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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 Additional Graphic Design: Cole Twogood,
Illustration: Cover (Trackers) by Dean Spencer. Jason Sythe, Randall Right
Some chapter heads and additional color Playtesting and Quality Consultation: Brent
illustration by Dean Spencer and Felipe Collins, Charles Baker, David Hollingsworth,
Gaona. Line-drawn art by Andrew Krahnke, Matthew Skau, Robert Ochs, Scott Szydlo
David Lewis Johnson, Ian MacLean, Joyce Version: 5.1 (February 2022)
Maureira, Luigi Castellani, Miguel Santos.
Additional illustrations courtesy of Wizards of
the Coast.

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.

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.
CHAPTER 0: INTRODUCTION ........................ 5 GAMING SETS .................................................................... 8
COMPREHENSIVE MANUALS .............................................. 5 MUSICAL INSTRUMENTS ................................................... 11
HOW TO USE THIS PRODUCT ............................................ 5 MISCELLANEOUS TOOLS................................................... 12
Chapter Contents ........................................................ 5 CHAPTER 3: TRINKETS................................... 4
Controlled Inclusion ................................................... 5 USING THE TABLES ............................................................ 4
System Changes .......................................................... 5 Alternate Uses ............................................................. 4
Inventory & New Gear Integration ............................ 6
CHAPTER 4: CRAFTED COMPOUNDS ........... 9
CHAPTER 1: ADVENTURING GEAR ............... 9 QUASI-MAGICAL BREWS ..................................................10
GENERAL ITEMS .................................................................9 Magic Aura .................................................................10
EQUIPMENT PACKS ........................................................... 17 Creation ......................................................................10
Swapping Equipment Packs ...................................... 17 OTHER RULES................................................................... 11
CONTAINERS.................................................................... 20 Identification .............................................................. 11
AMMUNITION .................................................................. 23 Containers .................................................................. 11
MAGICAL IMPLEMENTS .................................................... 23 ALCHEMICAL BREWS ........................................................ 11
CHAPTER 2: TOOLS ........................................ 2 HERBAL BREWS ................................................................ 17
USING TOOLS .................................................................... 2 POISONS ........................................................................... 21
Skills and Tools Together ........................................... 2 Acquiring Poison........................................................ 21
ARTISAN’S TOOLS .............................................................. 3 Using Poison.............................................................. 22
Professional Work ....................................................... 3
Repairs .......................................................................... 3
ARRYING PROPER EQUIPMENT IS THE MARK OF A Handbook: adventuring gear, tools, and trinkets. It also
successful adventurer. Bringing the right adds an array of brewed compounds translated from
gear is what separates the professional from the equipment supplements of past editions.
the hapless seeker who finds only a swift
doom. The amateur trusts his wit and
A vast expansion of the utilitarian gear useful to
quickly finds its limits. But a professional adventurer
adventurers. It separately addresses new equipment
anticipates the hazards she will encounter and girds
packs, more containers, ammunition of various types,
herself accordingly.
and a host of magic-users’ gear.
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 An exceptional array of additional rules for the use of
available in The Arms & Equipment Guide (second and artisan’s tools, gaming sets, and musical instruments,
third editions) or Adventurer’s Vault I & II (fourth plus expanded tables of each set of these items.
edition). These books offered new options useful—
often specialized—gear. However, no such expansions Pages of new trinkets plus guidance for selecting,
exist in the fifth edition. customizing, and using different trinket types.
That’s where this product comes in.

A vast set of useful compounds craftable with


This supplement contains excerpts from the alchemist’s supplies, herbalism kits, and poisoner’s
Comprehensive Equipment Manual available as a kits. Many are derived from prior editions.
separate product or as part of a best-selling anthology Among this chapter’s toxins are standard monster
of books on the Dungeon Masters Guild. poisons, translated into the language and rules of
For a lower price, the Expanded Tool & Gear Manual character-usable toxins to better facilitate harvesting
contains just the adventuring gear, tools, trinkets, and with poisoner’s kits.
compounds from that comprehensive treatise on
equipment of all kinds. Other supplements excerpting
that book include the Expanded Armor Manual and We intend for Dungeon Masters to allow access to the
Expanded Weapons Manual. extra useful gear in the first three chapters of this
These excerpts present smaller, more easily book without restrictions. The individual description
digested sections of gear, particularly useful for of each item can also be useful for helping players
players interested in only a subset of the original imagine what their gear looks like.
Comprehensive Equipment Manual’s contents. As later However, this book’s fourth chapter is of a different
works, these also contain updates, particularly character; crafted compounds are specialized products
reflecting the new items in more-recent official books. derived from uncommon or rare crafting formulas, or
For companion products to these, see also the from difficult-to-acquire monster parts. The DM
Expanded Wealth Manual and Magic Item should regulate access to them to some degree.
Management.

This product alters or enhances the rules for several


items. A “System Change” tag appears in their
The follow suggestion describes how we imagine
players and Dungeon Masters using this supplement. descriptions explaining the change so the DM can
consider it and revert the alteration if desired. Where
a change affects an item’s cost or weight on a table,
The chapters of this product expand upon equipment those changes appear in [brackets].
subcategories found in chapter 5 of the Player’s
holding and the like. The players each calculate the
weight of their normal equipment and report excess
These guidelines and options are here to help the DM
capacity, the sum of which is noted at the top of the
integrate and manage a gear-focused campaign.
efficient encumbrance list. It is assumed that multiple
party members carry this gear, but it doesn’t matter
Some campaigns simply ignore the rules for who carries the individual items on the list.
encumbrance and the management of equipment. This tool can support a variety of additional
Overlooking these standard rules is a particularly complexities, some of which are detailed here.
useful approach for novice players and Dungeon Containers. Beyond carry weight capacities,
Masters. In such campaigns, characters can tote any DUNGEONS & DRAGONS limits what players can carry
amount of weight and are only penalized if the based on the containers they possess. The item list can
Dungeon Master believes, in some abstract sense, that therefore track two weight numbers, the sum of the
their carried items are too cumbersome. Treasure gets player characters’ excess carry weights, and the sum
recorded on a list until it can be divided, and no one of their containers’ excess carry weights. With this
worries about who carries it unless the treasure is permutation, it pays to have extra sacks in the
particularly bulky. dungeon; they’re cheap, lightweight, and hold a lot.
Likewise, whatever weapons a character wants to Awkward Items. Some items can’t be logically
use are automatically in-hand when needed; no time relegated to a line on the item list because of their size
or actions (no “interactions” with objects or the or bulk, separate from weight. For example, a large
environment) are required to switch between piece of expensive furniture might need two
weapons or to find potions in a backpack. Only the characters to carry it between themselves, preventing
action needed to use the thing—that weapon or them from having torches or weapons in hand while
potion—is tracked. travelling. The shared list does not mean that the
While this is a valid approach to the game, this Dungeon Master must ignore realities such as these.
product assumes that carry weight and interactions Useful Items. Occasionally, found treasure will be
will be tracked according to standard rules. useful enough that it might get used during the
adventure. This is particularly true of single-use items
“Efficient encumbrance” is an unofficial technique for like magic potions. In such cases, the list keeper can
tracking gear, a technique that many playing groups simply note which character is actually holding the
have used for decades. It uses a single list of acquired listed item. That way there is no argument or
items limited only by the party’s combined excess confusion about who’s carrying the potion of healing
carrying capacity, preventing players from having to when it’s desperately needed.
repeatedly adjust their equipment lists and recalculate Travel Supplies. The list is also a useful
encumbrance during the course of an adventure. bookkeeping tool for consumable traveling gear.
With this technique, a single list of items is tracked Rations and similar regular-use items can be tracked
separately from the individual character sheets. As here instead of itemizing them on character sheets.
new items are discovered, whether extra equipment, This prevents the hassle of regular updates to
coins, or other treasure, they go onto the list. The idea individual equipment lists and prevents players
is to split this treasure later, at the adventure’s having to adjust their individual carried weight each
conclusion, only updating individual character sheets day of the adventure. As items like rations, feed, and
at that time. The Dungeon Master or a single player insect repellent are consumed, additional space is
can be the keeper of this list, the one who adds and freed up for treasure and other found objects. Listing
subtracts items and who ensures that the list does not these on the same balance sheet is very efficient.
exceed its weight capacity.
The list has a maximum weight equal to the Dwarves have a special Speed trait which says, “speed
character’s combined excess carry weight, including is not reduced for wearing heavy armor.” This reflects
magical additional capacities provided by bags of an important racial benefit, one found in prior editions
too. It allows dwarves to maintain normal movement modification. A dwarf that is encumbered or heavily
while carrying heavy burdens, partly mitigating their encumbered reduces the associated movement
lower standard speed. penalty by 10 feet. This means an encumbered dwarf
If your campaign uses the optional Encumbrance has no speed reduction and a heavily encumbered
rule found in the Player’s Handbook, all characters dwarf has a speed reduction of only 10 feet. This does
ignore the speed reduction for wearing armor, being not obviate the other penalties of being heavily
instead affected by total weight of equipment carried. encumbered.
