TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A full catalog of adventuring gear, artisan’s tools, trinkets, and  
  craftable compounds for the world’s greatest roleplaying game 
  
   
   
   
   
  WRAITH WRIGHT’S 
   
  
   
   
  Your Dungeon Master: Randall Right 
  Illustration: Cover (Trackers) by Dean Spencer. 
  Some chapter heads and additional color 
  illustration by Dean Spencer and Felipe 
  Gaona. Line-drawn art by Andrew Krahnke, 
  David Lewis Johnson, Ian MacLean, Joyce 
  Maureira, Luigi Castellani, Miguel Santos. 
  Additional illustrations courtesy of Wizards of 
  the Coast. 
  Additional Graphic Design: Cole Twogood, 
  Jason Sythe, Randall Right 
  Playtesting and Quality Consultation: Brent 
  Collins, Charles Baker, David Hollingsworth, 
  Matthew Skau, Robert Ochs, Scott Szydlo 
  Version: 5 (January 2021)
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, MAGIC THE GATHERING, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material 
  is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or 
  artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016-2017 Wizards of the 
  Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro 
  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  The Comprehensive Manual titles, the Wraith Wright anvil, and other related titles and branding are trademarks of Wraith Wright 
  Productions. All other original material in this work is copyright Wraith Wright Productions 2021 and published under the 
  Community Content Agreement for Dungeon Masters Guild. 
   
  ON THE COVER 
  Trackers by Dean Spencer 
   
  Bundled in cold weather 
  clothing, two adventurers 
  use lanterns with slow-
  burning oil to illuminate 
  the tracks of their prey 
  across a snowy wilderness.  
  
   
   
  CHAPTER 0: INTRODUCTION ........................ 5 
  COMPREHENSIVE MANUALS .............................................. 5 
  HOW TO USE THIS PRODUCT ............................................ 5 
  Chapter Contents ........................................................ 5 
  Controlled Inclusion ................................................... 5 
  System Changes .......................................................... 5 
  Inventory & New Gear Integration ............................ 6 
  CHAPTER 1: ADVENTURING GEAR ............... 9 
  GENERAL ITEMS ................................................................. 9 
  EQUIPMENT PACKS ........................................................... 17 
  Swapping Equipment Packs ...................................... 17 
  CONTAINERS .................................................................... 20 
  AMMUNITION .................................................................. 23 
  MAGICAL IMPLEMENTS .................................................... 23 
  CHAPTER 2: TOOLS ........................................ 2 
  USING TOOLS .................................................................... 2 
  Skills and Tools Together ........................................... 2 
  ARTISAN’S TOOLS .............................................................. 3 
  Professional Work ....................................................... 3 
  Repairs .......................................................................... 3 
  GAMING SETS .................................................................... 8 
  MUSICAL INSTRUMENTS ................................................... 11 
  MISCELLANEOUS TOOLS ................................................... 12 
  CHAPTER 3: TRINKETS ................................... 4 
  USING THE TABLES ............................................................ 4 
  Alternate Uses ............................................................. 4 
  CHAPTER 4: CRAFTED COMPOUNDS ........... 9 
  QUASI-MAGICAL BREWS .................................................. 10 
  Magic Aura ................................................................. 10 
  Creation ...................................................................... 10 
  OTHER RULES ................................................................... 11 
  Identification .............................................................. 11 
  Containers .................................................................. 11 
  ALCHEMICAL BREWS ........................................................ 11 
  HERBAL BREWS ................................................................ 17 
  POISONS ........................................................................... 21 
  Acquiring Poison........................................................ 21 
  Using Poison .............................................................. 22 
   
   
  
   
   
   
   
   
  
   
   
  ARRYING PROPER EQUIPMENT IS THE MARK OF A 
  successful adventurer. Bringing the right 
  gear is what separates the professional from 
  the hapless seeker who finds only a swift 
  doom. The amateur trusts his wit and 
  quickly finds its limits. But a professional adventurer 
  anticipates the hazards she will encounter and girds 
  herself accordingly. 
  When it’s time to go adventuring, players turn to the 
  slim pickings of the Player’s Handbook to outfit their 
  characters. In editions past, supplemental gear was 
  available in The Arms & Equipment Guide (second and 
  third editions) or Adventurer’s Vault I & II (fourth 
  edition). These books offered new options useful—
  often specialized—gear. However, no such expansions 
  exist in the current edition. 
  That’s where this product comes in. 
  This supplement contains excerpts from the 
  Comprehensive Equipment Manual available as a 
  separate product or as part of a mithral best-selling 
  anthology of books on the Dungeon Masters Guild. 
  For a lower price, the Expanded Tool & Gear Manual 
  contains just the adventuring gear, tools, trinkets, and 
  compounds from that comprehensive treatise on 
  equipment of all kinds. Other supplements excerpting 
  that book include the Expanded Armor Manual and 
  Expanded Weapons Manual. 
  These excerpts present smaller, more easily 
  digested sections of gear, particularly useful for 
  players interested in only a subset of the original 
  Comprehensive Equipment Manual’s contents. As later 
  works, these also contains updates, particularly 
  reflecting the new items in more-recent official books. 
  For companion products to these, see also the 
  Expanded Wealth Manual and Magic Item 
  Management. 
  The follow suggestion describes how we imagine 
  players and Dungeon Masters using this supplement. 
  The chapters of this product expand upon equipment 
  subcategories found in chapter 5 of the Player’s 
  Handbook: adventuring gear, tools, and trinkets. It also 
  adds an array of brewed compounds translated from 
  the equipment supplements of past editions. 
  A vast expansion of the utilitarian gear useful to 
  adventurers. It separately addresses new equipment 
  packs, more containers, ammunition of various types, 
  and a host of magic-users’ gear. 
  An exceptional array of additional rules for the use of 
  artisan’s tools, gaming sets, and musical instruments, 
  plus expanded tables of each set of these items. 
  Pages of new trinkets plus guidance for selecting, 
  customizing, and using different trinket types. 
  A vast set of useful compounds craftable with 
  alchemist’s supplies, herbalism kits, and poisoner’s 
  kits. Many are derived from prior editions. 
  Among this chapter’s toxins are standard monster 
  poisons, translated into the language and rules of 
  character-usable toxins to better facilitate harvesting 
  with poisoner’s kits. 
  We intend for Dungeon Masters to allow access to the 
  extra useful gear in the first three chapters of this 
  book without restrictions. The individual description 
  of each item can also be useful for helping players 
  imagine what their gear looks like. 
  However, this book’s fourth chapter is of a different 
  character; crafted compounds are specialized products 
  derived from uncommon or rare crafting formulas, or 
  from difficult-to-acquire monster parts. The DM 
  should regulate access to them to some degree. 
  This product alters or enhances the rules for several 
  items. A “System Change” tag appears their 
  descriptions explaining the change so the DM can 
  consider it and revert alteration if desired. Where a 
  change affects an item’s appearance on a table, those 
  changes appear in [brackets]. 
   
   
  
   
   
  These guidelines and options are here to help the DM 
  integrate and manage a gear-focused campaign. 
  Some campaigns simply ignore the rules for 
  encumbrance and the management of equipment.  
  Overlooking these standard rules is a particularly 
  useful approach for novice players and Dungeon 
  Masters. In such campaigns, characters can tote any 
  amount of weight and are only penalized if the 
  Dungeon Master believes, in some abstract sense, that 
  their carried items are too cumbersome. Treasure gets 
  recorded on a list until it can be divided, and no one 
  worries about who carries it unless the treasure is 
  particularly bulky. 
  Likewise, whatever weapons a character wants to 
  use are automatically in-hand when needed; no time 
  or actions (no “interactions” with objects or the 
  environment) are required to switch between 
  weapons or to find potions in a backpack. Only the 
  action needed to use the thing—that weapon or 
  potion—is tracked. 
  While this is a valid approach to the game, this 
  product assumes that carry weight and interactions 
  will be tracked according to standard rules. 
  “Efficient encumbrance” is an unofficial technique for 
  tracking gear, a technique that many playing groups 
  have used for decades. It uses a separate list to 
  represent the party’s combined excess carrying 
  capacity, preventing players from having to repeatedly 
  adjust their equipment lists and recalculate 
  encumbrance during the course of an adventure. 
  With this technique, a single list of items is tracked 
  separately from the individual character sheets. As 
  new items are discovered, whether extra equipment, 
  coins, or other treasure, they go onto the list. The idea 
  is to split this treasure later, at the adventure’s 
  conclusion, only updating individual character sheets 
  at that time. The Dungeon Master or a single player 
  can be the keeper of this list, the one who adds and 
  subtracts items and who ensures that the list does not 
  exceed its weight capacity. 
  The list has a maximum weight equal to the 
  character’s combined excess carry weight, including 
  magical additional capacities provided by bags of 
  holding and the like. The players each calculate the 
  weight of their normal equipment and report excess 
  capacity, the sum of which is noted at the top of the 
  efficient encumbrance list. It is assumed that multiple 
  party members carry this gear, but it doesn’t matter 
  who carries the individual items on the list. 
  This tool can support a variety of additional 
  complexities, some of which are detailed here. 
  Containers. Beyond carry weight capacities, 
  DUNGEONS & DRAGONS limits what players can carry 
  based on the containers they possess. The item list can 
  therefore track two weight numbers, the sum of the 
  player characters’ excess carry weights, and the sum 
  of their containers’ excess carry weights. With this 
  permutation, it pays to have extra sacks in the 
  dungeon; they’re cheap, lightweight, and hold a lot. 
  Awkward Items. Some items can’t be logically 
  relegated to a line on the item list because of their size 
  or bulk, separate from weight. For example, a large 
  piece of expensive furniture might need two 
  characters to carry it between themselves, preventing 
  them from having torches or weapons in hand while 
  travelling. The shared list does not mean that the 
  Dungeon Master must ignore realities such as these. 
  Useful Items. Occasionally, found treasure will be 
  useful enough that it might get used during the 
  adventure. This is particularly true of single-use items 
  like magic potions. In such cases, the list keeper can 
  simply note which character is actually holding the 
  listed item. That way there is no argument or 
  confusion about who’s carrying the potion of healing 
  when it’s desperately needed. 
   Travel Supplies. The list is also a useful 
  bookkeeping tool for consumable traveling gear. 
  Rations and similar regular-use items can be tracked 
  here instead of itemizing them on character sheets. 
  This is true because it prevents the hassle of regular 
  updates to individual equipment lists, and because the 
  weight of such items is easily interchanged with 
  treasure. As rations, feed, and insect repellent are 
  consumed, additional space is freed up for treasure 
  and other found objects. Listing these on the same 
  balance sheet is very efficient. 
  Dwarves have a special Speed trait which says, “speed 
  is not reduced for wearing heavy armor.” This reflects 
  an important racial benefit, one found in prior editions 
  
   
   
  too. It allows dwarves to maintain normal movement 
  while carrying heavy burdens, partly mitigating their 
  lower standard speed. 
  If your campaign uses the optional Encumbrance 
  rule found in the Player’s Handbook, all characters 
  ignore the speed reduction for wearing armor, being 
  instead affected by total weight of equipment carried. 
  The optional encumbrance rule makes no provision to 
  incorporate or translate dwarves’ exceptional carrying 
  power. That important racial advantage is simply lost. 
  To preserve this benefit for dwarves while using the 
  encumbrance optional rule, make the following 
  modification. A dwarf that is encumbered or heavily 
  encumbered reduces the associated movement 
  penalty by 10 feet. This means an encumbered dwarf 
  has no speed reduction and a heavily encumbered 
  dwarf has a speed reduction of only 10 feet. This does 
  not obviate the other penalties of being heavily 
  encumbered. 
  Part of the DM’s task in integrating the new gear in 
  this supplement is introducing it in a fair way at 
  character creation, a topic addressed in this sidebar. 
  ITEM SWAPS 
  This optional rule modifies the class-and-background method for generating starting equipment. It allows 
  customizing starting equipment, something particularly important when limited lists are used. 
  When a character is created, this rule allows the player to replace any item given by the class or background, 
  adding another item of the same “type” with equal or lower value. This rule requires the swapped item to be of the 
  same “type” so that the character’s starting equipment package remains well-rounded. These types are as follows. 
   
  ❖
  Equipment packs are the easiest example of these swaps. Any character’s class-granted pack can be replaced 
  by any of the expanded equipment packs in this supplement, so long as the selection is of equal or lesser value. 
   
  ❖
  Armor cannot swap between categories (light, medium, heavy, or shields). A character with a Strength score 
  lower than 13 might want to swap a suit of chain mail for ring mail; this works since both are in the heavy 
  category, and the new suit is no more expensive than the original. 
   
  ❖
  Weapons cannot swap between the martial and simple categories, nor between the ranged and melee 
  designations. A longbow could be swapped for a heavy crossbow since both weapons are martial and ranged, 
  and the new weapon is no more expensive than the original. Likewise, a handaxe can be swapped for a mace, 
  since both are simple melee weapons the mace is no more expensive than the handaxe. 
   
  Other items can only be swapped with the Dungeon Master’s guidance. Replacement items must adhere to the 
  general function or concept of what was swapped; equipment packs can be swapped for equipment packs, musical 
  instruments for musical instruments, and so on. 
  
   
   
   
  
   
   
  ULES CHANGES ARE NECESSARY FOR THE ADDITIONS 
  in this catalog. The greater variety of 
  weapons, with their wider range of 
  functionality, means new weapon properties 
  and weapon dice are necessary. Various 
  race, class, and feat rules also need modification to 
  contemplate the new weapons. 
  This category of gear covers miscellaneous items. 
  General gear includes things that characters of all 
  types might want to take on their adventures, items 
  that don’t easily fall into other categories of 
  adventuring gear. 
  DESCRIPTIONS 
  “General” adventuring gear is described here. 
  Abacus. A rectangular frame with beads that slide on 
  rows of string or wire. This tool is used for tracking 
  large sums and performing arithmetical functions. 
  Ascender. A clasp on this small tool 
  attaches to a harness while the other 
  end is clipped to a rope. Locking gears 
  within the device allow the rope to pass 
  through it unhindered in one direction, 
  but will clamp down on the rope, 
  preventing its movement, if it moves 
  the other direction. This allows a 
  character to climb a rope without fear 
  of falling or sliding back down the rope. 
  It also allows the character to stop climbing a rope and 
  use both hands for something else without falling. 
  An ascender can be unlocked with an action or 
  bonus action, allowing the rope to pass freely in either 
  direction. An ascender cannot be used on a rope that 
  has been knotted at intervals for easier climbing. 
  Ashiaro. These wood-cut soles attach to the bottom 
  of normal footwear. Each set is carved to leave a 
  different type of tracks where the wearer walks. The 
  tracks can be that of an animal or of a larger or smaller 
  humanoid, perhaps a child. 
  When wearing ashiaro and moving at half speed, 
  you can attempt a Dexterity (Deception) check to leave 
  convincing tracks. (This is a non-standard pairing of 
  an ability and a skill.) A Wisdom (Survival) check 
  made to identify the tracks will only recognize them as 
  fake if it equals or exceeds your check. 
  Ball Bearings (Bag of 1,000). Ball bearings are tiny 
  metal balls spilled to create a distraction and a hazard 
  in the affected area. 
  As an action, you can spill the ball bearings from 
  their pouch to cover a hard, level area, forming a 
  square 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. 
  Ball Bearings, (Box of 10,000). This wooden box has 
  multiple compartments with sliding doors, and a 
  complex internal mechanism. 
  The contraption has two functions. Ball bearings can 
  be distributed from it manually; each action used can 
  pour bearings to fill a square area that is 10 feet on a 
  side. The box holds enough balls to cover 10 such 
  areas. Alternately, the contraption can 
  be strategically placed and deployed 
  using a plunger that opens a series of 
  spouts around the box. This requires a 
  single action. If deployed on a flat, 
  hard surface, such an activation sends 
  ball bearings flooding out in all 
  directions, covering a 20-foot radius 
  area around the point where the box 
  was deployed. A creature moving 
  across the area must succeed on a DC 
  10 Dexterity saving throw or fall prone. A creature 
  moving through these affected areas at half speed 
  doesn’t need to make the save. 
  Banner, Flag, or Pennant. A cloth square, rectangle, 
  triangle, or similar shape, often used as a device for 
  identity based on its color, shape, markings, or other 
  adornments. 
  These typically bear complex signs of heraldry, the 
  lore of which can be identified with an Intelligence 
  (History) check or, in some cases, the Mercenary Life 
  background feature. 
  Bedroll. Bedding suitable for one person to sleep on 
  and small enough to be rolled up and tied into a 
  cylindrical bundle. A bedroll might also take the form of 
  a hammock or other bedding sized for one person. 
   
   
  
   
   
   GENERAL ITEMS, PART 1 
  Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Abacus 
  2 gp 
  2 lb. 
   
  Grappling hook 
  2 gp 
  4 lb. 
  Ascender 
  4 gp 
  — 
   
  Grooming kit 
  5 sp 
  1 lb. 
  Ashiaro 
  3 gp 
  1/2 lb. 
   
  Hacksaw 
  10 gp 
  2 lb. 
  Ball bearings (bag of 1,000) 
  1 gp 
  2 lb. 
   
  Hammer 
  1 gp 
  3 lb. 
  Ball bearings (box of 10,000) 
  11 gp 
  21 lb. 
   
  Hammer, muffled 
  4 gp 
  4 lb. 
  Banner, flag, or pennant 
  1 gp 
  3 lb. 
   
  Hammer, sledge 
  2 gp 
  10 lb. 
  Bedroll 
  1 gp 
  7 lb. 
   
  Harness 
  3 gp 
  2 lb. 
  Bell 
  1 gp 
  — 
   
  Hourglass 
  25 gp 
  1 lb. 
  Bell kit 
  12 gp 
  3 lb. 
   
  Hunting trap 
  5 gp 
  25 lb. 
  Blanket 
  5 sp 
  3 lb. 
   
  Ink (1-ounce bottle) 
  10 gp 
  — 
  Block and tackle 
  1 gp 
  5 lb. 
   
  Ink, invisible (1-ounce bottle) 
  15 gp 
  — 
  Book 
  25 gp 
  5 lb. 
   
  Ink pen 
  2 cp 
  — 
  Book, code 
  35 gp 
  5 lb. 
   
  Ladder (10-foot) 
  1 sp 
  25 lb. 
  Book, lore 
  30 gp 
  5 lb. 
   
  Lamp 
  5 sp 
  1 lb. 
  Caltrops (bag of 20) 
  1 gp 
  2 lb. 
   
  Lantern, bullseye 
  10 gp 
  2 lb. 
  Caltrops (box of 200) 
  11 gp 
  21 lb. 
   
  Lantern, candle 
  2 gp 
  1 lb. 
  Candle 
  1 cp 
  — 
   
  Lantern, hooded 
  5 gp 
  2 lb. 
  Chain (10 feet) 
  5 gp 
  10 lb. 
   
  Lantern, lighting rig 
  45 gp 
  10 lb. 
  Chalk (1 piece) 
  1 cp 
  — 
   
  Lodestone 
  1 gp 
  — 
  Climber’s kit 
  25 gp 
  12 lb. 
   
  Lock 
  10 gp 
  1 lb. 
  Clothes 
   
   
   
  Lock, fine 
  50 gp 
  1 lb. 
     Camouflage 
  10 gp 
  3 lb. 
   
  Magnifying glass 
  100 gp 
  — 
     Cold weather 
  10 gp 
  5 lb. 
   
  Manacles 
  2 gp 
  6 lb. 
     Common 
  5 sp 
  3 lb. 
   
  Manacles, fine 
  50 gp 
  4 lb. 
     Costume 
  5 gp 
  4 lb. 
   
  Mantlet 
  80 gp 
  70 lb. 
     Disguise 
  10 gp 
  2 lb. 
   
  Map, area 
  5 gp 
  — 
     Fine 
  15 gp 
  6 lb. 
   
  Mess kit 
  2 sp 
  1 lb. 
     Peasant 
  5 cp 
  2 lb. 
   
  Mirror, steel 
  5 gp 
  1/2 lb. 
     Traveler’s 
  2 gp 
  4 lb. 
   
  Nekode 
  2 gp 
  1 lb. 
  Coin grinder 
  4 gp 
  1/2 lb. 
   
  Oil (1-pint flask) 
  1 sp 
  1 lb. 
  Cord, weapon 
  2 gp 
  — 
   
  Oil (80-pint cask) 
  8 gp 
  100 lb. 
  Crampons 
  2 gp 
  1/4 lb. 
   
  Oil can (pump) 
  6 gp 
  1 lb. 
  Crowbar 
  2 gp 
  5 lb. 
   
  Paper (one sheet) 
  2 sp 
  — 
  Diver’s kit 
  5 gp 
  4 lb. 
   
  Parchment (one sheet) 
  1 sp 
  — 
  Doka 
  1 gp 
  1 lb. 
   
  Perfume (vial) 
  5 gp 
  — 
  Ear trumpet 
  2 gp 
  1 lb. 
   
  Periscope 
  8 gp 
  1 lb. 
  Earplugs 
  1 sp 
  — 
   
  Pick, miner’s 
  2 gp 
  10 lb. 
  Falling sail 
  85 gp 
  15 lb. 
   
  Piton 
  5 cp 
  1/4 lb. 
  Filtered mask 
  8 gp 
  1 lb. 
   
  Pole (10-foot) 
  5 cp 
  7 lb. 
  Fire kit 
  4 cp 
  1 lb. 
   
  Pole, collapsible (10-foot) 
  5 gp 
  5 lb. 
  Fishing Tackle 
  1 gp 
  4 lb. 
   
  Raiment repair kit 
  2 gp 
  1 lb. 
  Glass breaker’s kit 
  15 gp 
  2 lb. 
   
  Rain catcher 
  1 gp 
  5 lb. 
  Goggles 
  2 gp 
  — 
   
  Ram, portable 
  4 gp 
  35 lb. 
   
  
   
   
  Bell. A bell is a metal cup, often with a handle or hook 
  opposite the open end. When struck, the bell makes a 
  resonating note. The typical configuration includes an 
  internal striker attached to the interior such that the 
  bell sounds whenever it is moved.  
  Bell Kit. A bell kit is a long, thin string to which is 
  attached a series of tiny bells and several delicate 
  tripods that hold the string about 6 inches off the 
  ground. Each bell kit is about 20 feet long. A single kit 
  can be strung across a hallway to provide a warning 
  system or a series of kits can encircle a campsite to add 
  a ring of security. Alternately, a bell kit can be strung 
  over a pile of equipment to warn of tampering. Ideally, 
  the kit is hidden among foliage or otherwise disguised. 
  It takes one minute to put a bell kit in place. The 
  resulting trap is triggered when someone crosses the 
  line or interacts with something the bell kit covers, 
  causing the bells to ring gently. The ringing can be 
  easily heard up to 30 feet away. An intelligent creature 
  may spot the trap with a Wisdom (Perception) check, 
  the DC of which is 10, or 12 if the line is somehow 
  concealed or camouflaged. Success allows the line to 
  be easily bypassed. 
  Blanket. A heavy blanket, usually made of wool, often 
  added to a bedroll when sleeping in chilly outdoor 
  climates. 
  Block and Tackle. 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. A book might contain poetry, historical 
  accounts, information pertaining to a philosophy, 
  diagrams and notes on tinkerer’s contraptions, or just 
  about anything else that can be represented using text 
  or pictures. Books can also be blank, for writing in. 
  Books purchased in this form may be entertaining or 
  informational but apply no game mechanics to benefit 
  the reader. The paper is of insufficient quality for the 
  book to be used as a spellbook. 
  GENERAL ITEMS, PART 2 
  Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Rations (1 day) 
  5 sp 
  [1 lb.] 
   
  Sprayer 
  6 gp 
  3 lb. 
  Rations, compact (1 day) 
  2 gp 
  1/2 lb. 
   
  Spyglass 
  1,000 gp 
  1 lb. 
  Robes 
  1 gp 
  4 lb. 
   
  Spyglass, compact 
  600 gp 
  1/2 lb. 
  Robes, fine or silk 
  50 gp 
  3 lb. 
   
  Stretcher, folding 
  6 gp 
  5 lb. 
  Rope, hempen (50 feet) 
  1 gp 
  10 lb. 
   
  String or twine (50 feet) 
  1 sp 
  1 lb. 
  Rope ladder, hempen (50 feet) 
  3 gp 
  24 lb. 
   
  Swim bladders 
  3 gp 
  1 lb. 
  Rope ladder, silk (50 feet) 
  26 gp 
  12 lb. 
   
  Tate 
  35 gp 
  35 lb. 
  Rope, silk (50 feet) 
  10 gp 
  5 lb. 
   
  Tent 
   
   
  Saw 
  3 gp 
  5 lb. 
   
     Pavilion 
  30 gp 
  350 lb. 
  Sheath, concealed 
  4 gp 
  — 
   
     Six-person 
  5 gp 
  100 lb. 
  Sheath, false bottom 
  12 gp 
  — 
   
     Two-person 
  2 gp 
  20 lb. 
  Sheath, poison 
  10 gp 
  — 
   
  Tinderbox 
  5 sp 
  1 lb. 
  Shikaro 
  6 gp 
  1 lb. 
   
  Torch 
  1 cp 
  1 lb. 
  Shovel 
  2 gp 
  5 lb. 
   
  Torch, signal 
  1 sp 
  1 lb. 
  Signet ring 
  5 gp 
  — 
   
  Water clock 
  1,000 gp 
  100 lb. 
  Slate board 
  5 cp 
  — 
   
  Water shoes 
  4 gp 
  4 lb. 
  Snorkel 
  5 cp 
  1 lb. 
   
  Weaponblack 
  1 gp 
  — 
  Snow shoes or skis 
  2 gp 
  4 lb. 
   
  Whetstone 
  1 cp 
  1 lb. 
  Soap 
  2 cp 
  — 
   
  Whistle, animal 
  2 gp 
  — 
  Scale, merchant’s 
  5 gp 
  3 lb. 
   
  Whistle, signal 
  5 cp 
  — 
  Sealing wax 
  5 cp 
  — 
   
  Winch 
  7 gp 
  5 lb. 
  Spikes, iron (10) 
  1 gp 
  5 lb. 
   
   
   
   
   
   
  
   
   
  Book, Code. This book contains a code necessary for 
  decoding certain messages. Such books are created or 
  purchased in pairs for use in covert affairs. A letter can 
  be encoded using the code key in one of the pair of books 
  and decoded elsewhere using the other. Often such 
  books are disguised as books of another sort, their code 
  keys hidden among otherwise-innocuous text. 
  Book, Lore. A book of lore contains a wealth of 
  information upon a specific, useful subject, helpfully 
  indexed and often illustrated as well.  
  A lore book is created in one of several forms: 
  arcana, history, nature, or religion. Alternately, a lore 
  book may pertain to a specific craft or trade. If you 
  spend 1 minute consulting a relevant lore book, you 
  have advantage on any Intelligence check to recall lore 
  of that type, made at the end of the consultation. The 
  book does not apply its benefit if the DC for the check 
  is higher than 15; higher DCs indicate information that 
  is too rare or esoteric to be 
  found in a reference book. 
  Caltrops (Bag of 20). These 
  large metal jacks have sharpened 
  points designed to harm anyone 
  that steps on them. When 
  scattered over the ground, they 
  create a significant hazard. 
  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. 
  Caltrops (Box of 200). This wooden box has a hatch 
  on one end and a complex internal mechanism. 
  The contraption has two functions. Caltrops can be 
  distributed from it manually; each action used to pour 
  the sharpened jacks can cover a square area that is 5 
  feet on a side. The box holds enough caltrops to cover 
  10 such areas. Alternately, the contraption can be 
  placed on the ground, pointed a specific direction, and 
  deployed using a plunger. This requires a single action. 
  Activation by the plunger flings open the spring-
  loaded contraption, spraying caltrops to land in a 
  square area adjacent to the box, 15 feet on each side. 
  Any creature that enters an area affected by caltrops 
  must succeed on a DC 15 Dexterity saving throw or 
  stop moving this turn and take 1 piercing damage. 
  Taking this damage reduces the creature’s walking 
  speed by 10 feet until the creature regains at least 1 
  hit point. A creature moving through the area at half 
  speed doesn’t need to make the save. 
  Candle. A wax taper with a wick that provides a small 
  amount of light when lit. 
  For 1 hour, a lit candle sheds bright light in a 5-foot 
  radius and dim light for an additional 5 feet. 
  Chain (10 feet). A chain is a length of interconnected 
  metal rings or ovals. It serves many of the same 
  functions as a rope but is much more durable. 
  A chain has 10 hit points. It can be burst with a 
  successful DC 20 Strength check. 
  Chalk (1 Piece). Chalk is a soft, porous rock, typically 
  sold in the form of 3-inch rods. It readily marks rough 
  surfaces with crumbly residue, 
  leaving distinct lines. Chalk is 
  normally white, but it can be 
  purchased in other forms, its 
  porous material infused with dye 
  to allow for writing in specific 
  colors. 
  Climber’s Kit. A climber’s kit 
  comes in a satchel that 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, Camouflage. Camouflage is the practice of 
  manipulating the visual cues that allow the eye to 
  perceive variations in the environment. These variations 
  are the ones that signal the presence of something out-
  of-place. Discordant colors and shapes particularly 
  draw the eye; camouflage seeks to mute these effects to 
  maintain concealment. Camouflage clothing is designed 
  to avoid detection, but it applies only in environments 
  the clothing is patterned for. For example, forest-colored 
  camouflage clothing has no benefit in snowy or desert 
  environments. 
  These camouflage rules apply generally to various 
  camouflage methods. When you would suffer 
  disadvantage on a Dexterity (Stealth) check because 
  
   
   
  your appearance starkly contrasts your 
  background, such as while hiding in a 
  snowy field, the use of camouflage can 
  negate this disadvantage. Likewise, if 
  another creature attempts a Wisdom 
  (Perception) check that would gain 
  advantage for the same reason, the 
  advantage is negated by your 
  camouflage. 
  Effective camouflage operates to 
  prevent game mechanics from 
  penalizing someone or something for a 
  failure to blend in. It is not intended to 
  provide additional benefits to a hiding 
  person for comparisons of Stealth vs. 
  Perception, just negate penalties (and 
  only penalties related to discordant 
  background conditions). The exact application of this 
  effect is left to the Dungeon Master’s discretion, 
  particularly the question of whether the camouflage 
  sufficiently matches the environment and covers 
  enough of the hiding character to be effective. 
  Clothes, Cold Weather. These clothes provide 
  protection from harsh winter weather and cold 
  environments. The wearer can typically operate 
  unhindered in cold climes for longer and with less 
  environmental detriments than someone could while 
  wearing lighter clothing. 
  These clothes provide the benefits of cold weather 
  gear, as mentioned on page 110 of the Dungeon 
  Master’s Guide. Other benefits of cold weather clothes 
  are left to the Dungeon Master’s 
  discretion. 
  Clothes, Common. A set of common 
  clothes includes simple garments like a 
  tunic or shift, trousers, leggings, a cloak, 
  a belt, simple shoes or boots, and various 
  accessories. Common clothes have no 
  fancy stitching or ornamentation. 
  Clothes, Costume. A costume is a 
  flamboyant set of clothes, typically used 
  in acting productions to portray certain 
  characters. Simple costumes can be 
  interchangeable for various roles, but 
  some costumes are so specific to a 
  character that they cannot be used for 
  any other role. If the role of the costume 
  suits, it can also serve as a disguise when 
  impersonating someone of a specific 
  position like a member of the city watch. 
  Clothes, Disguise. This set of loose 
  clothing is made to be worn over other 
  clothes as a generic disguise. It usually 
  includes clothing that conceals the 
  wearer’s features, like a low-brimmed 
  hat or a hood. A disguise is typically 
  reversible, with one side mimicking the 
  clothing of a beggar and the other 
  appearing to be the clothes of a person 
  from a middling social class, like a 
  modest merchant. 
  To help in evading pursuers, the 
  disguise can be torn away with a single 
  action and either stowed in a pack or 
  abandoned somewhere out of sight. 
  Clothes, Fine. This set of clothing is crafted with 
  exceptional quality and is probably well-tailored. Fine 
  clothes can be simple and elegant or flashy and 
  ornamental. Fine clothes are the type typically worn by 
  the wealthy class: nobles, prosperous merchants, and 
  important clergy. 
  Clothes, Peasant. These garments might once have 
  been common clothes, but they are now old, threadbare, 
  and out of style. Alternately, peasant clothes can be 
  newly made of poor materials using crude techniques. 
  Whatever their makeup, peasant clothes mark the 
  wearer as a person of little means. 
  Clothes, Traveler’s. Traveler’s clothes are like 
  common clothes but made for traveling; cloaks are 
  warmer and hooded, boots are higher and 
  water-resistant, and mittens or gloves 
  are included.  
  Coin Grinder. This small metal 
  cylinder is divided in half; its two ends 
  can be twisted in opposite directions. The 
  device can be opened to insert up to ten 
  coins which, when the device is used, are 
  reduced to shavings or dust. 
  It takes 1 minute to reduce the 
  contained coin or coins to shavings, and 
  one further minute to reduce them to 
  dust or powder. The resulting particles 
  are suitable for a variety of magical 
  components. For example, the creation 
  of a dose of holy water requires 25 gp 
  worth of silver powder. With 250 silver 
  
   
   
  coins and a coin grinder, you could generate suitable 
  components in under half an hour. 
  Cord, Weapon. A weapon cord is a sturdy twine cord 
  or leather thong tied securely to the handle of a weapon. 
  The cord is looped at the other end, such that it can 
  be secured to your wrist using an action, provided 
  your other hand is free to secure it. Once secured, the 
  weapon cannot be disarmed by normal means. If you 
  drop the weapon, it hangs from your wrist and can be 
  re-gripped on your turn, requiring no effort or action 
  to do so. To put the weapon away, you must use a free 
  hand to remove the loop from your wrist as an action. 
  Crampons. These spiked metal frames are designed 
  to be worn over the soles of shoes, one on each foot. 
  They help the wearer navigate icy terrain without 
  slipping. The toes of the crampons include longer spikes 
  that can dig into ice walls to aid in climbing. 
  Crampons give you advantage on saving throws and 
  ability checks to prevent falling on ice. They also allow 
  you to climb icy terrain features without applying 
  penalties from the slipperiness of the surface; treat 
  this Strength (Athletics) check as an attempt to climb a 
  normal, non-icy surface. 
  Crowbar. A crowbar is a short, sturdy bar with a flat 
  wedge at each end. It is used to apply leverage 
  when trying to pry things open. 
  Using a crowbar grants advantage 
  to Strength checks where the 
  crowbar’s leverage can be applied. 
  Diver’s Kit. This kit contains 
  rubber diving flippers that 
  attach to the feet, a glass-
  faced rubber diving mask, a 
  snorkel, a short knife, and 
  a diver’s can. 
  A diver’s can is a metal 
  tube about one foot long 
  with an air-tight 
  breathing nozzle and an 
  internal plunger. The 
  device holds enough 
  compressed air to 
  provide a single lungful 
  of air. When holding 
  your breath, at any point 
  prior to suffocation, you 
  can use an action to 
  manipulate the plunger 
  and inhale the contained air. This allows you to begin 
  holding your breath again for another number of 
  minutes equal to 1 + your Constitution modifier 
  (minimum of 30 seconds). 
  The diving flippers each require one action to apply 
  to or remove from the feet. They allow you to move 
  more quickly in water than an unaided swimmer; 
  every 2 feet of movement in water requires only 1 
  extra foot of movement. 
  Doka. These items come in various forms, from small 
  tin pots (often called “hand lamps”) to the traditional 
  bamboo tube, sealed at each end. 
  A doka holds live coals, keeping them viable for up 
  to an hour. The device is used for lighting fuses or 
  candles. It can also provide heat to warm the hands or 
  body in inclement weather. During the hour that the 
  coals remain live, you gain the benefits of wearing cold 
  weather gear for the purpose of resisting extreme 
  cold. (See the Dungeon Master’s Guide.) The device is 
  particularly used to warm the hands prior to 
  performing manual dexterity tasks (like lock-picking) 
  to prevent coldness from inhibiting the action. 
  Ear Trumpet. This funnel-shaped device has a small 
  end that fits into the ear and a larger, hollow end to 
  press against a door or wall. 
  By putting one end in your ear and touching the 
  other to a door or wall you get advantage 
  to any Wisdom (Perception) checks to 
  hear things on the other side, so 
  long as the sources of those 
  sounds are within 15 feet 
  of the door or wall. 
  Earplugs. Earplugs do 
  not completely block sound, 
  but they can be useful when 
  attempting to sleep in the 
  presence of disruptive 
  noises. They are also used to 
  resist certain sorts of magical 
  attacks.  
  You can use an action to 
  insert earplugs into your ears, or 
  to remove them. While worn, you 
  have the deafened condition, even 
  though sounds are not perfectly 
  disrupted. You have advantage on any 
  saving throw to resist attacks 
  that require you to hear 
  
