostSpeed
Galley30,000 gp4 mph
Keelboat3,000 gp1 mph
Longship10,000 gp3 mph
Rowboat50 gp1½ mph
Sailing ship10,000 gp2 mph
Warship25,000 gp2½ mph
ItemCostWeight
Barding×4×2
Bit and bridle2 gp1 lb.
Carriage100 gp600 lb.
Cart15 gp200 lb.
Chariot250 gp100 lb.
Animal Feed (per day)5 cp10 lb.
Saddle, Exotic60 gp40 lb.
Saddle, Military20 gp30 lb.
Saddle, Pack5 gp15 lb.
Saddle, Riding10 gp25 lb.
Saddlebags4 gp8 lb.
Sled20 gp300 lb.
Stabling (per day)5 sp
Wagon35 gp400 lb.
Cost Goods
1 cp 1 lb. of wheat
2 cp 1 lb. of flour or one chicken
5 cp 1 lb. of salt
1 sp 1 lb. of iron or 1 sq. yd. of canvas
5 sp 1 lb. of copper or 1 sq. yd. of cotton cloth
1 gp 1 lb. of ginger or one goat
2 gp 1 lb. of cinnamon or pepper, or one sheep
3 gp 1 lb. of cloves or one pig
5 gp 1 lb. of silver or 1 sq. yd. of linen
10 gp 1 sq. yd. of silk or one cow
15 gp 1 lb. of saffron or one ox
50 gp 1 lb. of gold
500 gp 1 lb. of platinum
Weapon Properties

Finesse

When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

Heavy

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

Light

A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.

Loading

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

Range

A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.

Reach

This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.

Special

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

Thrown

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

Two-Handed

This weapon requires two hands when you Attack with it.

Versatile

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

Special non-magical weapons

Silver Weapon / 10 pieces of ammunition: 100gp

Adamantine Weapons (automatically crit objects): +300gp


Special Weapons
Weapons with special rules are described here.

Lance:

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

Net:

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