The optional encumbrance rule makes no provision to
incorporate or translate dwarves’ exceptional carrying
Part of the DM’s task in integrating the new gear in
power. That important racial advantage is simply lost.
this supplement is introducing it in a fair way at
To preserve this benefit for dwarves while using the
character creation, a topic addressed in this sidebar.
encumbrance optional rule, make the following

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
below 13 might want to swap a suit of chain mail for easier-to-wear 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. Such replacements must generally
adhere to the original function or concept of what was swapped; equipment packs can be swapped for equipment
packs, musical instruments for musical instruments, and so on.
DVENTURING GEAR IN THIS CHAPTER FALLS INTO A an ability and a skill.) A Wisdom (Survival) check
number of different sub-categories: general made to identify the tracks will only recognize them as
items, equipment packs, containers, and fake if it equals or exceeds your check.
magical implements. These divisions keep Ball Bearings (Bag of 1,000). Ball bearings are tiny
the “Adventuring Gear” table from growing metal balls spilled to create a distraction and a hazard
to an unmanageable size. in the affected area.
As an action, you can spill the ball bearings from
their pouch to cover a hard, level area, forming a
This category of gear covers miscellaneous items. square that is 10 feet on a side. A creature moving
General gear includes things that characters of all across the covered area must succeed on a DC 10
types might want to take on their adventures, items Dexterity saving throw or fall prone. A creature
that don’t easily fall into other categories of moving through the area at half speed doesn’t need to
adventuring gear. make the save.
Ball Bearings, (Box of 10,000). This wooden box has
DESCRIPTIONS
multiple compartments with sliding doors, and a
“General” adventuring gear is described here.
complex internal mechanism.
Abacus. A rectangular frame with beads that slide on
The contraption has two functions. Ball bearings can
rows of string or wire. This tool is used for tracking
be distributed from it manually; each action used can
large sums and performing arithmetical functions.
pour bearings to fill a square area that is 10 feet on a
System Change: At the DM’s discretion, use of this
side. The box holds enough balls to
tool can provide advantage on
cover 10 such areas. Alternately, the
Intelligence checks to calculate
full contraption can be strategically
complex arithmetic.
placed and deployed using a plunger
Ascender. A clasp on this small tool
that opens a series of spouts around
attaches to a harness while the other
the box. This requires a single action. If
end is clipped to a rope. Locking gears
deployed on a flat, hard surface, such
within the device allow the rope to pass
an activation sends ball bearings
through it unhindered in one direction,
flooding out in all directions, covering
but will clamp down on the rope,
a 20-foot radius area around the point
preventing its movement, if it moves
where the box was deployed. A
the other direction. This allows a character to climb a
creature moving across the area must succeed on a DC
rope without fear of falling or sliding back down the
10 Dexterity saving throw or fall prone. A creature
rope. It also allows the character to stop climbing a rope
moving through these affected areas at half speed
and use both hands for something else without falling.
doesn’t need to make the save.
An ascender can be unlocked with an action or
Banner, Flag, or Pennant. A cloth square, rectangle,
bonus action, allowing the rope to pass freely in either
triangle, or similar shape, often used as a device for
direction. An ascender cannot be used on a rope that
identity based on its color, shape, markings, or other
has been knotted at intervals for easier climbing.
adornments.
Ashiaro. These wood-cut soles attach to the bottom
These typically bear complex signs of heraldry, the
of normal footwear. Each set is carved to leave a
lore of which can be identified with an Intelligence
different type of tracks where the wearer walks. The
(History) check or, in some cases, the Mercenary Life
tracks can be that of an animal or of a larger or smaller
background feature.
humanoid, perhaps a child.
Bedroll. Bedding suitable for one person to sleep on
When wearing ashiaro and moving at half speed,
and small enough to be rolled up and tied into a
you can attempt a Dexterity (Deception) check to leave
cylindrical bundle. A bedroll might also take the form of
convincing tracks. (This is a non-standard pairing 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.
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.

Bell. A bell is a metal cup, often with a handle or hook the DC of which is 10, or 12 if the line is somehow
opposite the open end. When struck, the bell makes a concealed or camouflaged. Success allows the line to
resonating note. The typical configuration includes an be easily bypassed.
internal striker attached to the interior such that the Blanket. A heavy blanket, usually made of wool, often
bell sounds whenever it is moved. added to a bedroll when sleeping in chilly outdoor
Bell Kit. A bell kit is a long, thin string to which is climates.
attached a series of tiny bells and several delicate Block and Tackle. A set of pulleys with a cable
tripods that hold the string about 6 inches off the threaded through them and a hook to attach to objects.
ground. Each bell kit is about 20 feet long. A single kit A block and tackle allows you to hoist up to four
can be strung across a hallway to provide a warning times the weight you can normally lift.
system or a series of kits can encircle a campsite to add Book. A book might contain poetry, historical
a ring of security. Alternately, a bell kit can be strung accounts, information pertaining to a philosophy,
over a pile of equipment to warn of tampering. Ideally, diagrams and notes on tinkerer’s contraptions, or just
the kit is hidden among foliage or otherwise disguised. about anything else that can be represented using text
It takes one minute to put a bell kit in place. The or pictures. Books can also be blank, for writing in.
resulting trap is triggered when someone crosses the Books purchased in this form may be entertaining or
line or interacts with something the bell kit covers, informational but apply no game mechanics to benefit
causing the bells to ring gently. The ringing can be the reader. The paper is of insufficient quality for the
easily heard up to 30 feet away. An intelligent creature book to be used as a spellbook.
may spot the trap with a Wisdom (Perception) check,
Book, Code. This book contains a code necessary for Any creature that enters an area affected by caltrops
decoding certain messages. Such books are created or must succeed on a DC 15 Dexterity saving throw or
purchased in pairs for use in covert affairs. A letter can stop moving this turn and take 1 piercing damage.
be encoded using the code key in one of the pair of books Taking this damage reduces the creature’s walking
and decoded elsewhere using the other. Often such speed by 10 feet until the creature regains at least 1
books are disguised as books of another sort, their code hit point. A creature moving through the area at half
keys hidden among otherwise-innocuous text. speed doesn’t need to make the save.
Book, Lore. A book of lore contains a wealth of Candle. A wax taper with a wick that provides a small
information upon a specific, useful subject, helpfully amount of light when lit.
indexed and often illustrated as well. For 1 hour, a lit candle sheds bright light in a 5-foot
A lore book is created in one of several forms: radius and dim light for an additional 5 feet.
arcana, history, nature, or religion. Alternately, a lore Chain (10 feet). A chain is a length of interconnected
book may pertain to a specific craft or trade. If you metal rings or ovals. It serves many of the same
spend 1 minute consulting a relevant lore book, you functions as a rope but is much more durable.
have advantage on any Intelligence check to recall lore A chain has 10 hit points. It can be burst with a
of that type, made at the end of the consultation. The successful DC 20 Strength check.
book does not apply its benefit if the DC for the check Chalk (1 Piece). Chalk is a soft, porous rock, typically
is higher than 15; higher DCs indicate information that sold in the form of 3-inch rods. It readily marks rough
is too rare or esoteric to be surfaces with crumbly residue,
found in a reference book. leaving distinct lines. Chalk is
Caltrops (Bag of 20). These normally white, but it can be
large metal jacks have sharpened purchased in other forms, its
points designed to harm anyone porous material infused with dye
that steps on them. When to allow for writing in specific
scattered over the ground, they colors.
create a significant hazard. Climber’s Kit. A climber’s kit
As an action, you can spread a comes in a satchel that includes
bag of caltrops to cover a square special pitons, boot tips, gloves,
area that is 5 feet on a side. Any and a harness.
creature that enters the area You can use the climber’s kit
must succeed on a DC 15 Dexterity saving throw or as an action to anchor yourself; when you do, you can’t
stop moving this turn and take 1 piercing damage. fall more than 25 feet from the point where you
Taking this damage reduces the creature’s walking anchored yourself, and you can’t climb more than 25
speed by 10 feet until the creature regains at least 1 feet away from that point without undoing the anchor.
hit point. A creature moving through the area at half Clothes, Camouflage. Camouflage is the practice of
speed doesn’t need to make the save. manipulating the visual cues that allow the eye to
Caltrops (Box of 200). This wooden box has a hatch perceive variations in the environment. These variations
on one end and a complex internal mechanism. are the ones that signal the presence of something out-
The contraption has two functions. Caltrops can be of-place. Discordant colors and shapes particularly
distributed from it manually; each action used to pour draw the eye; camouflage seeks to mute these effects to
the sharpened jacks can cover a square area that is 5 maintain concealment. Camouflage clothing is designed
feet on a side. The box holds enough caltrops to cover to avoid detection, but it applies only in environments
10 such areas. Alternately, the full contraption can be the clothing is patterned for. For example, forest-colored
placed on the ground, pointed a specific direction, and camouflage clothing has no benefit in snowy or desert
deployed using a plunger. This requires a single action. environments.