   
   
  them. This includes any charm 
  spells that require you to speak 
  the same language as the caster. 
  Falling Sail. A falling sail 
  consists of a body harness and 
  large backpack containing 
  various components to slow a fall. 
  A silk dome-shaped sail deploys 
  from the pack, remaining 
  attached to the wearer by a series of high-strength 
  cords. The sail fills with air and creates drag, allowing 
  the wearer to fall through the air at a safe speed.  
  A falling sail is activated with an action when you 
  are falling. The rush of air through the contraption is 
  necessary for it to deploy; you cannot activate a falling 
  sail prior to falling from a great height. A falling sail 
  deploys at the start of your next turn (after you have 
  already free-fallen 500 feet). The deployed device 
  reduces your falling speed to 100 feet per round. You 
  suffer only 1d6 falling damage upon landing. It takes 
  two actions to extricate yourself from the harness, 
  cords, and canopy after landing. A falling sail may be 
  reused after taking 1 hour to carefully repack it. 
  Filtered Mask. This layered mask covers the nose and 
  mouth, providing protection against foul air. 
  While wearing the device, you have advantage on 
  Constitution saves to resist inhaled poisons, dust of 
  sneezing and choking, and similarly harmful particles 
  in the air. 
  Fire Kit. This primitive fire-starting kit includes 
  tinder, a wooden block, and a grinding peg. A small bow 
  is used to rapidly turn the grinding peg against the 
  wooden block until the friction creates enough heat to 
  ignite the tinder placed at its base. 
  It takes 1 minute to light a fire 
  with this kit, even if lighting 
  abundant, exposed fuel. 
  Fishing Tackle. This includes a 
  wooden fishing rod, silken line, 
  corkwood bobbers, steel fishhooks, 
  lead line-sinkers, intricate flies 
  and lures, and small net traps. 
  Glass Breaker’s Kit. A glass 
  breaker’s kit is used to bypass 
  glass barriers like windows. It 
  includes tarpaper, a glass-cutting 
  tool, and a rubber suction device 
  to quietly remove an incised piece 
  of glass.  
  It takes 1 minute using a glass 
  cutter to cut and remove a circle 
  of glass large enough to reach an 
  arm through. It takes 6 minutes 
  to create a hole large enough to 
  crawl through. (The glass cutter 
  cannot cut glass more than 1/2 
  inch thick.) Another tool in the kit, tarpaper, is a roll of 
  cloth that is sticky on one side and used to get through 
  glass quickly and safely. It is a less subtle tool than the 
  glass cutter. It takes one minute to apply tarpaper to 
  an area up to the size of a Large window. Thereafter, if 
  the glass is shattered, the shards cling to the tarpaper 
  keeping them from flying about and being a danger to 
  nearby persons. 
  Goggles. Goggles come in multiple types, and for 
  various purposes. They are typically employed for 
  blocking wind from entering the wearer’s eyes. Goggles 
  can also be made to negate the glare of sunlight, either 
  using lenses of smoked glass or vertical slits that cover 
  the eyes and block out excess light. 
  Goggles remove disadvantage to Wisdom 
  (Perception) checks related to sight if it was imposed 
  by blowing winds or by bright light. This also helps 
  characters with the Sunlight Sensitivity racial trait, 
  negating the disadvantage as it applies to Wisdom 
  (Perception) checks, but not the penalty to attack rolls. 
  Grappling Hook. This device has four opposite, 
  hooked prongs at the end of a short metal rod. At the 
  other end of the rod is a loop large enough to tie a rope 
  to. A grappling hook, when properly thrown, carries a 
  rope to the top of a wall or other 
  obstacle. It clings fast to the edge 
  of the impediment, allowing a 
  climber to navigate the obstacle.  
  Securing a grappling hook 
  requires an action and a Dexterity 
  (Athletics) check against a DC of 
  5, + 2 for every 10 feet of distance 
  the hook is thrown. (This is a non-
  standard pairing of an ability and 
  a skill.) The maximum height the 
  hook can be thrown is 20 feet, + 2 
  feet per point of your Strength 
  score. (If using a lighter rope, like 
  silk, the maximum height is 30 
  
   
   
  feet, plus 3 additional feet per point of Strength.) 
  Failing the check by 5 or more means the hook fails to 
  catch and falls back immediately. Failure by 4 or more 
  means that the hook holds initially but comes loose 
  after 1d4 rounds of supporting weight. The DM should 
  roll your Dexterity (Athletics) check in secret so you 
  do not know if the hook is secure or not; a wise 
  climber, one who has enough time for caution, will test 
  the rope for a bit to make sure the hook is secure. 
  A caught grappling hook can be dislodged from 
  below by flicking the rope. Each attempt requires an 
  action and the same check that would be needed to 
  catch the hook at that height. Success indicates that 
  the grappling hook dislodges and falls. 
  Grooming Kit. This small tin contains combs in 
  various sizes, grooming wax, soaps, and various other 
  tools for maintaining personal cleanliness and 
  grooming. 
  Hacksaw. This small saw is designed to cut through 
  metal, particularly metal bars. 
  This saw ignores the hardness of most objects its 
  saws through. The saw progresses at a rate of 1 hp per 
  round of sawing. 
  Hammer. This mallet has a broad head, more 
  suitable for utility than war. 
  Hammer, Muffled. The head of this hammer is 
  covered by layers of hardened leather or rubberized 
  cloth. 
  The sound produced by using this tool carries only 
  half the distance as a normal hammer. 
  Hammer, Sledge. This heavy hammer is used for 
  demolition rather than construction, particularly for 
  breaking down walls, doors, and other building 
  materials softer than stone. A sledge can also break 
  apart rocks. 
  Harness. A series of straps that surround the 
  wearer with various rings and loops suitable for 
  attaching tools and rope. A creature of Medium or 
  Small size can be suspended securely by a harness 
  and hauled up a cliff by compatriots or 
  lowered into a well.  
  With a bit of adjustment, a harness 
  could instead be attached securely around 
  an inanimate object of about the size of a 
  Small or Medium creature. A harness of this 
  type is included in a climber’s kit, but it can be 
  purchased separately. 
  Hourglass. An hourglass consists of a wooden frame 
  around two vertically aligned glass bulbs containing 
  sand. The bulbs are connected by a glass tube that 
  restricts the flow of sand such that it takes one hour for 
  it to pass entirely from one bulb to the other. Marks 
  along the bulb measure the height of the sand at various 
  points, delineating when 1 minute, 10 minutes, and 30 
  minutes have passed since the glass was turned. 
  Hunting Trap. When you set it, this trap forms a saw-
  toothed steel maw that snaps shut when a creature 
  steps on a pressure plate in the center. 
  Setting a trap requires an action. The trap can be 
  affixed by its 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 with 
  hands or similar appendages 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. Ink is a thin liquid that 
  contains dyes. It is used in 
  combination with an ink 
  pen to write on paper, 
  
   
   
  parchment, or similar materials. Ink is available in a 
  variety of colors, but dark gray or light black is the most 
  common. 
  Ink, Invisible. This ink is visible only for a minute or 
  so when applied. Thereafter, it becomes invisible, 
  leaving no visual or tactile trace of itself. The ink can 
  later be revealed by a method that varies depending on 
  its type. This might be the application of heat, as in 
  holding the paper near a candle, or the application of a 
  chemical wash. 
  Ink Pen. An ink pen is a stylus with a sharp tip. It is 
  used to create fine lines and writing with ink of any sort. 
  Lamp. A lamp is a container that holds oil with a 
  small, exposed wick that is lit like a candle. The simplest 
  versions appear no more complex than a clay bowl with 
  a wick clamped to the lip. More complex lamps have 
  multiple chambers to channel air, to fuel the wick, and 
  to discharge smoke and heat.  
  A lamp casts bright light in a 15-
  foot radius and dim light for an 
  additional 15 feet. Once lit, it burns 
  for 12 hours on a flask (1 pint) of oil. 
  A strong wind (at least 10 mph) will 
  extinguish the flame. 
  Lantern, Bullseye. This lantern 
  takes the form of a lamp, but with a 
  protective enclosure and glass panels 
  that protect the flame and magnify 
  the light emitted. A set of internal 
  mirrors focuses the light in one 
  direction. 
  A bullseye lantern casts bright light in a 60-foot cone 
  and dim light for an additional 60 feet. Once lit, it 
  burns for 6 hours on a flask (1 pint) of oil. 
  Lantern, Candle. This small lantern holds a candle 
  within an enclosure of glass panels that protect the 
  flame and magnify the light. A set of internal mirrors 
  focuses the light in one direction. 
  A candle lantern casts bright light in a 10-foot cone 
  and dim light for an additional 10 feet. A candle placed 
  within the mirrored holder, while lit, burns for 1 hour.  
  Lantern, Hooded. A lantern takes the form of a lamp, 
  but with a glass enclosure to protect the flame. This 
  lantern has a shuttering system that covers the glass 
  panels to temporarily block the light. 
  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 raise or lower the hood. Lowered, the 
  lantern gives only dim light in a 5-foot radius. 
  Lantern, Lighting Rig. A lighting rig is a very large 
  lantern, too heavy to carry affectively in one hand for 
  any length of time. These devices are often hung from 
  wagons, ships, and lamp poles in villages. This version 
  has three collapsible legs that, when expanded, stabilize 
  the lighting rig and hold it several feet off the ground. 
  It takes an action to set up the tripod legs or to break 
  them down. A lighting rig casts bright light in a 60-foot 
  radius and dim light for an additional 60 feet. A 
  lighting rig can hold up to 4 pints of oil at a time. Once 
  lit, it burns for 2 hours per pint of oil. 
  Lodestone. This oblong magnetite is a naturally 
  magnetized stone, typically tied to a string. When hung 
  suspended in the air, the lodestone turns to align with 
  the planet’s magnetic poles. 
  Due to inconsistencies in natural 
  magnetization, a lodestone is not 
  infallible. But it does give you 
  advantage on any Wisdom (Survival) 
  check to determine which direction is 
  north. 
  Lock. This device comes in padlock 
  form or is built into a door, case, or 
  similar closure. 
  A key is provided with the lock. 
  Without the key, a creature can pick 
  this lock with a successful DC 15 
  Dexterity check using thieves’ tools. 
  Lock, Fine. This device comes in 
  padlock form or is built into a door, case, or similar 
  closure. It is a higher-quality version of a normal lock. 
  Two keys are provided with the lock. Without the 
  key, a creature can pick this lock with a successful DC 
  20 Dexterity check using thieves’ tools. A fine lock has 
  twice the hit points of a normal lock. 
  Magnifying Glass. 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, some tinder to burn, and 
  about 5 minutes for the fire to ignite. A magnifying 
  glass grants advantage on any ability check made to 
  appraise or inspect a small or highly detailed item. 
  Manacles. Two metal shackles that hold the wrists 
  together, typically behind the back, to prevent the free 
  use of the bound subject’s hands. 
  
   
   
  These restraints can bind the hands of a Small or 
  Medium humanoid. 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 a key, a 
  creature can pick the manacles’ lock with a successful 
  DC 15 Dexterity check using thieves’ tools. Manacles 
  have 15 hit points. A double set of manacles includes 
  shackles for the ankles, reducing the wearer’s 
  movement speed to 5. The wrist shackles and ankle 
  shackles are typically connected by a common chain. 
  Double sets double the listed cost and weight. 
  Manacles, Fine. These shackles are a sturdier, better-
  crafted version of normal manacles. 
  These restraints can bind a Small or Medium 
  humanoid. Escaping fine manacles requires a 
  successful DC 20 Dexterity check. Breaking them 
  requires a successful DC 25 Strength check. Each set of 
  fine manacles comes with two keys. Without a key, a 
  creature can pick the manacles’ lock with a successful 
  DC 20 Dexterity check using thieves’ tools. Fine 
  manacles have 30 hit points. A double set of fine 
  manacles includes shackles for the ankles, reducing 
  the wearer’s movement speed to 5. The wrist shackles 
  and ankle shackles are typically connected by a 
  common chain. Double sets double the listed cost and 
  weight. 
  Mantlet. A mantlet is a rolling piece of cover about 
  the height of a Medium sized humanoid. It is designed to 
  protect approaching troops from the missile fire of 
  entrenched enemies. This “adventurer’s version” consists 
  of two vertical shield planes attached with tied joints or 
  hinges. The mantlet has small wheels at the bottom to 
  help move it forward in its deployed form or pull it 
  behind you in its folded form. When deployed, the two 
  planes of the mantlet stand perpendicular to one 
  another, forming an “L” shape. 
  Deploying a folded mantlet (or folding a deployed 
  mantlet) requires two actions. Shifting a deployed 
  mantlet costs 1 extra foot of movement per foot 
  moved and counts as an interaction with the 
  environment. While behind a mantlet, you can claim 
  three-quarters cover. The cover only applies to attacks 
  coming from the other side of the device. 
  When using a battle mat, mark two contiguous sides 
  of the square you are in, forming a right angle. When 
  attacked, choose any corner of your square except the 
  corner where the two planes meet, or a corner that is 
  shared with your attacker’s square. Draw a straight 
  line from that corner to any corner of the attacker’s 
  square, except a corner that is shared with your 
  square. If that line passes through either of the marked 
  mantlet lines, or it touches a corner of one (not 
  counting the corner from which this line originates), 
  the mantlet provides you with cover. 
  Map, Area. An area map usually applies to a region, 
  like a small kingdom or a large barony. It might also 
  apply to a similarly sized geographical area, like an 
  island or a forest. 
  In addition to naming various points of interest, an 
  area map gives you advantage on any Wisdom 
  (Survival) checks to accurately navigate the area and 
  avoid getting lost within it. 
  Mess Kit. A collection of cookware and eating utensils 
  suitable for camping or eating with on the trail. These 
  are usually packaged within a portable, lightweight 
  container. 
  Mirror, Steel. This small, glass plate is backed with 
  polished steel. Its surface is highly reflective, with little 
  distortion. 
  Nekode. This banded glove has short, firm spikes that 
  protrude from the palm to assist climbing. 
  If worn in a pair, you have advantage on Strength 
  (Athletics) checks to climb trees. A nekode takes one 
  action to put on or remove. It can be used as a light 
  improvised weapon, inflicting 1d2 piercing damage. 
  Oil (Flask or Cask). Oil is a viscous, flammable liquid 
  used to fuel lamps. It typically comes in a clay flask that 
  holds 1 pint or a cask that holds 80 pints. 
  As an action, you can splash oil from a 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 (1 minute after application), 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. 
  Alternately, you can unstop a cask of oil, causing oil to 
  flow out onto the ground and, within two rounds, 
  cover an area with a 20-foot radius around the cask. 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. 
  
   
   
  Oil Can (Pump). This metal contraption includes a 
  squeezable handle or plunger, a pumping tank, and a 
  long, thin applicator. Pumping the device forces a 
  measure of oil out of the applicator, typically to oil axles 
  or similar devices. The primary use by adventurers is to 
  silence the hinges of noisy doors. 
  An oil can will hold up to 1 pint of oil. 
  Paper. Paper is a very thin, flat sheet or roll of 
  processed wood pulp, often dyed white, used for writing 
  on. Paper is thinner than parchment. 
  Parchment. Parchment is a thin, flat sheet or roll of 
  animal skin, scraped and dried under tension, suitable 
  for writing on. 
  Perfume. This combination of oils is formulated for 
  its fragrant properties. 
  Applying one-twentieth of the vial to a creature or 
  object causes a pleasant scent to emanate from the 
  affected area for 3 hours. Applying double that 
  quantity makes the scent last for 4 hours, but the 
  strength of the scent can become overpowering for 
  some. Perfumes can be purchased in a variety of 
  different scents. 
  Periscope. This tube is bent at right angles at each 
  end, the ends pointing in opposite directions. A set of 
  mirrors inside the bends allow the user to look in one 
  end and see out the other. 
  A periscope allows you to see around corners or 
  obstacles without exposing yourself to danger 
  (maintaining total cover). The internal mirrors might 
  also protect you from monsters’ gaze attacks. 
  Pick, Miner’s. This miner’s tool is good for breaking 
  stone and hard-packed dirt. 
  Piton. Pitons are spikes with eyelets at the butt. They 
  are hammered into cracks in walls, natural or 
  otherwise, to create secure handholds or attach 
  climbing ropes to. 
  Pole. This 10-foot pole is used to check passage walls, 
  ceilings, and floors for traps. Wary adventurers will tap 
  these surfaces as they progress to find hollow areas or 
  hidden pressure plates. 
  Pole, Collapsible. This hollow steel pole is segmented 
  along its 10-foot length. 
  As an action, the pole can be broken down into a 
  more portable form, about 2 feet long. Another action 
  is required to extend the pole to its original length and 
  lock its segments into place. 
  Raiment Repair Kit. This pouch contains sewing 
  needles, patches, scissors, and a variety of different 
  threads. It is used to repair rips in cloth or leather 
  clothes, or other items made of such materials, such as 
  backpacks or boots. 
  Rain Catcher. A leather tarp that forms a basin when 
  stretched over its collapsible wooden frame. This simple 
  device is designed to catch and hold rainwater. It has a 
  plugged funnel at the bottom for filling waterskins and 
  other containers. 
  
   
   
  The device can catch 2 gallons of drinking water per 
  inch of rainfall. The basin holds up to 8 gallons. 
  Ram, Portable. A portable ram is a weighty wooden 
  log with a metal prow and with handles on both sides. 
  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. Sometimes called “iron rations,” these 
  consist of dry foods suitable for extended travel, 
  including jerky, dried fruit, hardtack, nuts, or other 
  items, depending on what is available or common where 
  these meals are prepared and packaged. 
  System Change: The weight of a day’s rations is 
  changed to just 1 lb. The weight entry of “2” in the 
  Player’s Handbook’s Adventuring Gear table seems to 
  be a type; that higher weight is contrary to the rules in 
  other parts of the Player’s Handbook and in the 
  Dungeon Master’s Guide. Additionally, it deviates from 
  the otherwise-identical weight and cost that rations 
  had in all prior editions of DUNGEONS & DRAGONS. 
  Rations, Compact. These expensive rations are much 
  like normal iron rations except that they are made with 
  the lightest, most compact foodstuffs to reduce 
  encumbrance. 
  Each compact ration counts as 1 pound of food, 
  despite weighing less than a full pound. 
  Robes. A loose-fitting sleeved garment that can be 
  worn over other clothes or worn by itself. Robes can be 
  decorative, religious (as vestments), or protective (as a 
  smock). Artists sometimes wear robes to protect their 
  clothing from materials like paint. 
  A robe can be worn over any other set of clothes, 
  except for cold weather clothes or a disguise, both of 
  which are too bulky. 
  Robes, Fine or Silk. This robe is made of expensive 
  material. It is typically worn for ceremonial purposes or 
  as a sign of power or affluence. 
  Rope (any). A rope is a twisted braid of strands. 
  These are typically from a fibrous plant like hemp, or 
  some non-plant alternative source, like silk. 
  PROBLEMS WITH STANDARD STARVATION RULES 
  Although the Player’s Handbook and Dungeon Master’s Guide insist that a whole pound of food is necessary each 
  day, the applied mechanics in the standard rules belie this notion. No starvation penalties apply until several days 
  pass without food. The exact number of days is 3 + the character’s Constitution modifier, to a minimum of 1. At the 
  end of the day following that period, one level of exhaustion is applied, the first penalty for going without food. 
  Because a level of exhaustion is removed during a long rest, if “some food” is consumed, an adventurer only 
  needs to eat when this threshold is reached. The average human (Constitution 10) can therefore operate at peak 
  efficiency by consuming a small amount of food (less than the one pound “suggestion”) every 4 days. 
  If starvation is a serious, important part of your game, consider the following variant rule. If starvation is not a 
  real danger you employ for serious, dramatic purposes, skip this rule (and maybe don’t track rations at all). 
  VARIANT: STRICTER STARVATION 
  This optional rule only matters if starvation is a serious obstacle in your campaign or if a segment of the adventure 
  requires the characters to suddenly start tracking their consumption. For example, the campaign takes place on a 
  barren world where hunting for food is impossible, or a part of an adventure has the characters drifting off course 
  in a storm then going for weeks with no land in sight. 
  Under this system, two changes are implemented. 
   
  ❖
  First, a normal day of eating does not reset a starving character’s count of “days without food” to 0. Instead, a 
  starving character reduces the count by 2 days for each day of eating normally (consuming 1 pound of food). 
  Additional food in a day is hard to process and does not reduce the count any faster. 
   
  ❖
  Second, at any time the character’s count of full days without food is above 0, a level of exhaustion applies that 
  is additional to any other exhaustion derived from starvation. This “hungry” exhaustion level is automatically 
  removed if the character’s count of days without food is reduced to 0. It cannot otherwise be removed. 
  
   
   
  Rope, whether made of hemp or silk, has 2 hit points 
  and can be burst with a DC 17 Strength check. 
  The effectiveness of placing a knot in a rope is 
  determined with a Dexterity check, the result of which 
  becomes the DC to untie the knot using another 
  Dexterity check. (Alternately, a knot can be tied 
  simply, requiring no check to untie it.) Tying or 
  untying each knot requires an action. 
  System Change: A rope can be knotted at one-foot 
  intervals for easier climbing. This reduces the rope’s 
  length by one-fifth and affords climbers advantage on 
  Strength (Athletics) checks to climb it. Knotting or 
  unknotting a 50-foot length of rope requires 1 minute. 
  This function first appeared in a previous edition of 
  the game. It returned to the fifth edition in the text of 
  the magical rope of climbing but was left out of the 
  normal rope rules in the Player’s Handbook! 
  Rope Ladder (any). A rope ladder consists of two 
  parallel ropes connected by a series of short rungs, 
  giving it the overall appearance and functionality of a 
  ladder. At least half of the rungs are rigid wood or 
  metal, holding the two ropes apart at a set distance. 
  A rope ladder can be ascended or descended at the 
  same speed as someone climbing a rope, except that 
  no Strength (Athletics) checks are required. A rope 
  ladder has 4 hit points and can be burst with a DC 19 
  Strength check. 
  Saw. A hard-toothed blade with a handle designed for 
  cutting wood using a repetitive “sawing” motion. 
  A saw ignores the hardness of wood, cutting through 
  it at a rate of 3 hit points for each action that you take 
  to apply the saw. It has no effect on harder materials 
  like metal. 
  Scale, Merchant’s. This small device uses balancing 
  lead weights and the mechanical advantage of its lever 
  arm to precisely measure the weight of objects or 
  quantities of objects, up to 30 pounds. 
  Sealing Wax. This soft stick of wax melts at a low 
  temperature. Scribes use it for sealing scrolls and other 
  messages. Apothecaries use it to seal stoppers in flask 
  and vials. The applications are many and varied. 
  Sheath (any). A sheath is a leather, wood, or metal 
  covering for the blade of a weapon. It is designed to 
  allow the weapon to be stored and carried with ease 
  and safety. 
  All weapons suitable for sheathes come with normal 
  versions, included in their costs. Special sheaths 
  normally add nothing to the combined weight of the 
  weapon; they simply cost more based on their 
  additional functionality. Not all weapons are suitable 
  for sheathes; the Dungeon Master will determine 
  which weapons are appropriate to have them. 
  Sheath, Concealed. In a boot, up a sleeve, or within a 
  tunic, this sheath serves to conceal a small blade like a 
  dagger. 
  A weapon hidden in a concealed sheath will not be 
  automatically noticed. Someone examining you must 
  succeed at a DC 20 Wisdom (Perception) check to spot 
  the weapon. A person physically touching (searching) 
  the sheath’s wearer may substitute an Intelligence 
  (Investigation) check. Physically searching applies 
  advantage to the check. A concealed sheath holds a 
  bladed weapon no more than 1 pound in weight, like a 
  dagger, kukri, poison dagger, punch dagger, or stiletto. 
  Sheath, False Bottom. The bottom of this rigid, 
  extra-long sheath unscrews or otherwise comes apart to 
  reveal a segment of the sheath that is not taken up by 
  the contained blade. 
  This unused segment holds small objects or 
  materials up to 1/2 pound in weight. Alternately, a 
  false bottom can be crafted to contain a dagger, the 
  blade drawn out of the bottom of the sheath and the 
  removed portion of the sheath acting as the handle. 
  The alternate “dagger” version adds 1 pound to the 
  combined weight of the weapon and sheath. 
  Sheath, Poison. This sheath is carefully designed to 
  close over the shape of the contained weapon’s hilt, 
  forming a tight seal as the weapon is inserted. 
  If a dose of poison is applied to the weapon, and the 
  weapon returned to the poison sheath, the seal 
  prevents the poison from further drying out. Normal 
  poisons dry out after one minute (10 rounds) of 
  exposure to air. When tracking this time, only count 
  rounds that the weapon has not been in the poison 
  sheath for the whole round. (See the rules for injury 
  poisons, given later in this chapter.) 
  Each poison sheath is designed for use with a 
  specific weapon and crafted to match the unique 
  contours of the blade and hilt. Another weapon, even 
  of the exact same type, will not fit and seal perfectly 
  and so will not benefit from the poison sheath’s effects. 
  Shikaro. A hand-cranked drill with a triangular head 
  used to drill spy holes. The shape of the drill head means 
  that holes drilled are larger on the driller’s side but 
  leave only a tiny pinhole on the far side of the barrier. 
  
   
   
  This tool ignores the hardness of wood or material 
  of similar toughness. The shikaro requires 1 round of 
  drilling per hit point of the barrier drilled through, 
  though it does not actually remove hit points from the 
  object. When trying to make a spyhole subtly, you 
  make a Dexterity (Deception) check. (This is a non-
  standard pairing of an ability and a skill.) The check 
  result sets the DC for an Intelligence (Investigation) 
  check by anyone trying to find the spyhole. A person 
  on the pinhole side who looks for it makes this check 
  with disadvantage. 
  Shovel. A shovel is a medium-hafted tool with a 
  spade-shaped blade designed to dig in earth or other 
  soft material. 
  Slate Board. A board of thin stone backed with wood 
  for reinforcement. This board interacts well with chalk, 
  allowing the user to easily produce simple writing or 
  drawings and quickly wipe the board clean for reuse. 
  Signet Ring. A ring with a unique design used to 
  imprint sealing wax. A signet ring is a very personal 
  device. It is often used as a mark of authority, 
  particularly when given to others to hold on behalf of 
  the owner. 
  Snorkel. The user’s end of this curved breathing tube 
  has a comfortable mouthpiece that can be gripped in 
  the teeth. 
  This item allows you to breathe while submerged, so 
  long as the other end of the tube protrudes out of the 
  water. A rubberized cloth strap holds the snorkel tube 
  in place against your temple, pointing upward. 
  Snow Shoes or Skis. Snow shoes are pairs of circular 
  or oval frames containing sturdy netting. These attach 
  to the user’s boots, greatly enlarging the surface area of 
  the soles, allowing the user to walk unhindered on snow. 
  Skis are long thin planks, usually treated with wax or 
  metal skids, that allow the wearer to slide easily over 
  snow. 
  Wearing either of these devices allows you to ignore 
  the effect of difficult terrain that would be applied 
  because of deep snow. Wearing them in other terrain 
  types imposes difficult terrain rules. 
  Soap. Soap is a small brick of oily solid cleanser used 
  to remove dirt and grime. It can be used for other 
  purposes such as oiling hinges or greasing a slope. 
  Spikes, Iron. These metal spikes have a variety of 
  purposes, from doubling as extra tent stakes to nailing 
  parchment to a door. Iron spikes are most commonly 
  used to spike doors; when hammered into the gap 
  beneath a door, the resulting pressure and friction 
  prevent the door from opening except under great 
  pressure. 
  A spiked door can be forced open with a Strength 
  (Athletics) check against a DC of 15. 
  Sprayer. This device has a pneumatic hand pump 
  attached to a small drum. It is designed to spray liquids. 
  You can attack a target within 15 feet by spraying it 
  with the sprayer, which counts as an improvised 
  weapon. Because of the wide, predictable dispersion of 
  liquid, this attack roll has advantage. If it hits, the 
  target is affected by the liquid contained within as 
  though it had been splashed by a flask of the 
  substance. 
  Sprayers can project oil, holy water, unholy water, 
  defoliant, and many other liquids. They cannot use 
  corrosive or caustic substances like acid or alchemical 
  fire, as these will destroy the delicate internal 
  components. (Doses of contact poison are too small to 
  be used effectively on this scale.) A sprayer’s drum can 
  hold up to 4 pints (flasks) worth of liquid. Each attack 
  uses a single pint. 
  Spyglass. A cylindrical tube containing ground glass 
  lenses designed to allow the user to see objects at a 
  distance. 
  Objects viewed through a spyglass are magnified to 
  2 times their size. 
  Spyglass, Compact. This device is half the size and 
  length of a normal spyglass. 
  Objects viewed through a compact spyglass are 
  magnified to 1.5 times their size. 
  Stretcher, Folding. This stretcher breaks down into a 
  bundle about 2 feet long. 
  It takes 4 actions to assemble or break down the 
  folding stretcher. When carried between two people, 
  an assembled folding stretcher can support a weight of 
  up to 350 pounds, distributing the load evenly 
  between the two carriers. 
  String or Twine. String and twine are very thin 
  versions of rope. 
  String or twine has 1 hit point and can be burst with 
  a DC 8 Strength check. 
  Swim Bladders. This simple vest has four air-tight 
  bladders attached to it, two in front of the shoulders and 
  two behind. 
  While wearing swim bladders, you have advantage 
  on any swimming ability checks related to staying at 
  the surface of the water. Conversely, you have 
  
   
   
  disadvantage to such checks if purposefully trying to 
  dive or operate below the surface. If unconscious and 
  wearing swim bladders, you will float at the surface of 
  calm waters rather than sinking. These effects apply 
  only if you are Small or Medium sized. 
  Tate. A tate is a heavy, free-standing bulwark. It 
  consists of a flat wooden plane with a jointed leg 
  allowing it to be set in a fixed position with the 
  protective plane nearly vertical. A strap attached to the 
  tate allows it to be slung over the back for carrying 
  when it is not deployed. 
  Placing a tate (or picking it up from a placed 
  position) requires an action. Once placed, you can 
  claim half cover while behind it, or three-quarters 
  cover while prone behind it. 
  The cover from a tate only applies to attacks coming 
  from a cone-shaped region expanding in the direction 
  the device is placed to face. 
  When using a battle mat, mark one entire side of the 
  square you are in (corner to corner) when you place 
  the tate. If a straight line from either unmarked corner 
  of your square to any corner of the attacker’s square 
  touches a corner of the marked side or passes through 
  it, the tate provides you with cover. Alternately, you 
  can place the tate at an angle. Draw a diagonal line 
  through the square you are in (connecting opposite 
  corners), with a little arrow indicating which direction 
  the tate is facing (the side you are not on). If a straight 
  line from the unmarked corner of your square that is 
  behind the device to any corner of the attacker’s square 
  touches a corner of, or passes through, the marked 
  line, the tate provides you with cover.  
  Tent, Pavilion. A pavilion is a large, often circular 
  shelter with room enough to stand in. Hanging curtains 
  separate the interior into separate chambers, each large 
  enough for a bed or a table. A pavilion can sleep up to 
  30 people in cramped quarters but is typically used to 
  house a small group of important people. 
  This tent can be erected in 24 minutes by one 
  person, in 12 minutes by two people, or in 6 minutes 
  by three or more people. 
  Tent, Six-Person. A shelter like the two-person tent, 
  but this version sleeps six. 
  This tent can be erected in 8 minutes by one person, 
  in 4 minutes by two people, or in 2 minutes by three or 
  more people. 
  Tent, Two-Person. This canvas shelter is carried in a 
  compact form. It consists of a lightweight frame of 
  metal rods, several tent states, cords, and the tent itself. 
  This tent can be erected in 4 minutes by one person, 
  or in 2 minutes by two or more people. 
  Tinderbox. A small box filled with highly flammable 
  tinder, flint, and a steel striker. These tools are used to 
  quickly light fires, striking sparks off the flint to ignite 
  the tinder. 
  It takes 1 action to light something with a tinderbox. 
  Torch. A torch is a wooden rod with a mass of rags, 
  treated with tow or bitumen, wrapped around one end. 
  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. 
  Torch, Signal. Like a torch but crafted to burn with 
  distinctly colored light. 
  A signal torch burns for 1 hour, providing bright 
  light in a 15-foot radius and dim light for an additional 
  15 feet. The light burns as a specific color; this is useful 
  for signaling great distances, but the colored light is 
  not good for illumination. If you make a melee attack 
  with a burning signal torch and hit, it deals 1 fire 
  damage. 
  Water Clock. This device measures time by the flow of 
  water between a series of chambers that are connected 
  by small apertures. This large device produces very 
  precise time measurements. 
  Water Shoes. These circular flotation devices attach 
  to the wearer’s feet. 
  Using a pole for stability and propulsion, you can 
  “walk” across very calm water at a very slow speed. 
  Each foot of movement applied with water shoes costs 
  3 extra feet. If you fall prone or purposefully dive into 
  the water, you cannot regain your “standing” pose 
  unless next to shore, a boat, or some other fixture to 
  grab hold of. You have disadvantage on any Strength 
  checks to swim while the shoes are attached. It takes 
  one action to attach or remove each shoe. 
  Weaponblack. This sticky, black substance is used to 
  dull the sheen of metal blades and armor, camouflaging 
  them for dark environments. 
  Metal weapons and armor can be blackened with 
  this substance, preventing the items from standing out 
  against shadows or dark backgrounds. This can help 
  your camouflage attempts. (See camouflage clothes.) 
  
   
   
  Whetstone. A fine-grained stone used to sharpen 
  metal blades by grinding or honing with the flat side of 
  the stone. This device comes with a small vial of oil for 
  lubrication. 
  Whistle, Animal. This whistle produces a sound of 
  such a high pitch that only certain creatures can hear it. 
  Only creatures with the Keen Hearing and Smell or 
  Keen Hearing trait (or the Keen Senses trait as it relates 
  to hearing) can hear the whistle. Those who can hear 
  the whistle can hear it from up to 600 feet away. 
  Whistle, Signal. A signal whistle is an instrument 
  that produces a shrill sound from the user’s breath. 
  The sound can easily be heard up to 300 feet away. 
  Winch. This device consists of a rotating drum 
  around which a rope or chain can be wrapped. Turning 
  a crank pulls the rope or chain allowing the user to 
  more easily lift or haul anything attached. 
  A winch is attached to one end of a rope or chain and 
  is turned to incrementally shorten the effective length 
  of the rope. A single action used to turn the winch 
  draws in 10 feet of rope or chain. A winch allows you 
  to drag up to double the weight you normally can, so 
  long as the winch is attached to a heavier object than 
  its burden or is set into stone with four pitons. When 
  used in combination with a block and tackle, you can 
  hoist up to eight times the weight you can normally 
  lift. A winch can draw in a maximum of 200 feet of 
  rope or 100 feet of chain. A large winch (double the 
  cost and weight) can draw in twice those lengths. 
  Equipment packs provide a 
  solid range of starting gear 
  for characters of various 
  types. Each one generally 
  includes a carrying 
  container, a light source, 
  rations, and a handful of 
  other practical and themed 
  contents.  
  Equipment packs tend to 
  be priced slightly below the 
  sum of the costs of their 
  individual contents. The 
  weight for the individual 
  contents of each pack is 
  broken down in the 
  descriptions below.  
  If you use the class-and-background method to 
  generate starting gear, you can exchange the pack you 
  start with for another pack of equal or lower value. 
  The table here shows the maximum value of 
  equipment pack that each class can swap to if using 
  the class-and-background method for starting gear. 
  (These numbers represent the costliest pack each 
  class has access to in the Player’s Handbook.) 
   
  MAXIMUM PACK COST BY CLASS 
  Cost 
  Class 
  40 gp 
  Bard, psion, warlock, wilder, wizard 
  19 gp 
  Cleric, paladin 
  12 gp 
  Battlemind, fighter, monk, ranger, rogue, 
  sorcerer 
  10 gp 
  Barbarian, druid 
  DESCRIPTIONS 
  Each pack is fully catalogued below, noting each 
  component’s weight. Total weights are given on the 
  Equipment Packs table. 
  Arcanist’s Pack. Includes a backpack (5), 5 candles 
  (0), a tinderbox (1), a scroll case containing arcane 
  diagrams (1), and a wand (1). Also includes one of the 
  following: an arcana lore book (5) or a traveling spell 
  book (5). 
  Artisan’s Pack. Includes a chest (25), a protective 
  smock (robe) (4), a tinderbox (1), a bulls-eye lantern 
  (2), 2 flasks of oil (2), 5 days of rations (5), and a 
  waterskin (5). Also includes 
  one of the following: 
  glassblower’s tools (5), 
  jeweler’s tools (2), or 
  smith’s tools (8). 
  Builder’s Pack. Includes a 
  chest (25), a protective 
  smock (robe) (4), a 
  tinderbox (1), a bulls-eye 
  lantern (2), 2 flasks of oil 
  (2), 5 days of rations (5), 
  and a waterskin (5). Also 
  includes one of the 
  following: carpenter’s tools 
  (6) or mason’s tools (8). 
  Burglar’s Pack. Includes 
  a backpack (5), bag of 1,000 
  
   
   
  ball bearings (2), 10 feet of string (0), a bell (0), 5 
  candles (0), a crowbar (5), a hammer (3), 10 pitons 
  (2½), a hooded lantern (2), 2 flasks of oil (2), a 
  tinderbox (1), 5 days of rations (5), and a waterskin 
  (5). The pack also has 50’ of hempen rope (10) 
  strapped to the side. 
  Chef’s Pack. Includes a backpack (5), a basket (2), 
  fishing tackle (4), a mess kit (1), a small box of spices 
  (0), brewer’s supplies (9), cook’s utensils (8), a brick 
  of soap (0), a tinderbox (1), a hooded lantern (2), 2 
  flasks of oil (2), 10 days of rations (10), and a 
  waterskin (5). 
  Courtier’s Pack. Includes a chest (25), a signet ring 
  (0), sealing wax (0), 5 sheets of parchment (0), a bottle 
  of ink (0), an ink pen (0), a set of fine clothes (6), a 
  grooming kit (1), a steel mirror (1/2), a vial of 
  perfume (0), and a bar of soap (0). 
  Crafter’s Pack. Includes a chest (25), a protective 
  smock (robe) (4), a tinderbox (1), a hooded lantern 
  (2), 2 flasks of oil (2), 5 days of rations (5), and a 
  waterskin (5). Also includes one of the following: 
  cobbler’s tools (5), leatherworker’s tools (5), potter’s 
  tools (3), weaver’s tools (5), or woodcarver’s tools (5) 
  Diplomat’s Pack. Includes a chest (25), 2 cases for 
  maps and scrolls (2), a set of fine clothes (6), a bottle 
  of ink (0), an ink pen (0), a lamp (1), 2 flasks of oil (2), 
  5 sheets of paper (0), a vial of perfume (0), sealing wax 
  (0), and a bar of soap (0). 
  Dungeoneer’s Pack. Includes a backpack (5), a 
  crowbar (5), a hammer (3), 10 pitons (2½), 10 torches 
  (10), a tinderbox (1), 10 days of rations (10), and a 
  waterskin (5). The pack also has 50’ of hempen rope 
  (10) strapped to the side. 
  Entertainer’s Pack. Includes a backpack (5), a 
  bedroll (7), 2 costumes (8), 5 candles (0), 5 days of 
  rations (5), a waterskin (5), and a disguise kit (3). 
  Explorer’s Pack. Includes a backpack (5), a bedroll 
  (7), a mess kit (1), a tinderbox (1), 10 torches (10), 10 
  days of rations (10), and a waterskin (5). The pack also 
  has 50’ of hempen rope (10) strapped to the side. 
  Fabricator’s Pack. Includes a chest (25), a 
  protective smock (robe) (4), a tinderbox (1), a bulls-
  eye lantern (2), 2 flasks of oil (2), 5 days of rations (5), 
  and a waterskin (5). Also includes one of the following: 
  alchemist’s supplies (6) or tinker’s tools (10). 
  Healer’s Pack. Includes a backpack (5), a bedroll 
  (7), a plague mask (1), a healer’s kit (3), 2 herbal 
  poultices (1), a jar of leeches (0), a candle lantern (1), 
  5 candles (0), a tinderbox (1), 5 days of rations (5), 
  and a waterskin (5). 
  Illustrator’s Pack. Includes a basket (4), a 
  protective smock (robe) (4), an ink pen (0), 4 bottles 
  EQUIPMENT PACKS 
  Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Arcanist’s pack 
  35 gp 
  8 lb. 
   
  Lockbreaker’s pack 
  40 gp 
  33 lb. 
  Artisan’s pack 
  38 gp 
  41+ lb. 
   
  Merchant’s pack 
  19 gp 
  44 lb. 
  Builder’s pack 
  25 gp 
  50+ lb. 
   
  Messenger’s pack 
  10 gp 
  52 lb. 
  Burglar’s pack 
  12 gp 
  42½ lb. 
   
  Minstrel’s pack 
  36 gp 
  29 lb. 
  Chef’s pack 
  30 gp 
  49 lb. 
   
  Monster hunter’s pack 
  33 gp 
  49½ lb. 
  Courtier’s pack 
  30 gp 
  32½ lb. 
   
  Naturalist’s pack 
  55 gp 
  48 lb. 
  Crafter’s pack 
  12 gp 
  47+ lb. 
   
  Noble’s pack 
  40 gp 
  51 lb. 
  Diplomat’s pack 
  39 gp 
  36 lb. 
   
  Priest’s pack 
  19 gp 
  21 lb. 
  Dungeoneer’s pack 
  12 gp 
  51½ lb. 
   
  Rider’s pack 
  12 gp 
  72 lb. 
  Entertainer’s pack 
  40 gp 
  33 lb. 
   
  Sailor’s pack 
  32 gp 
  50 lb. 
  Explorer’s pack 
  10 gp 
  68 lb. 
   
  Savage’s pack 
  5 gp 
  22 lb. 
  Fabricator’s pack 
  65 gp 
  52+ lb. 
   
  Scholar’s pack 
  40 gp 
  11 lb. 
  Healer’s pack 
  16 gp 
  29 lb. 
   
  Soldier’s pack 
  10 gp 
  51 lb. 
  Illustrator’s pack 
  25 gp 
  29+ lb. 
   
  Spy’s pack 
  40 gp 
  30 lb. 
  Infiltrator’s pack 
  39 gp 
  40½ lb. 
   
  Supplicant’s pack 
  40 gp 
  42 lb. 
  Knight’s pack 
  39 gp 
  85 lb. 
   
  Tracker’s pack 
  10 gp 
  36 lb. 
  Laborer’s pack 
  10 gp 
  51 lb. 
   
  Traveler’s pack 
  10 gp 
  44 lb. 
   
  
   
   
  of ink in various colors (0), a scroll case (1), 5 sheets of 
  paper (0), a tinderbox (1), a bulls-eye lantern (2), 2 
  flasks of oil (2), 5 days of rations (5), and a waterskin 
  (5). Also includes one of the following: calligrapher’s 
  supplies (6), cartographer’s tools (6), painter’s 
  supplies (5), or a forgery kit (5). 
  Infiltrator’s Pack. Includes a backpack (5), a 
  climber’s kit (12), an ascender (0), a candle lantern 
  (1), 5 candles (0), a tinderbox (1), a grappling hook 
  (4), 10 pitons (2½), an animal whistle (0), 5 days of 
  rations (5), and a waterskin (5). The pack also has 50 
  feet of silk rope (5) strapped to the side. 
  Knight’s Pack. Includes saddlebags (8), a military 
  saddle (30), a bit and bridle (1), a bedroll (7), a banner 
  (3), a signet ring (0), a mess kit (1), a tinderbox (10), 
  10 torches (10), 10 days of rations (10), and a 
  waterskin (5). 
  Laborer’s Pack. Includes a backpack (5), block and 
  tackle (5), a crowbar (5), a lamp (1), two flasks of oil 
  (2), 5 days of rations (5), and a waterskin (5). The 
  pack has 50 feet of hempen rope (10) strapped to the 
  back of it. It also includes a miner’s pick (10) and a 
  shovel (5) strapped to the sides. 
  Lockbreaker’s Pack. Includes a chest (25), a set of 
  thieves’ tools (1), a glass breaker’s kit (2), a tinderbox 
  (1), a bulls-eye lantern (2), 2 flasks of oil (2), 5 days of 
  rations (5), and a waterskin (5). 
  Merchant’s Pack. Includes a chest (25), a lock (1), 
  an abacus (2), a merchant’s scale (3), 5 pieces of chalk 
  (0), a slate board (0), a lamp (1), 2 flasks of oil (2), 5 
  days of rations (5), and a waterskin (5). 
  Messenger’s Pack. Includes a backpack (5), a 
  bedroll (7), a satchel (3), a protective case for letters 
  (1), 3 bags of caltrops (6), a tinderbox (10), 10 torches 
  (10), 10 days of rations (10), and a waterskin (5). 
  Minstrel’s Pack. Includes backpack (5), a bedroll 
  (7), a lamp (1), 3 flasks of oil (3), 5 days of rations (5), 
  a waterskin (5), and a flask of common spirits (1). Also 
  includes one of the following: a set of birdpipes (2), a 
  lyre (2), a lute (2), a pan flute (2), a thelarr (2), or a 
  viol (2). 
  Monster Hunter’s Pack. Includes a chest (25), a 
  crowbar (5), a hammer (3), three wooden stakes (3), 
  an amulet holy symbol (1), a flask of holy water (1) or 
  unholy water (1), a set of manacles (6), a steel mirror 
  (½), a flask of oil (1), a tinderbox (1), and 3 torches (3). 
  Naturalist’s Pack. Includes a backpack (5), a bedroll 
  (7), a bell kit (3), a map case (1), an area map (0), a 
  mess kit (1), a nature lore book (5), an animal whistle 
  (0), a tinderbox (1), 10 torches (10), 10 days of rations 
  (10), and a waterskin (5). 
  Noble’s Pack. Includes a chest (25), a signet ring (0), 
  sealing wax (0), a set of fine clothes (6), a grooming kit 
  (1), a bottle of ink (0), an ink pen (0), 10 sheets of 
  parchment (0), a lamp (2), 2 flasks of oil (2), a mess kit 
  (1), 10 days of rations (10), and a waterskin (5). 
  Priest’s Pack. Includes a backpack (5), a blanket (3), 
  10 candles (0), a tinderbox (0), an alms box (2), 2 
  blocks of incense (0), a censer (1), vestments (3), 2 
  days of rations (2), and a waterskin (5). 
  Rider’s Pack. Includes saddlebags (8), a worn-out 
  riding saddle (25), a bit and bridle (1), a bedroll (7), a 
  mess kit (1), a tinderbox (10), 5 torches (5), 10 days of 
  rations (10), and a waterskin (5). 
  Sailor’s Pack. Includes a chest (25), a blanket (3), a 
  belaying pin (club) (2), fishing tackle (4), navigator’s 
  tools (2), a grappling hook (4), and 50’ of hempen rope (10). 
  Savage’s Pack. Includes a satchel (3), a blanket (3), 
  a fire kit (1), 5 torches (5), 5 days of rations (5) and a 
  waterskin (5). 
  Scholar’s Pack. Includes a backpack (5), a book of 
  lore (any) (5), a bottle of ink (0), an ink pen (0), 10 
  sheets of parchment (0), a little bag of sand (0), and a 
  small knife (1). 
  Soldier’s Pack. Includes a backpack (5), a bedroll 
  (7), a signal whistle (0), a healer’s kit (3), a tinderbox 
  (10), 10 torches (10), a mess kit (1), 10 days of rations 
  (10), and a waterskin (5). 
  Spy’s Pack. Includes a backpack (5), a blanket (3), a 
  disguise kit (3), 5 sheets of paper (0), a bottle of 
  invisible ink (0), an ink pen (0), an ear trumpet (1), a 
  lamp (1), 2 flasks of oil (2), 5 days of rations (5), and a 
  waterskin (5). 
  Supplicant’s Pack. Includes a backpack (5), a 
  religion lore book (5), an amulet holy symbol (1), a 
  tinderbox (10), 10 torches (10), a mess kit (1), 5 days 
  of rations (5), and a waterskin (5). 
  Tracker’s Pack. Includes a backpack (5), a bedroll 
  (7), a tinderbox (1), 10 torches (10), a lodestone (0), a 
  pair of goggles (0), 5 days of rations (5), and a 
  waterskin (5). The pack also has a set of snow shoes 
  (3) strapped to the side. 
  Traveler’s Pack. Includes a backpack (5), a bedroll 
  (7), a map case (1), an area map (0), a tinderbox (10), 
  a mess kit (1), 5 torches (5), 10 days of rations (10), 
  and a waterskin (5). 
  
   
   
  Containers are the quintessential adventuring tool. 
  They can carry useful items toward the adventure and 
  then carry valuable items away from it! 
  DESCRIPTIONS 
  The carrying capacity of these container is listed on 
  the Container Capacities table. 
  Backpack. A rectangular leather container with 
  shoulder straps, worn on the back. 
  Bandoleer. This leather strap is worn over one 
  shoulder and crosses diagonally across the chest and 
  back. It has small pouches or ties that can hold up to 6 
  tiny objects along its length. 
  Contained objects must each weigh 1 pound or less. 
  Bandoleers are excellent for holding small thrown 
  weapons like darts and daggers. Any number of such 
  weapons can be drawn from the bandoleer in a turn, 
  counting only as a single interaction with the 
  environment. Removing any other types of item from a 
  bandoleer counts as normal, individual interactions 
  with an object. 
  Barrel. A cylindrical container made of wooden slats 
  or staves. The whole container is bound in wood or 
  metal hoops. Barrels are water-tight, capable of 
  containing liquids. 
  Basket. This supple container is available in various 
  shapes and is woven of wood fibers or reeds. 
  Bottle, Glass. A bottle is a cylindrical glass container 
  for liquids, often with a narrow neck and a water-tight 
  stopper. 
  Box. This square or rectangular container is typically 
  made of wood. 
  Box, Map or Scroll. A thin, rigid, rectangular 
  container for storing stacks of paper or parchment. 
  Bucket. A cylindrical wooden container, open at one 
  end and carried with a rope handle. This container is 
  watertight (except for the open top), suitable for 
  transporting liquids. 
  Case, Crossbow Bolt. A rigid rectangular container 
  designed to be slung on a belt and carry crossbow bolts. 
  Case, Map or Scroll. A cylindrical container used to 
  contain rolled-up papers or parchment. 
  Cask or Keg. A smaller version of a barrel. 
  Chest. A secure, rectangular container, like a box but 
  with thicker sides and durable hinges. A chest has a 
  clasp with interlocking rings that allows a padlock to 
  hold the lid closed. 
  Compartment, Hidden. Secret compartments can be 
  built into different objects, the heel of a boot, the side of 
  a crate, the end of a pole, and more. 
  To find a hidden compartment, you must physically 
  handle the object and succeed on a DC 15 Intelligence 
  (Investigation) check. 
  A hidden compartment’s capacity depends on the 
  object into which it is built. The shape varies as 
  needed, but the capacity cannot exceed one-tenth of 
  
   
   
  the item’s weight. The long handle of a two-handed (or 
  versatile) weapon is a common location. 
   Crate. This very large box is typically used for 
  shipping or for long-term storage. 
  Flask. A clay container with a tight cork stopper. A 
  flask is delicate enough to be thrown as a missile 
  weapon, shattering on impact. 
  Haversack. A large, rectangular leather container 
  with shoulder straps, worn on the back. Between its 
  greater size and its multiple compartments, the 
  haversack carries more gear than a backpack. 
  Jug or Pitcher. A container made of glass or clay, 
  with a carrying handle and a pouring spout. Pitchers 
  are open topped, used for frequent pouring. Jugs have a 
  stopper at the spout that keeps the container closed. 
  Lockbox. A square or rectangular container made of 
  hardened metal with reinforced banding and hidden 
  hinges, designed to resist brute-force tampering. 
  Interlocking rings allow a padlock to hold the lid closed. 
  Pot, Iron. This deep, metal bowl comes with a handle 
  for carrying or suspending over a fire and a lid that can 
  enclose contained food as it is cooked. 
  Pouch. A pouch is a small sack or shaped container 
  typically made of leather and worn on a belt or a 
  harness. Pouches come in a variety of forms and are 
  designed for a variety of uses. 
  Quiver. A quiver is a cylindrical container sized for 
  carrying arrows. 
  Rucksack. A large, rectangular leather container 
  with shoulder straps, worn on the back. Between its 
  greater size and its multiple compartments and side 
  pouches, the rucksack carries more gear than a 
  backpack or haversack. 
  Sack. Sacks are typically made of burlap or canvas, 
  the opening equipped with a drawstring or other 
  fastening ties to secure it closed. A good sack is often 
  equipped with a small loop near the top to allow it to be 
  strung on a pack saddle, hooked over a saddle horn, or 
  carried in one hand. 
  Sack, Large. A larger version of the standard sack. 
  Satchel. A thin, rectangular bag with a shoulder strap 
  worn diagonally over the torso; the container hangs at 
  or just below the waist, or to the side of the body. 
  Satchel, Water Resistant. This satchel is made of 
  various water-resistant materials and treated to keep 
  the contents dry. It is often used by letter carriers or 
  similar couriers when they have important cargo to 
  protect from the elements. 
  A water-resistant satchel keeps its contents dry. It 
  protects the contents for up to 1 full minute of 
  submersion before water will penetrate the container. 
  Tankard. This large mug is typically used for alcohol. 
  Vial. A small glass or clay container. Vials come in 
  various shapes. 
  Waterskin. A water-proof bladder or gourd with a 
  stopper, typically used for carrying water. 
   
  CONTAINERS 
  Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Backpack 
  2 gp 
  5 lb. 
   
  Haversack 
  5 gp 
  7 lb. 
  Bandoleer 
  2 gp 
  2 lb. 
   
  Jug or pitcher 
  2 cp 
  4 lb. 
  Barrel 
  3 gp 
  70 lb. 
   
  Ketch 
  2 gp 
  3 lb. 
  Basket 
  4 sp 
  2 lb. 
   
  Lockbox 
  10 gp 
  2 lb. 
  Bottle, glass 
  2 gp 
  2 lb. 
   
  Pot, iron 
  2 gp 
  10 lb. 
  Box 
  1 gp 
  1 lb. 
   
  Pouch 
  5 sp 
  1 lb. 
  Box, map or scroll 
  5 gp 
  2 lb. 
   
  Quiver 
  1 gp 
  1 lb. 
  Bucket 
  5 cp 
  2 lb. 
   
  Rucksack 
  9 gp 
  9 lb. 
  Case, crossbow bolt 
  1 gp 
  1 lb. 
   
  Sack 
  1 cp 
  1/2 lb. 
  Case, map or scroll 
  1 gp 
  1 lb. 
   
  Sack, large 
  5 cp 
  1 lb. 
  Cask or keg 
  2 gp 
  12 lb. 
   
  Satchel 
  1 gp 
  3 lb. 
  Chest 
  5 gp 
  25 lb. 
   
  Satchel, water resistant 
  5 gp 
  3 lb. 
  Compartment, hidden 
  5 gp 
  — 
   
  Vial 
  1 gp 
  — 
  Crate 
  2 gp 
  40 lb. 
   
  Waterskin (full) 
  2 sp 
  5 lb. 
  Flask or tankard 
  2 cp 
  1 lb. 
   
   
   
   
   
  
   
   
   
  CONTAINER CAPACITIES 
  Container 
  Capacity 
  Backpack* 
  1 cubic foot / 30 pounds of gear 
  Bandoleer 
  6 distinct objects, each no larger than 10 
  inches long and each weighing no more than 
  1 pound 
  Barrel 
  40 gallons of liquid, 5 cubic feet solid 
  Basket 
  2 cubic feet / 40 pounds of gear 
  Bottle 
  1½ pints of liquid 
  Box or lockbox 
  1 cubic foot, 20 pounds of gear 
  Box, map or 
  scroll 
  30 sheets of paper, 15 sheets of parchment, 
  or 15 spell scrolls 
  Bucket 
  3 gallons of liquid, 1/2 cubic foot solid 
  Case, crossbow 
      bolt 
  20 crossbow bolts / 5 grappling or inking 
  crossbow bolts 
  Case, map or 
      scroll 
  10 sheets of paper, 5 of sheets parchment, or 
  5 spell scrolls 
  Cask or keg 
  8 gallons of liquid, 1 cubic foot solid 
  Chest 
  12 cubic feet / 300 pounds of gear 
  Crate 
  30 cubic feet / 750 pounds of gear 
  Flask 
  1 pint of liquid 
  Haversack* 
  1½ cubic feet / 45 pounds of gear 
  Jug or pitcher 
  1 gallon of liquid 
  Ketch 
  5 javelins or light spears 
  Pot, iron 
  1 gallon of liquid 
  Pouch 
  1/5 cubic foot / 6 pounds of gear / 20 sling 
  bullets or firearm loads / 30 crossbow disks / 
  50 blowgun needles 
  Powder horn 
  30 charges of gunpowder 
  Quiver 
  20 arrows / 5 grappling arrows 
  Rucksack* 
  2 cubic feet / 60 pounds of gear 
  Sack 
  1 cubic foot / 30 pounds of gear 
  Sack, large 
  4 cubic feet / 90 pounds of gear 
  Saddlebags* 
  2 cubic feet / 60 pounds of gear 
  Satchel 
  1/2 cubic foot / 15 pounds of gear 
  Tankard 
  1 pint of liquid 
  Vial 
  4 ounces of liquid 
  Waterskin 
  4 pints of liquid 
    
  *  Items like bedrolls can be strapped to this container, but the 
  weight of such items should not exceed half container’s capacity. 
   
   DM’S CORNER: MANAGING CONTAINERS 
  The number of containers a character may 
  carry is up to the DM; these are only 
  suggestions.  
  One cannot simultaneously wear more than 1 
  backpack, haversack, or rucksack, but an 
  additional pack can be carried in a hand. 
  Multiple satchels are possible, even multiples 
  worn over the same shoulder. 
  A reasonable number of pouches can be worn 
  around the belt, on shoulder straps, or on a 
  harness. You don’t need to buy affixture points 
  separately; a belt is intrinsic to any type of 
  clothing, while shoulder straps and other 
  harness points are intrinsic to common clothes 
  and traveler’s clothes. 
  A character can wear two ammunition-
  bearing quivers, ketches, or crossbow cases at a 
  time. Additional containers of this type are too 
  unwieldy to allow the smooth drawing and 
  loading of the contained ammunition. 
  A character can wear two bandoleers at a 
  time. Additional bandoleers will interfere with 
  the character’s ability to quickly access 
  equipment from every bandoleer worn. 
  A saddled horse or similar beast can bear a 
  set of saddlebags. A humanoid can also carry 
  one set of saddlebags over the shoulder, but 
  this interferes with other containers carried 
  over the chest or back; the character cannot 
  simultaneously employ a backpack, haversack, 
  rucksack, bandoleers, or any pouches attached 
  higher than the belt. 
  A pack-saddled horse or similar beast can 
  have attached to it 6 casks or large sacks, or 2 
  barrels or chests. A Small or Medium beast can 
  pack half that amount, while a Huge beast can 
  pack double. 
  All other containers must themselves be 
  carried in a container, strapped to another 
  container that allows such things, or carried in 
  a free hand. 
    
   
  
   
   
  Although ammunition is categorized as adventuring 
  gear, Wraith Wright’s manuals place them alongside 
  weapons in the Expanded Weapon Manual. 
  These are the items used by spellcasters, particularly 
  to support the various features of their classes. 
  DESCRIPTIONS 
  Magical implements are described below. 
  Arcane Focus (any). Although arcane focuses come 
  in many varieties, rods, staves, and wands—particularly 
  when crafted from once-living material like bone or 
  wood—make excellent focusing tools for magical power. 
  A sorcerer, warlock, or wizard can use these items as 
  spellcasting focuses, as described in chapter 10 of the 
  Player’s Handbook.  
  A magical rod, staff, or wand can be used as an 
  arcane focus unless it requires attunement and cannot 
  be attuned by the character trying to use it as such, or 
  unless the text for the item says otherwise. 
  Arcane Focus, Crystal. The crystals of this arcane 
  focus come in many shapes and colors. The most 
  popular crystal arcane focuses retain much of their 
  natural shape and coloration. 
  Arcane Focus, Orb. An orb is a smooth, polished 
  sphere made of glass, crystal, quartz, or another mineral 
  substance. It is 3 to 5 inches in diameter, small enough 
  to rest in a Medium humanoid’s palm. 
  Arcane Focus, Rod. This arcane focus is created by 
  etching a heavy, two-foot baton with runes and sigils. 
  A rod normally functions as a club in addition to 
  being an arcane focus unless its design and materials 
  are too awkward or delicate to wield as a weapon. (See 
  Improvised Weapons in chapter 3.) 
  Arcane Focus, Staff. This arcane focus is created by 
  etching a normal quarterstaff with runes and sigils or 
  attaching a focusing crystal to the top. 
  A staff functions in all ways as a quarterstaff in 
  addition to being an arcane focus. 
  An arcane spellcaster with the ritual caster feature 
  may create a staff arcane focus through a special on-
  hour ritual. The ritual uses 5 gp worth of powdered 
  gold and requires the caster to expend a 1st-level spell 
  slot. The Dungeon Master may instead require this 
  effect to be prepared and cast as a basic rite spell. 
  MAGICAL IMPLEMENTS 
  Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Arcane focus 
   
   
   
  Holy symbol 
   
   
     Crystal 
  10 gp 
  1 lb. 
   
     Amulet 
  5 gp 
  1 lb. 
     Orb 
  20 gp 
  3 lb. 
   
     Amulet, ornamental 
  10 gp 
  1 lb. 
     Rod 
  10 gp 
  2 lb. 
   
     Emblem 
  +5 gp 
  — 
     Staff 
  5 gp 
  4 lb. 
   
     Flask (empty, 1 pint) 
  6 gp 
  — 
     Wand 
  10 gp 
  1 lb. 
   
     Ordained weapon * 
  +100 gp 
  — 
     Weapon etching * 
  +50 gp 
  — 
   
     Reliquary 
  5 gp 
  1 lb. 
  Component pouch 
  25 gp 
  2 lb. 
   
  Holy water (flask) 
  25 gp 
  1 lb. 
  Druidic focus 
   
   
   
  Ink, rare (1-ounce bottle) 
  100 gp 
  — 
     Ritual sickle 
  2 gp 
  2 lb. 
   
  Psionic Focus 
   
   
     Sacrifice 
  — 
  — 
   
     Circlet 
  25 gp 
  1 lb. 
     Sprig of mistletoe 
  1 gp 
  — 
   
     Dorje 
  15 gp 
  1 lb. 
     Totem 
  1 gp 
  4 lb. 
   
     Pendant 
  10 gp 
  1 lb. 
     Totem, greater 
  35 gp 
  — 
   
     Weapon Circuitry * 
  +75 gp 
  — 
     Weapon embellishment * 
  +25 gp 
  — 
   
  Spellbook 
  50 gp 
  3 lb. 
     Wooden staff 
  5 gp 
  4 lb. 
   
  Spellbook, travelling 
  30 gp 
  2 lb. 
     Yew wand 
  10 gp 
  1 lb. 
   
  Torch, everburning 
  50 gp 
  1 lb. 
   
   
   
   
  Unholy water (flask) 
  25 gp 
  1 lb. 
   
  
   
   
  Arcane Focus, Wand. Wands are simple, lightweight 
  arcane focuses, making them quite popular. A wand is 
  typically shorter than the forearm of the user and is 
  convenient to store in a sleeve. 
  Arcane Focus, Weapon Etching. Adding the right 
  runes and sigils to a weapon can turn it into an arcane 
  focus. This is costlier than other weapon-shaped arcane 
  focuses; the techniques are easily applied to rods and 
  staffs, but other weapons, those not traditionally 
  associated with arcane magic, are harder to convert. 
  The charted cost for this arcane focus represents 
  rituals and arcane markings applied to an existing 
  weapon; the cost of this arcane focus does not include 
  the cost of the weapon it is applied to. 
  Only arcane spellcasters can make this type of 
  arcane focus. This includes arcane tricksters, artificers, 
  bards, eldritch knights, sorcerers, warlocks, and 
  wizards. The special creation ritual takes one hour, 
  uses 50 gp worth of powdered gold, and requires the 
  caster to expend a 1st-level spell slot. The Dungeon 
  Master may instead require this effect to be prepared 
  and cast as a basic rite spell.  
  Component Pouch. This pouch contains all the 
  material components a spellcaster might need. 
  The pouch does not contain costly spell components, 
  those with specific costs indicated in their spell 
  descriptions. 
  Druidic Focus (any). A druid can use these items as 
  spellcasting focuses, as described in chapter 10 of the 
  Player’s Handbook. 
  A magical staff or wand can be used as a druidic 
  focus if it is made of wood, unless it requires 
  attunement and cannot be attuned by the character 
  trying to use it as such, or unless the text for the item 
  says otherwise. 
  Druidic Focus, Greater Totem. This focus is 
  prepared in the same way as a normal totem, but the 
  treatments are applied to a much larger object, typically 
  a living tree or a log half-buried horizontally. 
  Druidic Focus, Ritual Sickle. Representing the 
  harvest, this tool is typically prepared in a way that 
  leaves no obvious markings; to the untrained eye, it is no 
  more than a farming implement. 
  A ritual sickle functions in all ways as a sickle in 
  addition to being a druidic focus. 
  A druid may create a ritual sickle druidic focus by 
  performing a special sacrament. The ritual takes one 
  hour, burns 2 gp worth of rare herbs, and requires the 
  caster to expend a 1st-level spell slot. The Dungeon 
  Master may instead require this effect to be prepared 
  and cast as a sacrament spell. 
  Druidic Focus, Sacrifice. Certain druidic traditions 
  call for blood sacrifices. These sacrifices can be mere 
  animals, or they can be intelligent humanoids or other 
  DM’S CORNER: WEAPON FOCUSES 
  The core rules have only a few spellcasting focuses 
  that are also weapons. The staff and wooden staff 
  are explicitly quarterstaffs according to the 
  Dungeon Master’s Guide. Similarly, many rods can 
  qualify as clubs with the improvised weapon rules. 
  However, these are uncommon; a character casting 
  spells often foregoes holding a weapon 
  simultaneously. 
  This chapter allows characters to turn other 
  weapons into spellcasting focuses, weapons that 
  are more useful to martially inclined characters. 
  For example, while an eldritch knight can already 
  wield a staff arcane focus to get the benefits of 
  both a weapon and a focus, this is probably not the 
  character’s first, best choice for a weapon. 
  Some may argue that the advantage of making 
  other weapons into focuses is small, and that many 
  campaigns already ignore the minutia of deploying 
  spell components. However, the advantage is a real 
  and significant one for some campaigns. It is 
  therefore called out here as a System Change; the 
  Dungeon Master may disallow these focuses, the 
  ones marked on the table with an asterisk (*). 
  VARIANT: FOCUSES FOR RANGERS 
  Rangers normally cannot make use of spellcasting 
  focuses; they must collect individual components 
  (or carry a component pouch) for any spell that 
  requires a material component. 
  With this optional rule, rangers can use one or 
  more types of druidic focus, as determined by the 
  Dungeon Master. This option is suitable for a 
  campaign setting where rangers and druids draw 
  their magical power from the same natural forces.  
  Alternately, if the Dungeon Master allows that 
  rangers draw their spells from nature-related 
  gods, rangers may use holy symbols of the 
  appropriate nature deity as spellcasting focuses. 
  