Activation by the plunger flings open the spring- These camouflage rules apply generally to various
loaded contraption, spraying caltrops to land in a camouflage methods. When you would suffer
square area adjacent to the box, 15 feet on each side. disadvantage on a Dexterity (Stealth) check because
your appearance starkly contrasts your impersonating someone of a specific
background, such as while hiding in a position like a member of the city watch.
snowy field, the use of camouflage can Clothes, Disguise. This set of loose
negate this disadvantage. Likewise, if clothing is made to be worn over other
another creature attempts a Wisdom clothes as a generic disguise. It usually
(Perception) check that would gain includes clothing that conceals the
advantage for the same reason, the wearer’s features, like a low-brimmed
advantage is negated by your hat or a hood. A disguise is typically
camouflage. reversible, with one side mimicking the
Effective camouflage operates to clothing of a beggar and the other
prevent game mechanics from appearing to be the clothes of a person
penalizing someone or something for a from a middling social class, like a
failure to blend in. It is not intended to modest merchant.
provide additional benefits to a hiding To help in evading pursuers, the
person for comparisons of Stealth vs. disguise can be torn away with a single
Perception, just negate penalties (and action and either stowed in a pack or
only penalties related to discordant abandoned somewhere out of sight.
background conditions). The exact application of this Clothes, Fine. This set of clothing is crafted with
effect is left to the Dungeon Master’s discretion, exceptional quality and is probably well-tailored. Fine
particularly the question of whether the camouflage clothes can be simple and elegant or flashy and
sufficiently matches the environment and covers ornamental. Fine clothes are the type typically worn by
enough of the hiding character to be effective. the wealthy class: nobles, prosperous merchants, and
Clothes, Cold Weather. These clothes provide important clergy.
protection from harsh winter weather and cold Clothes, Peasant. These garments might once have
environments. The wearer can typically operate been common clothes, but they are now old, threadbare,
unhindered in cold climes for longer and with less and out of style. Alternately, peasant clothes can be
environmental detriments than someone could while newly made of poor materials using crude techniques.
wearing lighter clothing. Whatever their makeup, peasant clothes mark the
These clothes provide the benefits of “cold weather wearer as a person of little means.
gear,” a type of clothing described the Dungeon Clothes, Traveler’s. Traveler’s clothes are like
Master’s Guide. Other benefits of cold weather clothes common clothes but made for traveling; cloaks are
are left to the Dungeon Master’s warmer and hooded, boots are higher and
discretion. water-resistant, and mittens or gloves
Clothes, Common. A set of common are included.
clothes includes simple garments like a Coin Grinder. This small metal
tunic or shift, trousers, leggings, a cloak, cylinder is divided in half; its two ends
a belt, simple shoes or boots, and various can be twisted in opposite directions. The
accessories. Common clothes have no device can be opened to insert up to ten
fancy stitching or ornamentation. coins which, when the device is used, are
Clothes, Costume. A costume is a reduced to shavings or dust.
flamboyant set of clothes, typically used It takes 1 minute to reduce the
in acting productions to portray certain contained coin or coins to shavings, and
characters. Simple costumes can be one further minute to reduce them to
interchangeable for various roles, but dust or powder. The resulting particles
some costumes are so specific to a are suitable for a variety of magical
character that they cannot be used for components. For example, the creation
any other role. If the role of the costume of a dose of holy water requires 25 gp
suits, it can also serve as a disguise when worth of silver powder. With 250 silver
coins and a coin grinder, you could generate suitable and inhale the contained air. This allows you to begin
components in under half an hour. holding your breath again for another number of
Cord, Weapon. A weapon cord is a sturdy twine cord minutes equal to 1 + your Constitution modifier
or leather thong tied securely to the handle of a weapon. (minimum of 30 seconds).
The cord is looped at the other end, such that it can The diving flippers each require one action to apply
be secured to your wrist using an action, provided to or remove from the feet. They allow you to move
your other hand is free to secure it. Once secured, the more quickly in water than an unaided swimmer;
weapon cannot be disarmed by normal means. If you every 2 feet of movement in water requires only 1
drop the weapon, it hangs from your wrist and can be extra foot of movement.
re-gripped on your turn, requiring no effort or action Doka. These items come in various forms, from small
to do so. To put the weapon away, you must use a free tin pots (often called “hand lamps”) to the traditional
hand to remove the loop from your wrist as an action. bamboo tube, sealed at each end.
Crampons. These spiked metal frames are designed A doka holds live coals, keeping them viable for up
to be worn over the soles of shoes, one on each foot. to an hour. The device is used for lighting fuses or
They help the wearer navigate icy terrain without candles. It can also provide heat to warm the hands or
slipping. The toes of the crampons include longer spikes body in inclement weather. During the hour that the
that can dig into ice walls to aid in climbing. coals remain live, you gain the benefits of wearing cold
Crampons give you advantage on saving throws and weather gear for the purpose of resisting extreme
ability checks to prevent falling on ice. They also allow cold. (See the Dungeon Master’s Guide.) The device is
you to climb icy terrain features without applying particularly used to warm the hands prior to
penalties from the slipperiness of the surface; treat performing manual dexterity tasks (like lock-picking)
this Strength (Athletics) check as an attempt to climb a to prevent coldness from inhibiting the action.
normal, non-icy surface. Ear Trumpet. This funnel-shaped device has a small
Crowbar. A crowbar is a short, sturdy bar with a flat end that fits into the ear and a larger, hollow end to
wedge at each end. It is used to apply leverage press against a door or wall.
when trying to pry things open. By putting one end in your ear and touching the
Using a crowbar grants advantage other to a door or wall you get advantage
to Strength checks where the to any Wisdom (Perception) checks to
crowbar’s leverage can be applied. hear things on the other side, so
Diver’s Kit. This kit contains long as the sources of those
rubber diving flippers that sounds are within 15 feet
attach to the feet, a glass- of the door or wall.
faced rubber diving mask, a Earplugs. Earplugs do
snorkel, a short knife, and not completely block sound,
a diver’s can. but they can be useful when
A diver’s can is a metal attempting to sleep in the
tube about one foot long presence of disruptive
with an air-tight noises. They are also used to
breathing nozzle and an resist certain sorts of magical
internal plunger. The attacks.
device holds enough You can use an action to
compressed air to insert earplugs into your ears, or
provide a single lungful to remove them. While worn, you
of air. When holding have the deafened condition, even
your breath, at any point though sounds are not perfectly
prior to suffocation, you disrupted. You have advantage on any
can use an action to saving throw to resist attacks
manipulate the plunger that require you to hear
them. This includes any charm to quietly remove an incised piece
spells that require you to speak of glass.
the same language as the caster. It takes 1 minute using a glass
Falling Sail. A falling sail cutter to cut and remove a circle
consists of a body harness and of glass large enough to reach an
large backpack containing arm through. It takes 6 minutes
various components to slow a fall. to create a hole large enough to
A silk dome-shaped sail deploys crawl through. (The glass cutter
from the pack, remaining cannot cut glass more than 1/2
attached to the wearer by a series of high-strength inch thick.) Another tool in the kit, tarpaper, is a roll of
cords. The sail fills with air and creates drag, allowing cloth that is sticky on one side and used to get through
the wearer to fall through the air at a safe speed. glass quickly and safely. It is a less subtle tool than the
A falling sail is activated with an action when you glass cutter. It takes one minute to apply tarpaper to
are falling. The rush of air through the contraption is an area up to the size of a Large window. Thereafter, if
necessary for it to deploy; you cannot activate a falling the glass is shattered, the shards cling to the tarpaper
sail prior to falling from a great height. A falling sail keeping them from flying about and being a danger to
deploys at the start of your next turn (after you have nearby persons.
already free-fallen 500 feet). The deployed device Goggles. Goggles come in multiple types and are used
reduces your falling speed to 100 feet per round. You for various purposes. They are typically employed for
suffer only 1d6 falling damage upon landing. It takes blocking wind from entering the wearer’s eyes. Goggles
two actions to extricate yourself from the harness, can also be made to negate the glare of sunlight, either
cords, and canopy after landing. A falling sail may be using lenses of smoked glass or vertical slits that cover
reused after taking 1 hour to carefully repack it. the eyes and block out excess light.
Filtered Mask. This layered mask covers the nose and Goggles remove disadvantage to Wisdom
mouth, providing protection against foul air. (Perception) checks related to sight if it was imposed
While wearing the device, you have advantage on by blowing winds or by bright light. This also helps
Constitution saves to resist inhaled poisons, dust of characters with the Sunlight Sensitivity racial trait,
sneezing and choking, and similarly harmful particles negating the disadvantage as it applies to Wisdom
in the air. (Perception) checks, but not the penalty to attack rolls.
Fire Kit. This primitive fire-starting kit includes Grappling Hook. This device has four opposite,
tinder, a wooden block, and a grinding peg. A small bow hooked prongs at the end of a short metal rod. At the
is used to rapidly turn the grinding peg against the other end of the rod is a loop large enough to tie a rope
wooden block until the friction creates enough heat to to. A grappling hook, when properly thrown, carries a
ignite the tinder placed at its base. rope to the top of a wall or other
It takes 1 minute to light a fire obstacle. It clings fast to the edge
with this kit, even if lighting of the impediment, allowing a
abundant, exposed fuel. climber to navigate the obstacle.
Fishing Tackle. This includes a Securing a grappling hook
wooden fishing rod, silken line, requires an action and a Dexterity
corkwood bobbers, steel fishhooks, (Athletics) check against a DC of
lead line-sinkers, intricate flies 5, + 2 for every 10 feet of distance
and lures, and small net traps. the hook is thrown. (This is a non-
Glass Breaker’s Kit. A glass standard pairing of an ability and
breaker’s kit is used to bypass a skill.) The maximum height the
glass barriers like windows. It hook can be thrown is 20 feet, + 2
includes tarpaper, a glass-cutting feet per point of your Strength
tool, and a rubber suction device score. (If using a lighter rope, like
silk, the maximum height is 30
feet, plus 3 additional feet per point of Strength.) Hourglass. An hourglass consists of a wooden frame
Failing the check by 5 or more means the hook fails to around two vertically aligned glass bulbs containing
catch and falls back immediately. Failure by 4 or more sand. The bulbs are connected by a glass tube that
means that the hook holds initially but comes loose restricts the flow of sand such that it takes one hour for
after 1d4 rounds of supporting weight. The DM should it to pass entirely from one bulb to the other. Marks
roll your Dexterity (Athletics) check in secret so you along the bulb measure the height of the sand at various
do not know if the hook is secure or not; a wise points, delineating when 1 minute, 10 minutes, and 30
climber, one who has enough time for caution, will test minutes have passed since the glass was turned.
the rope for a bit to make sure the hook is secure. Hunting Trap. When you set it, this trap forms a saw-
A caught grappling hook can be dislodged from toothed steel maw that snaps shut when a creature
below by flicking the rope. Each attempt requires an steps on a pressure plate in the center.
action and the same check that would be needed to Setting a trap requires an action. The trap can be
catch the hook at that height. Success indicates that affixed by its heavy chain to an immobile object, such
the grappling hook dislodges and falls. as a tree or a spike driven into the ground. A creature
Grooming Kit. This small tin contains combs in that steps on the plate must succeed on a DC 13
various sizes, grooming wax, soaps, and various other Dexterity saving throw or take 1d4 piercing damage
tools for maintaining personal cleanliness and and stop moving. Thereafter, until the creature breaks
grooming. free of the trap, its movement is limited by the length
Hacksaw. This small saw is designed to cut through of the chain (typically 3 feet long). A creature with
metal, particularly metal bars. hands or similar appendages can use its action to
This saw ignores the hardness of most objects its make a DC 13 Strength check, freeing itself or another
saws through. The saw progresses at a rate of 1 hp per creature within its reach on a success. Each failed
round of sawing. check deals 1 piercing damage to the trapped creature.
Hammer. This mallet has a broad head, more Ink. Ink is a thin liquid that
suitable for utility than war. contains dyes. It is used in
Hammer, Muffled. The head of this hammer is combination with an ink
covered by layers of hardened leather or rubberized pen to write on paper,
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.
parchment, or similar materials. Ink is available in a action, you can raise or lower the hood. Lowered, the
variety of colors, but dark gray or light black is the most lantern gives only dim light in a 5-foot radius.
common. Lantern, Lighting Rig. A lighting rig is a very large
Ink, Invisible. This ink is visible only for a minute or lantern, too heavy to carry affectively in one hand for
so when applied. Thereafter, it becomes invisible, any length of time. These devices are often hung from
leaving no visual or tactile trace of itself. The ink can wagons, ships, and lamp poles in villages. This version
later be revealed by a method that varies depending on has three collapsible legs that, when expanded, stabilize
its type. This might be the application of heat, as in the lighting rig and hold it several feet off the ground.
holding the paper near a candle, or the application of a It takes an action to set up the tripod legs or to break
chemical wash. them down. A lighting rig casts bright light in a 60-foot
Ink Pen. An ink pen is a stylus with a sharp tip. It is radius and dim light for an additional 60 feet. A
used to create fine lines and writing with ink of any sort. lighting rig can hold up to 4 pints of oil at a time. Once
Lamp. A lamp is a container that holds oil with a lit, it burns for 2 hours per pint of oil.
small, exposed wick that is lit like a candle. The simplest Lodestone. This oblong magnetite is a naturally
versions appear no more complex than a clay bowl with magnetized stone, typically tied to a string. When hung
a wick clamped to the lip. More complex lamps have suspended in the air, the lodestone turns to align with
multiple chambers to channel air, to fuel the wick, and the planet’s magnetic poles.
to discharge smoke and heat. Due to inconsistencies in natural
A lamp casts bright light in a 15- magnetization, a lodestone is not
foot radius and dim light for an infallible. But it does give you
additional 15 feet. Once lit, it burns advantage on any Wisdom (Survival)
for 12 hours on a flask (1 pint) of oil. check to determine which direction is
A strong wind (at least 10 mph) will north.
extinguish the flame. Lock. This device comes in padlock
Lantern, Bullseye. This lantern form or is built into a door, case, or
takes the form of a lamp, but with a similar closure.
protective enclosure and glass panels A key is provided with the lock.
that protect the flame and magnify Without the key, a creature can pick
the light emitted. A set of internal this lock with a successful DC 15
mirrors focuses the light in one Dexterity check using thieves’ tools.
direction. Lock, Fine. This device comes in
A bullseye lantern casts bright light in a 60-foot cone padlock form or is built into a door, case, or similar
and dim light for an additional 60 feet. Once lit, it closure. It is a higher-quality version of a normal lock.
burns for 6 hours on a flask (1 pint) of oil. Two keys are provided with the lock. Without the
Lantern, Candle. This small lantern holds a candle key, a creature can pick this lock with a successful DC
within an enclosure of glass panels that protect the 20 Dexterity check using thieves’ tools. A fine lock has
flame and magnify the light. A set of internal mirrors twice the hit points of a normal lock.
focuses the light in one direction. Magnifying Glass. This lens allows a closer look at
A candle lantern casts bright light in a 10-foot cone small objects. It is also useful as a substitute for flint and
and dim light for an additional 10 feet. A candle placed steel when starting fires.
within the mirrored holder, while lit, burns for 1 hour. Lighting a fire with a magnifying glass requires light
Lantern, Hooded. A lantern takes the form of a lamp, as bright as sunlight to focus, some tinder to burn, and
but with a glass enclosure to protect the flame. This about 5 minutes for the fire to ignite. A magnifying
lantern has a shuttering system that covers the glass glass grants advantage on any ability check made to
panels to temporarily block the light. appraise or inspect a small or highly detailed item.
A hooded lantern casts bright light in a 30-foot Manacles. Two metal shackles that hold the wrists
radius and dim light for an additional 30 feet. Once lit, together, typically behind the back, to prevent the free
it burns for 6 hours on a flask (1 pint) of oil. As an use of the bound subject’s hands.
These restraints can bind the hands of a Small or shared with your attacker’s square. Draw a straight
Medium humanoid. Escaping the manacles requires a line from that corner to any corner of the attacker’s
successful DC 20 Dexterity check. Breaking them square, except a corner that is shared with your
requires a successful DC 20 Strength check. Each set of square. If that line passes through either of the marked
manacles comes with one key. Without a key, a mantlet lines, or it touches a corner of one (not
creature can pick the manacles’ lock with a successful counting the corner from which this line originates),
DC 15 Dexterity check using thieves’ tools. Manacles the mantlet provides you with cover.
have 15 hit points. A double set of manacles includes Map, Area. An area map usually applies to a region,
shackles for the ankles, reducing the wearer’s like a small kingdom or a large barony. It might also
movement speed to 5. The wrist shackles and ankle apply to a similarly sized geographical area, like an
shackles are typically connected by a common chain. island or a forest.
Double sets double the listed cost and weight. In addition to naming various points of interest, an
Manacles, Fine. These shackles are a sturdier, better- area map gives you advantage on any Wisdom
crafted version of normal manacles. (Survival) checks to accurately navigate the area and
These restraints can bind a Small or Medium avoid getting lost within it.
humanoid. Escaping fine manacles requires a Mess Kit. A collection of cookware and eating utensils
successful DC 20 Dexterity check. Breaking them suitable for camping or eating with on the trail. These
requires a successful DC 25 Strength check. Each set of are usually packaged within a portable, lightweight
fine manacles comes with two keys. Without a key, a container.
creature can pick the manacles’ lock with a successful Mirror, Steel. This small, glass plate is backed with
DC 20 Dexterity check using thieves’ tools. Fine polished steel. Its surface is highly reflective, with little
manacles have 30 hit points. A double set of fine distortion.
manacles includes shackles for the ankles, reducing Nekode. This banded glove has short, firm spikes that
the wearer’s movement speed to 5. The wrist shackles protrude from the palm to assist climbing.
and ankle shackles are typically connected by a If worn in a pair, you have advantage on Strength
common chain. Double sets double the listed cost and (Athletics) checks to climb trees. A nekode takes one
weight. action to put on or remove. It can be used as a light
Mantlet. A mantlet is a rolling piece of cover about improvised weapon, inflicting 1d2 piercing damage.
the height of a Medium sized humanoid. It is designed to Oil (Flask or Cask). Oil is a viscous, flammable liquid
protect approaching troops from the missile fire of used to fuel lamps. It typically comes in a clay flask that
entrenched enemies. This “adventurer’s version” consists holds 1 pint or a cask that holds 80 pints.
of two vertical shield planes attached with tied joints or As an action, you can splash oil from a flask onto a
hinges. The mantlet has small wheels at the bottom to creature within 5 feet of you or throw it up to 20 feet,
help move it forward in its deployed form or pull it shattering it on impact. Make a ranged attack against a
behind you in its folded form. When deployed, the two target creature or object, treating the oil as an
planes of the mantlet stand perpendicular to one improvised weapon. On a hit, the target is covered in
another, forming an “L” shape. oil. If the target takes any fire damage before the oil
Deploying a folded mantlet (or folding a deployed dries (1 minute after application), the target takes an
mantlet) requires two actions. Shifting a deployed additional 5 fire damage from the burning oil. You can
mantlet costs 1 extra foot of movement per foot also pour a flask of oil on the ground to cover a 5-foot-
moved and counts as an interaction with the square area, provided that the surface is level.
environment. While behind a mantlet, you can claim Alternately, you can unstop a cask of oil, causing oil
three-quarters cover. The cover only applies to attacks to flow out onto the ground and, within two rounds,
coming from the other side of the device. cover an area with a 20-foot radius around the cask. If
When using a battle mat, mark two contiguous sides lit, the oil burns for 2 rounds and deals 5 fire damage
of the square you are in, forming a right angle. When to any creature that enters the area or ends its turn in
attacked, choose any corner of your square except the the area. A creature can take this damage only once
corner where the two planes meet, or a corner that is per turn.