   
   
  creatures. Using sacrifices as magical focuses is a 
  hallmark of evil druidic traditions, not normally 
  intended for use by player characters. 
  Creating a sacrifice requires one hour of ritual 
  preparation (and a creature to sacrifice). Each druid 
  that participates in the full ritual is thereafter 
  considered to be holding a druidic focus for a certain 
  time, even if using both 
  hands for other purposes. 
  This effect lasts for one 
  hour per point of the 
  sacrificed creature’s 
  Intelligence score. Multiple 
  creatures can be sacrificed, 
  to a cumulative benefit 
  that lasts no longer than 
  72 hours. Sacrificed 
  creatures must be 
  restrained during the 
  ritual and are killed at its 
  conclusion. The ritual 
  must take place in a 
  natural environment like a 
  forest or a naturally 
  occurring underground 
  cavern. 
  Druidic Focus, Sprig of 
  Mistletoe. This sprig of 
  mistletoe is worn on a 
  string or thong around the 
  neck. It is the most 
  recognizable symbol of 
  druidic power. 
  Druidic Focus, Totem. This focus takes the form of a 
  short pole, about three feet long, treated with ritual 
  ointments and herbs. Some are carved with symbols of 
  natural power, like animals. A totem is designed for one 
  end to be planted in the ground. It is intended for 
  repeated use; a druid must simply lay a hand on the 
  totem to make use of it as a focus. Often, multiple druids 
  will stand around the focus to use it at the same time.  
  Druidic Focus, Weapon Embellishment. This rare 
  type of focus is a weapon with non-metal components. 
  A druid can perform a ritual to embellish a non-
  metal weapon with magical plant essences that leave 
  shaped impressions on the item. The components of 
  this ritual cost 25 gp. If the weapon has the ersatz 
  weapon property, it becomes a druidic focus. The 
  Dungeon Master may instead require this ritual to be 
  prepared and cast as a sacrament spell. 
  The cost of this druidic focus does not include the 
  cost of the weapon it is applied to. 
  Druidic Focus, Wooden Staff. This druidic focus is 
  created using a length of wood naturally shaped as a 
  quarterstaff. These are often made from tall saplings. 
  A wooden staff functions in 
  all ways as a quarterstaff in 
  addition to being a druidic 
  focus. 
  A druid may create a 
  wooden staff druidic focus by 
  performing a special 
  sacrament. The ritual takes 
  one hour, burns 5 gp worth of 
  rare herbs, and requires the 
  caster to expend a 1st-level 
  spell slot. The Dungeon 
  Master may instead require 
  this effect to be prepared and 
  cast as a sacrament spell. 
  Druidic Focus, Yew Wand. 
  Yew wood comes from a small 
  collection of coniferous trees or 
  shrubs. The wood is commonly 
  associated with fey creatures 
  and with magical 
  manipulations of life, death, 
  and rebirth. A yew wand often 
  takes the form of a natural 
  stick of yew, groomed and then 
  trimmed, but uncarved. 
  Holy Symbol (any). A cleric or paladin can use these 
  items as spellcasting focuses, as described in chapter 10 
  of the Player’s Handbook. 
  Holy Symbol, Amulet. This hanging icon typically 
  bears a small representation of a deity, pantheon, or 
  philosophy. Most are inlaid with silver. 
  Holy Symbol, Emblem. This incorporates the symbol 
  of a deity or pantheon as inlay or engraving on a shield. 
  The cost of this holy symbol does not include the 
  cost of the shield it is applied to. 
  Holy Symbol, Flask. A container for liquid with a 
  tight stopper or cap and the symbol of a deity or 
  pantheon emblazoned on the side. Flask holy symbols 
  are typically made of metal, not suitable for throwing as 
  missile weapons since they do not easily shatter. 
  
   
   
   
   
  BASIC RITE 
  1st-level abjuration (ritual) 
  Casting Time: 1 hour 
  Range: Touch 
  Components: V, S, M (Powdered gold of a value 
  described below) 
  Duration: Instantaneous (see text) 
   
  You perform one of several arcane rites. When you cast 
  the spell, choose one of the following rites. Its target 
  must be within 10 feet of you throughout the casting. 
  This spell is particularly useful in societies where arcane 
  tools are illegal or hard to acquire. 
  Etch Weapon. You touch an appropriate weapon, 
  empowering it as an etching arcane focus. (50 gp) 
  Empower Rod. You convert an aklys, club, hanbo, 
  hotchiku, or knobkerrie to a rod arcane focus. (10 gp) 
  Empower Staff. You can turn a bo, crook, fustibalus, or 
  quarterstaff into a staff arcane focus. A shikomizue can 
  likewise be empowered but only works as a focus when 
  the sword is sheathed. (5 gp) 
  Suffuse Ink. You can enchant a one-ounce vial of ink, 
  dark ink, or glowing ink, making it “rare,” sufficient for 
  wizards transcribing spells into their spellbooks without 
  additional cost. (100 gp) 
  This spell belongs to the spell lists of arcane 
  spellcasters (arcane tricksters, artificers, bards, eldritch 
  knights, sorcerers, warlocks, and wizards). 
  SACRAMENT 
  1st-level abjuration (ritual) 
  Casting Time: 1 hour 
  Range: Touch 
  Components: V, S, M (Rare herbs of a value described 
  below) 
  Duration: Instantaneous (see text) 
   
  You perform one of several nature-inspired sacraments. 
  When you cast the spell, choose one of the following 
  effects. Its target must be within 10 feet of you 
  throughout the casting. 
  Awaken Sickle. You touch a sickle, empowering it to 
  serve as a ritual sickle druidic focus. (2 gp) 
   
  Embellish Weapon. You can turn a touched 
  weapon of the appropriate sort into a weapon 
  embellishment druidic focus. (25 gp) 
  Empower Staff. You can turn a bo, crook, 
  fustibalus, or quarterstaff into a wooden staff druidic 
  focus if it is made of wood. (5 gp) 
  This spell belongs to the spell list of druids and, if 
  the Dungeon Master allows, rangers. (See the Focuses 
  for Rangers sidebar in this chapter.) 
  HIGH CEREMONY 
  2nd-level abjuration (ritual) 
  Casting Time: 1 hour 
  Range: Touch 
  Components: V, S, M (100 gp worth of powdered 
  electrum or platinum) 
  Duration: Instantaneous (see text) 
   
  You perform one of several religious ceremonies. 
  When you cast the spell, choose one of the following 
  ceremonies. Its target must be within 10 feet of you 
  throughout the casting. 
  Bless Water. You touch up to four vials of water 
  and cause them to become holy water. 
  Consecrate Ground. You dedicate a temple, shrine, 
  or other place significant to your religion, affecting an 
  area no more than 100 feet across. For the next 24 
  hours, creatures within the area can’t be frightened. 
  During this period, the area detects as consecrated to 
  a detect evil and good spell or a paladin’s Divine 
  Sense feature. 
  Coronation. In the name of a deity or pantheon, 
  you crown the ruler of a kingdom or similar realm. 
  This requires the additional material component of a 
  crown of some sort. Once per year, while the ruler 
  maintains divine favor (a story element dictated by 
  the Dungeon Master), the ruler may cure a diseased 
  creature with a touch. At the Dungeon Master’s 
  discretion, additional capabilities may be imparted. 
  Curse Water. You touch up to four vials of water 
  and cause them to become unholy water. 
  Ordain Weapon. You touch an appropriate 
  weapon, empowering it to serve as a divine focus. 
  This is a class spell for clerics and paladins. 
  
   
   
  Holy Symbol, Ordained Weapon. A rare religious 
  ceremony is required to ordain a weapon to serve as a 
  holy symbol. 
  A cleric or paladin may ordain a suitable weapon by 
  performing a special ritual. The ritual takes one hour 
  to perform, uses 100 gp worth of powdered electrum 
  or platinum, and requires the caster to expend a 2nd-
  level spell slot. The Dungeon Master may instead 
  require this ritual to be prepared and cast as a high 
  ceremony spell. 
  The affected weapon must be one crafted with the 
  markings of the appropriate religion, or it must be a 
  magical weapon whose appearance and history are in 
  no way offensive to that faith. In some worlds, the 
  gods each have a favored weapon, which is also a 
  suitable option 
  for clerics of 
  those faiths, 
  whether the 
  weapon is 
  marked with 
  symbols or not. 
  The cost of 
  this holy symbol 
  does not include 
  the cost of the 
  weapon it is 
  applied to. 
  Holy Symbol, 
  Ornamental 
  Amulet. This is a 
  more expensive 
  version of the 
  amulet holy symbol. It is typically crafted with intricate 
  details, made of more precious materials, and 
  sometimes decorated with tiny gemstones. 
  Holy Symbol, Reliquary. A reliquary is a tiny box 
  holding an item of religious significance. A common 
  example would be the finger bone of a prophet, or a 
  fragment of a larger holy relic. 
  Bigger, less-portable reliquaries are often found in 
  shrines or temples. These larger versions are typically 
  not available to adventurers. They can be used as 
  divine focuses while a spellcaster is in physical contact 
  with them. 
  Holy Water. This water has a glittery sheen, a 
  byproduct of the ingredients used to create it. 
  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 the target creature, treating the 
  holy water as an improvised weapon. If the target is a 
  fiend or undead, and the attack hits, the holy water 
  inflicts 2d6 radiant damage. 
  A cleric or paladin may create holy water by 
  performing a special ritual. The ritual takes one hour, 
  uses 25 gp worth of powdered silver, and requires the 
  caster to expend a 1st-level spell slot. The Dungeon 
  Master may instead require this ritual to be prepared 
  and cast as a ceremony spell. (See Xanathar’s Guide to 
  Everything.) 
  Ink, Rare. This ink is magically interactive. Rare ink 
  is used for the 
  notetaking, 
  diagraming, and 
  transcription 
  processes 
  required to write 
  a spell into a 
  spellbook. 
  Half a bottle 
  (1/2 ounce) is 
  needed for each 
  level of a new 
  spell. If the 
  wizard is writing 
  already-known 
  spells, the extra 
  notetaking and 
  diagraming are 
  not needed; only one-tenth of a bottle (1/10 ounce) is 
  required for each level of an already-known spell.  
  An arcane spellcaster with the ritual caster feature 
  may create rare ink by performing a special ritual. The 
  ritual takes one hour, uses 100 gp worth of powdered 
  gold, and requires the caster to expend a 1st-level 
  spell slot. The Dungeon Master may instead require 
  this effect to be prepared and cast as a basic rite spell. 
  Psionic Focus (any). Although psionic focuses come 
  in many varieties, they are all made of crystal or have 
  one or more prominent crystals attached to them. A 
  psion, psychic warrior, or wilder can use these items as 
  spellcasting focuses, as described in chapter 10 of the 
  Player’s Handbook. 
  
   
   
  A magic item in the form of a circlet, dorje, or 
  pendant can be used as a psionic focus, except when it 
  requires attunement and cannot be attuned by the 
  character trying to use it as such. 
  For more information on psionic focuses, see Wraith 
  Wright’s Comprehensive Psionics Manual. 
  Psionic Focus, Circlet. A circlet is a lightweight ring 
  worn on the head like a crown. A circlet’s metal is 
  typically iron, and it mounts one or more crystals over 
  the wearer’s brow. 
  Psionic Focus, Dorje. A typical dorje is a long, thin 
  crystal shaped like a wand. Some dorjes are decorated 
  with carvings or runes along the lengthwise facets of the 
  crystal. A dorje can also serve as an arcane focus. 
  Psionic Focus, Pendant. A pendant is a crystal 
  attached to a necklace or thong worn around the neck. 
  Psionic Focus, Weapon Circuitry. Any mundane 
  weapon can be encrusted with expensive crystals 
  connected by engravings of psychoactive patterns called 
  psychic circuitry, giving it the abilities of a psionic focus. 
  Only psionicists can make this type of psionic focus. 
  This includes battleminds, psions, and wilders. The 
  process of engraving and adapting circuitry takes one 
  hour and uses a psychoactive solution containing 75 
  gp worth of powdered gemstones. The Dungeon 
  Master may instead require this effect to be deployed 
  using the methods described in the Comprehensive 
  Psionics Manual. 
  The cost of this psionic focus does not include the 
  cost of the weapon it is applied to. 
  Spellbook. A heavy tome with 100 pages suitable to 
  the application of rare inks. 
  Each page is suitable for recording 1 spell. 
  Spellbook, Traveling. This spellbook has only 25 
  pages. It has a water-resistant case and a metal cover 
  that locks closed with a tiny lock. 
  Each page of the traveling spellbook is suitable for 
  recording a spell. A key is provided for the lock. 
  Without the key, a creature can pick this lock with a 
  successful DC 15 Dexterity check using thieves’ tools. 
  The water-resistant case protects the book from full 
  submersion for up to 10 minutes. 
  Torch, Everburning. This item is simply the product 
  of a continual flame spell. It typically takes the form of a 
  torch, but any viable objects can be affected for the 
  listed cost. 
   
  A cleric or wizard can create such an object by 
  casting the continual flame spell, which consumes 50 
  gp worth of ruby dust. As a duty to their faith and as a 
  method of proselytizing, many clerics make these 
  items available for no more than the cost of their 
  material components, just as they do with holy water. 
  Unholy Water. This water has a glittery sheen, a 
  byproduct of the ingredients used to create it. 
  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 the target creature, treating the 
  unholy water as an improvised weapon. If the target is 
  a celestial, and the attack hits, the unholy water inflicts 
  2d6 necrotic damage. 
  A cleric or paladin may create unholy water by 
  performing a special ritual. The ritual takes one hour, 
  uses 25 gp worth of powdered silver, and requires the 
  caster to expend a 1st-level spell slot. The Dungeon 
  Master may instead require this ritual to be prepared 
  and cast as a ceremony spell, altering the terms of that 
  magic to allow the creation of unholy water. (See 
  Xanathar’s Guide to Everything.) 
  VALUE OF SPELLBOOKS WITH SPELLS 
  You found a wizard’s spellbook on your adventure! 
  What is it worth when sold? As a mundane piece of 
  equipment, a merchant will buy it at half its listed 
  cost, 25 gp (or 15 gp for a travelling version), plus 
  the value of any ornamentation. But what about 
  the value of the spells within?  
  Spells represent wondrous secrets that 
  mundane merchants are hesitant to traffic in and 
  that wizards might refuse to trade openly for. 
  There might even be government regulations or 
  arcane guild restrictions that inhibit such sales. 
  Whatever the case, buying or selling a used 
  spellbook is a rare and often-perilous enterprise. 
  When selling a used spellbook, count the spells 
  within it as separate items. Each adds half the 
  market price of a spell scroll of the same level to 
  the spellbook’s total sale value. Because only a 
  wizard can use the contained spells and, because 
  an interested buyer probably needs only a few of 
  them, it is nearly impossible to sell the book for its 
  true worth. 
  
   
   
   
   
   
   
   
   
  
   
   
  EOOLS INCLUDES ARTISAN’S TOOLS, GAMING sets, 
  musical instruments, and various 
  uncategorized tools. This chapter expands 
  the selection of each of these tool types and 
  provides an array of new rules for their 
  use. It also expands and better codifies the new tool 
  rules in Xanathar’s Guide to Everything, meaning this 
  chapter is best used in concert with that book. 
  Proficiency with a tool allows you to add your 
  proficiency bonus to any ability check you make to use 
  that tool, and to use any special functions of a tool 
  provided in its description. Proficiency also implies 
  knowledge of the trade or profession involved in the 
  tool’s marketable products. 
  Ability checks for tool use are not tied to a specific 
  ability; the Dungeon Master can, for example, call for a 
  Dexterity check to use woodcarver’s tools for carving a 
  particularly fine detail or a Constitution check to use 
  those same tools for creating fine detail over a long 
  and exhausting period of time. 
  Some skills have overlapping functionality with tools. 
  Sometimes, using both can provide advantages. This 
  system requires the character to be proficient with the 
  skill and the tool. 
  Each tool below indicates one or more skills that 
  may apply “coaction,” “synergy,” or “lore,” sometimes 
  with examples. Even when not specified, some of these 
  pairings only overlap in certain circumstances or 
  applications. The Dungeon Master is the arbitrator of 
  when these advantages apply. 
  When deriving lore from a pairing, a character need 
  not possess or make use of the tool to claim the added 
  knowledge. This is not true of coaction or synergy 
  between skills and tool; in these cases, the tools must 
  be on hand and utilized to exercise coactive or 
  synergistic benefits. 
  If a check could be performed with either a skill or a 
  tool, the Dungeon Master may choose to apply 
  advantage on the roll when both are brought to bear. 
  This benefit is called coaction. 
  For example, harvesting poison from a creature may 
  be done with either an Intelligence (Nature) check or 
  an Intelligence check using proficiency with a 
  poisoner’s kit. (See the Dungeon Master’s Guide, page 
  258, or chapter 5 of this book.) Applying both allows 
  the player to roll with advantage. 
   
  VARIANT: MASTERWORK TOOLS 
  Any artisan’s tools or miscellaneous tools can be 
  purchased as a masterwork version for an 
  additional cost of 150 gp. 
  The only function of masterwork tools is to 
  negate disadvantage imposed by the complexity of 
  a subject, project, or product, if it could be offset by 
  higher-precision tools or by a wider-than-normal 
  array of supplies. This effect applies at the 
  Dungeon Master’s discretion; not every situation 
  that imposes disadvantage can be offset by 
  masterwork tools. 
  For example, in a forgery attempt, a character is 
  trying to imitate a precise shade of ink used in 
  military documents. The purpose of this ink, with 
  its odd mixture of pigments, is to deter just this 
  sort of forgery! Normally, the DM would impose 
  disadvantage, but decides that the wider array of 
  inks available in the character’s masterwork 
  forger’s kit is enough to prevent that penalty. 
  VARIANT: SHODDY TOOLS 
  Any type of tools can be acquired in a low-quality 
  form at a reduced price. These are usually poorly 
  crafted second-hand items, ill cared for or with 
  missing components. Shoddy tools cost one-fifth 
  the standard market value and apply disadvantage 
  to any ability check made with them. 
  For example, the cost of a shoddy lyre is only 6 
  gp. The item is probably cracked so that its sound 
  is never quite right. A user applies disadvantage to 
  any Charisma (Performance) checks made to play 
  the shoddy lyre. 
  This only applies to ability checks; if a bard were 
  to use the shoddy lyre as a spellcasting focus, spell 
  attack rolls would not be affected. 
   
  
   
   
  There are many 
  other ways that skills 
  and tools can overlap 
  in function, thus 
  granting advantage, 
  subject only to the 
  (reasonable) 
  imagination of the 
  player and the 
  moderation of the 
  Dungeon Master. 
  When the abilities called upon for a coactive skill 
  and tool are not the same, the player determines 
  which ability to use unless the Dungeon Master asserts 
  that a specific ability is needed for the circumstances. 
  Synergy is about better results, not better rolls. Often, 
  a successful check that applies to both a skill and a tool 
  can yield an exceptional outcome. While a player may 
  suggest a combination, these potent benefits are 
  applied entirely at the Dungeon Master’s discretion. 
  Synergistic benefits might also create potential 
  functionality where the skill or tool alone would not. 
  Or it might modify a scenario to be more favorable 
  even before a check is rolled. 
  For example, a character using Charisma 
  (Persuasion) to sway a crowd to a certain viewpoint 
  could synergize the attempt by playing a musical 
  instrument with proficiency. A patriotic background 
  tune really jazzes up an inspiring speech. In this case, 
  the Dungeon Master might decide that the crowd’s 
  starting attitude is shifted one category before the 
  Charisma check is rolled. For another example, 
  proficiency with cobbler’s tools might let a character 
  roll Wisdom (Survival) to track a specific person 
  across a busy area like a dirt road through the center 
  of town, doing so when it would not be possible for 
  other characters to 
  differentiate the 
  similar footwear. 
  Coaction and 
  synergy may well 
  apply to the same 
  scenarios, but some 
  synergistic benefits 
  have no effect on die 
  rolls whatsoever. 
  Many of these are described in Xanathar’s Guide to 
  Everything, starting on page 79, what that book calls 
  “special uses.” 
  Any time proficiency with a tool would provide 
  additional information to the user of a skill, or vice 
  versa, the information derived is specific to the tool or 
  skill brought in on the check. 
  For example, an Intelligence (History) check to 
  determine the origin of a painting might gain 
  additional insight into the value and age if the 
  investigator is proficient with painter’s tools. This is 
  due to familiarity with the appearance of such crafts 
  when exposed to the ravages of time. 
  Xanathar’s Guide to Everything lists a variety of lore 
  opportunities for specific skills. 
  Proficiency with a set of artisan’s tools lets you add 
  your proficiency bonus to any ability checks you make 
  using the tools of your craft. Each type requires a 
  different proficiency. 
  During downtime periods, artisan’s tools let you craft 
  items for yourself and others or earn a living. 
  Artisan’s tools are assumed to contain a small quantity 
  of important components for repairing and upkeeping 
  equipment without additional cost. For example, your 
  smith’s tools might contain extra links to replace lost 
  bits of your chain mail armor.  
  Normally, this means that repairing an item requires 
  only time, not additional costly materials. (Repair 
  components are periodically restocked as incidental, 
  untracked expenses.) The damaged parts of the gear 
  itself counts as the materials needed for the project of 
  crafting the item back to its completed form. 
  For a particularly ruinous breakage, as suffered by 
  armaments with the ersatz property, additional 
  materials might need to be purchased, usually costing 
  5% of the item’s normal price. This additional cost is 
  also appropriate in the case of items ruined by such 
  creatures as rust monsters and black puddings; 
  anything that permanently degrades the item rather 
  than giving it a broken status. 
  
   
   
  DESCRIPTIONS 
  Unless otherwise noted, each set of tools comes in its 
  own satchel. (All relevant containers are described in 
  another chapter.)  
  Alchemist’s Supplies. A collection of crucibles and 
  glass vials, mortar and pestle, an alcohol-burning lamp, 
  and other supplies. These come in a box with velvet-
  lined cut-outs designed to hold the delicate instruments 
  safely in place. 
  Use alchemist’s supplies to produce a thick puff of 
  smoke (DC 10), identify poison (DC 10) or another 
  substance (DC 15), start a fire (DC 15), or neutralize 
  acid (DC 20). 
  Brewer’s Supplies. Measuring bowls, scales, hops 
  bags made of muslin, spices, hoses, a funnel, and other 
  equipment suitable for brewing alcoholic beverages. 
  Depending on the type of beverage crafted, kegs, casks, 
  TOOLS 
  Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Artisan’s tools 
   
   
   
  Musical instruments 
   
   
     Alchemist’s supplies 
  50 gp 
  8 lb. 
   
     Bagpipes 
  30 gp 
  6 lb. 
     Brewer’s supplies 
  20 gp 
  9 lb. 
   
     Birdpipes 
  10 gp 
  2 lb. 
     Calligrapher’s supplies 
  10 gp 
  5 lb. 
   
     Drum 
  6 gp 
  3 lb. 
     Carpenter’s tools 
  8 gp 
  6 lb. 
   
     Dulcimer 
  25 gp 
  10 lb. 
     Cartographer’s tools 
  15 gp 
  6 lb. 
   
     Flute 
  2 gp 
  1 lb. 
     Cobbler’s tools 
  5 gp 
  5 lb. 
   
     Glaur 
  9 gp 
  2 lb. 
     Cook’s utensils 
  1 gp 
  8 lb. 
   
     Hand drum 
  3 gp 
  1 lb. 
     Glassblower’s tools 
  30 gp 
  5 lb. 
   
     Harp 
  20 gp 
  3 lb. 
     Jeweler’s tools 
  25 gp 
  2 lb. 
   
     Horn 
  3 gp 
  2 lb. 
     Leatherworker’s tools 
  5 gp 
  5 lb. 
   
     Lute 
  35 gp 
  2 lb. 
     Mason’s tools 
  10 gp 
  8 lb. 
   
     Lyre 
  30 gp 
  2 lb. 
     Painter’s supplies 
  10 gp 
  5 lb. 
   
     Longhorn 
  20 gp 
  15 lb. 
     Potter’s tools 
  10 gp 
  3 lb. 
   
     Pan flute 
  12 gp 
  2 lb. 
     Sculptor’s tools 
  15 gp 
  7 lb. 
   
     Shawm 
  2 gp 
  1 lb. 
     Smith’s tools 
  20 gp 
  8 lb. 
   
     Songhorn 
  2 gp 
  1 lb. 
     Tattoo artist’s tools 
  15 gp 
  2 lb. 
   
     Tantan 
  5 sp 
  1/2 lb. 
     Tinker’s tools 
  50 gp 
  10 lb. 
   
     Thelarr 
  35 gp 
  2 lb. 
     Weaver’s tools 
  1 gp 
  5 lb. 
   
     Tocken 
  10 gp 
  5 lb. 
     Woodcarver’s tools 
  1 gp 
  5 lb. 
   
     Viol 
  30 gp 
  1 lb. 
  Gaming set 
   
   
   
     Wargong 
  12 gp 
  7 lb. 
     Dart-and-board set 
  3 gp 
  2 lb. 
   
     Yarting 
  30 gp 
  1½ lb. 
     Dice set 
  1 sp 
  — 
   
     Zulkoon 
  50 gp 
  25 lb. 
     Dragonchess set 
  1 gp 
  1/2 lb. 
   
  Miscellaneous tools 
   
   
     Hnefatafl set 
  2 gp 
  1/2 lb. 
   
     Appraiser’s tools 
  8 gp 
  5 lb. 
     Kubb set 
  5 gp 
  2 lb. 
   
     Disguise kit 
  25 gp 
  3 lb. 
     Nine men’s morris set 
  1 sp 
  — 
   
     Forgery kit 
  15 gp 
  5 lb. 
     Playing card set 
  5 sp 
  — 
   
     Fortune teller’s kit 
  6 gp 
  4 lb. 
     Prophet’s gambit (Tarokka) set 
  1 gp 
  — 
   
     Herbalism kit 
  5 gp 
  3 lb. 
     Ring-toss set 
  1 gp 
  — 
   
     Navigator’s tools 
  25 gp 
  2 lb. 
     Three-dragon ante set 
  1 gp 
  — 
   
     Poisoner’s kit 
  50 gp 
  2 lb. 
     Trictrac set 
  2 gp 
  1/2 lb. 
   
     Thieves’ tools 
  25 gp 
  1 lb. 
   
   
  
   
   
  pitchers, or other liquid storage devices may also be 
  required for practicing this trade. 
  You can use your tools to purify up to 6 gallons of 
  water as part of a long rest, or 1 gallon of water as part 
  of a short rest. 
  Use brewer’s supplies to detect poisons or 
  impurities in a drink (DC 10), identify alcohol (DC 15), 
  or ignore the effects of alcohol (DC 20). This last roll is 
  a Constitution check using brewer’s supplies.  
  Calligrapher’s Supplies. A set of fine pens, colorful 
  inks, and fancy sheets of parchment. Also included are 
  sealing waxes of various colors and qualities and an 
  array of wax stamps. These supplies frequently include a 
  specialized subset of tools used with more durable 
  mediums, like the long-handled wood-burning styluses 
  or fine paintbrushes used for sign-making. 
  Use these tools to identify the writer of nonmagical 
  script (DC 10), determine a writer’s state of mind 
  (DC 15), spot forged text (DC 15), or forge a signature 
  (DC 20). 
  Carpenter’s Tools. Mallets, nails, measuring cords, 
  cutting templates or triangles, smoothing planes, and a 
  small saw. Carpenter’s tools are used to shape wood on 
  a large scale, crafting furniture, buildings, large 
  agricultural tools, and the like. 
  With 1 minute of work and raw materials, you can 
  make a door or window harder to open, increasing the 
  DC to do so by 5. As part of a long rest, you can 
  construct a basic shelter that will last for 1d3 days. 
  Until the shelter collapses, it will keep up to six Small 
  or Medium humanoids dry. Prevailing temperatures 
  within the shelter are 10 degrees more favorable. 
  Use these tools to build a simple structure of wood 
  (DC 10), design a complex structure of wood (DC 15), 
  find weaknesses in wooden constructions like siege 
  weapons or walls (DC 15), or pry apart a door (DC 20). 
  Cartographer’s Tools. This satchel contains 
  templates of maps and large, blank parchments suitable 
  for map-making. It includes special inks and writing 
  tools, particularly tools for drawing objects to scale 
  relative to one another. Cartographer’s tools also 
  include collapsible surveying rods, the measuring tools 
  used to calculate overland distances and geographic 
  features. 
  These tools let you map your journeys without 
  slowing your speed of travel. 
  Use cartographer’s tools to determine a map’s age or 
  origin (DC 10), estimate direction and distance to a 
  
   
   
  landmark (DC 15), determine whether a map is fake 
  (DC 15), or fill in missing terrain on a partial map 
  (DC 20). 
  Cobbler’s Tools. These tools come in a box, the lid of 
  which is reversible and supports a cobbler’s “last.” The 
  tools include a mallet and nails, sturdy sewing needles 
  and thread, rolls of soft leather, stamped pieces of hard 
  leather, molding implements, and other devices that aid 
  in the construction and repair of footwear. 
  As part of a long rest, you can maintain up to six 
  pairs of shoes, allowing their wearers to travel 10 
  hours in the following day before starting forced 
  march checks. 
  You can create a hidden compartment in a piece 
  of footwear for no cost, taking 8 hours for 
  the construction. (See the “hidden 
  compartment” item described 
  elsewhere in this product.) 
  You can use an 
  Intelligence check with 
  cobbler’s tools in the 
  place of Investigation 
  to find hidden 
  compartments in 
  shoes. 
  Use cobbler’s tools 
  to determine a shoe’s 
  age or origin (DC 10) 
  or find a hidden 
  compartment in a boot 
  heal (DC 15). 
  Cook’s Utensils. Pans, 
  knives, bottles of assorted 
  seasonings, a journal of recipes, and other 
  tools used to produce food. 
  During a short rest, you can “prepare” up to 5 
  rations with cook’s utensils to make them more 
  nutritious and rejuvenating. Anyone who eats one of 
  these rations during the same short rest may regain 1 
  extra hit point per Hit Die spent. 
  Use cook’s utensils to create a typical meal or 
  duplicate a particular meal (DC 10), to spot poison or 
  impurities in food (DC 15), or to create a gourmet meal 
  (DC 15). 
  Glassblower’s Tools. This kit contains crimps and 
  clamps, a pouring block, shears, and a blowpipe, items 
  used to manipulate glass with a kiln or another source 
  of high heat. It also contains rods of glass in various 
  colors. 
  With one minute of study, you can identify weak 
  points in glass objects such that your successful 
  attacks, or the successful attacks of others that you 
  direct, are automatically critical hits. 
  Use glassblower’s tools to identify a source of glass 
  (DC 10) or determine what a glass object once held 
  (DC 20). 
  Jeweler’s Tools. This kit contains chisels, brushes, 
  polish, and other tools used to prepare or enhance 
  gemstones. It also contains small-scale metalworking 
  tools used to shape precious metals into jewelry of 
  various kinds. A small jeweler’s loupe is 
  included for examining jewelry 
  and gemstones. 
  You can identify and 
  appraise the value of 
  gemstones at a glance, 
  applying your 
  proficiency modifier 
  to any such checks. 
  Turning a raw gem 
  into a standard one is 
  a crafting project that 
  requires 1 day of 
  work per 5 gp of 
  value added, up to (the 
  missing) half of the 
  standard value of the 
  gemstone. This is not the 
  same as modifying a gem’s 
  appearance; that task 
  requires a Dexterity check with 
  jeweler’s tools and turns a gemstone of one shape or 
  cut into a gemstone of another shape or cut. 
  Use jeweler’s tools to modify a gem’s appearance 
  (DC 15) or determine a gem’s history (DC 20). 
  Leatherworker’s Tools. This kit contains cutting and 
  edging tools, grommet setters and punches, a mallet, 
  needles and awls, and other miscellaneous tools used to 
  craft processed leather into clothing and accessories. 
  You can automatically determine what animal a hide 
  came from and whether any special techniques were 
  used to treat it. 
  Use leatherworking tools to modify a leather item’s 
  appearance (DC 10) or determine its history (DC 20). 
  
   
   
  Mason’s Tools. This satchel contains the tools used to 
  craft masonry. In addition to the trowels and joint 
  molders used to apply mortar, the kit includes 
  telescoping pole braces and measuring blocks used to 
  measure and precisely align stone and brickwork of 
  various kinds. 
  With one minute of study, you can identify weak 
  points in masonry such that your successful attacks 
  against it, or the successful attacks of others that you 
  direct, are automatically critical hits. 
  Use mason’s tools to chisel a small hole in a stone 
  wall (DC 10) or find a weak point in a stone wall 
  (DC 15). 
  Painter’s Supplies. Small pots of paints in various 
  colors, alchemical mixtures for paint thinning, a 
  painter’s palette, and an array of 
  paintbrushes. This set of tools typically 
  includes brushes sized for the sort of work 
  the painter intends, from artistic to 
  functional. These include the small, 
  intricate 
  brushes 
  used 
  to put paint on canvas, or the larger type of brushes 
  suitable to painting buildings or murals. 
  As part of a short or long rest, you can produce a 
  painting that accurately portrays or illustrates an 
  object or landscape you have seen that day. 
  Use painter’s supplies to paint an accurate portrait 
  (DC 10) or create a painting with a hidden message 
  (DC 20). 
  Potter’s Tools. These tools are used to craft and 
  repair pottery. They include molds, knives, sponges, and 
  styluses for decorating pottery, alchemical glues for 
  repairing shattered pottery pieces, and the dyes and 
  glazes for finishing or resurfacing them. 
  Examining two or more shards of a piece of pottery 
  allows you to automatically identify its original shape. 
  With one minute of study, you can identify weak 
  points in ceramic objects such that your successful 
  attacks against them, or the successful attacks of 
  others that you direct, are automatically critical hits. 
  Use potter’s tools to determine what a vessel once 
  held (DC 10), create a serviceable pot (DC 15), or find 
  a weak point in a ceramic object (DC 20). 
  Sculptor’s Tools. This satchel contains chisels, 
  mallets, files, and finishing polishes for sculpting 
  statutes out of minerals (typically stone or clay) or 
  applying decorative engraving to the mineral surfaces 
  of walls, doors, and other edifices. 
  With one minute of study, you can identify weak 
  points in inanimate sculptures such that your 
  successful attacks against them, or the successful 
  attacks of others that you direct, are automatically 
  critical hits. 
  Use sculptor’s tools to modify a statute (DC 10) or 
  detect hidden messages in the designs engraved into a 
  wall or similar surface (DC 20). 
  Smith’s Tools. Hammers, dollies, and tongs of various 
  kinds used to shape metal, as well as the crimps used for 
  creating rivets or repairing links of chain. 
  With access to a hot enough flame, you can make 
  metal pliable; you can repair up to 10 hp of damage 
  to a metal object per hour of work. 
  Use smith’s tools to sharpen a dull blade (DC 10), 
  make an item repairable if it was previously too 
  broken to have hit points restored (DC 15), or 
  sunder a nonmagical metal object (DC 15). 
  Tattoo Artist’s Tools. This set of tools includes a 
  variety of needles and inks as well as ointments and 
  
   
   
  various treatments used to create tattoos on the skin of 
  animals and humanoids.  
  If you are a spellcaster, or working with a 
  spellcaster, you can use these tools to inscribe a spell 
  scroll into the skin of a living creature, creating a 
  temporary tattoo. (See the Magic Tattoo Coverage 
  table in Tasha’s Cauldron of Everything for guidance on 
  size.) The costs and time needed for inscription are the 
  same as for an equivalent spell scroll. Humanoids can 
  see and read the spell scrolls on their own bodies when 
  not covered by heavy clothing; such creatures can 
  employ the tattoos as normal spell scrolls if they are 
  otherwise able to use spell scrolls. Another spellcaster 
  can read uncovered spell scroll tattoos if the decorated 
  creature is cooperative, restrained, or unconscious. 
  Use tattoo artist’s tools to identify tattooing 
  techniques or origins (DC 10) or create tattoos with 
  hidden meanings or messages (DC 20). Unlike 
  spellwrought tattoos, these magical creations do not 
  use a magic needle to inscribe. What they lack in 
  versatility, they make up for in personal power; 
  magical tattoos of this variety aren’t level-limited like 
  spellwrought tattoos. 
  Tinker’s Tools. Various tools used for crafting or 
  repairing intricate machines. These look like smith’s 
  tools or thieves’ tools, but in a tiny scale. The hammers, 
  chisels, picks, and other implements are typically 
  suitable for application to small projects like clockwork 
  devices. Most tool sets also include an array of mundane 
  materials to repair almost any simple object. In 
  campaigns that incorporate firearms, tinker’s tools 
  include a variety of implements suitable for crafting and 
  repairing guns and their ammunition. 
  These tools can be used to repair most portable 
  items made of metal, leather, or cloth, regardless of the 
  artisan’s tools needed to craft such things. You can 
  restore 10 hit points to a damage object per hour of 
  work. You need access to the appropriate materials for 
  this task, and a hot enough flame if you are repairing 
  metal objects. 
  Use tinker’s tools to temporarily repair a disabled 
  device (DC 10), repair an item in half the time (DC 15), 
  or improvise a simple temporary item using scraps 
  (DC 20). 
  Weaver’s Tools. A small, collapsible loom and shuttle 
  used for weaving, plus various dies and tools used to 
  treat and store wool and other types of thread. These 
  materials are suitable to the creation of cloth-based 
  clothing. 
  You can repair a single damaged garment as part of 
  a short rest. 
  Use weaver’s tools to repurpose cloth (DC 10), mend 
  a hole in a piece of cloth (DC 10), or tailor an outfit 
  (DC 15). 
  Woodcarver’s Tools. A set of chisels, files, carving 
  knives, small lathes, and other instruments for making 
  fine impressions on wooden pieces. 
  Use woodcarver’s tools to craft a small figuring (DC 
  10) or carve an intricate pattern in wood (DC 15). 
  If you are proficient with a gaming set, you can add 
  your proficiency bonus to ability checks you make to 
  play games with that set. Each type of gaming set 
  requires a separate proficiency. 
  Some gaming sets, like dice and cards, belong to a 
  great many games. Others are designed for use with a 
  single, specific game in mind. But even these single-
  game sets have myriad modifications and regional 
  variations. Particularly where betting is involved, new 
  uses for old gaming sets are sure to develop. All this 
  means is that nine men’s morris is not played here like 
  it is over in that neighboring duchy. It pays to ask the 
  rules before you lay your wagers! 
  Sometimes extraordinarily complex games catch on 
  in a community, introducing factors from multiple 
  game types. Dungeon Masters are encouraged to 
  introduce a single game (perhaps with its own game 
  rules) that is incredibly popular, something that all the 
  locals are playing. This adds one more facet to a 
  memorable game world. 
  Wizards of the Coast has previously published card 
  games including Three-Dragon Ante, Rock-Paper-
  Wizard, and Prophet’s Gambit (using the Tarokka 
  deck). These make wonderful props for a DM looking 
  to have a signature game in the campaign. 
  Characters can use gaming set ability checks to gain 
  insight into an opponent’s personality (DC 15) or catch 
  a player cheating (DC 15) if not using the Fixing the 
  Game variant rule below. 
  VARIANT: PLAYING GAMES 
  This variant rule introduces complexity into the 
  playing of games, using gaming sets or otherwise. 
  