Oil Can (Pump). This metal contraption includes a (maintaining total cover). The internal mirrors might
squeezable handle or plunger, a pumping tank, and a also protect you from monsters’ gaze attacks.
long, thin applicator. Pumping the device forces a Pick, Miner’s. This miner’s tool is good for breaking
measure of oil out of the applicator, typically to oil axles stone and hard-packed dirt.
or similar devices. The primary use by adventurers is to Piton. Pitons are spikes with eyelets at the butt. They
silence the hinges of noisy doors. are hammered into cracks in walls, natural or
An oil can will hold up to 1 pint of oil. otherwise, to create secure handholds or attach
Paper. Paper is a very thin, flat sheet or roll of climbing ropes to.
processed wood pulp, often dyed white, used for writing Pole. This 10-foot pole is used to check passage walls,
on. Paper is thinner than parchment. ceilings, and floors for traps. Wary adventurers will tap
Parchment. Parchment is a thin, flat sheet or roll of these surfaces as they progress to find hollow areas or
animal skin, scraped and dried under tension, suitable hidden pressure plates.
for writing on. Pole, Collapsible. This hollow steel pole is segmented
Perfume. This combination of oils is formulated for along its 10-foot length.
its fragrant properties. As an action, the pole can be broken down into a
Applying one-twentieth of the vial to a creature or more portable form, about 2 feet long. Another action
object causes a pleasant scent to emanate from the is required to extend the pole to its original length and
affected area for 3 hours. Applying double that lock its segments into place.
quantity makes the scent last for 4 hours, but the Raiment Repair Kit. This pouch contains sewing
strength of the scent can become overpowering for needles, patches, scissors, and a variety of different
some. Perfumes can be purchased in a variety of threads. It is used to repair rips in cloth or leather
different scents. clothes, or other items made of such materials, such as
Periscope. This tube is bent at right angles at each backpacks or boots.
end, the ends pointing in opposite directions. A set of Rain Catcher. A leather tarp that forms a basin when
mirrors inside the bends allow the user to look in one stretched over its collapsible wooden frame. This simple
end and see out the other. device is designed to catch and hold rainwater. It has a
A periscope allows you to see around corners or plugged funnel at the bottom for filling waterskins and
obstacles without exposing yourself to danger other containers.
The device can catch 2 gallons of drinking water per Rations, Compact. These expensive rations are much
inch of rainfall. The basin holds up to 8 gallons. like normal iron rations except that they are made with
Ram, Portable. A portable ram is a weighty wooden the lightest, most compact foodstuffs to reduce
log with a metal prow and with handles on both sides. encumbrance.
You can use a portable ram to break down doors. Each compact ration counts as 1 pound of food,
When doing so, you gain a +4 bonus on the Strength despite weighing less than a full pound.
check. One other character can help you use the ram, Robes. A loose-fitting sleeved garment that can be
giving you advantage on this check. worn over other clothes or worn by itself. Robes can be
Rations. Sometimes called “iron rations,” these decorative, religious (as vestments), or protective (as a
consist of dry foods suitable for extended travel, smock). Artists sometimes wear robes to protect their
including jerky, dried fruit, hardtack, nuts, or other clothing from materials like paint.
items, depending on what is available or common where A robe can be worn over any other set of clothes,
these meals are prepared and packaged. except for cold weather clothes or a disguise, both of
System Change: The weight of a day’s rations is which are too bulky.
changed to just 1 lb. The weight entry of “2” in the Robes, Fine or Silk. This robe is made of expensive
Player’s Handbook’s Adventuring Gear table seems to material. It is typically worn for ceremonial purposes or
be a typo; that higher weight is contrary to the rules in as a sign of power or affluence.
other parts of the Player’s Handbook and in the Rope (any). A rope is a twisted braid of fibrous
Dungeon Master’s Guide. Additionally, it deviates from strands. These are typically from a plant like hemp, or
the otherwise-identical weight and cost that rations some non-plant alternative source, like silk.
had in all prior editions of DUNGEONS & DRAGONS.

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. These
mechanics reflect starvation in the real world; normal humans can survive a couple months without food.
However, operating at adventurer-level efficiency would become very difficult during this time.
If starvation is an 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 regular 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 weapon; they simply cost more based on their
and can be burst with a DC 17 Strength check. additional functionality. Not all weapons are suitable
The effectiveness of placing a knot in a rope is for sheathes; the Dungeon Master will determine
determined with a Dexterity check, the result of which which weapons are appropriate to have them.
becomes the DC to untie the knot using another Sheath, Concealed. In a boot, up a sleeve, or within a
Dexterity check. (Alternately, a knot can be tied tunic, this sheath serves to conceal a small blade like a
simply, requiring no check to untie it.) Tying or dagger.
untying each knot requires an action. A weapon hidden in a concealed sheath will not be
System Change: A rope can be knotted at one-foot automatically noticed. Someone examining you must
intervals for easier climbing. This reduces the rope’s succeed at a DC 20 Wisdom (Perception) check to spot
length by one-fifth and affords climbers advantage on the weapon. A person physically touching (searching)
Strength (Athletics) checks to climb it. Knotting or the sheath’s wearer may substitute an Intelligence
unknotting a 50-foot length of rope requires 1 minute. (Investigation) check. Physically searching applies
This function first appeared in a previous edition of advantage to the check. A concealed sheath holds a
the game. It returned to the fifth edition in the text of bladed weapon no more than 1 pound in weight, like a
the magical rope of climbing but was left out of the dagger, kukri, poison dagger, punch dagger, or stiletto.
normal rope rules in the Player’s Handbook! Sheath, False Bottom. The bottom of this rigid,
Rope Ladder (any). A rope ladder consists of two extra-long sheath unscrews or otherwise comes apart to
parallel ropes connected by a series of short rungs, reveal a segment of the sheath that is not taken up by
giving it the overall appearance and functionality of a the contained blade.
ladder. At least half of the rungs are rigid wood or This unused segment holds small objects or
metal, holding the two ropes apart at a set distance. materials up to 1/2 pound in weight. Alternately, a
A rope ladder can be ascended or descended at the false bottom can be crafted to contain a dagger, the
same speed as someone climbing a rope, except that blade drawn out of the bottom of the sheath and the
no Strength (Athletics) checks are required. A rope removed portion of the sheath acting as the handle.
ladder has 4 hit points and can be burst with a DC 19 The alternate “dagger” version adds 1 pound to the
Strength check. combined weight of the weapon and sheath.
Saw. A hard-toothed blade with a handle designed for Sheath, Poison. This sheath is carefully designed to
cutting wood using a repetitive “sawing” motion. close over the shape of the contained weapon’s hilt,
A saw ignores the hardness of wood, cutting through forming a tight seal as the weapon is inserted.
it at a rate of 3 hit points for each action that you take If a dose of poison is applied to the weapon, and the
to apply the saw. It has no effect on harder materials weapon returned to the poison sheath, the seal
like metal. prevents the poison from further drying out. Normal
Scale, Merchant’s. This small device uses balancing poisons dry out after one minute (10 rounds) of
lead weights and the mechanical advantage of its lever exposure to air. When tracking this time, only count
arm to precisely measure the weight of objects or rounds that the weapon has not been in the poison
quantities of objects, up to 30 pounds. sheath for the whole round. (See the rules for injury
Sealing Wax. This soft stick of wax melts at a low poisons, given later in this supplement.)
temperature. Scribes use it for sealing scrolls and other Each poison sheath is designed for use with a
messages. Apothecaries use it to seal stoppers in flask specific weapon and crafted to match the unique
and vials. The applications are many and varied. contours of the blade and hilt. Another weapon, even
Sheath (any). A sheath is a leather, wood, or metal of the exact same type, will not fit and seal perfectly
covering for the blade of a weapon. It is designed to and so will not benefit from the poison sheath’s effects.
allow the weapon to be stored and carried with ease Shikaro. A hand-cranked drill with a triangular head
and safety. used to drill spy holes. The shape of the drill head means
All weapons suitable for sheathes come with normal that holes drilled are larger on the driller’s side but
versions, included in their costs. Special sheaths leave only a tiny pinhole on the far side of the barrier.
normally add nothing to the combined weight of the
This tool ignores the hardness of wood or material beneath a door, the resulting pressure and friction
of similar toughness. The shikaro requires 1 round of prevent the door from opening except under great
drilling per hit point of the barrier drilled through, pressure.
though it does not actually remove hit points from the A spiked door can be forced open with a Strength
object. When trying to make a spyhole subtly, you (Athletics) check against a DC of 15.
make a Dexterity (Deception) check. (This is a non- Sprayer. This device has a pneumatic hand pump
standard pairing of an ability and a skill.) The check attached to a small drum. It is designed to spray liquids.
result sets the DC for an Intelligence (Investigation) You can attack a target within 15 feet by spraying it
check by anyone trying to find the spyhole. A person with the sprayer, which counts as an improvised
on the pinhole side who looks for it makes this check weapon. Because of the wide, predictable dispersion of
with disadvantage. liquid, this attack roll has advantage. If it hits, the
Shovel. A shovel is a medium-hafted tool with a target is affected by the liquid contained within as
spade-shaped blade designed to dig in earth or other though it had been splashed by a flask of the
soft material. substance.
Slate Board. A board of thin stone backed with wood Sprayers can project oil, holy water, unholy water,
for reinforcement. This board interacts well with chalk, defoliant, and many other liquids. They cannot use
allowing the user to easily produce simple writing or corrosive or caustic substances like acid or alchemical
drawings and quickly wipe the board clean for reuse. fire, as these will destroy the delicate internal
Signet Ring. A ring with a unique design used to components. (Doses of contact poison are too small to
imprint sealing wax. A signet ring is a very personal be used effectively on this scale.) A sprayer’s drum can
device. It is often used as a mark of authority, hold up to 4 pints (flasks) worth of liquid. Each attack
particularly when given to others to hold on behalf of uses a single pint.
the owner. Spyglass. A cylindrical tube containing ground glass
Snorkel. The user’s end of this curved breathing tube lenses designed to allow the user to see objects at a
has a comfortable mouthpiece that can be gripped in distance.
the teeth. Objects viewed through a spyglass are magnified to
This item allows you to breathe while submerged, so 2 times their size.
long as the other end of the tube protrudes out of the Spyglass, Compact. This device is half the size and
water. A rubberized cloth strap holds the snorkel tube length of a normal spyglass.
in place against your temple, pointing upward. Objects viewed through a compact spyglass are
Snow Shoes or Skis. Snow shoes are pairs of circular magnified to 1.5 times their size.
or oval frames containing sturdy netting. These attach Stretcher, Folding. This stretcher breaks down into a
to the user’s boots, greatly enlarging the surface area of bundle about 2 feet long.
the soles, allowing the user to walk unhindered on snow. It takes 4 actions to assemble or break down the
Skis are long thin planks, usually treated with wax or folding stretcher. When carried between two people,
metal skids, that allow the wearer to slide easily over an assembled folding stretcher can support a weight of
snow. up to 350 pounds, distributing the load evenly
Wearing either of these devices allows you to ignore between the two carriers.
the effect of difficult terrain that would be applied String or Twine. String and twine are very thin
because of deep snow. Wearing them in other terrain versions of rope.
types imposes difficult terrain rules. String or twine has 1 hit point and can be burst with
Soap. Soap is a small brick of oily solid cleanser used a DC 8 Strength check.
to remove dirt and grime. It can be used for other Swim Bladders. This simple vest has four air-tight
purposes such as oiling hinges or greasing a slope. bladders attached to it, two in front of the shoulders and
Spikes, Iron. These metal spikes have a variety of two behind.
purposes, from doubling as extra tent stakes to nailing While wearing swim bladders, you have advantage
parchment to a door. Iron spikes are most commonly on any swimming ability checks related to staying at
used to spike doors; when hammered into the gap the surface of the water. Conversely, you have
disadvantage to such checks if purposefully trying to Tent, Two-Person. This canvas shelter is carried in a
dive or operate below the surface. If unconscious and compact form. It consists of a lightweight frame of
wearing swim bladders, you will float at the surface of metal rods, several tent states, cords, and the tent itself.
calm waters rather than sinking. These effects apply System Change: This tent can be erected in 4
only if you are Small or Medium sized. minutes by one person, or in 2 minutes by two or
Tate. A tate is a heavy, free-standing bulwark. It more people.
consists of a flat wooden plane with a jointed leg Tinderbox. A small box filled with highly flammable
allowing it to be set in a fixed position with the tinder, flint, and a steel striker. These tools are used to
protective plane nearly vertical. A strap attached to the quickly light fires, striking sparks off the flint to ignite
tate allows it to be slung over the back for carrying the tinder.
when it is not deployed. It takes 1 action to light something with a tinderbox.
Placing a tate (or picking it up from a placed Torch. A torch is a wooden rod with a mass of rags,
position) requires an action. Once placed, you can treated with tow or bitumen, wrapped around one end.
claim half cover while behind it, or three-quarters A torch burns for 1 hour, providing bright light in a
cover while prone behind it. 20-foot radius and dim light for an additional 20 feet.
The cover from a tate only applies to attacks coming If you make a melee attack with a burning torch and
from a cone-shaped region expanding in the direction hit, it deals 1 fire damage.
the device is placed to face. Torch, Signal. Like a torch but crafted to burn with
When using a battle mat, mark one entire side of the distinctly colored light.
square you are in (corner to corner) when you place A signal torch burns for 1 hour, providing bright
the tate. If a straight line from either unmarked corner light in a 15-foot radius and dim light for an additional
of your square to any corner of the attacker’s square 15 feet. The light burns as a specific color; this is useful
touches a corner of the marked side or passes through for signaling great distances, but the colored light is
it, the tate provides you with cover. Alternately, you not good for illumination. If you make a melee attack
can place the tate at an angle. Draw a diagonal line with a burning signal torch and hit, it deals 1 fire
through the square you are in (connecting opposite damage.
corners), with a little arrow indicating which direction Water Clock. This device measures time by the flow of
the tate is facing (the side you are not on). If a straight water between a series of chambers that are connected
line from the unmarked corner of your square that is by small apertures. This large device produces very
behind the device to any corner of the attacker’s square precise time measurements.
touches a corner of, or passes through, the marked Water Shoes. These circular flotation devices attach
line, the tate provides you with cover. to the wearer’s feet.
Tent, Pavilion. A pavilion is a large, often circular Using a pole for stability and propulsion, you can
shelter with room enough to stand in. Hanging curtains “walk” across very calm water at a very slow speed.
separate the interior into separate chambers, each large Each foot of movement applied with water shoes costs
enough for a bed or a table. A pavilion can sleep up to 3 extra feet. If you fall prone or purposefully dive into
30 people in cramped quarters but is typically used to the water, you cannot regain your “standing” pose
house a small group of important people. unless next to shore, a boat, or some other fixture to
This tent can be erected in 24 minutes by one grab hold of. You have disadvantage on any Strength
person, in 12 minutes by two people, or in 6 minutes checks to swim while the shoes are attached. It takes
by three or more people. one action to attach or remove each shoe.
Tent, Six-Person. A shelter like the two-person tent, Weaponblack. This sticky, black substance is used to
but this version sleeps six. dull the sheen of metal blades and armor, camouflaging
This tent can be erected in 8 minutes by one person, them for dark environments.
in 4 minutes by two people, or in 2 minutes by three or Metal weapons and armor can be blackened with
more people. 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
If you use the class-and-background method to
the stone. This device comes with a small vial of oil for
generate starting gear, you can exchange the pack you
lubrication.
start with for another pack of equal or lower value.
Whistle, Animal. This whistle produces a sound of
The table here shows the maximum value of
such a high pitch that only certain creatures can hear it.
equipment pack that each class can swap to if using
Only creatures with the Keen Hearing and Smell or
the class-and-background method for starting gear.
Keen Hearing trait (or the Keen Senses trait as it relates
(This table summarizes the costliest pack each class
to hearing) can hear the whistle. Those who can hear
can start with according to the Player’s Handbook.)
the whistle can hear it from up to 600 feet away.
Whistle, Signal. A signal whistle is an instrument MAXIMUM PACK COST BY CLASS
that produces a shrill sound from the user’s breath.
Cost Class
The sound can easily be heard up to 300 feet away.
40 gp Bard, warlock, wizard
Winch. This device consists of a rotating drum
19 gp Cleric, paladin
around which a rope or chain can be wrapped. Turning
a crank pulls the rope or chain allowing the user to 12 gp Fighter, monk, ranger, rogue, sorcerer
more easily lift or haul anything attached. 10 gp Barbarian, druid
A winch is attached to one end of a rope or chain and DESCRIPTIONS
is turned to incrementally shorten the effective length
Each pack is fully catalogued below, parenthetically
of the rope. A single action used to turn the winch
noting each component’s weight. Total weights are
draws in 10 feet of rope or chain. A winch allows you
given on the Equipment Packs table.
to drag up to double the weight you normally can, so
Arcanist’s Pack. Includes a backpack (5), 5 candles
long as the winch is attached to a heavier object than
(0), a tinderbox (1), a scroll case containing arcane
its burden or is set into stone with four pitons. When
diagrams (1), and a wand (1). Also includes one of the
used in combination with a block and tackle, you can
following: an arcana lore book (5) or a traveling spell
hoist up to eight times the weight you can normally
book (5).
lift. A winch can draw in a maximum of 200 feet of
Artisan’s Pack. Includes a chest (25), a protective
rope or 100 feet of chain. A large winch (double the
smock (robe) (4), a tinderbox (1), a bulls-eye lantern
cost and weight) can draw in triple those lengths.