   
   
  Before a game is played, the DM must make several 
  determinations. 
  Gaming Set. The first factor is the gaming set 
  involved, if any. This is important because it is unlikely 
  that a character is proficient in more than one gaming 
  set. Often, a character lacks the charm to convince new 
  drinking buddies to switch from their favorite game to 
  something new. The use of a proficiency bonus is often 
  the difference between winning and losing. 
  Number of Rounds. The next factor is the number of 
  rounds to be played (the number of ability checks to 
  be rolled). The number should be an odd one to avoid 
  tied outcomes, typically three or five rounds, but some 
  games are played on a single roll of the dice. The 
  overall winner is the player who wins the most 
  rounds. If an even number of rounds are played, ties 
  can be broken in favor of the player who had the 
  highest total result across all rounds. Players and 
  bystanders can bet on the winners of each game, or 
  they can place bets applicable to each round. 
  Type of Game. Generally, there are three kinds of 
  games, games of intellect, games of physicality, and 
  games of chance. 
  Games of intellect call for Intelligence checks each 
  round, adding the player’s proficiency bonus if 
  proficient in the gaming set used. These games are the 
  type enjoyed by intellectuals and scholars. Typical 
  examples are card games, board games, and other 
  contests of strategy. 
  Games of physicality call for checks of Dexterity, 
  Strength or, rarely, Constitution. These add the 
  player’s proficiency bonus if proficient in the gaming 
  set used, although games of Constitution rarely use 
  gaming sets. Games of this nature are popular in 
  warrior-dominated cultures. Games of physicality 
  include such examples as dart-throwing, log-lifting, 
  and drinking games. 
  Games of chance are truly random. The Dungeon 
  Master determines the percentage chance for a 
  successful round and the player rolls percentile dice to 
  see the outcome. While all games include some 
  random probability, games of chance have no element 
  of skill to them. (Proficiency bonuses do not factor in.) 
  
   
   
  Coin flips, simple dice throws, and high card draws are 
  all examples of games of chance. 
  Bluffing. Many games are made more enjoyable by 
  the ability to bluff. If a game allows such dynamics, at 
  the outset, each player first rolls a Charisma 
  (Deception) check and a Wisdom (Insight) check. 
  These results determine the potential for bluffing. A 
  creature can only bluff someone if its Charisma 
  (Deception) check at the start of the game was higher 
  than the bluffed creature’s Wisdom (Insight) check. 
  Once during the entire game, each player can reroll a 
  gaming ability check for a round, but only if the 
  highest check for playing that round comes from 
  someone the player can bluff. 
  Cheating. Most games have room for cheating; a 
  game that seems cheat-proof just hasn’t yet run afoul 
  of the right con artist. Cheating is mechanically like 
  bluffing but it’s very different morally. It is a choice 
  made at the outset of each round. The cheater gets 
  advantage on the appropriate gaming set check but 
  might get caught. After the round is played, the cheater 
  must attempt a Charisma (Deception) check or a 
  Dexterity (Sleight of Hand) check, whichever the 
  Dungeon Master determines is appropriate to conceal 
  the type of cheating used. This is opposed by the other 
  players’ individual passive Wisdom (Insight) or 
  Wisdom (Perception) scores, respectively. Anyone 
  whose passive score is higher than the cheater’s check 
  has noticed the foul play. 
  VARIANT: FIXING THE GAME 
  For an additional expense, most gaming sets can be 
  crafted to produce biased results. Cards can be 
  manufactured with subtle, hidden marks of 
  identification. Dice can be constructed with varied 
  densities to influence rolled results. A dart set could be 
  built in such a way that one set of colored darts flies 
  much truer than the other set of colored darts. 
  Whatever the method, using a “fixed” game set 
  allows a cheater to claim advantage on any check to 
  avoid other players noticing the cheating. A fixed game 
  set costs an additional 15 gp to acquire. Card-marking 
  and similar alterations can be accomplished for a 
  much cheaper price (or without cost), but these 
  alterations are not good enough to grant advantage to 
  the user’s checks to avoid detection. 
  This is a good rule to use in combination with the 
  Playing Games variant rule, described above. 
  DESCRIPTIONS 
  Game sets are described below. 
  Dart-and-Board Set. A dart throwing game that 
  tests physical dexterity and accuracy. Players try to 
  throw the darts from a set distance into the hanging 
  board target. 
  Dice Set. These polyhedral objects are most 
  commonly found in cube form, carved from wood or 
  bone. The various faces are marked with numbers or 
  other symbols. Many games are played with dice, too 
  many to count. 
  Dragonchess Set. This game consists of three 
  checkered boards, arranged in three layers, with a 
  variety of carved playing pieces that move between 
  squares and boards. 
  [This game was invented by Gary Gygax and 
  featured in Dragon Magazine in 1985.] 
  Hnefatafl Set. A strategy game played on a checkered 
  or latticed board between two unevenly matched armies 
  of carved figures. 
  Kubb Set. Kubb is an outdoor game of skill in which 
  players try to toss wooden batons to knock over a series 
  of blocks. 
  Nine Men’s Morris Set. This simple strategy game is 
  played with two colors of chits on a small, latticed 
  board. 
  Playing Card Set. These squares of very thick paper 
  are each painted with a letter, symbol, or numerical 
  marker on one side. The back sides of all the cards are 
  identical, whether blank or patterned. Many games are 
  played with cards, including games of chance. 
  Prophet’s Gambit (Tarokka) Set. This card game is 
  played with a Tarokka deck. 
  [Gale Force Nine, in partnership with Wizards of the 
  Coast, publishes the Tarokka deck. The box includes a 
  pamphlet for playing the game.] 
  Three-Dragon Ante Set. This card game is played 
  with a Three-Dragon Ante deck. 
  [Wizards of the Coast published the Three-Dragon 
  Ante game deck in 2005, with a follow-up card set in 
  2010. Both may be played alone or together.] 
  Trictrac Set. Each of two players must advance their 
  own set of 15 chits across various positions on a board 
  using a combination of luck (dice rolls) and strategy. 
  
   
   
  If you have proficiency with a given 
  musical instrument, you can add 
  your proficiency bonus to ability 
  checks to play the instrument. 
  Proficiency also allows you to 
  compose original music pieces, with 
  or without lyrics. Each type of 
  musical instrument requires a 
  separate proficiency. 
  A bard can use a musical 
  instrument as a spellcasting focus. 
  Spellcasting this way, even without 
  verbal components, creates sound; a musical 
  instrument cannot be used as a spellcasting focus 
  within a zone of silence. 
  Use a musical instrument proficiency to identify a 
  tune (DC 10) or improvise a tune (DC 20). 
  DESCRIPTIONS 
  Musical instruments are described below. 
  Bagpipes. A wind instrument constituting multiple 
  reed pipes fed by squeezing an air bag. The air reservoir 
  is replenished periodically by the musician blowing into 
  it through another pipe. 
  Birdpipes. Sometimes called pan pipes, satyr pipes, or 
  the shalm, this set of parallel pipes is a musical 
  instrument popular with creatures that are close to 
  nature. 
  Drum. A cylindrical instrument with a flat hide 
  stretched taught over each end. The hide produces a 
  hollow resonance when struck.  
  Dulcimer. A dulcimer is a flat, trapezoidal 
  soundboard across which strings of descending lengths 
  are strung. The strings can be plucked or can be struck 
  with a tiny hammer. 
  Flute. This tubular 
  reedless wind instrument 
  produces sound when air 
  is blown across the hole 
  at one end. The other end 
  of the tube has a series of 
  holes that can be covered 
  or left uncovered by the 
  fingers to produce 
  different notes. 
  Glaur. This short, 
  curved horn resembles a 
  cornucopia. If played using its set of 
  valves, the instrument produces a 
  brassy sound like a trumpet. Some 
  versions, called gloons, don’t have 
  valves and produce a more mournful 
  sound. 
  Hand Drum. A double-headed skin 
  drum fitted with handles along its 
  side. 
  Harp. A harp has many parallel 
  strings attached within a frame. The 
  frame has an angled soundboard that 
  facilitates shorter strings as it tapers, 
  varying the notes produced when the instrument is 
  strummed. 
  Horn. A horn is typically a brassy pipe with a conical 
  opening at one end and a mouthpiece at the other. 
  Horns produce loud, far-reaching notes and so are used 
  for signaling as well as musical purposes. 
  Lute. This plucked stringed instrument has a long 
  neck and a deep, round back. The hollow portion of the 
  body has a circular opening under the part of the strings 
  that get strummed. 
  Lyre. A lyre resembles a harp but is smaller. Its strings 
  are plucked with a pick. 
  Longhorn. A flute of very sophisticated make, this 
  item is found only in large cities or areas with skilled 
  artisans. 
  Pan Flute. This instrument consists of multiple 
  closed-pipe flutes of ascending length, attached in a 
  row. 
  Shawm. A double-reed instrument like an oboe or a 
  bassoon. Some versions use attached bellows. 
  Songhorn. A simple type of flute, like a recorder, 
  usually carved from wood. 
  Tantan. An instrument like a tambourine affixed to a 
  tight drum. 
  Thelarr. A simple and 
  wind instrument cut from 
  a reed, sometimes called a 
  whistlecane. 
  Tocken. This 
  resonating instrument is 
  comprised of carved oval 
  bells hung parallel on a 
  frame and played by light 
  strikes with a small mallet 
  or with the open hand. 
  
   
   
  Viol. A small, six-stringed instrument held vertically 
  and played with a bow. 
  Wargong. War gongs are like traditional gongs, but 
  usually made from the shield of an enemy. 
  Yarting. This tightly strung instrument resembles a 
  shallow-bodied lute. 
  Zulkoon. This complex pump organ has a dramatic, 
  sinister sound. 
  Miscellaneous tools differ from artisan’s tools in that 
  they tend to create no product and they are usually not 
  suited to generating a stable income. 
  Each type of tool allows proficient users to add their 
  proficiency bonus to uses of that tool. Where a tool’s 
  use might be ambiguous, some clarity is provided in 
  the descriptions here. 
  DESCRIPTIONS 
  Miscellaneous tools are described below. 
  Appraiser’s Tools. A satchel containing a multi-
  tiered scale with a set of weights, a jeweler’s loupe, vials 
  of substances for identifying minerals through 
  alchemical reactions, and a set of thick manuals to 
  classify materials and index market values. 
  If proficient, your bonus applies to Intelligence 
  checks to appraise valuables. 
  Use appraiser’s tools to identify the techniques used 
  to refine an examined gemstone (convert it from its 
  raw state) and determine the technique’s origin (DC 
  10) or spot costume jewelry or costume adornments 
  to clothing armor, or weapons (DC 15). 
  Disguise Kit. A box containing cosmetics, hair dies, 
  and adhesive-mounted facial prosthetics used to create 
  a variety of disguises. 
  If proficient, your bonus applies to ability checks to 
  disguise yourself or others. 
  You can use a long rest or one day of downtime to 
  create a disguise. Each disguise weights 1 pound and 
  takes one minute to put on or take off. This ready-
  made disguise uses quite a few of your disguise kit 
  components; you can only keep one disguise together 
  at a time. When composing and applying a disguise not 
  previously created, you must use 10 minutes for one 
  that involves moderate changes to your appearance, or 
  30 minutes for one that involves more-extensive 
  changes. 
  Use a disguise kit to cover distinguishing marks or 
  injuries (DC 10), spot a disguise in use by someone 
  else (DC 15), or copy a specific humanoid’s appearance 
  (DC 20). 
  Forgery Kit. A forgery kit is a satchel that shares 
  many of the components of calligrapher’s supplies and 
  paint supplies, including an array of brushes, pens, 
  pigments, and inks. It also boasts a variety of styluses 
  used to impersonate signet marks by carving wax seals. 
  You can produce a forged document that is up to 1 
  page long or up to 4 pages long, using a short rest or 
  long rest, respectively. Your Intelligence (forgery kit) 
  check result sets the DC for an Intelligence 
  (Investigation) check to spot the fake. 
  Use a forgery kit to mimic handwriting (DC 15) or 
  duplicate a wax seal (DC 20). 
  For types of documents that can be forged, check the 
  Nonmaterial Assets in Wraith Wright’s Expanded 
  Wealth Manual. 
  Fortune Teller’s Kit. This kit comes in a box. It 
  includes a crystal ball, fortune telling cards, and other 
  tools of the trade. This description covers only the 
  mundane uses of this kit. 
  If proficient, your bonus applies to Charisma checks 
  to tell fortunes convincingly. A fortune teller’s kit can 
  be used to generate an income like artisan’s tools, 
  provided they are used in a large enough area and in a 
  society suitably tolerant of fortune tellers. 
  Use a fortune teller’s kit conversationally to 
  understand someone you are telling a fortune to, 
  determining a characteristic or ideal (DC 15), or 
  determining a bond or flaw (DC 20). 
  Herbalism Kit. This kit comes in a satchel 
  compartmentalized for storing myriad herbs. It includes 
  various tools for safely harvesting plants as well as the 
  grinding tools, mixing tools, and additives needed to 
  make potions, salves, and similar curative products. 
  Proficiency allows you to identify all common plants 
  automatically and to add your bonus to checks to 
  identify rare ones. Herbalism kits are used to craft 
  several curative products, including potions of healing. 
  Use an herbalism kit to find uncommon plants (DC 
  15) or identify herbal poisons (DC 20). 
  Navigator’s Tools. This satchel holds sounding lines, 
  a sand glass, an astrolabe or telescoping back staff, a 
  ring dial, or similar instruments needed for navigation. 
  It also contains a number of relevant sea charts. 
  
   
   
  Proficiency with these tools allows you to chart a 
  ship’s course and follow navigation charts. It also 
  allows you to add your proficiency bonus to any ability 
  check you make to avoid getting lost at sea. It can be 
  used similarly in some cases of overland navigation. 
  Use navigator’s tools to plot a course (DC 10) or 
  discover your position on a nautical chart (DC 15). 
  Poisoner’s Kit. A poisoner’s kit blends some of the 
  components of alchemist’s supplies and an herbalism 
  kit, the tools needed to create poisons using alchemical 
  and herbal techniques. It also includes tools for 
  collecting poisons from live (or recently slain) monster 
  specimens. 
  You may use your proficiency bonus for uses of 
  poison (poisoning food, weapons, etc.) and checks to 
  collect or craft poisons. You need not worry about 
  poisoning yourself merely by handling or applying 
  poisons, but initial collection remains a dangerous 
  process. 
  Use a poisoner’s kit to spot a poisoned object 
  (DC 10) or determine the effect of a discovered poison 
  (DC 20). 
  Thieves’ Tools. A complex set of picks and tools used 
  to disable locks and traps, organized in a roll-up leather 
  satchel. These tools resemble a highly specialized 
  segment of tinker’s tools and can be disguised as such. 
  Thieves tools are primarily employed to unlock 
  locks or disarm traps, but additional uses are possible. 
  Use thieves’ tools to disarm traps or open locks, rolling 
  against variable difficulties (DC 5–30). 
  These tools let you create an improvised trap using 
  parts you have on hand. The result of your Dexterity 
  check using thieves’ tools sets the DC for others to 
  discover or disable the trap. An improvised trap deals 
  damage appropriate to the materials used to create it, 
  like an improvised weapon. It may also (or alternately) 
  create a sound designed to wake nearby sleepers. 
  Additives like poisons, ball bearings, or bells can add 
  better functionality or warning effects to these 
  makeshift traps. 
  You can also reset a disabled trap if your check 
  meets the original DC to disable it. Reset traps use 
  their original DCs to discover or disable, along with 
  their original damage (unless a vital component is 
  missing, like poison for the spikes). 
   
   
   
   
   
  
   
   
   
   
  
   
   
   
   TRINKET IS A CHARACTER-BUILDING DEVICE, 
  something that sparks the imagination and 
  helps bring a character to life by enriching 
  its history. It is typically a thing of no 
  marketable value, yet it has enough 
  importance and value to the owner to be worthy of 
  keeping around, even on adventures. 
  The multi-part table below increases the number of 
  trinkets available from official sources and cleans up 
  many of the standard ones from the Player’s 
  Handbook, Curse of Strahd, and other official sources. 
  Notably, “joke” items like Michael Jackson’s sequined 
  glove were altered or removed. Those immersion-
  breakers kept players from taking trinkets seriously, 
  robbing trinkets of their story-inspiring value. 
  Also removed were references to specific races or 
  monsters; some Dungeon Masters’ games don’t have 
  dragons or elves. A player who rolls a trinket that 
  depicts a creature (or is a part of a creature) should 
  decide exactly what race or monster is implicated 
  based on those available in the campaign world. 
  The DM can use these tables to stock a dungeon room 
  or to fill a creature’s pockets. Anywhere “stuff” could 
  be served by a roll on the table, from the king’s 
  bedside table to the rubbish heap behind the castle. 
  To facilitate trinket selection for campaigns set in non-
  standard game worlds, the table is arranged to allow 
  some control over trinket results. 
  Primitive Fantasy. In primitive campaigns, perhaps 
  a goblinoid society or metal-poor world, roll 2d100. 
  The first 100 trinkets particularly are the type that 
  don’t rely on magic or advanced tinkering. 
  Normal Campaign. For normal campaigns, with the 
  widest array of possible trinkets, simply roll 3d100. 
  High Fantasy. Where clockwork devices and magic 
  are common, roll 2d100 + 100. The most complex and 
  magical trinkets are in the final 100 options. 
  As an alternative to these limited dice rolls, the DM 
  may allow players to alter trinkets to conform with the 
  campaign requirements. For example, a result of a 
  silver spoon that feels warm to the touch could, in a 
  game world where magic effects are rare, become just 
  a silver spoon with no other effect. In a game world 
  where metal is rare, the spoon could be made of bone.  
  DM’s Corner. A truly effective trinket challenges a 
  player to build a story for it that enhances the 
  character’s background. If you let players alter their 
  trinkets too much (or choose trinkets instead of rolling 
  for them), you risk your players narrowing the trinket 
  to fit into the character’s existing story rather than 
  expanding the story to encompass the trinket. 
   
   
  TRINKETS, PRIMITIVE FANTASY (PART 1) 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  001 
  A pair of knucklebones, each shows a skull symbol 
  on the face that should show “6” 
   
  011 
  A short scepter, the sigil of a former townmaster’s 
  authority 
  002 
  A mummified hand 
   
  012 
  A belt with a hidden pouch sewn inside 
  003 
  A dead beetle the size of a plum 
   
  013 
  A large tooth from an unknown beast 
  004 
  A ceramic bead necklace 
   
  014 
  A one-pound carved marble monster 
  005 
  A small box filled with different-sized buttons 
   
  015 
  A bright green feather 
  006 
  A set of gaming tokens with the faces scratched off 
   
  016 
  A petrified insect 
  007 
  A clay tablet naming a debt to a local noble 
   
  017 
  A pyramid of sticky black incense that smells bad 
  008 
  A scarlet crest from a military helmet 
   
  018 
  A vial of oil that smells like honey 
  009 
  A rope necklace from which dangles four 
  mummified fingers 
   
  019 
  A tiny chest that opens from the top or from the 
  bottom 
  010 
  A pair of infant’s sandals 
   
  020 
  A perfectly round, perfectly smooth stone 
   
   
  
   
   
   
  TRINKETS, PRIMITIVE FANTASY (PART 2) 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  021 
  A winter blanket that belonged to a close friend 
   
  049 
  Seven small, multicolored glass marbles 
  022 
  A pouch of tiny stone idols 
   
  050 
  A pouch made of flesh, with a sinew drawstring 
  023 
  A small packet filled with pink dust 
   
  051 
  The dried-up poison gland of a poisonous beast 
  024 
  A glass eye 
   
  052 
  A pair of old socks 
  025 
  The shell of an egg painted with scenes of misery 
  in disturbing detail 
   
  053 
  An iron coin that can be shown to prove 
  membership in a secret organization 
  026 
  A switch or other implement that was used to 
  discipline you as a child 
   
  054 
  A black pirate flag adorned with a skull-and-
  crossbones from a “dragon” or another beast 
  027 
  Pallid gloves crafted with ivory fingernails 
   
  055 
  A tiny box of spices that can’t be identified  
  028 
  A long string, knotted for use as a measuring tool 
   
  056 
  A tiny box containing bright fishing lures 
  029 
  A dried or pressed flower of a unique variety; the 
  type is unknown in your area 
   
  057 
  A dead insect or unidentifiable winged creature 
  inside a clear glass bottle 
  030 
  A lizard’s bony talon on a plain leather necklace 
   
  058 
  A decorative ceramic plate 
  031 
  A 1-inch clay cube, each side painted a different 
  color 
   
  059 
  A little old doll made from a dark, dense wood 
  and missing a hand and a foot 
  032 
  A set of bone pipes 
   
  060 
  A diagram of the plantings in a complex garden 
  033 
  A glass vial filled with nail clippings 
   
  061 
  A bag of 47 humanoid teeth; one is rotten 
  034 
  A mosaic tile with a multicolored, glazed surface 
   
  062 
  A set of high-quality steel sewing needles 
  035 
  The feathery crest taken from a helmet 
   
  063 
  A mummified bird claw 
  036 
  A vest with one hundred tiny pockets 
   
  064 
  A woven sun hat that doubles as a basket 
  037 
  A necklace strung with small sharp teeth, about 
  the size of a cat’s 
   
  065 
  An urn containing the ashes of a hero or a 
  politician (or a hero politician) 
  038 
  A vial of what looks like blood 
   
  066 
  The shattered pieces of a small jade statue 
  039 
  A leather case (pouch) holding 20 intricately 
  carved leaden sling bullets 
   
  067 
  A wood carving knife with an intricately carved 
  wooden handle 
  040 
  An empty glass vial that smells of perfume 
   
  068 
  The first half of the best novel you’ve ever read 
  041 
  A tiny, white-leafed vine planted in a glass vial 
   
  069 
  A note of thanks from an unknown person 
  042 
  A journal of every lie the original owner spoke, 
  from small white lies to grand fabrications 
   
  070 
  An ancient arrow or crossbow bolt of delicate 
  design 
  043 
  A tiny wooden harp 
   
  071 
  A scrap of cloth from an old banner 
  044 
  A petrified mouse 
   
  072 
  A knife that belonged to a relative 
  045 
  Six glass coins with square holes in their centers 
   
  073 
  A receipt itemizing a wealthy noble’s dowry 
  046 
  An executioner’s hood 
   
  074 
  A fan that, when unfolded, shows a sleeping dog 
  047 
  A miniature lizard formed from flint; its body can 
  be struck with steel to create sparks 
   
  075 
  A one-pound iron trade bar. On the back is carved 
  “The king’s ransom.” 
  048 
  An intricate ebony coat button 
   
  076 
  A candle that can’t be lit  
  049 
  A map tattooed on an old piece of skin, rolled 
  tightly and stored in a scroll tube 
   
  077 
  A multicolored disk made of stone, clay, or a 
  similar material 
  050 
  A pouch made of flesh, with a sinew drawstring 
   
  078 
  Seven small, multicolored glass marbles 
  051 
  The dried-up poison gland of a poisonous beast 
   
  079 
  A small wooden statuette of a smug child 
  048 
  A switch or other implement that was used to 
  discipline you as a child  
   
  080 
  A letter in child’s script, promising revenge on a 
  foster parent and signed in blood 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  TRINKETS, PRIMITIVE FANTASY (PART 3) 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  081 
  A glass jar containing a weird bit of flesh floating in 
  pickling fluid 
   
  091 
  Dice made from the knuckles of a notorious 
  charlatan 
  082 
  A comb carved from seashell 
   
  092 
  A flute that only plays one note 
  083 
  A single caltrop made from bone 
   
  093 
  A tiny cage with no door 
  084 
  An eyepatch that seems to be designed for 
  wearing over the middle of the forehead 
   
  094 
  A military patch or other rank insignia from a lost 
  legionnaire 
  085 
  An old divination card bearing your likeness 
   
  095 
  An old chess piece made from glass 
  086 
  A whistle made from gold-colored wood or bone 
   
  096 
  A doll built for a shaman’s ritualistic purposes 
  087 
  An alabaster mask 
   
  097 
  Two wooden toy soldiers, one with a missing head 
  088 
  A wooden practice sword with the carved 
  autograph of a famous gladiator 
   
  098 
  Two heavy iron boot inserts designed to protect 
  against caltrops 
  089 
  A small cloth doll with sewn-on features, skewered 
  with needles 
   
  099 
  A quiver with a cap that, when closed, keeps the 
  contents dry even while submerged 
  090 
  A sharpened shovel or spade with twenty-six 
  notches carved along the handle. 
   
  100 
  A sturdy, ten-foot chain made of copper rather 
  than iron 
   
   
   
  
   
   
   
  TRINKETS, STANDARD CAMPAIGN (PART 4) 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  101 
  A gold coin minted in an unknown land 
   
  131 
  An ivory bell with a silver interior lining 
  102 
  A book of pleasant memories written by 
  someone who was suffering memory loss 
   
  132 
  An ornate scabbard that fits no blade you have 
  found so far 
  103 
  An empty wine bottle of an exceedingly rare and 
  expensive vintage 
   
  133 
  A merchant’s scale designed to give bias to one 
  side, about five percent 
  104 
  A religious icon with a hidden compartment 
   
  134 
  Nails from the coffin of a murderer  
  105 
  A brass orb etched with strange runes 
   
  135 
  A horseshoe bent into an odd shape  
  106 
  The signet of a banished noble 
   
  136 
  A ring of keys for forgotten locks 
  107 
  A blank book that refuses to hold ink or any other 
  marking 
   
  137 
  A sealed envelope marked as containing the last 
  will and testament of a fallen soldier 
  108 
  A metal drinking flask, beautifully engraved 
   
  138 
  A flag from a ship lost at sea  
  109 
  A silver spoon with “M” engraved on the handle 
   
  139 
  A lacey pouch that unfolds into a beautiful shawl  
  110 
  A tiny, gruesome box containing dozens of 
  fingernails taken from humanoids 
   
  140 
  A book that tells the story of a legendary hero’s 
  rise and fall, with the last chapter missing 
  111 
  A diary written in a language you don’t know, 
  containing illustrations of unknown insects 
   
  141 
  A bracelet-sized chain, its links made of many 
  different non-precious metals 
  112 
  2 electrum coins minted by a usurper before her 
  demise 
   
  142 
  A small, worn book of children’s nursery rhymes 
  or stories 
  113 
  The deed for a parcel of land in a realm unknown 
  to you 
   
  143 
  An exceptional-quality horse bridle, its leather 
  components tooled with intricate designs 
  114 
  A book-sized case displaying 22 pinned butterflies 
  of exotic origin 
   
  144 
  An empty silver snuffbox bearing an inscription on 
  the surface that says “dreams” 
  115 
  A tiny silver icon of a raven 
   
  145 
  An old bridal veil 
  116 
  A set of intricate schematics for large, elegant 
  siege weapons 
   
  146 
  Half of a floorplan for a temple, castle, or some 
  other structure 
  117 
  A one-pound decoy purse that appears to bulge 
  with coins but cannot be opened 
   
  147 
  A hound’s collar with a metal tag; only you can 
  read the inscription 
  118 
  A bloody canvas pouch, the type of which is 
  carried only by the royal dispatch service 
   
  148 
  A bronze pentacle with an etching of a rat’s head 
  in its center 
  119 
  An old key made of an unusual material 
   
  149 
  The baron’s missing signet ring 
  120 
  A book of lore containing entirely wrong 
  information 
   
  150 
  A wolf’s head wrought in silver that is also a 
  whistle 
  121 
  A hilt from a broken sword 
   
  151 
  A lady’s decorated parasol 
  122 
  A receipt for purchase of a child-size coffin 
   
  152 
  A key to the family crypt 
  123 
  A silver skull the size of a coin 
   
  153 
  The unopened letter from your dying father  
  124 
  A flamboyant hat that is not in fashion 
   
  154 
  An unfinished painting on rolled canvas 
  125 
  A four-leaf clover pressed inside a book 
  discussing manners and etiquette 
   
  155 
  A taxidermized animal; the tag on its collar says 
  “familiar” 
  126 
  A gold tooth 
   
  156 
  A gold monocle frame without the lens 
  127 
  A receipt of deposit to a foreign city 
   
  157 
  An ornate saw with no teeth on the blade 
  128 
  A cameo with the profile’s face scratched away 
   
  158 
  A crystal knob from a door 
  129 
  A monogramed ink pen made of electrum 
   
  159 
  A cameo, its likeness of a hideous person 
  130 
  An old leather-bound ledger from a brothel  
   
  160 
  A string of multicolored ceramic beads 
   
  
   
   
   
   
  TRINKETS, STANDARD CAMPAIGN (PART 5) 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  161 
  A small box of old ink pens, their tips worn to 
  useless nubbins 
   
  181 
  A tiny silver bell without a clapper. The bell has a 
  tiny loop, allowing it to be strung on a string. 
  162 
  A necklace formed of the interlinked holy symbols 
  of a dozen deities 
   
  182 
  Half a copper icon of clasped hands; the other 
  half was given to a childhood friend 
  163 
  An unfinished weapon pommel crafted for a royal 
  heir prior to the child’s premature death 
   
  183 
  A small, decorated case containing brushes, oils, 
  and polishing tools for cleaning weapons 
  164 
  An indecipherable treasure map 
   
  184 
  A note from a secret admirer 
  165 
  A glass cylinder, open at each end. When placed 
  over a candle, the flicker of distorted light casts 
  shadows of moving creatures 
   
  185 
  A purple handkerchief embroidered with the 
  name of a powerful archmage or otherworldly 
  being 
  166 
  A rabbit’s foot 
   
  186 
  A silver ring with empty gem settings 
  167 
  An invitation to a party where a recent murder or 
  kidnapping happened 
   
  187 
  A tiny sketch portrait of an ugly person or 
  creature 
  168 
  A well-worn loincloth 
   
  188 
  A silver badge in the shape of a five-pointed star 
  169 
  A wig from someone executed by beheading 
   
  189 
  A diary with seven missing pages 
  170 
  A winter coat stolen from a dying soldier 
   
  190 
  A scroll bearing an earnest marriage proposal 
  171 
  A felt scarf with fine, lightweight chainmail sewn 
  on, covering one side 
   
  191 
  An iron holy symbol devoted to an unknown god 
  or pantheon 
  172 
  A set of bronze scissors shaped like two feathered 
  wings crossing themselves 
   
  192 
  A brooch of ornate design made from an 
  unknown, bluish metal 
  173 
  A jar of pickled tongues 
   
  193 
  A taxidermized bird 
  174 
  A wooden block with an ornately carved face 
  designed to serve as an ink stamp 
   
  194 
  A picture you drew as a child of your imaginary 
  friend 
  175 
  A fragment of a beautiful song, written as musical 
  notes on two pieces of parchment 
   
  195 
  A list of innocuous ingredients with notes on how 
  to make a poison from them 
  176 
  A dead sibling’s military medals 
   
  196 
  Clothes stolen from a scarecrow 
  177 
  A teacup from a child’s tea set, stained with blood 
   
  197 
  A door plaque engraved with a family name 
  178 
  A set of glass spheres designed to cause fishing 
  line to float on a watery surface 
   
  198 
  A spinning top carved with four faces: happy, sad, 
  wrathful, and dead 
  179 
  A hand mirror backed with a bronze depiction of a 
  monster 
   
  199 
  A pair of boots of exceptional quality, the envy of 
  any noble 
  180 
  A mold for pouring 1-pound trade bars, stolen 
  from a government’s mint 
   
  200 
  The necklace of a sibling who died on the day you 
  were born 
   
   
   
   
   
  
   
   
   
  TRINKETS, HIGH FANTASY (PART 6) 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  201 
  A bottle of invisible ink readable only at sunset 
   
  227 
  A one-of-a-kind crystal goblet 
  202 
  An urn with the ashes of a dead relative 
   
  228 
  An ivory ring that makes you invisible to sheep 
  203 
  A set of six brass buttons taken from an unknown 
  piece of clothing 
   
  229 
  A pocket watch that runs backward for an hour 
  every midnight 
  204 
  A lepidopterist’s box filled with dead moths with 
  skull-like patterns on their wings 
   
  230 
  An iron coin that makes you feel slightly happy 
  when you squeeze it tightly 
  205 
  A black wooden pipe that creates puffs of smoke 
  that look like skulls 
   
  231 
  A wineskin that refills when interred with a dead 
  person for a night 
  206 
  The prosthetic hook or wooden hand of a 
  notorious pirate or outlaw 
   
  232 
  A complex hourglass that counts down various 
  times: 1 minute, 1 hour, 8 hours, and 1 day 
  207 
  A gemstone that looks like a lump of coal when 
  examined by anyone but you 
   
  233 
  A spyglass that always shows the world suffering 
  a terrible storm 
  208 
  A silver-haired wig  
   
  234 
  A history book written in a long-lost language 
  209 
  A compass that points to the user’s nearest blood 
  relative that is over one mile away 
   
  235 
  A lantern with a black candle that never runs out 
  and that burns with green flame 
  210 
  A 1-pound egg with a bright red shell 
   
  236 
  A golden walnut 
  211 
  A magnifying glass that only magnifies dirt and 
  blemishes; everything else is blurry 
   
  237 
  A little black book that records your dreams, and 
  yours alone, when you sleep 
  212 
  A small mirror that shows an older version of the 
  viewer 
   
  238 
  A bouquet of funerary flowers that always looks 
  and smells fresh 
  213 
  A pint flask that refills with oil every sunrise. The 
  oil burns with a terrible stench. 
   
  239 
  A Porcelain doll’s head, its eyes always seem to 
  be looking at you 
  214 
  A 1-ounce block of an unknown material 
   
  240 
  A ring that gives the wearer fresh breath 
  215 
  An anatomical diagram of the inside of a monster 
  with detailed notes 
   
  241 
  A broken pendent carved as a fantastic beast; it is 
  always cold to the touch 
  216 
  A giant glass eye 
   
  242 
  A 2-inch gold wire coiled around a finger bone 
  217 
  A piece of crystal that glows in moonlight 
   
  243 
  A tiny spool of black thread that never runs out 
  218 
  A ceramic lamp that once held a djinn 
   
  244 
  A 1-ounce bottle of gold-colored ink 
  219 
  A metal can that has no opening but sounds as if it 
  is filled with liquid, sand, or broken glass 
   
  245 
  A pocket-sized picture of a landscape showing 
  tomorrow’s weather; it is correct half the time 
  220 
  A pouch of black sand that radiates warmth 
   
  246 
  A pouch containing fancy scented soap bars 
  221 
  A glass jar containing lard with a label that reads, 
  “Griffon Grease” 
   
  247 
  A tiny clockwork figurine of a dancer that’s 
  missing a gear and doesn’t work 
  222 
  An inkwell that nauseates anyone staring into it 
   
  248 
  The laces from a corset or similar type of clothing 
  223 
  A lock that opens when blood is dripped in its 
  keyhole 
   
  249 
  An itchy bedroll that keeps the user warm while 
  sleeping, even in the coldest weather 
  224 
  A tiny brass cube, always cold as ice, useful for 
  chilling drinks 
   
  250 
  A small, locked box that hums a lovely melody at 
  night; you forget the song in the morning 
  225 
  A birdcage into which small birds fly if the door is 
  opened, but the birds never eat nor leave 
   
  251 
  An immortal candle, one that can be used 
  repeatedly but never burns down 
  226 
  A nightcap that gives pleasant dreams when worn 
   
  252 
  A set of silverware used by a king for his last meal 
   
   
  
   
   
   
  TRINKETS, HIGH FANTASY (PART 7) 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  253 
  A jar containing a tiny frog that, if removed, 
  reappears in the jar within a week 
   
  277 
  A hooded lantern with an internal sparker that 
  can light its oil without an outside fire source 
  254 
  A vial of black liquid labeled “unholy water” 
   
  278 
  An unusually heavy hangman’s noose 
  255 
  A tiny glass jar with an unidentifiable brown lump 
  of dried material stuck to the bottom. The label 
  reads “demon heart.” 
   
  279 
  A 10-foot string that can be strung across empty 
  air; the string will hover as placed until pulled 
  down by even a slight weight  
  256 
  A vial of perfume, the scent of which only certain 
  creatures can detect 
   
  280 
  A small idol of a nightmarish creature that gives 
  you unsettling dreams when you sleep near it 
  257 
  A silver teardrop earring made from a real tear 
   
  281 
  A bronze laurel that gleams even in the weak light 
  258 
  A needle that never bends 
   
  282 
  An enormous scale, perhaps from a giant lizard 
  259 
  An ink pen with an internal ink well that never runs 
  out. The pen is engraved with a name in an 
  unknown language. 
   
  283 
  A tiny wooden sphere that, when dropped on the 
  ground, wakes every sleeping creature within 
  20 feet 
  260 
  A ledger that changes each time it is read 
   
  284 
  A glass orb filled with moving smoke 
  261 
  A wooden box that holds a living worm with a 
  head on each end of its body 
   
  285 
  A satchel that preserves contained food, keeping 
  it fresh for up to three weeks 
  262 
  A bit of folded cloth that, when unfolded, turns 
  into a stylish cap 
   
  286 
  A tiny tinker-built music box that plays a song you 
  dimly remember from your childhood 
  263 
  A glove with a prosthetic finger that closes when 
  the other fingers close 
   
  287 
  A packet of purple dust that that instantly dries 
  small objects it is sprinkled over 
  264 
  A sheet of parchment upon which is drawn a 
  complex mechanical contraption 
   
  288 
  A shard of obsidian that always feels warm to the 
  touch 
  265 
  A tiny padlock that opens when the right sequence 
  of numbered dials is displayed 
   
  289 
  A chain with links made of different non-precious 
  metals and alloys 
  266 
  A brass ring that never tarnishes  
   
  290 
  A small, weightless stone block  
  267 
  A child apprentice’s spellbook containing 
  incomplete notes about cantrips 
   
  291 
  An invitation to a séance for an unknown future 
  date; only the dead may attend 
  268 
  An electrum top that, when dipped in ink, draws 
  beautiful patterns as it spins 
   
  292 
  An ovoid lodestone wrapped in metal wire that 
  makes sparks when wet 
  269 
  A cog or gear from an intricate machine 
   
  293 
  A hand puppet with articulating facial features 
  270 
  A pipe that blows bubbles 
   
  294 
  A mechanical canary inside a tinker’s lamp 
  271 
  A clockwork bumblebee that buzzes and flops 
  about when wound and released 
   
  295 
  A jar of spices that make consumers of affected 
  food feel nauseous two hours later 
  272 
  A walking cane with an iron ferule that strikes 
  sparks on stone 
   
  296 
  A tiny mechanical crab or spider that moves 
  about when it’s not being observed 
  273 
  Several scales from a suit of armor that look 
  iridescent, like mother of pearl 
   
  297 
  A pair of spectacles once owned by a woman who 
  was killed by a lightning strike 
  274 
  A tin of exceptionally bright boot polish 
   
  298 
  A glove that hums softly while worn outdoors 
  275 
  A jack-in-the-box that weeps salty tears when it 
  opens  
   
  299 
  A ring that feels warm while potions are active on 
  the wearer 
  276 
  A music box that plays by itself whenever someone 
  holding it dances 
   
  300 
  A glass orb filled with water, in which swims a 
  clockwork goldfish 
   
  
   
   
   
   
   
   
  
   
   
   
   VIAL OF LIQUID IS A COMMON FEATURE OF AN 
  adventurer’s gear set. The concoction within 
  may provide a useful benefit, or it may be a 
  potent, dangerous substance intended to 
  poison anyone who comes in contact with it. 
  Called compounds, these substances are created by 
  mixing the materials found in nature, substances 
  derived from animals, plants, and minerals.  
  These concoctions are divided into three categories. 
  Alchemical brews are the substances created with 
  alchemist’s supplies, herbal brews are made with 
  herbalism kits, and poisons are created (or extracted 
  and preserved) with poisoner’s kits.  
  Some compounds mix naturally occurring ingredients 
  in a way that creates magical reactions. The 
  byproducts of alchemical brews and herbal brews are 
  quasi-magical in nature. This begs the question of how 
  “crafted compounds” fit into the rules for magic and 
  mundane items. 
  The following rules and options are offered to help 
  Dungeon Masters rationalize the creation of magic 
  items (like potions of healing) using mundane tools 
  and methods, as allowed by the Player’s Handbook. 
  Unless the optional rules below are employed, quasi-
  magic items have no auras discernable through the 
  detect magic spell. True potions are an exception, like 
  the potion of healing. 
  VARIANT: SCHOOLS OF MAGIC 
  The Dungeon Master may apply magic auras and 
  schools of magic to each item, revealed by the detect 
  magic spell. Alternately, the DM may determine that 
  some compounds have auras while others do not. 
  For example, the antitoxin and the potion of healing 
  are both products of an herbalism kit, the latter of 
  which is a magic item according to the core rules. The 
  DM might therefore decide that the potion of healing 
  has an aura, but the antitoxin does not, or vice versa. 
  Whatever the approach, the DM should try to be 
  consistent so that auras make sense in the campaign. 
  Being only quasi-magical, the compounds in this 
  chapter do not normally require formulas to create 
  like normal magic items. Proficiency in the applicable 
  tools is the only prerequisite. 
   
  
   
   
   
  VARIANT: FORMULAS 
  The Dungeon Master may decide that unusual 
  compounds require specialized knowledge to create. 
  Prerequisite formulas may need to be discovered 
  before creating anything but the most common of 
  items—anything except those compounds marked 
  with an asterisk (*) on the tables in this chapter. 
  Formulas for making magic items (or quasi-magic 
  items) are described in the Dungeon Master’s Guide 
  and further illuminated in Wraith Wright’s Enhanced 
  Magic Item Management Manual. 
  Encountering a compound may raise the question of 
  how to identify or make use of it. 
  Whether mundane or quasi-magical, compounds may 
  be identified in the same manner as potions, their 
  functions revealed by their flavor, scent, color, 
  viscosity, and other physical characteristics. 
  VARIANT: IDENTIFICATION WITH TOOLS 
  If your campaign uses the More Difficult Identification 
  rule, this option can bridge the identification gap 
  between magic and quasi-magic items. 
  This option allows that the function of a quasi-magic 
  item doesn’t require an identify spell to recognize if 
  the examiner is proficient with the tools used to create 
  the compound. Assessing the compound during a short 
  rest reveals the item’s properties at the rest’s 
  conclusion. If the compound was not one made using 
  artisan’s tools with which the character is proficient, 
  the effort is wasted. 
  A stricter version requires both proficiency and 
  knowledge of the formula that created the item. 
  Some substances in this chapter (and others) appear 
  on their tables with a parenthetical notation for a 
  container, like “(vial),” “(large vial),” or “(flask).” The 
  cost for purchasing or creating these substances 
  includes the container they come in. If the item’s 
  container is not destroyed in its use, that container 
  remains behind and can be put to miscellaneous uses 
  by enterprising adventurers. This notation is also 
  necessary for some substances to determine whether 
  they fit into alchemist’s arrows and the like. 
  The substances in this category are crafted with 
  alchemist’s supplies. 
  DESCRIPTIONS 
  Alchemical brews each have their own specific rules. 
  Acid. This corrosive liquid can burn through flesh and 
  inanimate materials alike. 
  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. 
  Alchemical Glue. This adhesive is contained in two 
  separate chambers of a split vial. When the cap is 
  removed, both liquids pour out and mix into a fast-
  drying epoxy that creates a nearly unbreakable bond 
  between objects it glues together. 
  One ounce of the glue can cover a 1-foot square 
  surface. It takes 1 minute to set, after which time, 
  breaking the bond requires a DC 20 Strength check. 
  Alchemical Silver. This is a viscous oil that glitters 
  like liquid silver. 
  You can use an action to apply this to a weapon or 
  up to 3 pieces of ammunition. This application makes 
  the weapon effective against monsters that have 
  immunity or resistance to non-silver weapons. The 
  application to ammunition lasts for 1 minute, after 
  which the oil dries out and the applied compound 
  crumbles away to dust. Applied to a melee weapon, the 
  application is used up at the third successful strike, or 
  after 1 minute, whichever occurs first. 
  Alchemical silver will not work when combined with 
  other alchemical substances; only one alchemical 
  effect can apply to the same weapon at the same time. 
  Alchemist’s Fire. 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. 
  Alchemical Solvent. This thin, clear liquid can 
  dissolve almost any mundane adhesive. 
  
   
   
   
  One dose of the solvent can cover a 1-foot square 
  surface. It instantly dissolves alchemical glue, 
  tanglefoot bags, tangler grenades, and similar 
  alchemical substances. At the DM’s discretion, the 
  solvent can provide bonuses to escape the sticky 
  excretions of certain monsters; for example, its 
  application might give someone advantage on the 
  attempt to escape a cave fisher’s filament. 
  Bladefire. This oil is black like charcoal and feels dry 
  to the touch, though it applies like any other viscous oil. 
  It takes one action to apply this to the striking 
  portion of a weapon. At the start of your following 
  turn, the oil bursts into flame. For one minute, attacks 
  with the weapon deal an additional 1d4 fire damage. 
  This does no damage to a weapon that has a metal 
  striking surface, but a nonmagical weapon with a 
  wooden striking surface, like a club or quarterstaff, is 
  destroyed at the end of the minute. Alternately, the oil 
  may be applied to any Tiny object, the flames causing 
  damage once per round to everyone who contacts it. 
  The DM decides what effect, if any, the oil has on a 
  non-weapon object.  
  Bladefire will not work when combined with other 
  alchemical substances; only one alchemical effect can 
  apply to the same weapon at the same time. 
  Blastpatch. These granular blue crystals pack a 
  powerful punch. 
  The crystals can be spread on the ground in a 5-foot 
  square patch. Any creature that moves through the 
  area grinds crystals together causing a series of small 
  but bright ignitions. While this isn’t enough to be 
  blinding, the light is visible for quite some distance in 
  the dark. It also inflicts 1 point of fire damage on the 
  creature that ignites it. Once an affected patch has 
  triggered three times, there are insufficient crystals 
  remaining for any effect. 
  COMPOUNDS: ALCHEMICAL BREWS 
  Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Acid (vial)* 
  25 gp 
  1 lb. 
   
  Ink, glowing (1-ounce bottle) 
  30 gp 
  — 
  Alchemical glue (vial) 
  20 gp 
  — 
   
  Instant rope (flask) 
  25 gp 
  1 lb. 
  Alchemical silver (vial) 
  10 gp 
  — 
   
  Lockgrip grease (vial) 
  10 gp 
  — 
  Alchemical solvent (vial) 
  40 gp 
  — 
   
  Longbreath (vial) 
  15 gp 
  — 
  Alchemist’s fire (flask)* 
  50 gp 
  1 lb. 
   
  Mirage powder (vial) 
  20 gp 
  — 
  Bladefire (vial) 
  50 gp 
  — 
   
  Moonrod 
  1 gp 
  1 lb. 
  Blastpatch (flask) 
  3 gp 
  1 lb. 
   
  Motelight (vial) 
  20 gp 
  1 lb. 
  Blend cream (vial) 
  30 gp 
  — 
   
  Oil, slow burning (flask) 
  1 gp 
  1 lb. 
  Catstink (flask) 
  6 gp 
  1 lb. 
   
  Potion of climbing (small flask) 
  25 gp 
  1/2 lb. 
  Clearwater solution (vial) 
  4 gp 
  — 
   
  Salve of slipperiness (flask) 
  15 gp 
  1 lb. 
  Defoliant (flask) 
  25 gp 
  1 lb. 
   
  Smokestick 
  1 gp 
  — 
  Eggshell grenade 
   
   
   
  Stonebreaker acid (vial) 
  20 gp 
  — 
     Dust 
  10 gp 
  — 
   
  Sunrod 
  4 gp 
  1 lb. 
     Flash 
  15 gp 
  — 
   
  Tanglefoot bag 
  50 gp 
  1 lb. 
     Pepper 
  15 gp 
  — 
   
  Tangler grenade 
  95 gp 
  1 lb. 
     Smoke 
  25 gp 
  — 
   
  Thermal grease (flask) 
  12 gp 
  1 lb. 
  Embalming cream (flask) 
  6 gp 
  1 lb. 
   
  Thunderstone 
  10 gp 
  — 
  Fireworks* 
  5 gp 
  1/2 lb. 
   
  Tindertwig 
  1 gp 
  — 
  Flash powder (paper packet)* 
  8 gp 
  — 
   
  Torch, alchemical 
  2 gp 
  1 lb. 
  Flash pellet* 
  50 gp 
  — 
   
  Tracking dust (vial) 
  15 gp 
  — 
  Flash rocket* 
  40 gp 
  1 lb. 
   
  Whistling box* 
  2 gp 
  1 lb. 
  Ghoststrike oil (vial) 
  50 gp 
  — 
   
  Vicious bleeder (vial) 
  35 gp 
  — 
  Ink, dark (1-ounce bottle) 
  50 gp 
  — 
   
   
   
   
   
   
   
  
   
   
   
  Blend Cream. This creamy gray solution looks 
  innocuous upon inspection. It begins to change color 
  soon after exposed to air. 
  The cream requires one action to apply to a Small or 
  Medium creature. For the next 10 minutes, the 
  creature has advantage on Stealth-related ability 
  checks; the cream shifts color to blend with its 
  surroundings. 
  Catstink. This foul-smelling brew is used to distract 
  watchdogs, tracking hounds, wolves, and other canines. 
  A flask of catstink can be deployed as an action, 
  covering a square area, 15 feet on each side. Any 
  canine within 30 feet of the affected area is drawn to 
  investigate it. Controlling a hound within 30 feet of the 
  affected area requires a Wisdom (Animal Handling) 
  check, made with disadvantage, against a DC of 12. 
  Each failure of the check means a minute wasted 
  trying to control the animal before another check can 
  be made. This substance has no effect on non-canine 
  creatures. 
  Clearwater Solution. These tiny, clear crystals come 
  in a glass vial. 
  A dose dissolves in a container of up to 10 gallons of 
  liquid. After 1 minute, the solution removes any 
  mundane poison or disease that taints the liquid. This 
  has no effect on liquids that are themselves pure 
  poisons, or on creatures that have already been 
  affected by a poison or disease. If dissolved into a 
  container holding more than 10 gallons, the substance 
  has no effect. 
  Defoliant. Defoliant is a caustic yellow-orange liquid 
  that slightly irritates the skin or eyes of a living 
  creature. It can bring ruin to plant matter it touches. 
  A dose of this liquid, if splashed out of a flask, can 
  ruin light vegetation and undergrowth (and scar trees) 
  in up to 4 patches, each about five feet square. The 
  light vegetation shrivels and dies within 1 hour, 
  leaving the area barren. 
  Alternately, as an action, you can splash a full dose 
  of the liquid onto a creature within 5 feet of you or 
  throw it up to 20 feet, shattering the clay flask on 
  impact. In either case, make a ranged attack against a 
  target creature, treating the substance as an 
  improvised weapon. If a struck target is a plant 
  creature, it takes 2d6 acid damage. Other creature 
  types are unharmed. 
  Eggshell Grenades (all). Eggshell grenades are 
  delicate alchemical devices that react dramatically 
  when introduced to fire or an enemy’s face. They are a 
  favorite tool of rogues, often used to create distractions. 
  As an action, you can throw an eggshell grenade up 
  to 20 feet, shattering it on impact. This requires a 
  ranged attack, treating the grenade as an improvised 
  weapon. 
  Eggshell Grenade, Dust. This grenade, when it hits 
  the eyes of its target, causes blindness until the end of 
  your next turn. Because the grenade must be targeted 
  so precisely, you have disadvantage on the attack roll. 
  Eggshell Grenade, Flash. This grenade, when 
  thrown into a fire, explodes in a brilliant flash of light. 
  Any creatures with eyes that have an unobstructed 
  view of the fire and are within 15 feet of it must 
  succeed on a DC 10 Constitution save or be blinded 
  until the end of your next turn. There is no effect if the 
  grenade attack misses the fire.   
  Eggshell Grenade, Pepper. This grenade, when it 
  strikes the face (or near the sensory organs of a 
  creature), 
  
   
   
   
  bursts into a cloud of noxious, stinging chemicals. 
  Because the grenade must be targeted so precisely, 
  you have disadvantage on the attack roll. If you hit, the 
  target must succeed on a DC 10 Constitution saving 
  throw or be incapacitated. If a target fails its saving 
  throw, the effect lasts for three rounds, but the target 
  can attempt to end the effect early. At the end of each 
  of its turns, the affected creature can attempt another 
  saving throw. A successful saving throw ends the 
  effect immediately. 
  Eggshell Grenade, Smoke. This grenade, when 
  thrown into a fire, emits a billowing, toxic cloud in a 
  10-foot-radius. The area is heavily obscured until the 
  end of your next turn. Until the cloud dissipates, 
  creatures that enter the area (or begin their turn 
  within the area) must make a DC 10 Constitution save 
  or suffer 1d4 poison damage from inhaling the smoke. 
  There is no effect if the grenade attack misses the fire. 
  Embalming Cream. This thick, blue cream is used to 
  prevent the dead from rotting.  
  The content of this flask, when spread over the skin 
  of a dead humanoid of Medium or smaller size, 
  prevents decay for 10 days. It takes 2 minutes to apply 
  this cream to a creature. Thereafter, time spent under 
  the effect does not count against the time limit for 
  spells such as raise dead. 
  Fireworks. Fireworks are small packets of explosive 
  powder and other alchemical ingredients, fitted with 
  short fuses. 
  Lighting fireworks creates a series of pyrotechnic 
  flashes and bangs that are audible up to 300 feet away. 
  Lit fireworks persist for 2d4 rounds. 
  Flash Powder. This highly flammable powder is 
  course and comes in gray, white, or black. 
  A pinch (one dose) of this substance burns with a 
  bright flare if exposed to fire. A creature with eyes that 
  is within 10 feet, and that has an unobstructed view of 
  the powder or is not deliberately looking away from it, 
  must succeed on a DC 10 Constitution saving throw or 
  be blinded until the end of its next turn. A creature 
  with the Sunlight Sensitivity trait has disadvantage on 
  this check. 
  Flash Pellet. This small clay sphere is designed to 
  explode in a flash of light when thrown against a hard 
  surface. 
  As an action, you can throw the sphere up to 60 feet, 
  shattering it on impact. A creature with eyes that is 
  within 10 feet, and that has an unobstructed view of 
  the powder or is not deliberately looking away from it, 
  must succeed on a DC 10 Constitution saving throw or 
  be blinded until the end of its next turn. A creature 
  with the Sunlight Sensitivity trait has disadvantage on 
  this check. 
  Flash Rocket. This cylinder contains a large firework 
  designed to fire out one end. The device can be held by 
  hand or propped in place when used. 
  One round after lighting this device, a chemical 
  reaction propels a missile from its containing tube. 
  The rocket shoots forward up to 100 feet, where it 
  bursts in a brilliant flare accompanied by a bang 
  audible within 300 feet. Flash rockets are typically 
  fired into the air to create a signal visible at a great 
  distance. Each is manufactured to flare with a specific 
  color for this purpose. 
  A rocket can instead be used as an improvised 
  weapon with a range of 100 feet. If you make a ranged 
  attack with a rocket and hit, it deals 1d4 fire damage 
  and may ignite flammable substances. 
  A “repeating” version of this device is available for 
  the same cost. It fires 1 missile each round for 1d4 + 2 
  rounds, but with a range of only 30 feet. 
  Ghoststrike Oil. This milky-white oil exudes a faint, 
  ghostly mist. 
  A weapon can be coated with this oil using an action. 
  For one minute thereafter, the weapon’s strikes are 
  not inhibited by the incorporeal nature of undead such 
  as ghosts, shadows, specters, and wraiths. For the 
  duration, the treated weapon ignores any resistance or 
  immunity such creatures have against weapon attacks. 
  Ghoststrike oil will not work when combined with 
  other alchemical substances; only one alchemical 
  effect can apply to a weapon at the same time. 
  Ink, Dark. This gray ink dries clear and is 
  imperceptible to creatures using normal sight. 
  The ink is only readable by someone with 
  darkvision. Dark ink can be created in “rare” form, the 
  type used when transcribing spells into a spellbook, at 
  a cost of 150 gp per one-ounce bottle. (See rare ink.) 
  Ink, Glowing. The ingredients for this special 
  luminescent ink are usually derived from subterranean 
  plants and fungi. 
  Writing made with this ink glows ever so slightly, 
  not enough to detect under light, but enough to allow 
  the text to be read in darkness. Glowing ink can be 
  created in “rare” form, the type used when 
  
   
   
   
  transcribing spells into a spellbook, at a cost of 130 gp 
  per one-ounce bottle. (See rare ink.) 
  Instant Rope. This gray substance is stored in a 
  squeezable bladder about the size of a flask. Its contents 
  are drained out through a special nozzle that shapes the 
  material as it is exposed to air. 
  It takes one action to open this flask and draw out 
  the liquid contents. As the substance exits the flask, it 
  dries into a thin rope, about 100 feet in length. The 
  substance has the same characteristics as a silk rope. It 
  dries out and becomes unusably stiff after 30 minutes, 
  then begins a quick process of crumbling into dust. 
  Lockgrip Grease. This tacky white grease is applied 
  to improve the user’s grip. 
  It takes an action or bonus action to apply the 
  grease to one or both hands. For the 
  next minute, the substance 
  applies disadvantage to any 
  attempt to disarm you of 
  something you are holding 
  with the treated hand or 
  hands. You require an extra 
  action, beyond the normal 
  effort required, to put down 
  any object held with a 
  treated hand during this 
  period. 
  Longbreath. Longbreath is 
  a sweet-tasting amber liquid 
  that increases your lungs’ 
  efficiency. 
  For 10 minutes following 
  consumption of this liquid, you 
  can hold your breath for twice as long 
  as normal. Even when out of breath, double the 
  number of rounds you can survive while suffocating. 
  (See Suffocating in the Player’s Handbook.) 
  Mirage Powder. The dust in this vial glitters with an 
  intense array of colors.  
  The dust can be tossed into the air, filling a cubic 
  area adjacent to you, 5 feet long on each side. For the 
  next round, any image in the area that was created by 
  an illusion spell or effect will glitter as the dust clings 
  to it. Observers get advantage on any saving throw or 
  ability check to pierce affected visual illusions during 
  this period. 
  Moonrod. This one-foot-long rod has a chemical 
  reservoir at one end, capped by a small silvery bulb. 
  The rod is activated by using an action to strike it 
  against a hard surface. For eight hours thereafter, the 
  bulb glows with a cool light. It provides dim light in a 
  20-foot radius for the duration. 
  Motelight. This glass vial contains motes of glowing 
  light. It is often worn on a necklace to provide light to 
  the wearer. 
  An uncovered motelight sheds bright light in a 10-
  foot radius and dim light for an additional 10 feet. The 
  lights are extinguished permanently if the vial is ever 
  opened or broken. 
  Oil, Slow Burning. This potent oil looks perfectly 
  mundane, giving no clue as to its special properties until 
  used. 
  Made by rare processes of alchemical refinement, 
  slow-burning oil burns five times as 
  long as normal oil, providing 
  long-lasting fuel for lanterns 
  and other devices. A target 
  doused in slow-burning oil 
  stays doused for 5 minutes 
  before drying out, instead of 
  1. If poured on the ground 
  and lit, the covered area 
  burns for 10 rounds instead 
  of 2. 
  Potion of Climbing. This 
  potion is separated into 
  brown, silver, and gray 
  layers resembling bands of 
  stone. Shaking the bottle fails 
  to mix the colors. 
  Drinking this potion gives you 
  a climbing speed equal to your 
  walking speed for 1 hour. It also gives you advantage 
  on Strength (Athletics) checks you make to climb 
  during that period. 
  Salve of Slipperiness. This pitch-black oil makes it 
  easier for someone to escape from restraints. 
  One dose covers enough of a Medium or Small 
  creature to give advantage for the next hour on any 
  Dexterity checks to escape from a grapple, a set of 
  manacles, or other restraints. 
  Smokestick. This tiny rod of alchemical substances 
  smokes furiously when lit or thrown into a fire. 
  This item creates a 5-foot radius sphere of smoke 
  that spreads around corners and heavily obscures the 
  area. It lasts for 1 minute. A wind of moderate or 
  
   
   
   
  greater speed (at least 10 miles per hour) disperses 
  the smoke until the wind stops. Extinguishing the 
  flaming stick ends the effect prematurely. Smokesticks 
  can be manufactured to emit smoke of specific colors, 
  useful for signaling.  
  Stonebreaker Acid. This fizzy, white liquid is stored 
  in a flask made of hardened animal skin. 
  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 item as an improvised weapon. On a hit, a 
  viable target takes 4d6 acid damage; the substance 
  affects only inanimate stone, stone golems, or earth 
  elementals. Other objects and creatures are unharmed. 
  Sunrod. This one-foot-long rod has a 
  chemical reservoir at one end, capped by a 
  small gold-hued bulb. 
  The rod is activated by using an action 
  to strike it against a hard surface. For 
  eight hours thereafter, the bulb shines 
  with a strong, warm light. It provides 
  bright light in a 45-foot radius and dim 
  light for an additional 45 feet. 
  Tanglefoot Bag. This delicately wrapped satchel 
  contains a mass of sticky alchemical foam. 
  As an action, you can pull the bag’s activation cord 
  and throw the device at a target up to 20 feet away. If 
  you miss, the device is wasted. On a hit, the alchemical 
  substance bursts out, engulfing the foe with a sticky, 
  fast-hardening foam. A Large or smaller creature hit 
  by a bag is restrained until freed or until the webbing 
  dissolves in ten minutes. A creature can also use its 
  action to make a DC 10 Strength check, freeing itself or 
  another creature within its reach on a success. 
  Tangler Grenade. This ovoid resin projectile shatters 
  upon impact, releasing a spray of potent, sticky 
  webbing. 
  As an action, you can throw the grenade at a point 
  up to 60 feet away. Each Medium or smaller creature 
  within 10 feet of that point must succeed on a DC 12 
  Dexterity saving throw or be restrained by the 
  webbing. As an action, a creature can try to free itself 
  or another creature within its reach. This requires a 
  successful DC 10 Strength check. A gallon of alcohol 
  dissolves the webbing of a single grenade. Alternately, 
  the webs dissolve on their own after 1 hour. 
  Thermal Grease. This white grease turns clear when 
  applied to a creature. 
  It takes 1 minute to apply the grease to a Small or 
  Medium creature. For the next 24 hours, the affected 
  creature reduces by 1 the damage from any source of 
  fire damage or cold damage. At the Dungeon Master’s 
  discretion, the creature can also operate comfortably 
  in cold natural climates as though wearing cold 
  weather clothes, or similarly hot climates as though 
  standing in a shaded and well-ventilated area. 
  Thunderstone. This small, jagged stone packs a 
  powerful punch. 
  As an action, you can throw the stone up to 60 feet. 
  Make a ranged attack against a creature or object, 
  treating the thunderstone as an improvised weapon. 
  The shock of impact causes the substances 
  in this hardened alchemical lump to react 
  violently, generating a deafening boom. 
  Any creature hit by the ranged attack must 
  make a DC 12 Constitution saving throw or 
  be deafened for 1 minute. If the saving 
  throw fails by 5 or more, the creature is 
  also stunned while deafened in this way. A 
  creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. The sound of a thunderstone is audible to a 
  distance of 300 feet. 
  Tindertwig. A tindertwig is simply a hardened paste 
  on the end of a tiny stick. It ignites when scraped 
  against a rough surface. 
  A tindertwig stays lit for 2 rounds, shedding dim 
  light in a 5-foot radius. It is typically used for lighting 
  things on fire. Lighting a torch, lamp, or lantern with a 
  tindertwig requires only a bonus action. It is more 
  reliable than a tinderbox for lighting substances in the 
  presence of wind or rain. 
  Torch, Alchemical. An alchemical torch looks like 
  any other torch until lit. 
  The torch burns for 3 hours, providing bright light in 
  a 30-foot radius and dim light for an additional 30 feet. 
  If you make a melee attack with a burning alchemical 
  torch and hit, it deals 1d4 fire damage. An alchemical 
  torch is not disrupted by wind or water; it functions 
  even if submerged, though its light ranges are halved. 
  An alchemical torch can be extinguished by 
  smothering it with dirt or similar material for 1 
  minute. 
  
   
   
   
  Tracking Dust. This red dust contains granules of 
  varying size, some heavy like sand and others very fine. 
  One dose of this dust can be spread over a zone of 
  up to six contiguous 5-foot square patches and lasts 
  for 1 hour. The red dust luminesces at the edges of 
  even the subtlest impressions made on any surface. 
  Anyone starting a tracking attempt on tracks that exist 
  within the zone has advantage on that Wisdom 
  (Survival) check. Alternately, in an area where 
  tracking would be otherwise impossible, the tracker 
  can attempt a check at DC 20, but can only follow such 
  tracks within the established zone (unless they lead to 
  another surface where tracking is normally possible). 
  Whistling Box. This tiny box has a fuse that, when lit, 
  can create a big distraction. 
  One round after lighting the fuse, the chemicals 
  within create a gas that expands violently, creating an 
  ear-splitting, osculating whistle as it exits the 
  contraption’s narrow holes. The sound persists for 1 
  minute and can easily be heard up to 500 feet away. 
  Vicious Bleeder. This oil has the look and smell of 
  slightly coagulated blood. 
  It takes one action to apply this substance to the 
  striking surface of a weapon. If the weapon inflicts 
  piercing or slashing damage, it gains the wounding 
  weapon property for 1 minute. (See Wraith Wright’s 
  Comprehensive Equipment Manual or Expanded 
  Weapon Manual.) 
  Vicious bleeder will not work when combined with 
  other alchemical substances; only one alchemical 
  effect can apply to a weapon at the same time. 
  The following substances can be crafted with 
  herbalism kits. 
  Some herbal brews simply duplicate the effects of 
  raw, natural ingredients. However, when turned into 
  concoctions with the crafting process, these herbs 
  maintain their potency despite the passage of time. 
  DESCRIPTIONS 
  The following items have their own specific rules. 
  Alertness Draught. This viscous, sweet drink is often 
  consumed before standing watch to promote 
  wakefulness and vigilance. 
  For the next 2 hours, the drinker has advantage on 
  Wisdom (Perception) checks and on any saving 
  throws to resist falling asleep, even against magically 
  induced sleep. If affected by the sleep spell, the user is 
  counted as having twice as many hit points as its 
  current total. 
   
  COMPOUNDS: HERBAL BREWS 
  Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Alertness draught (vial) 
  2 gp 
  — 
   
  Meditative draught (vial) 
  15 gp 
  — 
  Aniseed (vial) 
  8 gp 
  — 
   
  Menga leaves (vial) ToA 
  2 gp 
  — 
  Antidote kit* 
  150 gp 
  3 lb. 
   
  Nature’s draught (vial) 
  8 gp 
  — 
  Antiparalytic (vial) 
  40 gp 
  — 
   
  Nightlight (vial) OotA 
  5 gp 
  — 
  Antipathogen (vial) 
  30 gp 
  — 
   
  Nilhogg’s Nose (vial) OotA 
  1 gp 
  — 
  Antitoxin (vial)* 
  50 gp 
  — 
   
  Ormu paint (jug) OotA 
  1 sp 
  4 lb. 
  Beastbane 
  5 gp 
  1/2 lb. 
   
  Plague mask 
  5 gp 
  1 lb. 
  Burn balm (large vial) 
  10 gp 
  1/2 lb. 
   
  Potion of healing (large vial)* 
  50 gp 
  1/2 lb. 
  Candle, focusing 
  10 gp 
  — 
   
  Rations, journeybread (1 day) 
  5 gp 
  1/8 lb. 
  Candle, restful 
  2 gp 
  — 
   
  Regenerative elixir (flask) 
  15 gp 
  1 lb. 
  Clearbreath smoke (flask) 
  10 gp 
  1 lb. 
   