(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),
Equipment packs provide a
jeweler’s tools (2), or
solid range of starting gear
smith’s tools (8).
for characters of various
Builder’s Pack. Includes a
types. Each one generally
chest (25), a protective
includes a carrying
smock (robe) (4), a
container, a light source,
tinderbox (1), a bulls-eye
rations, and a handful of
lantern (2), 2 flasks of oil
other practical and themed
(2), 5 days of rations (5),
contents.
and a waterskin (5). Also
Equipment packs tend to
includes one of the
be priced slightly below the
following: carpenter’s tools
sum of the costs of their
(6) or mason’s tools (8).
individual contents. The
Burglar’s Pack. Includes
weight for the individual
a backpack (5), bag of 1,000
contents of each pack is
ball bearings (2), 10 feet of
broken down in the
string (0), a bell (0), 5
descriptions below.
candles (0), a crowbar (5), a hammer (3), 10 pitons (0), and a bar of soap (0).
(2½), a hooded lantern (2), 2 flasks of oil (2), a Dungeoneer’s Pack. Includes a backpack (5), a
tinderbox (1), 5 days of rations (5), and a waterskin crowbar (5), a hammer (3), 10 pitons (2½), 10 torches
(5). The pack also has 50’ of hempen rope (10) (10), a tinderbox (1), 10 days of rations (10), and a
strapped to the side. waterskin (5). The pack also has 50’ of hempen rope
Chef’s Pack. Includes a backpack (5), a basket (2), (10) strapped to the side.
fishing tackle (4), a mess kit (1), a small box of spices Entertainer’s Pack. Includes a backpack (5), a
(0), brewer’s supplies (9), cook’s utensils (8), a brick bedroll (7), 2 costumes (8), 5 candles (0), 5 days of
of soap (0), a tinderbox (1), a hooded lantern (2), 2 rations (5), a waterskin (5), and a disguise kit (3).
flasks of oil (2), 10 days of rations (10), and a Explorer’s Pack. Includes a backpack (5), a bedroll
waterskin (5). (7), a mess kit (1), a tinderbox (1), 10 torches (10), 10
Courtier’s Pack. Includes a chest (25), a signet ring days of rations (10), and a waterskin (5). The pack also
(0), sealing wax (0), 5 sheets of parchment (0), a bottle has 50’ of hempen rope (10) strapped to the side.
of ink (0), an ink pen (0), a set of fine clothes (6), a Fabricator’s Pack. Includes a chest (25), a
grooming kit (1), a steel mirror (1/2), a vial of protective smock (robe) (4), a tinderbox (1), a bulls-
perfume (0), and a bar of soap (0). eye lantern (2), 2 flasks of oil (2), 5 days of rations (5),
Crafter’s Pack. Includes a chest (25), a protective and a waterskin (5). Also includes one of the following:
smock (robe) (4), a tinderbox (1), a hooded lantern alchemist’s supplies (6) or tinker’s tools (10).
(2), 2 flasks of oil (2), 5 days of rations (5), and a Healer’s Pack. Includes a backpack (5), a bedroll
waterskin (5). Also includes one of the following: (7), a plague mask (1), a healer’s kit (3), 2 herbal
cobbler’s tools (5), leatherworker’s tools (5), potter’s poultices (1), a jar of leeches (0), a candle lantern (1),
tools (3), weaver’s tools (5), or woodcarver’s tools (5). 5 candles (0), a tinderbox (1), 5 days of rations (5),
Diplomat’s Pack. Includes a chest (25), 2 cases for and a waterskin (5).
maps and scrolls (2), a set of fine clothes (6), a bottle Illustrator’s Pack. Includes a basket (4), a
of ink (0), an ink pen (0), a lamp (1), 2 flasks of oil (2), protective smock (robe) (4), an ink pen (0), 4 bottles
5 sheets of paper (0), a vial of perfume (0), sealing wax of ink in various colors (0), a scroll case (1), 5 sheets of

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.
paper (0), a tinderbox (1), a bulls-eye lantern (2), 2 (0), a tinderbox (1), 10 torches (10), 10 days of rations
flasks of oil (2), 5 days of rations (5), and a waterskin (10), and a waterskin (5).
(5). Also includes one of the following: calligrapher’s Noble’s Pack. Includes a chest (25), a signet ring (0),
supplies (6), cartographer’s tools (6), painter’s sealing wax (0), a set of fine clothes (6), a grooming kit
supplies (5), or a forgery kit (5). (1), a bottle of ink (0), an ink pen (0), 10 sheets of
Infiltrator’s Pack. Includes a backpack (5), a parchment (0), a lamp (2), 2 flasks of oil (2), a mess kit
climber’s kit (12), an ascender (0), a candle lantern (1), 10 days of rations (10), and a waterskin (5).
(1), 5 candles (0), a tinderbox (1), a grappling hook Priest’s Pack. Includes a backpack (5), a blanket (3),
(4), 10 pitons (2½), an animal whistle (0), 5 days of 10 candles (0), a tinderbox (0), an alms box (2), 2
rations (5), and a waterskin (5). The pack also has 50 blocks of incense (0), a censer (1), vestments (3), 2
feet of silk rope (5) strapped to the side. days of rations (2), and a waterskin (5).
Knight’s Pack. Includes saddlebags (8), a military Rider’s Pack. Includes saddlebags (8), a well-worn
saddle (30), a bit and bridle (1), a bedroll (7), a banner riding saddle (25), a bit and bridle (1), a bedroll (7), a
(3), a signet ring (0), a mess kit (1), a tinderbox (10), mess kit (1), a tinderbox (10), 5 torches (5), 10 days of
10 torches (10), 10 days of rations (10), and a rations (10), and a waterskin (5).
waterskin (5). Sailor’s Pack. Includes a chest (25), a blanket (3), a
Laborer’s Pack. Includes a backpack (5), block and belaying pin (club) (2), fishing tackle (4), navigator’s
tackle (5), a crowbar (5), a lamp (1), two flasks of oil tools (2), a grappling hook (4), and 50’ of hempen
(2), 5 days of rations (5), and a waterskin (5). The rope (10).
pack has 50 feet of hempen rope (10) strapped to the Savage’s Pack. Includes a satchel (3), a blanket (3),
back of it. It also includes a miner’s pick (10) and a a fire kit (1), 5 torches (5), 5 days of rations (5) and a
shovel (5) strapped to the sides. waterskin (5).
Lockbreaker’s Pack. Includes a chest (25), a set of Scholar’s Pack. Includes a backpack (5), a book of
thieves’ tools (1), a glass breaker’s kit (2), a tinderbox lore (any) (5), a bottle of ink (0), an ink pen (0), 10
(1), a bulls-eye lantern (2), 2 flasks of oil (2), 5 days of sheets of parchment (0), a little bag of sand (0), and a
rations (5), and a waterskin (5). small knife (1).
Merchant’s Pack. Includes a chest (25), a lock (1), Soldier’s Pack. Includes a backpack (5), a bedroll
an abacus (2), a merchant’s scale (3), 5 pieces of chalk (7), a signal whistle (0), a healer’s kit (3), a tinderbox
(0), a slate board (0), a lamp (1), 2 flasks of oil (2), 5 (10), 10 torches (10), a mess kit (1), 10 days of rations
days of rations (5), and a waterskin (5). (10), and a waterskin (5).
Messenger’s Pack. Includes a backpack (5), a Spy’s Pack. Includes a backpack (5), a blanket (3), a
bedroll (7), a satchel (3), a protective case for letters disguise kit (3), 5 sheets of paper (0), a bottle of
(1), 3 bags of caltrops (6), a tinderbox (10), 10 torches invisible ink (0), an ink pen (0), an ear trumpet (1), a
(10), 10 days of rations (10), and a waterskin (5). lamp (1), 2 flasks of oil (2), 5 days of rations (5), and a
Minstrel’s Pack. Includes backpack (5), a bedroll waterskin (5).
(7), a lamp (1), 3 flasks of oil (3), 5 days of rations (5), Supplicant’s Pack. Includes a backpack (5), a
a waterskin (5), and a flask of common spirits (1). Also religion lore book (5), an amulet holy symbol (1), a
includes one of the following: a set of birdpipes (2), a tinderbox (10), 10 torches (10), a mess kit (1), 5 days
lyre (2), a lute (2), a pan flute (2), a thelarr (2), or a of rations (5), and a waterskin (5).
viol (2). Tracker’s Pack. Includes a backpack (5), a bedroll
Monster Hunter’s Pack. Includes a chest (25), a (7), a tinderbox (1), 10 torches (10), a lodestone (0), a
crowbar (5), a hammer (3), three wooden stakes (3), pair of goggles (0), 5 days of rations (5), and a
an amulet holy symbol (1), a flask of holy water (1) or waterskin (5). The pack also has a set of snow shoes
unholy water (1), a set of manacles (6), a steel mirror (3) strapped to the side.