  Ryath root ToA 
  50 gp 
  1/2 lb. 
  Clearsense powder (vial) 
  5 gp 
  — 
   
  Sinda berries (flask) ToA 
  5 gp 
  1 lb. 
  Healer’s kit* 
  5 gp 
  3 lb. 
   
  Tongue of Madness OotA 
  15 gp 
  — 
  Herbal poultice 
  6 sp 
  1/2 lb. 
   
  Torchstalk OotA 
  12 gp 
  1 lb. 
  Insect repellent (gourd) 
  1 gp 
  1/2 lb. 
   
  Wildroot (vial) ToA 
  125 gp 
  — 
  Insect repellent (incense) 
  1 sp 
  — 
   
  Wukka nut ToA 
  1 gp 
  1/2 lb. 
   
  
   
   
   
  Aniseed. This vial contains hundreds of tiny granules 
  soaked with intense-smelling distillations of herbs, 
  including aniseed. The granules can be scattered across 
  an area to foul tracking attempts that rely on scent. 
  A vial of aniseed can be deployed as an action, 
  covering a square area, 15 feet on each side. A creature 
  with a heightened sense of smell must succeed on a DC 
  12 Constitution saving throw or lose the effective use 
  of that sense for 10 minutes. What constitutes a 
  heightened sense of smell is defined by the Dungeon 
  Master; typically, this applies to any creature that has 
  the Keen Smell or the Keen Hearing and Smell feature, 
  or that has a similar trait that affects its sense of smell, 
  or that can track or otherwise perceive its environs 
  through smell. 
  Antidote Kit. This satchel holds dozens of bottles 
  containing antidotes and curatives for poison. These are 
  meant to be used individually or mixed in combinations. 
  This kit has ten uses. As an action, you can spend 
  one use of the kit to treat one poison affecting a 
  subject. If more than one poison affects the target, and 
  you have not identified or differentiated the poisons, 
  one poison is treated at random. Roll a Wisdom 
  (Medicine) check against the saving throw DC of the 
  poison. Success neutralizes that poison as though the 
  poisoned creature had succeeded on a saving throw. 
  Failure indicates that you cannot affect that poison 
  with this antidote kit. 
  Antiparalytic. A clear liquid that smells of mint. 
  Drinking this vial gives you advantage on saving 
  throws against paralysis effects (including poisons 
  that might confer paralysis) for 1 hour. It confers no 
  benefits to undead or constructs. 
  Antipathogen. A chalky, foul-tasting tablet or dust 
  that can be swallowed plain or mixed with food or drink. 
  Consuming this substance gives you advantage on 
  saving throws against diseases for 8 hours. It confers 
  no benefits to undead or constructs. 
  Antitoxin. A mixture of common antidotes and 
  treated charcoal designed to counteract a wide variety 
  of toxins. 
  Consuming this substance gives you advantage on 
  saving throws against poisons for 1 hour. It confers no 
  benefits to undead or constructs. 
  Beastbane. This paper package contains slow-
  burning herbs and other noxious substances designed to 
  produce a haze of thin smoke.  
  Igniting this package creates a persistent area of foul 
  scent that lasts for one hour. Adventurers in the wild 
  may ring their camps with these small fires to prevent 
  animal or insect attacks. The fumes are particularly 
  offensive to beasts, each of which must succeed on a 
  DC 10 Constitution saving throw the first time they 
  attempt to come within 20 feet of the burning 
  substance. On a failed save, the beast cannot move into 
  that radius. On a success, the beast is not affected by 
  any beastbane for the rest of the day. A normal beast 
  that fails the save will be completely deterred and 
  probably leave the area, but one with an Intelligence of 
  4 or higher can try to enter the affected area on each of 
  its successive turns, re-attempting the saving throw 
  each time until successful. A wind of moderate or 
  greater speed (at least 10 miles per hour) negates the 
  effect until the wind stops. Extinguishing the flaming 
  package ends the effect until it is relit. 
  Burn Balm. This potion’s blue liquid glimmers when 
  agitated. 
  By drinking this potion or applying it directly to a 
  burn, you regain up to 10 hit points, but only hit points 
  lost to fire damage within the last minute. This brew 
  has no effect if you received any healing since the last 
  time you suffered fire damage. 
  Candle, Focusing. A small, green candle, entirely 
  mundane in appearance. 
  By meditating in the presence of this candle for no 
  less than 5 minutes, you thereafter gain a +2 bonus to 
  Intelligence ability checks so long as you remain 
  within 10 feet of the burning candle. A focusing candle 
  burns for 1 hour. 
  Candle, Restful. A small, gray candle, entirely 
  mundane in appearance. 
  This candle aids healing during a short rest. 
  Everyone resting within 10 feet of the candle who rolls 
  Hit Dice for healing can treat any rolled 1s as 2s 
  instead, so long as the candle is not extinguished 
  prematurely. A restful candle burns for 1 hour, the 
  entire length of the short rest. 
  Clearbreath Smoke. Inhaling the gray mist from this 
  flask deadens the user’s sense of smell. 
  For the next hour, this provides you with advantage 
  on saving throws to resist smell-based effects like a 
  troglodyte’s stench. During this period, you 
  automatically fail any ability checks that rely upon 
  your sense of smell. 
  
   
   
   
  Clearsense Powder. A white powder meant to be 
  inhaled, providing clarity and vibrancy to the user’s 
  perceptions. 
  When inhaled as an action, this powder gives you an 
  immediate saving throw against any effect that inflicts 
  blindness or deafness if that effect allows saving 
  throws to end it. This is in addition to any periodic 
  saving throws the effect already allows. 
  Healer’s Kit. 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. 
  Herbal Poultice. This 
  packet of medicinal herbs is 
  applied directly to a wound. 
  An herbal poultice can be 
  used as if it was a single 
  charge of a healer’s kit. 
  Alternately, you can apply 
  it to assist longer recovery; 
  during a short rest, the 
  affected creature heals 1 
  extra hit point per Hit Die 
  when spending Hit Dice for 
  healing. A poultice works 
  for one application and 
  cannot be reused. 
  Insect Repellant (Gourd 
  or Incense). This herbal 
  concoction comes in two 
  forms, an odorless salve 
  applied to the skin or a block of incense burned 
  as a fumigant. 
  Either type repels normal insects for its stated 
  duration but has no effect on giant insects or swarms 
  of insects. 
  The salve comes with 20 applications and protects a 
  single Medium or Small size creature for 24 hours. 
  This version is waterproof and will not wash off short 
  of a thorough scrubbing. 
  The block of incense burns for 8 hours when lit and 
  affects a 20-foot radius for the duration. 
  Meditative Draught. This oily liquid is consumed to 
  aid with meditations. 
  You gain advantage on concentration checks for 1 
  hour following the consumption of this liquid. 
  Menga Leaves. The dried leaves of this bush can be 
  ground, dissolved in liquid, heated, and ingested. 
  You regain 1 lost hit point by ingesting a dose of 
  menga leaves in the prescribed fashion. If you ingest 
  more than 5 doses in a 24-hour period, you gain no 
  additional benefit and must succeed on a DC 11 
  Constitution saving throw or fall unconscious for 1 
  hour. You awaken if you take at least 5 points of 
  damage on one turn. 
  Natural, unrefined menga leaves have the same 
  effect if consumed within 24 hours of being plucked 
  from the bush. 
  Nature’s Draught. Consuming this musky brew 
  affects the imbiber’s sweat glands, causing the 
  creature’s scent to be less offensive 
  to animals, even calming to them. 
  For 8 hours after drinking 
  nature’s draught, you have 
  advantage on any Wisdom 
  (Animal Handling) checks 
  to interact with beasts. 
  Nightlight. A dose of this 
  dark liquid is typically 
  prepared in a thick glass 
  vial. 
  The substance is 
  activated by shaking it 
  vigorously as an action or 
  bonus action. Thereafter, the 
  substance emits light for a 
  period of one round, then goes 
  out for a round, then emits 
  light for a round, continuing this 
  strobing pattern until it has emitted 1d6 + 2 
  total rounds of light. The interval of light and darkness 
  switches at the start of your turn each round. When lit, 
  the nightlight produces bright light in a 30-foot radius 
  and dim light for an additional 30 feet. 
  Nightlight is made from a tall, tubular 
  bioluminescent mushroom of the same name that 
  grows in the Underdark. A living nightlight emits 
  bright light in a 15-foot radius and dim light for an 
  additional 15 feet. If a living nightlight is touched, 
  either by a creature or object, its light goes out until it 
  is touched again. 
  Nillhog’s Nose. This small mushroom heightens the 
  consumer’s sense of smell. 
  
   
   
   
  Consuming one dose grants you advantage on 
  Wisdom (Perception) checks based on smell for 1d4 
  hours. During this period, you suffer disadvantage on 
  saving throws against harmful effects based on smell, 
  like a troglodyte’s poisonous stench. The substance 
  helps you identify and differentiate smells. It doesn’t 
  increase the power or range at which you can process 
  scents so, for example, a human does not gain the 
  ability to track by scent like a bloodhound. 
  One fresh Nillhog’s nose mushroom has the same 
  effect if used within 48 hours of being picked. 
  Ormu Paint. This green phosphorescent paint is 
  crafted from bioluminescent moss harvested in the 
  Underdark. 
  Ormu paint sheds dim light in a 5-foot radius for 24 
  hours after it is applied. This large jug holds one gallon 
  of paint. 
  Plague Mask. This mask covers the nose and mouth 
  with a filtering layer of medicinal herbs. These provide a 
  pleasant aroma to mask the 
  miasmic stench of plague. A 
  plague mask also covers the 
  eyes with a set of clear glass 
  lenses.  
  A plague mask gives you 
  advantage to all saving 
  throws to resist diseases 
  that are airborne or that 
  enter your body through the 
  mouth, nose, or eyes. It has 
  no effect on diseases contracted through injuries or by 
  contact with the skin. 
  Potion of Healing. This potion’s red liquid glimmers 
  when agitated.  
  By drinking this potion, you regain 2d4+2 hit points. 
  Rations, Journeybread. These rations rely on the 
  nutritional value of rare herbs to provide exceptional 
  levels of sustenance relative to their weight. 
  Despite their weight, each of these rations is the 
  equivalent of 1 pound of food. Because journeybread is 
  suitable to the digestive needs of all creatures—
  carnivores and herbivores alike—it can also be used 
  as an expensive form of animal feed. 
  Regenerative Elixir. This red liquid glimmers when 
  agitated. It is often confused for a potion of healing. 
  Once the elixir is consumed, any time you must roll a 
  death saving throw within the following 24 hours, you 
  do so with advantage. You also treat a roll of 19 as if 
  you had rolled a 20. 
  Ryath Root. This chalky orange root has fortifying 
  powers when consumed fresh or in a preserved form. 
  Ingesting a ryath root gives you 2d4 temporary hit 
  points. If you consume more than one ryath root in a 
  24-hour period, you must succeed on a DC 13 
  Constitution saving throw or suffer the poisoned 
  condition for 1 hour. 
  Unprocessed ryath root has the same effect but 
  retains its potency for only 10 days after being 
  harvested. 
  Sinda Berries. Liquid concoctions of these dark 
  brown berries have a bitter aftertaste. 
  Consuming one dose gives you advantage on saving 
  throws against poison and disease for the next 
  24 hours. 
  Fresh sinda berries, plucked from the bush less than 
  24 hours prior, have the same effect without any 
  preparation or treatment if at 
  least 10 of the berries are 
  consumed. 
  Tongue of Madness. This 
  concoction has a delightfully 
  earthy scent and is designed 
  to be administered orally. 
  Drinking this requires you 
  to make a DC 12 
  Constitution saving throw or 
  compulsively speak aloud 
  your every thought for the next hour. The effect can be 
  ended with a lesser restoration spell or similar curative 
  magic. 
  Unprocessed tongue of madness is an edible fungus 
  that looks like a large human tongue. It has the same 
  effect if used within 72 hours of being picked. 
  Torchstalk. A torchstalk is a mass of thin fungal 
  fronds, about the size of a torch, bound together around 
  a flint striker. 
  The device can be thrown as an improvised missile 
  weapon, targeting a foe up to 20 feet away as an 
  action. On impact, or if lit, the torchstalk bursts in a 
  cloud of fiery spores. Creatures within 10 feet of the 
  target (or the square where it lands in the case of a 
  miss) take 1d6 fire damage. 
  Unprocessed torch stalks have a 1-in-6 chance to 
  explode when lit. The head of an unexploding frond 
  otherwise burns like a torch, lasting up to 24 hours. 
  
   
   
   
  Wildroot. This pungent, curative liquid is made from 
  the juices of a rare root. 
  The liquid must be introduced to the subject’s 
  bloodstream, poured on an open wound or injected 
  with a sharp device, a needle, or a weapon that inflicts 
  piercing damage. Once administered, the creature is 
  alleviated of the poisoned condition. 
  Wukka Nut. This fist-sized nut rattles when shaken. 
  Shaking the nut as an action or bonus action causes 
  the shell to shed bright light in a 10-foot radius and 
  dim light for an additional 10 feet. This light will fade 
  after 1 minute, but the nut can be shaken again to 
  reactivate it. If the shell is ever cracked, the special 
  properties are lost. 
  Fresh wukka nuts have the same effect 
  without any preparation or treatment if 
  plucked from a wukka tree no 
  more than 48 hours prior. 
  Poisons affect the 
  physiology of 
  creatures. As tools, 
  they are powerful 
  and terrifying. 
  Applied to weapons, 
  poisons can make 
  even a light cut into a 
  deadly wound. 
  Delivered 
  clandestinely, they 
  can kill effectively 
  while allowing the 
  killer to remain separate 
  from the act in both time 
  and distance. 
  There are over a hundred poisons described in this 
  section. They come from three sources and are divided 
  among crafted toxins and creature toxins. 
  About half these poisons are translations from the 
  Arms and Equipment Guide published for the third 
  edition of DUNGEONS & DRAGONS. For these, a new 
  condition is described here in a sidebar. 
  A small portion of the poisons in this section are 
  taken directly from the core rules. The Player’s 
  Handbook provides a single poison in its equipment 
  chapter, but the Dungeon Master’s Guide has over a 
  dozen example poisons. Some of those examples are 
  creature toxins, their effects mirroring those of the 
  creatures described in the Monster Manual. 
  Along these lines, the remainder of the poisons in 
  this book are creature toxins, derived from the rest of 
  the poisonous monsters in the Monster Manual and 
  other fifth edition books. They are likewise translated 
  into the rules and syntax useable by characters. This is 
  an important set of translations because players often 
  want to collect toxins from defeated monsters. 
  In game terms, poisons represent a potent value-
  added factor that can eclipse the damage of normal 
  weapons and unbalance the 
  effectiveness of attacks in 
  your game. As such, poisons 
  should be treated carefully. 
  DMs should not minimize 
  the balancing factors that 
  apply to acquiring poisons: 
  the high material cost, the 
  lengthy production time, 
  the danger of harvesting 
  from monsters, and the 
  near-universal illegality of 
  using, purchasing, or 
  possessing poisons. 
  Characters can craft the 
  poisons presented on the 
  first poison table (Crafted 
  Toxins) but not the second 
  table (Creature Toxins). 
  Crafted toxins are created with 
  a poisoner’s kit using various 
  biological and mineral ingredients. The DM may 
  decide that certain poisons cannot be crafted with 
  common ingredients, that the crafter must seek out (or 
  randomly encounter) various ingredients in the wild.  
  Creature toxins are the poisons or curative byproducts 
  derived from monsters. These substances can only be 
  acquired by harvesting with a poisoner’s kit. A 
  character can harvest poison from any creature that 
  creates its own venom or toxin, or that has one of the 
  curative properties noted in this chapter. The creature 
  must be dead or somehow incapacitated at the time. A 
  
   
   
   
  living creature can only be harvested from once per 
  day. A dead creature must have died within the last 
  day to still have viable poison within it. Curative 
  byproducts derived from creatures can normally only 
  be harvested from dead creatures. 
  Harvesting requires a poisoner’s kit and a DC 20 
  Intelligence check. A user proficient in Nature or with 
  poisoner’s kits adds its proficiency bonus to this roll. 
  Failure means the creature had no usable poison 
  remaining or the dose collected was spoiled in the 
  attempt and is no longer effective. If the check fails by 
  5 or more, the creature doing the harvesting has 
  accidentally subjected itself to the harvested poison, 
  taking damage or requiring saving throws as normal. A 
  successful check yields a single dose. 
  The tables below give prices for single doses of 
  poisons. Purchasing can be easier and faster than 
  creating or harvesting but dealing in poisons is risky. 
  The DM is the arbiter of which poisons are available, if 
  any, and at what variation to the standard costs. 
  Poisons can be as difficult to market as magic items; 
  the DM may use the guidelines for finding magic item 
  buyers and sellers described in the Expanded Wealth 
  Manual. Attempting to buy or sell such illicit 
  substances risks running afoul of the local authorities. 
  Poisons come in four types, each with its own uses and 
  special functions. 
  A creature cut by the blade or point of a weapon, trap 
  component, or other sharp object coated with injury 
  poison is exposed to its effects. 
  Applying a dose of injury poison to a weapon (or up 
  to three pieces of ammunition) takes an action. 
  Thereafter, if the weapon delivering the poison causes 
  piercing or slashing damage, the poison is inflicted as 
  well. Once applied to the weapon, the poison begins to 
  lose potency, drying out after one minute. 
  A creature that touches contact poison with exposed 
  skin suffers its effects. Contact poison is also affective 
  if consumed or injected. As an action, contact poison 
  can be applied to a single small object like a doorknob, 
  a bed pillow, or the inside of a gauntlet. Once applied, 
  the poison remains viable for 12 hours. 
   
  POISONED, LESSER (NEW CONDITION) 
  Normally, a poisoned creature has disadvantage on all 
  attack rolls and ability checks, regardless of which 
  abilities these rolls implicate. In contrast, this lesser 
  poisoned condition affects fewer abilities, usually only 
  one. Crafted poisons frequently apply this condition. 
  The lesser poisoned condition is noted by 
  parenthetically listing one or more abilities after the 
  condition. For example, a creature affected with the 
  “poisoned (Strength)” condition has disadvantage on 
  attack rolls and ability checks, but only the ones that 
  utilize Strength. Likewise, a creature affected by the 
  “poisoned (Intelligence, Charisma)” condition has 
  disadvantage on attack rolls and ability checks based 
  on Intelligence and Charisma. 
  Lesser poisoned conditions are in all other ways 
  equivalent to the standard poisoned condition and can 
  be resisted or removed in the same way. 
  Variant: A DM not wanting to utilize this new 
  condition can simply use the standard poisoned rules 
  whenever something from this book would apply the 
  lesser poisoned condition. 
   
  DM’S CORNER: POISONED WEAPONS 
  There is some ambiguity in the Player’s Handbook 
  about coating weapons with injury poison. The 
  question is whether each of the melee weapon’s 
  strikes inflicts poison until the 1-minute duration 
  concludes, or just the first strike within that period. 
  The plain language indicates that each strike of 
  the coated weapon applies the poison. Nothing in 
  the text says that a successful strike de-poisons a 
  blade; the application “retains potency” until its 
  duration is up. Second, a single dose can be applied 
  to 3 pieces of ammunition. If every arrow hit, that 
  result would triple the benefit for archers over 
  melee fighters. Aside from fond memories of past 
  editions, there is little support for the notion that 
  the poison only works for the first successful attack. 
  As an alternative, a happy medium, the DM might 
  allow that a weapon coated will remain toxic for up 
  to 1 minute, or until the third successful hit with the 
  weapon, whichever comes first. That puts more 
  balance into the mechanics and puts melee weapons 
  and ammunition on par with one another. 
   
  
   
   
   
   
  COMPOUNDS: CRAFTED TOXINS 
  Item 
  Cost 
  DC/Dice 
   
  Item 
  Cost 
  DC/Dice 
  Adlevine extract 
  100 gp 
  11/— 
   
  Lockjaw 
  400 gp 
  12/— 
  Alforna 
  30 gp 
  10/— 
   
  Malice DMG 
  250 gp 
  15/— 
  Anemis 
  45 gp 
  13/— 
   
  Malyss root paste 
  310 gp 
  13/— 
  Asabi mist 
  180 gp 
  12/— 
   
  Mesmer paste 
  205 gp 
  12/— 
  Assassin’s blood DMG 
  150 gp 
  10/1d12 
   
  Midnight tears DMG 
  1,500 gp 
  17/9d6 
  Banelar essence 
  110 gp 
  11/— 
   
  Nitharit 
  430 gp 
  13/— 
  Basic poison PHB 
  100 gp 
  10/1d4 
   
  Oil of taggit DMG 
  400 gp 
  13/— 
  Black lotus extract 
  175 gp 
  12/2d4 
   
  Pale tincture DMG 
  345 gp 
  16/1d6 
  Bloodroot 
  80 gp 
  12/— 
   
  Raeliss smoke 
  360 gp 
  15/— 
  Blue whinnis 
  90 gp 
  9/— 
   
  Redek vine extract 
  60 gp 
  13/— 
  Brain dust 
  50 gp 
  12/— 
   
  Retch 
  300 gp 
  15/— 
  Burnt other fumes DMG 
  500 gp 
  13/3d6 
   
  Rill leaf 
  210 gp 
  14/— 
  Cretel leaf residue 
  50 gp 
  14/— 
   
  Roshon vapor 
  1,375 gp 
  11/— 
  Crippling vine 
  220 gp 
  13/— 
   
  Sassone leaf residue 
  75 gp 
  9/— 
  Culum powder 
  110 gp 
  12/— 
   
  Scorcher fumes 
  250 gp 
  11/— 
  Dancing monkey fruit ToA 
  250 gp 
  14/— 
   
  Shadow essence 
  45 gp 
  11/— 
  Dark reaver powder 
  180 gp 
  13/1d8 
   
  Shreef oil 
  180 gp 
  12/— 
  Deathblade 
  125 gp 
  20/— 
   
  Sleeping weed 
  215 gp 
  13/— 
  Dragon bile 
  900 gp 
  17/— 
   
  Striped toadstool 
  175 gp 
  11/— 
  Drider poison MM 
  155 gp 
  —/1d8 
   
  Svirfneblin poison MM 
  100 gp 
  12/— 
  Drow bullet WDH 
  245 gp 
  —/2d10 
   
  Terinav root 
  175 gp 
  13/— 
  Drow poison DMG 
  200 gp 
  13/— 
   
  Thever fumes 
  200 gp 
  14/— 
  Essence of ether DMG 
  300 gp 
  15/— 
   
  Thever paste 
  150 gp 
  12/— 
  Faralin 
  125 gp 
  14/— 
   
  Timmask OotA 
  375 gp 
  14/— 
  Gray whinnis 
  400 gp 
  20/— 
   
  Torpor DMG 
  600 gp 
  15/— 
  Greenblood oil 
  200 gp 
  11/— 
   
  Truth serum DMG 
  150 gp 
  11/— 
  Haluroot 
  150 gp 
  9/— 
   
  Ungol dust 
  75 gp 
  12/— 
  Horror weed extract 
  275 gp 
  12/1d4 
   
  Vapid leaf extract 
  150 gp 
  13/— 
  Id moss 
  125 gp 
  11/— 
   
  Verminous antidote 
  15 gp 
  — 
  Insanity smoke 
  305 gp 
  12/1d8 
   
  Wraith sheen 
  250 gp 
  14/— 
  Lich dust 
  335 gp 
  11/— 
   
  Zabou ToA 
  150 gp 
  10/— 
   
  
   
   
   
  These are powders or gases that take effect when they 
  are inhaled or when they otherwise encounter living 
  creatures. Holding one’s breath is ineffective against 
  inhaled poisons because they also penetrate nasal 
  membranes, tear ducts, and other parts of the body; 
  unless otherwise noted, inhaled poisons will even 
  affect creatures that do not breathe. 
  An inhaled dust or gas poison is typically contained 
  in a glass vial. As an action, you can throw the vial up 
  to 20 feet, shattering it on impact and filling a 5-foot 
  cube. Make a ranged attack against a creature, object, 
  or point of origin, treating the vial as an improvised 
  weapon. On a hit, a 5-foot cube of space around the 
  target is filled with gas. On a miss, the DM determines 
  where the vial lands and whether it shatters to release 
  its contents. Alternately, if you pour a dose of an 
  inhaled dust poison onto the palm of your hand, you 
  can use an action to blow it into an adjacent space, 
  filling a 5-foot cube. 
  Normally, the small cloud of gas or particles persists 
  in the affected area for 1 round before it dissipates. A 
  creature in the space when the poison is placed, or one 
  that enters the area on its turn, is subjected to the 
  poison. A wind of moderate or greater speed (at least 
  10 miles per hour) disperses the poison immediately. 
  A creature swallowing an ingested poison, or 
  consuming food or drink laced with an ingested 
  poison, suffers its effects. 
  As an action, an ingested poison can be added to a 
  single serving of food or an individual drink container. 
  Once applied, the food or drink remains poisoned for 
  24 hours before the poison degrades and is useless.  
  DESCRIPTIONS 
  Each dose comes in a vial. Some such vials are glass, 
  intended for shattering when thrown. A single dose in 
  its vial has no appreciable weight. 
  Adlevine Extract (Ingested). A creature subjected 
  to this poison must make a DC 11 Constitution saving 
  throw or be poisoned (Wisdom) for 8 hours. While 
  “poisoned” this way, the creature gains 4 points of 
  Constitution, to a maximum rating of 20. A creature 
  can repeat the saving throw at the end of each hour, 
  ending the effect early on itself on a success. 
  Alforna (Injury). A creature subjected to this poison 
  must succeed on a DC 11 Constitution saving throw or 
  be poisoned (Strength) for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect early on itself on a success. 
  Anemis (Contact). A creature subjected to this 
  poison must succeed on a DC 13 Constitution saving 
  throw or be poisoned (Strength) for 10 minutes. At the 
  start of each of its turns, while the condition persists, 
  the victim suffers 1 poison damage. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect early on itself on a success.  
  Asabi Mist (Inhaled). A creature subjected to this 
  poison must succeed on a DC 12 Constitution saving 
  throw or be poisoned for 10 minutes. The creature can 
  attempt another saving throw at the end of each 
  minute, ending the effect on itself with a success. 
  Assassin’s Blood (Ingested). 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.  
  VARIANT: VISCIDS 
  At the Dungeon Master’s discretion, poisons can be 
  acquired as “viscids.” These long-lasting poisons 
  persist until used. This option facilitates certain 
  important gaming tropes. Without it, the poison on 
  the spike traps in that ancient tombs will have 
  expired long before the player characters get to it! 
  A viscid poison’s value twice the standard value 
  listed on the table in this section. A dose of 
  creature-derived poison can be turned into a viscid 
  as a crafting downtime activity using a poisoner’s 
  kit. This requires no additional costs or materials, 
  but it takes a number of downtime days equal to 
  one-fifth of the poison’s standard gold piece value. 
  A viscid injury poison does not dry out when 
  exposed to air; it lasts until the coated sharp object 
  delivers a wound or is otherwise wiped clean. 
  Likewise, a viscid contact poison or ingested 
  poison does not expire as normal; it lasts until the 
  affected surface contacts a single creature or until 
  the food is consumed. 
  Inhaled poisons are, by their nature, thin, light 
  substances. They are not available as viscids. 
   
  
   
   
   
  Assassin Vine (Injury). A creature subjected to this 
  poison suffers 21 (6d6) poison damage. 
  Banelar Essence (Injury). A creature subjected to 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned for 1 minute. A creature 
  that fails its saving throw by 5 or more is also 
  unconscious while poisoned this way. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect early on itself on a success. 
  COMPOUNDS: CREATURE TOXINS 
  Item 
  Cost 
  DC/Dice 
   
  Item 
  Cost 
  DC/Dice 
  Assassin vine 
  305 gp 
  —/6d6 
   
  Purple wormling poison SKT 
  155 gp 
  13/3d6 
  Basilisk oil 
  100 gp 
  — 
   
  Purple worm poison DMG 
  2,000 gp 
  19/12d6 
  Bone devil’s sting 
  120 gp 
  14/— 
   
  Quasit crud 
  155 gp 
  10/2d4 
  Bone naga venom 
  220 gp 
  —/3d6 
   
  Sea spawn quills VGM 
  155 gp 
  12/1d6 
  Carrion crawler mucus 
  140 gp 
  13/— 
   
  Shoosuva poison VGM 
  125 gp 
  14/— 
  Catoblepas musk VGM 
  225 gp 
  16/— 
   
  Spirit naga venom 
  770 gp 
  —/7d8 
  Choldrith poison VGM 
  220 gp 
  —/3d6 
   
  Sprite spit 
  400 gp 
  10/— 
  Chuul saliva 
  140 gp 
  13/— 
   
  Stench kow breath VGM 
  250 gp 
  12/— 
  Couatl venom 
  275 gp 
  13/— 
   
  Thri-kreen venom 
  150 gp 
  11/— 
  Death dog saliva 
  125 gp 
  12/1d10 
   
  Tlincalli sting VGM 
  745 gp 
  14/4d6 
  Dretch wretch 
  225 gp 
  11/— 
   
  Tressym tongue SKT 
  55 gp 
  —/— 
  Erinyes poison 
  370 gp 
  14/3d8 
   
  Tri-Flower ToA 
  375 gp 
  11/— 
  Ettercap venom 
  60 gp 
  11/— 
   
  Troglodyte stench 
  300 gp 
  12/— 
  Flumph stench 
  1,000 gp 
  —/— 
   
  Unicorn horn 
  110 gp 
  —/— 
  Fungi gas spore 
  170 gp 
  15/3d6 
   
  Vegepygmy chief spores VGM 
  450 gp 
  12/2d8 
  Gnoll spittle 
  110 gp 
  12/2d6 
   
  Verminous Venom 
   
   
  Green dragon breath 
   
   
   
     Flying snake 
  115 gp 
  —/3d4 
     Adult 
  2,600 gp 
  18/16d6 
   
     Giant centipede 
  145 gp 
  11/3d6 
     Ancient 
  5,200 gp 
  22/22d6 
   
     Giant scorpion 
  190 gp 
  12/4d10 
     Young 
  605 gp 
  14/12d6 
   
     Giant spider 
  130 gp 
  11/2d8 
     Wyrmling 
  210 gp 
  11/6d6 
   
     Giant wasp 
  140 gp 
  11/3d6 
  Grell venom 
  100 gp 
  11/— 
   
     Giant wolf spider 
  130 gp 
  11/2d6 
  Grung sweat VGM 
  50 gp 
  12/— 
   
     Phase spider 
  165 gp 
  11/4d8 
  Guardian naga venom 
  600 gp 
  —/10d8 
   
     Poisonous snake 
  105 gp 
  10/2d4 
  Homunculus saliva 
  400 gp 
  10/— 
   
     Scorpion 
  105 gp 
  9/1d8 
  Imp sting 
  115 gp 
  11/3d6 
   
     Serpent DMG 
  200 gp 
  11/3d6 
  Iron golem fumes 
  1,350 gp 
  19/10d8 
   
     Spider 
  95 gp 
  9/1d4 
  Kamadan’s snakes ToA 
  155 gp 
  12/6d6 
   
  Vrock spores 
  295 gp 
  14/1d10 
  Medusa venom 
  235 gp 
  —/4d6 
   
  Wyvern poison DMG, MM 
  1,200 gp 
  15/7d6 
  Myconid spore 
   
   
   
  Yahcha beetle ToA 
  1 gp 
  — 
     Hallucinogenic OotA 
  300 gp 
  12/— 
   
  Yochlol mist 
  75 gp 
  14/— 
     Euphoric OotA 
  225 gp 
  12/— 
   
  Yuan-ti venom 
   
   
  Neogi venom VGM 
  170 gp 
  12/4d6 
   
     Abomination 
  145 gp 
  —/3d6 
  Neogi venom, hatchling VGM 
  145 gp 
  10/2d6 
   
     Anathema VGM 
  165 gp 
  —/4d6 
  Pit fiend venom 
  1,280 gp 
  21/6d6 
   
     Common 
  115 gp 
  —/2d6 
  Pseudodragon sting 
  400 gp 
  11/— 
   
   
   
   
   
   
   
   
  
   
   
   
  Basic Poison (Injected). A creature subjected to this 
  poison must make a DC 10 Constitution saving throw 
  or take 2 (1d4) poison damage. Although costly, this 
  mild toxin is made of mundane substances. It is easy to 
  acquire and legal to own. 
  Basilisk Oil. This substance is a curative creature 
  component. The gullet fluids of a basilisk, properly 
  collected and preserved, provide a natural reversal for 
  petrification. The gullet of a single adult basilisk 
  contains 1d4 doses, but a separate check is required to 
  harvest each dose without spoiling it. A single dose, 
  applied to a petrified creature of Large or smaller size, 
  allows it to make another saving throw to resist (in 
  this case, to reverse) the petrification. Multiple doses 
  can allow multiple additional saving throws. It takes 
  one minute to apply a dose to a single creature. This 
  has no effect if a vital part of the creature, such as its 
  head, has been detached. 
  Black Lotus Extract (Contact). A creature subjected 
  to this poison must succeed on a DC 12 Constitution 
  saving throw or be poisoned (Wisdom) for 3 minutes. 
  While the condition persists, the victim suffers 
  disadvantage on saving throws based on Wisdom. At 
  the start of each of its turns, while the condition 
  persists, the victim suffers 5 (2d4) poison damage. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect early on itself on a 
  success. 
  Bloodroot (Injury). A creature subjected to this 
  poison must succeed on a DC 12 Constitution saving 
  throw or be poisoned (Wisdom) for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. 
  Blue Whinnis (Injury). A creature subjected to this 
  poison must succeed on a DC 9 Constitution saving 
  throw or be poisoned for 1 minute. A creature 
  poisoned this way has the unconscious condition 
  while the poisoned condition persists. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect early on itself on a success. 
  Bone Devil’s Sting (Injury). A creature subjected to 
  this poison takes 17 (5d6) poison damage and must 
  make a DC 14 Constitution saving throw or become 
  poisoned for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Bone Naga Venom (Injury). A creature subjected to 
  this poison takes 10 (3d6) poison damage. 
  Brain Dust (Inhaled). A creature subjected to this 
  toxin is automatically poisoned (Wisdom) for 1 minute 
  and is “confused” while poisoned. The poisoned 
  creature must make a DC 12 Constitution saving throw 
  at the start of each of its turns. If successful, the effect 
  on the creature ends. Otherwise, roll a d20 for the 
  “confused” effect. On a 1-2, the creature loses its action 
  for the turn and uses all its movement to move in a 
  random direction. (To determine the direction, roll a 
  d8 after assigning a direction to each die face.) On a 3-
  14, the creature doesn’t move or take actions that 
  turn. On a 15-20, the creature uses its action to make a 
  melee attack against a randomly determined creature 
  within its reach. If there is no target within its reach, 
  the poisoned creature does nothing during that turn. 
  Burnt Othur Fumes (Inhaled). A creature subjected 
  to this poison must succeed on a DC 13 Constitution 
  saving throw or take 10 (3d6) poison damage. It must 
  repeat the saving throw at the start of each of its turns. 
  On each failed save, the character takes 3 (1d6) poison 
  damage. After three successful saves, the poison ends. 
  Carrion Crawler Mucus (Contact). A creature 
  subjected to this poison must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 minute. 
  While poisoned, the 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. 
  Catoblepas Musk (Inhaled). This is a far-reaching 
  inhalant; a creature is also subjected to this poison if it 
  comes within 10 feet of the poison’s primary 5-foot 
  area or starts its turn within 10 feet of that primary 
  area. An affected creature must succeed on a DC 16 
  Constitution saving throw or be poisoned until the 
  start of its next turn. On a successful saving throw, the 
  creature is immune to the stench of this poison and 
  the stench of any catoblepas for 1 hour. 
  Choldrith Poison (Injury). A creature subjected to 
  this poison takes 10 (3d6) poison damage. 
  Chuul Saliva (Contact). A creature subjected to this 
  poison must succeed on a DC 13 Constitution saving 
  throw or be poisoned for 1 minute. While poisoned, 
  the 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. 
  
   
   
   
  Couatl Venom (Injury). A creature subjected to this 
  poison must succeed on a DC 13 Constitution saving 
  throw or be poisoned for 24 hours. Until this poison 
  ends, the affected creature is unconscious. The 
  creature wakes up if it takes damage or if another 
  creature takes an action to shake it awake. 
  Cretel Leaf Residue (Ingested). A creature 
  subjected to this poison must make a DC 14 
  Constitution saving throw or be poisoned (Wisdom) 
  for 1 hour. While “poisoned” this way, the creature 
  gains 4 points of Constitution, to a maximum rating of 
  20. A creature must repeat the saving throw at the end 
  of each minute, ending the effect early on itself on a 
  success. When the effect ends, the creature gains one 
  level of exhaustion. 
  Crippling Vine (Contact). A creature subjected to 
  this poison must make a DC 13 Constitution saving 
  throw or be poisoned (Strength) for 1 hour. A creature 
  that failed the initial saving throw can repeat it at the 
  end of each 10-minute period, ending the effect early 
  on itself on a success. 
  Culum Powder (Ingested). A creature subjected to 
  this poison must make a DC 12 Constitution saving 
  throw or be poisoned (Dexterity) for 8 hours. A 
  creature can repeat the saving throw at the end of 
  each hour, ending the effect early on itself on a 
  success. For each failed saving throw, including the 
  initial saving throw, the victim suffers 1 poison 
  damage. 
  Dancing Monkey Fruit (Ingested). A humanoid 
  creature subjected to this poison must make a DC 14 
  Constitution saving throw or begin a comic dance that 
  lasts for 1 minute. Humanoids that cannot 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. At 
  the end of each turn in which it takes damage, the 
  dancing humanoid can repeat the saving throw, ending 
  the dancing effect on itself on a success. 
  Once the dancing effect ends, the humanoid suffers 
  the poisoned condition for 1 hour. 
  Dark Reaver Powder (Ingested). A creature 
  subjected to this poison must make a DC 13 
  Constitution saving throw or be poisoned (Strength, 
  Constitution) for 1 minute. A creature can repeat the 
  saving throw at the end of each minute, ending the 
  effect early on itself on a success. For each failed 
  saving throw, including the initial saving throw, the 
  victim suffers 4 (1d8) poison damage. 
  Deathblade (Injury). A creature subjected to this 
  poison must succeed on a DC 20 Constitution saving 
  throw or be poisoned (Constitution) for 1 minute. 
  While this condition persists, the creature cannot 
  benefit from magical healing. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect early on itself on a success. This substance can 
  be perceived as magical (no school) using a detect 
  magic spell or similar effect. 
  Death Dog Saliva (Contact). A creature that touches 
  this substance must succeed on a DC 12 Constitution 
  saving throw against disease (not poison) or gain the 
  poisoned condition until the disease is cured. Every 24 
  hours that elapse, the creature must repeat the saving 
  throw, reducing its hit point maximum by 5 (1d10) on 
  a failure. The creature dies if the disease reduces its hit 
  point maximum to 0. 
  Dragon Bile. (Contact). A creature subjected to this 
  poison must succeed on a DC 17 Constitution saving 
  throw or be poisoned (Strength) for 3 hours. While the 
  condition persists, the victim suffers disadvantage on 
  saving throws based on Strength. 
  Dretch Wretch (Inhaled). This is a far-reaching 
  inhalant; a creature is also subjected to this poison if it 
  enters within 10 feet of the poison’s primary 5-foot 
  area or starts its turn within 10 feet of that primary 
  area. An affected creature must succeed on a DC 11 
  Constitution saving throw or be poisoned until the end 
  of its next turn. While poisoned in this way, the target 
  can take either an action or a bonus action on its turn, 
  not both, and can’t take reactions. 
  Drider Poison (Injury). A creature subjected to this 
  poison takes 4 (1d8) poison damage. The secrets of 
  crafting this poison are well-known to driders. If using 
  the optional Formulas rule, acquiring the formula 
  requires interacting with driders. 
  Drow Bullet (Injury). A creature struck by this 
  firearm bullet takes 11 (2d10) poison damage. If using 
  the optional Formulas rule, acquiring the formula 
  requires interacting with drow. Crafting these bullets 
  additionally requires proficiency with tinker’s tools to 
  shape and irradiate the requisite toxic alloy. 
  Drow Poison (Injury). 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. The secrets of crafting this poison are 
  well-known to drow. If using the optional Formulas 
  rule, acquiring the formula requires interacting with 
  drow. 
  Erinyes Poison (Injury). A creature subjected to this 
  poison takes 14 (3d8) poison damage and must 
  succeed on a DC 14 Constitution saving throw or be 
  poisoned. The poison lasts until it is removed by the 
  lesser restoration spell or similar magic. 
  Essence of Ether (Inhaled). 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.  
  Ettercap Venom (Injury). A creature subjected to 
  this poison takes 4 (1d8) poison damage and must 
  succeed on a DC 11 Constitution saving throw or be 
  poisoned for 1 minute. The creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Faralin (Ingested). A creature subjected to this 
  poison must make a DC 14 Constitution saving throw 
  or be poisoned (Dexterity, Constitution) for 30 
  minutes. While “poisoned” this way, the creature gains 
  4 points of Strength, to a maximum rating 
  of 20. A creature must repeat the saving 
  throw at the end of each minute, ending 
  the effect early on itself on a success. 
  Flumph Stench (Inhaled). This 
  poison does not fill an area. Instead, 
  a creature hit by the glass vial is 
  coated with a terrible, sticky 
  substance. The affected creature is 
  automatically poisoned for the 
  duration. Any creature that 
  begins its turn within 5 feet of 
  the target is likewise 
  automatically poisoned until it 
  moves away. The substance 
  remains active for 1d4 hours. A 
  creature can remove this 
  stench on itself by using a short 
  rest to bathe in water, alcohol, 
  or vinegar. 
  Fungi Gas Spore (Inhaled). This poison is collected 
  as a spore-containing nodule, not stored in a glass vial. 
  When burst by an impact, the nodule cracks and 
  spores fill a 20-feet cube. Creatures within or entering 
  the affected area must make a DC 15 Constitution 
  saving throw or take 11 (3d6) poison damage and 
  become infected with a disease. Creatures immune to 
  poison are immune to this disease. 
  As a secondary effect, spores invade an affected 
  creature’s system, killing the creature in a number of 
  hours equal to 1d12 + the creature’s Constitution 
  score, unless the disease is removed. In half that time, 
  the creature becomes poisoned for the rest of the 
  duration. After the creature dies, it sprouts 2d4 Tiny 
  gas spore nodules that grow to full size in 7 days. 
  Gnoll Spittle (Injury). This rare poison can only be 
  harvested from a gnoll that is one of Yeenoghu’s 
  chosen priests. A creature subjected to this poison 
  must succeed on a DC 12 Constitution saving throw or 
  take 7 (2d6) poison damage. 
  Gray Whinnis (Injury). A creature subjected to this 
  poison must succeed on a DC 20 Constitution saving 
  throw or be poisoned for 1 minute. A creature that 
  fails its saving throw by 5 or more is also paralyzed 
  while the poisoned condition persists. The creature 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself with a success. 
  Greenblood Oil (Injury). A creature subjected to 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned for 1 minute. 
  Green Dragon Breath, Adult (Inhaled). This can 
  be harvested from an adult green dragon or a 
  Gargantuan size green half-dragon. A creature 
  subjected to this poison must succeed on a 
  DC 18 Constitution saving throw. The 
  creature takes 56 (16d6) poison damage 
  on a failed save or half as much damage 
  on a successful save. 
  Green Dragon Breath, 
  Ancient (Inhaled). This can be 
  harvested from an ancient green 
  dragon. A creature subjected to 
  this poison must succeed on a DC 
  22 Constitution saving throw. 
  The creature takes 77 (22d6) 
  poison damage on a failed save 
  or half as much damage on a 
  successful save. 
  
   
   
   
  Green Dragon Breath, Young (Inhaled). This can 
  be harvested from a young green dragon or a Huge 
  size green half-dragon. A creature subjected to this 
  poison must succeed on a DC 14 Constitution saving 
  throw. The creature takes 42 (12d6) poison damage 
  on a failed save or half as much damage on a 
  successful save. 
  Green Dragon Breath, Wyrmling (Inhaled). This 
  can be harvested from a wyrmling green dragon or a 
  Medium size (or smaller) green half-dragon. A 
  creature subjected to this poison must succeed on a 
  DC 11 Constitution saving throw. The creature takes 
  21 (6d6) poison damage on a failed save or half as 
  much damage on a successful save. 
  Grell Venom (Injury). A creature subjected to this 
  poison must succeed on a DC 11 Constitution saving 
  throw or be poisoned for 1 minute. While poisoned, 
  the target is paralyzed. It can repeat the saving throw 
  at the end of each of its turns, ending the effect on 
  itself with a success. 
  Grung Sweat (Contact). A creature subjected to this 
  poison must succeed on a DC 12 Constitution saving 
  throw or become poisoned for 1 minute. A poisoned 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself with a 
  success. 
  Guardian Naga Venom (Injury). A creature 
  subjected to this poison takes (45) 10d8 poison 
  damage. 
  Haluroot (Injury). A creature subjected to this 
  poison must succeed on a DC 9 Constitution saving 
  throw or be poisoned (Wisdom) for 1 minute. 
  Homunculus Saliva (Injury). A creature subjected 
  to this poison must succeed on a DC 10 Constitution 
  saving throw or be poisoned for 1 minute. If the saving 
  throw fails by 5 or more, the target is instead poisoned 
  for 1d10 minutes and is unconscious while poisoned 
  this way. 
  Horror Weed Extract (Contact). A creature 
  subjected to this poison must succeed on a DC 12 
  Constitution saving throw or be poisoned (Wisdom) 
  for 24 hours. The creature can repeat the saving throw 
  at the end of each hour, ending the effect on itself with 
  a success. Each failed saving throw inflicts 2 (1d4) 
  psychic damage that cannot be healed until the 
  poisoned condition is removed. This substance can be 
  perceived as magical (no school) using a detect magic 
  spell or similar effect.  
  Id Moss (Ingested). A creature subjected to this 
  poison must succeed on a DC 11 Constitution saving 
  throw or be poisoned (Intelligence) for 24 hours. 
  While the condition persists, the victim suffers 
  disadvantage on saving throws based on Intelligence. 
  The creature can repeat the saving throw at the end of 
  each hour, ending the effect on itself with a success. 
  Imp Sting (Injury). A creature subjected to this 
  poison must succeed on a DC 11 Constitution saving 
  throw, taking 11 (3d6) poison damage on a failed save, 
  or half as much damage on a successful save. 
  Insanity Smoke (Inhaled). A creature subjected to 
  this poison must succeed on a DC 12 Constitution 
  saving throw or be poisoned (Wisdom) for 1 hour. The 
  creature can repeat the saving throw at the end of 
  each minute, ending the effect on itself with a success. 
  Each failed saving throw inflicts 4 (1d8) psychic 
  damage that cannot be healed until the poisoned 
  condition is removed. This substance can be perceived 
  as magical (no school) using a detect magic spell or 
  similar effect. 
  Iron Golem Fumes (Inhaled). A creature subjected 
  to this poison must succeed on a DC 19 Constitution 
  saving throw. The creature takes 45 (10d8) poison 
  damage on a failed save or half as much damage on a 
  successful save. 
  Kamadan’s Snakes (Injury). A creature subjected 
  to this poison must succeed on a DC 12 Constitution 
  saving throw. the creature takes 21 (6d6) poison 
  damage on a failed save or half as much damage on a 
  successful save. 
  Lich Dust (Ingested). A creature subjected to this 
  poison must succeed on a DC 11 Constitution saving 
  throw or be poisoned (Strength) for 24 hours. While 
  the condition persists, the victim suffers from a flaking 
  skin condition; the victim has disadvantage on 
  Charisma (Persuasion) checks made against 
  humanoids that can see the victim’s flaking “lich-like” 
  skin. The creature can repeat the saving throw at the 
  end of each hour, ending the effect on itself with a 
  success. 
  Lockjaw (Ingested). A creature subjected to this 
  poison must succeed on a DC 12 Constitution saving 
  throw or be poisoned for 12 hours. A creature that 
  fails its saving throw by 5 or more is also unable to 
  speak or use verbal spell components while the 
  poisoned condition persists. The creature can repeat 
  
   
   
   
  the saving throw at the end of each hour, ending the 
  effect on itself with a success. 
  Malice (Inhaled). A creature subjected to this 
  infamous poison must succeed on a DC 15 Constitution 
  saving throw or become poisoned for 1 hour. The 
  poisoned creature is blinded.  
  Malyss Root Paste (Contact). A creature subjected 
  to this poison must succeed on a DC 13 Constitution 
  saving throw or be poisoned (Dexterity) for 12 hours. 
  While the condition persists, the victim suffers 
  disadvantage on saving throws based on Dexterity. 
  The creature can repeat the saving throw at the end of 
  each hour, ending the effect on itself with a success. 
  Medusa Venom (Injected). A creature subjected to 
  this poison takes 14 (4d6) poison damage.  
  Mesmer Paste (Contact). A creature subjected to 
  this poison must succeed on a DC 12 Constitution 
  saving throw or be poisoned (Intelligence) for 12 
  hours. If the saving throw fails by 5 or more, the 
  creature is also “dazzled” 
  while the poisoned 
  condition persists; the 
  creature treats all areas as 
  lightly obscured due to 
  distracting hallucinations. 
  The creature can repeat the 
  saving throw at the end of 
  each hour, ending the effect 
  on itself with a success. 
  Midnight Tears 
  (Ingested). 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 
  make a DC 17 Constitution saving throw, taking 31 
  (9d6) poison damage on a failed save, or half as much 
  damage on a successful one. 
  Myconid Spore, Hallucinogenic (Inhaled). This 
  poison is collected as a spore, not stored in a glass vial. 
  When burst by an impact, the spore fills a 20-feet cube. 
  A creature subjected to this poison must succeed on a 
  DC 12 Constitution saving throw or be poisoned for 1 
  minute. The poisoned target is incapacitated while it 
  hallucinates. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself 
  on a success. 
  Myconid Spore, Euphoric (Inhaled). This rare 
  poison must be harvested from a myconid sovereign 
  that embraces Zuggtymoy. This poison is collected as a 
  spore, not stored in a glass vial. When burst by an 
  impact, the spore fills a 20-feet cube. Creatures in that 
  area or entering it must succeed on a DC 12 
  Constitution saving throw or become poisoned for 1 
  minute. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect early on itself 
  on a success. When the effect ends, the creature gains 
  one level of exhaustion. 
  Neogi Venom (Injury). A creature subjected to this 
  poison takes 14 (4d6) poison damage and must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned for 1 minute. A target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. 
  Neogi Venom, Hatchling (Injury). A creature 
  subjected to this poison takes 7 (2d6) poison damage 
  and must succeed on a DC 10 Constitution saving 
  throw or be poisoned for 1 minute. A target can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a 
  success. 
  Nitharit (Contact). A 
  creature subjected to this 
  poison must succeed on a DC 
  13 Constitution saving throw 
  or be poisoned for 12 hours. 
  The creature can repeat the 
  saving throw at the end of 
  each hour, ending the effect 
  on itself with a success. 
  Oil of Taggit (Contact). 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 (Ingested). 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. 
  Pit Fiend Venom (Injury). A creature subjected to 
  this poison must succeed on a DC 21 Constitution 
  saving throw or become poisoned. While poisoned this 
  way, the target can’t regain hit points and it takes 6d6 
  
   
   
   
  poison damage at the start of each of its turns. The 
  poisoned target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success. 
  Pseudodragon Sting (Injury). A creature subjected 
  to this poison must succeed on a DC 11 Constitution 
  saving throw or become poisoned for 1 hour. If the 
  saving throw fails by 5 or more, the target falls 
  unconscious for the same duration, or until it takes 
  damage, or until another creature uses an action to 
  shake it awake. 
  Purple Wormling Poison (Injury). A creature 
  subjected to this poison must make a DC 13 
  Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one.  
  Purple Worm Poison (Injury). 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. 
  Quasit Crud (Injury). A creature subjected to this 
  poison must succeed on a DC 10 Constitution saving 
  throw or take 5 (2d4) poison damage and become 
  poisoned for 1 minute. A poisoned target can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
  Raeliss Smoke (Inhaled). A creature subjected to 
  this poison must succeed on a DC 15 Constitution 
  saving throw or be poisoned (Charisma) for 1 hour. 
  While the poisoned condition persists, the victim also 
  loses 4 points of Charisma, to a minimum rating of 3, 
  and has disadvantage on Charisma saving throws. The 
  creature can repeat the saving throw at the end of 
  each minute, ending the effect on itself with a success. 
  Redek Vine Extract (Injury). A creature subjected 
  to this poison must succeed on a DC 13 Constitution 
  saving throw or be poisoned (Dexterity) for 10 
  minutes. The creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself 
  with a success. If the creature fails 3 consecutive 
  saving throws, no more attempts are allowed; the 
  poison persists for the full duration. 
  Retch (Ingested). A creature subjected to this 
  poison must succeed on a DC 15 Constitution saving 
  throw or be poisoned (Constitution) for 24 hours. If 
  the initial saving throw fails by 5 or more points, the 
  creature is also “nauseated” while the poison persists; 
  the victim is unable to use reactions during that time. 
  The creature can repeat the saving throw at the end of 
  each hour, ending the effect on itself with a success. 
  Each failed saving throw inflicts 1 poison damage that 
  cannot be healed while the poisoned condition 
  persists. 
  Rill Leaf (Injury). A creature subjected to this 
  poison must succeed on a DC 14 Constitution saving 
  throw or be poisoned (Charisma) for 1 hour. 
  Roshon Vapor (Inhaled). A creature subjected to 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned (Dexterity) for 1 hour. 
  The creature can repeat the saving throw at the end of 
  each minute, ending the effect on itself with a success. 
  If the initial saving throw fails by 5 or more, the 
  creature also loses 4 points of Dexterity, to a minimum 
  of 3; the loss is permanent until reversed by a greater 
  restoration spell or a successful recuperation check 
  performed in downtime. 
  Sassone Leaf Residue (Contact). A creature 
  subjected to this poison must succeed on a DC 9 
  Constitution saving throw or be poisoned (Charisma, 
  Intelligence, Wisdom) for 10 minutes. The creature 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself with a success. Each 
  failed saving throw, including the initial saving throw, 
  inflicts 6 (1d12) poison damage. 
  Scorcher Fumes (Inhaled). A creature subjected to 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned for 1 minute. While 
  poisoned this way, the creature is also blinded. If the 
  initial saving throw fails by 5 or more, the blindness 
  becomes permanent, until cured by magic. If the initial 
  saving throw is failed by 4 or less, the creature can 
  attempt another saving throw at the end of each of its 
  turns, ending the effect on itself with a success. 
  Sea Spawn Quills (Injury). A creature subjected to 
  this poison suffers 3 (1d6) poison damage and must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Shadow Essence (Injury). A creature subjected to 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned (Strength) for 2 minutes. 
  The creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself with a 
  success. If the creature fails 3 consecutive saving 
  
   
   
   
  throws, no more attempts are allowed; the poison 
  persists for the full duration. 
  Shoosuva Poison (Injury). A creature subjected to 
  this poison must succeed on a DC 14 Constitution 
  saving throw or become poisoned. While poisoned, the 
  target is also paralyzed. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself with a success. 
  Shreef Oil (Injury). A creature subjected to this 
  poison must succeed on a DC 12 Constitution saving 
  throw or be poisoned (Dexterity, Strength) for 10 
  minutes. 
  Sleeping Weed (Contact). A creature subjected to 
  this poison must make a DC 13 Constitution saving 
  throw or be poisoned (Dexterity) for 5 minutes. While 
  poisoned this way, the subject is “slowed.” Its speed is 
  halved, it takes a 2-point penalty to AC and Dexterity 
  saving throws, and it can’t use reactions. On its turn, it 
  can use either an action or a bonus action, not both. 
  Regardless of the creature’s abilities or magic items, it 
  can’t make more than one melee or ranged attack 
  during its turn. If the creature attempts to cast a spell 
  with a casting time of 1 action, roll a d20. On an 11 or 
  higher, the spell doesn’t take effect until the creature’s 
  next turn, and the creature must use its action on that 
  turn to complete the spell. If it can’t, the spell is 
  wasted. The creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself 
  after 2 successful saving throws. 
  Spirit Naga Venom (Injury). A creature subjected to 
  this poison 31 (7d8) poison damage. 
  Sprite Spit (Injury). A 
  creature subjected to this 
  poison must succeed 
  on a DC 10 
  Constitution 
  saving throw or 
  become poisoned 
  for 1 minute. If its 
  saving throw 
  result is 5 or 
  lower, the 
  poisoned target 
  falls unconscious 
  for the same 
  duration, or until 
  it takes damage, 
  or until another creature takes an action to shake it 
  awake. 
  Stench Kow Breath (Inhaled). This is a far-reaching 
  inhalant; a creature is also subjected to this poison if it 
  enters within 10 feet of the poison’s primary 5-foot 
  area or starts its turn within 10 feet of that primary 
  area. A creature subjected to this poison must succeed 
  on a DC 12 Constitution saving throw or be poisoned 
  until the start of its next turn. On a successful saving 
  throw, the creature is immune to this scent and the 
  scent of all stench kows for 1 hour. 
  Striped Toadstool (Ingested). A creature subjected 
  to this poison must make a DC 11 Constitution saving 
  throw or be poisoned (Intelligence, Wisdom) for 1 
  hour. While poisoned this way, the creature has 
  trouble focusing its vision and distinguishing 
  hallucinations from reality; it treats everything farther 
  than 20 feet away as lightly obscured. The creature 
  can repeat the saving throw at the end of each minute, 
  ending the effect on itself with a success. 
  Svirfneblin Poison (Injury). A creature subjected to 
  this poison must succeed on a DC 12 Constitution 
  saving throw or be poisoned for 1 minute. The target 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. The 
  secrets of crafting this poison are well-known to 
  svirfneblin. If using the optional Formulas rule, 
  acquiring the formula requires interacting with 
  svirfneblin. 
   Terinav Root (Contact). Once applied, this contact 
  poison remains effective for 1 month before becoming 
  inert. A creature 
  subject to this poison 
  must succeed on a 
  DC 13 Constitution 
  saving throw or be 
  poisoned 
  (Dexterity) for 10 
  minutes. While 
  poisoned this way, 
  the creature’s 
  movement speeds 
  are reduced by 10 
  feet. The creature 
  can repeat the 
  saving throw at the 
  end of each of each 
  
   
   
   
  minute, ending the effect on itself with a success. 
  Thever Fumes (Inhaled). A creature subjected to 
  this poison must succeed on a DC 14 Constitution 
  saving throw or be poisoned for 1 minute. While 
  poisoned this way, the creature is also blinded. If the 
  initial saving throw fails by 5 or more, the blindness 
  becomes permanent, until cured by magic. If the initial 
  saving throw is failed by 4 or less, the creature can 
  attempt another saving throw at the end of each of its 
  turns, ending the effect on itself with a success. 
  Thever Paste (Contact). A creature subjected to this 
  poison must succeed on a DC 12 Constitution saving 
  throw or be poisoned for 10 minutes. While poisoned 
  this way, the creature is also blinded. If the initial 
  saving throw fails by 5 or more, the blindness becomes 
  permanent, until cured by magic. If the initial saving 
  throw is failed by 4 or less, the creature can attempt 
  another saving throw at the end of each of its turns, 
  ending the effect on itself with a success. 
  Thri-Kreen Venom (Injury). A creature subjected to 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned for 1 minute. If the saving 
  throw fails by 5 or more, the target is also paralyzed 
  while poisoned this way. The poisoned target can 
  repeat the saving throw on each of its turns, ending 
  the effect on itself on a success. 
  Timmask (Inhaled). A creature subjected to this 
  toxin is automatically poisoned for 1 minute and is 
  “confused” while poisoned. The poisoned creature 
  must make a DC 14 Constitution saving throw at the 
  start of each of its turns. If successful, the effect on the 
  creature ends. Otherwise, roll a d20. On a 1-2, the 
  creature loses its action for the turn and uses all its 
  movement to move in a random direction. (To 
  determine the direction, roll a d8 and assign a 
  direction to each die face.) On a 3-14, the creature 
  doesn’t move or take actions that turn. On a 15-20, the 
  creature uses its action to make a melee attack against 
  a randomly determined creature within its reach. If 
  there is no creature within its reach, the creature does 
  nothing during that turn. 
  Tlincalli Sting (Injury). A creature subjected to this 
  poison suffers 14 (4d6) poison damage and must 
  succeed on a DC 14 Constitution saving throw or be 
  poisoned for 1 minute. If it fails the saving throw by 5 
  or more, the target is also paralyzed while poisoned. 
  The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. 
  Torpor (Ingested). A creature subjected to this 
  poison must succeed on a DC 15 Constitution saving 
  throw or become poisoned for 4d6 hours. While 
  poisoned, the creature is incapacitated and appears to 
  be in a coma. 
  Tressym Tongue. This substance is a curative 
  creature component. A single tongue can be harvested 
  from a dead tressym. Placing the whole tongue on a 
  creature indicates whether the creature is currently 
  poisoned or has the natural ability to produce its own 
  venom. When placed in contact with a substance (or a 
  container holding a single substance) the tongue can 
  determine whether the substance is poisoned or 
  poisonous. The tressym tongue discolors from pink to 
  dark grey to indicate poison, after which it becomes 
  useless. If no poison is indicated, the tongue can be 
  preserved and reused. 
  Tri-Flower (Inhaled). A creature subjected to this 
  poison must succeed on a DC 11 Constitution saving 
  throw or be for one hour. While poisoned this way, the 
  target is unconscious. At the end of each minute, the 
  poisoned target can repeat the saving throw, ending 
  the effect on itself on a success. 
  Troglodyte Stench (Inhaled). This poison does not 
  fill an area. Instead, a creature hit by the glass vial is 
  coated with a terrible, sticky substance. At the start of 
  its turn, the affected creature, and any creature that 
  begins its turn within 5 feet of the affected creature 
  must succeed on a DC 12 Constitution saving throw or 
  be poisoned until the start of the creature’s next turn. 
  On a successful saving throw, the creature is immune 
  to this stench and the stench of all troglodytes for 1 
  hour. The substance remains active for 1d4 hours. A 
  creature can remove this stench on itself by using a 
  short rest to bathe in water, alcohol, or vinegar. 
  Truth Serum (Ingested). 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. 
  Unicorn Horn. This substance is a curative creature 
  component. A single horn can be harvested from a 
  dead unicorn and ground into 1d4+1 doses of this 
  powerful curative substance. This harvesting succeeds 
  automatically without an ability check if using 
  appropriate tools or weapons for the extraction. The 
  
   
   
   
  consumption of powdered unicorn horn, or its direct 
  application to a wound, heals 2d8+2 hit points and 
  removes all diseases and neutralizes all poisons 
  afflicting the target. When mixed with food, drink, or 
  other consumables, a dose neutralizes any poisons or 
  diseases tainting that substance. 
  Ungol Dust (Inhaled). A creature subjected to this 
  poison must succeed on a DC 12 Constitution saving 
  throw or be poisoned (Charisma) for 1 minute. If the 
  saving throw fails by 5 or more, the subject loses 4 
  points of Charisma for 24 hours. This latter effect is 
  not cumulative across multiple applications of this 
  poison. 
  Vapid Leaf Extract (Injury). A creature 
  subjected to this poison must succeed on a 
  DC 13 Constitution saving throw or be 
  poisoned (Intelligence) for 10 minutes. A 
  creature can repeat the saving throw at the 
  end of each of its turns, ending the effect 
  early on itself on a success. When the effect 
  ends, the creature gains one level of 
  exhaustion if it currently has fewer than 3 
  levels of exhaustion.  
  Vegepygmy Chief Spores (Inhaled). 
  This poison is collected as a spore, not 
  stored in a glass vial. When burst by an 
  impact, the spore fills a 15-feet cube. A 
  non-plant creature subjected to this poison 
  must succeed on a DC 12 Constitution 
  saving throw or be poisoned for 1 minute. 
  While poisoned in this way, a target takes 
  9 (2d8) poison damage at the start of each 
  of its turns. The target can repeat the 
  saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Verminous Antidote. A creature that 
  drinks this vial of liquid gains advantage 
  on saving throws against poisons for 1 hour, so long as 
  the poison’s source is a verminous type of beast (some 
  kind of spider, snake, or scorpion). This confers no 
  benefits to undead or constructs. 
  Verminous Venom, Flying Snake (Injury). A 
  creature subjected to this poison suffers 7 (3d4) 
  poison damage. 
  Verminous Venom, Giant Centipede (Injury). 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. If the poison damage 
  reduces the target to 0 hit points, the target is stable 
  but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned in this way. 
  Verminous Venom, Giant Scorpion (Injury). A 
  creature subjected to this poison must succeed on a 
  DC 12 Constitution saving throw, taking 22 (4d10) 
  poison damage on a failed save, or half as much 
  damage on a successful one. 
  Verminous Venom, Giant Spider (Injury). A 
  creature subjected to this poison must succeed on a 
  DC 11 Constitution saving throw, taking 9 (2d8) 
  poison damage on a failed save, or half as 
  much damage on a successful one. If the 
  poison damage reduces the target to 0 hit 
  points, the target is stable but poisoned for 
  1 hour, even after regaining hit points, and 
  is paralyzed while poisoned in this way. 
  Verminous Venom, Giant Wasp 
  (Injury). 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. If the 
  poison damage reduces the target to 0 hit 
  points, the target is stable but poisoned for 
  1 hour, even after regaining hit points, and 
  is paralyzed while poisoned in this way. 
  Verminous Venom, Giant Wolf Spider 
  (Injury). A creature subjected to this 
  poison must succeed on a DC 11 
  Constitution saving throw, taking 7 (2d6) 
  poison damage on a failed save, or half as 
  much damage on a successful one. If the 
  poison damage reduces the target to 0 hit 
  points, the target is stable but poisoned for 
  1 hour, even after regaining hit points, and 
  is paralyzed while poisoned this way. 
   Verminous Venom, Phase Spider (Injury). A 
  creature subjected to this poison must succeed on a 
  DC 11 Constitution saving throw, taking 18 (4d8) 
  poison damage on a failed save, or half as much 
  damage on a successful one. If the poison damage 
  reduces the target to 0 hit points, the target is stable 
  but poisoned for 1 hour, even after regaining hit 
  points, and is paralyzed while poisoned this way. 
   Verminous Venom, Poisonous Snake (Injury). A 
  creature subjected to this poison must succeed on a 
  
   
   
   
  DC 10 Constitution saving throw, taking 5 (2d4) 
  poison damage on a failed save, or half as much 
  damage on a successful one. 
   Verminous Venom, Scorpion (Injury). A creature 
  subjected to this poison must succeed on a DC 9 
  Constitution saving throw, taking 4 (1d8) poison 
  damage on a failed save, or half as much damage on a 
  successful one.  
   Verminous Venom, Serpent (Injury). 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. 
   Verminous Venom, 
  Spider (Injury). A creature 
  subjected to this poison 
  must succeed on a DC 9 
  Constitution saving throw 
  or take 2 (1d4) poison 
  damage. 
  Vrock Spores (Inhaled). 
  This poison is collected as a 
  spore, not stored in a glass vial. When burst by an 
  impact, the spore fills a 15-feet cube. The toxin 
  spreads around corners. A creature subjected to this 
  poison must succeed on a DC 14 Constitution saving 
  throw or become poisoned. While poisoned in this 
  way, the target takes 5 (1d10) poison damage at the 
  start of each of its turns. A target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. Emptying a vial of holy water on 
  the target also ends the effect. 
  Wraith Sheen (Contact). A creature subjected to 
  this poison must succeed on a DC 14 Constitution 
  saving throw or be poisoned (Constitution, Dexterity, 
  Strength) for 1 hour. 
  Wyvern Poison (Injury). 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. 
  Yahcha Beetle. This substance is a curative creature 
  component. The flesh of this fist-sized beetle, when 
  eaten, allows the consuming creature to immediately 
  attempt a new saving throw, with advantage, against 
  the disease known as “mad monkey fever.” (See 
  Dancing Monkey Fruit, earlier in this chapter.) 
  Yochlol Mist (Inhaled). A 
  creature subjected to this 
  poison must succeed on a 
  DC 14 Constitution saving 
  throw or be poisoned until 
  the start of its next turn. 
  While poisoned this way, 
  the target is incapacitated. 
  Yuan-ti Venom, 
  Abomination (Injury). A 
  creature subjected to this 
  poison suffers 10 (3d6) 
  poison damage. 
  Yuan-ti Venom, 
  Anathema (Injury). A creature subjected to this 
  poison suffers 14 (4d6) poison damage. 
  Yuan-ti Venom, Common (Injury). A creature 
  subjected to this poison suffers 7 (2d6) poison 
  damage. 
  Zabou (Inhaled). This poison is collected as a spore, 
  not stored in a glass vial. When burst by an impact, the 
  spore fills a 10-feet cube. Creatures starting their turns 
  within the area or entering it on their turns must make 
  a DC 10 Constitution saving throw or be poisoned for 1 
  minute. While poisoned this way, a creature’s skin 
  itches. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  EQUIP YOURSELF 
  FOR SUCCESS 
  This weighty tome is an essential 
  reference for new and expert 
  adventurers alike, those who wish to 
  arm themselves for any challenge. 
   
  These weapons come with full 
  descriptions and statistics for use in 
  fifth edition DUNGEONS & DRAGONS. 
  Explore hundreds of beautiful 
  illustrations by historic weapon 
  scholar Seth Graham, revealing and 
  clarifying the exact appearance of 
  these weapons. 
   
  This book combines weapons from 
  dozens of prior edition sourcebooks 
  and real-world history, giving your 
  game new style and functionality. 
   
   
   
  For use with the fifth edition 
  Player’s Handbook ®, Monster Manual ®, 
  and Dungeon Master’s Guide ® 
   
  Best when used with these additional 
  supplements: Volo’s Guide to Monsters ®, 
  Xanathar’s Guide to Everything ®, and 
  Mordenkainen’s Tome of Foes ® 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Wraith Wright/Expanded Tool n Gear Manual v5 {180718}.pdf