(½), a flask of oil (1), a tinderbox (1), and 3 torches (3). Traveler’s Pack. Includes a backpack (5), a bedroll
Naturalist’s Pack. Includes a backpack (5), a bedroll (7), a map case (1), an area map (0), a tinderbox (10),
(7), a bell kit (3), a map case (1), an area map (0), a a mess kit (1), 5 torches (5), 10 days of rations (10),
mess kit (1), a nature lore book (5), an animal whistle and a waterskin (5).
Bottle, Glass. A bottle is a cylindrical glass container
for liquids, often with a narrow neck and a water-tight
Containers are the quintessential adventuring tool. stopper.
They can carry useful items toward the adventure and Box. This square or rectangular container is typically
then carry valuable items away from it! made of wood.
DESCRIPTIONS Box, Map or Scroll. A thin, rigid, rectangular
container for storing stacks of paper or parchment.
The carrying capacity of each container is listed on the
Bucket. A cylindrical wooden container, open at one
Container Capacities table.
end and carried with a rope handle. This container is
Backpack. A rectangular leather container with
watertight (except for the open top), suitable for
shoulder straps, worn on the back.
transporting liquids.
Bandoleer. This leather strap is worn over one
Case, Crossbow Bolt. A rigid rectangular container
shoulder and crosses diagonally across the chest and
designed to be slung on a belt and carry crossbow bolts.
back. It has small pouches or ties that can hold up to 6
Case, Map or Scroll. A cylindrical container used to
tiny objects along its length.
contain rolled-up papers or parchment.
Contained objects must each weigh 1 pound or less.
Cask or Keg. A smaller version of a barrel.
Bandoleers are excellent for holding small thrown
Chest. A secure, rectangular container, like a box but
weapons like darts and daggers. Any number of such
with thicker sides and durable hinges. A chest has a
weapons can be drawn from the bandoleer in a turn,
clasp with interlocking rings that allows a padlock to
counting only as a single interaction with the
hold the lid closed.
environment. Removing any other types of item from a
Compartment, Hidden. Secret compartments can be
bandoleer counts as normal, individual interactions
built into different objects, the heel of a boot, the side of
with an object.
a crate, the end of a pole, and more.
Barrel. A cylindrical container made of wooden slats
To find a hidden compartment, you must physically
or staves. The whole container is bound in wood or
handle the object and succeed on a DC 15 Intelligence
metal hoops. Barrels are water-tight, capable of
(Investigation) check.
containing liquids.
A hidden compartment’s capacity depends on the
Basket. This supple container is available in various
object into which it is built. The shape varies as
shapes and is woven of wood fibers or reeds.
needed, but the capacity cannot exceed one-tenth of
the item’s weight. The long handle of a two-handed (or Rucksack. A large, rectangular leather container
versatile) weapon is a common location. with shoulder straps, worn on the back. Between its
Crate. This very large box is typically used for greater size and its multiple compartments and side
shipping or for long-term storage. pouches, the rucksack carries more gear than a
Flask. A clay container with a tight cork stopper. A backpack or haversack.
flask is delicate enough to be thrown as a missile Sack. Sacks are typically made of burlap or canvas,
weapon, shattering on impact. the opening equipped with a drawstring or other
Haversack. This leather container is made of smaller, fastening ties to secure it closed. A good sack is often
joined-up packs and is worn on the back. Between its equipped with a small loop near the top to allow it to be
greater composite size and its multiple compartments, strung on a pack saddle, hooked over a saddle horn, or
the haversack carries more gear than a backpack. carried in one hand.
Jug or Pitcher. A container made of glass or clay, Sack, Large. A larger version of the standard sack.
with a carrying handle and a pouring spout. Pitchers Satchel. A thin, rectangular bag with a shoulder strap
are open topped, used for frequent pouring. Jugs have a worn diagonally over the torso; the container hangs at
stopper at the spout that keeps the container closed. or just below the waist, or to the side of the body.
Ketch. A cylindrical container sized for javelins. Satchel, Water Resistant. This satchel is made of
Lockbox. A square or rectangular container made of various water-resistant materials and treated to keep
hardened metal with reinforced banding and hidden the contents dry. It is often used by letter carriers or
hinges, designed to resist brute-force tampering. similar couriers when they have important cargo to
Interlocking rings allow a padlock to hold the lid closed. protect from the elements.
Pot, Iron. This deep, metal bowl comes with a handle A water-resistant satchel keeps its contents dry in
for carrying or suspending over a fire and a lid that can rain. It also protects the contents for up to 1 minute of
enclose contained food as it is cooked. submersion before water will penetrate the container.
Pouch. A pouch is a small sack or shaped container Tankard. This large mug is typically used for alcohol.
typically made of leather and worn on a belt or a Vial. A small glass or clay container. Vials come in
harness. Pouches come in a variety of forms and are various shapes.
designed for a variety of uses. Waterskin. A water-proof bladder or gourd with a
Quiver. A quiver is a cylindrical container sized for stopper, typically used for carrying water.
carrying arrows.

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 DM’S CORNER: MANAGING CONTAINERS
Container Capacity The number of containers a character may carry
Backpack* 1 cubic foot / 30 pounds of gear is up to the DM (as is the notion that container
Bandoleer 6 distinct objects, each no larger than 10 sizes should matter at all in the campaign).
inches long and each weighing no more than These are only suggestions.
1 pound
One cannot simultaneously wear more than 1
Barrel 40 gallons of liquid, 5 cubic feet solid
backpack, haversack, or rucksack, but an
Basket 2 cubic feet / 40 pounds of gear additional pack can be carried in a hand.
Bottle 1½ pints of liquid Multiple satchels are possible, even multiples
Box or lockbox 1 cubic foot, 20 pounds of gear worn over the same shoulder.
Box, map or 30 sheets of paper, 15 sheets of parchment, A reasonable number of pouches can be worn
scroll or 15 spell scrolls around the belt, on shoulder straps, or on a
Bucket 3 gallons of liquid, 1/2 cubic foot solid harness. You don’t need to buy affixture points
Case, crossbow 20 crossbow bolts / 5 grappling or inking separately; a belt is intrinsic to any type of
bolt crossbow bolts clothing, while shoulder straps and other
Case, map or 10 sheets of paper, 5 of sheets parchment, or harness points are intrinsic to common clothes
scroll 5 spell scrolls and traveler’s clothes.
Cask or keg 8 gallons of liquid, 1 cubic foot solid A character can wear two ammunition-bearing
Chest 12 cubic feet / 300 pounds of gear quivers, ketches, or crossbow cases at a time.
Crate 30 cubic feet / 750 pounds of gear Additional containers of this type are too
Flask 1 pint of liquid unwieldy to allow the smooth drawing and
Haversack* 1½ cubic feet / 45 pounds of gear loading of the contained ammunition.
Jug or pitcher 1 gallon of liquid A character can wear two bandoleers at a time.
Ketch 5 javelins or light spears Additional bandoleers will interfere with the
Pot, iron 1 gallon of liquid character’s ability to quickly access equipment
from every bandoleer worn.
Pouch 1/5 cubic foot / 6 pounds of gear / 20 sling
A saddled horse or similar beast can bear a set
bullets or firearm loads / 30 crossbow disks /
of saddlebags. A humanoid can also carry one set
50 blowgun needles
of saddlebags over the shoulder, but this
Powder horn 30 charges of gunpowder
interferes with other containers carried over the
Quiver 20 arrows / 5 grappling arrows
chest or back; the character cannot
Rucksack* 2 cubic feet / 60 pounds of gear
simultaneously employ a backpack, haversack,
Sack 1 cubic foot / 30 pounds of gear rucksack, bandoleers, or any pouches attached
Sack, large 4 cubic feet / 90 pounds of gear higher than the belt.
Saddlebags* 2 cubic feet / 60 pounds of gear A Large pack-saddled mount can bear 6 casks
Satchel 1/2 cubic foot / 15 pounds of gear or large sacks, or 2 barrels or chests. A Small or
Tankard 1 pint of liquid Medium beast can pack half that amount, while a
Vial 4 ounces of liquid Huge beast can pack double.
Waterskin 4 pints of liquid All other containers must themselves be
carried in a container, strapped to another
* Exterior straps can affix Items like bedrolls, effectively doubling
container that allows such things, or carried in a
the container’s normal weight capacity.
free hand.
popular crystal arcane focuses retain much of their
natural shape and coloration.
Although ammunition is categorized as adventuring
Arcane Focus, Orb. An orb is a smooth, polished
gear, Wraith Wright’s manuals list them alongside
sphere made of glass, crystal, quartz, or another mineral
weapons. (See the Expanded Weapon Manual.)
substance. It is 3 to 5 inches in diameter, small enough
to rest in a Medium humanoid’s palm.
These are the items used by spellcasters, particularly Arcane Focus, Rod. This arcane focus is created by
to support the various features of their classes. etching a heavy, two-foot baton with runes and sigils.
A rod normally functions as a club in addition to
DESCRIPTIONS being an arcane focus unless its design and materials
Magical implements are described below. are too awkward or delicate to wield as a weapon. (See
Arcane Focus (any). Although arcane focuses come Improvised Weapons in the Player’s Handbook.)
in many varieties, most are crafted with crystal or from Arcane Focus, Staff. This arcane focus is created by
once-living material like bone or wood, giving them etching a normal quarterstaff with runes and sigils or
excellent focusing potential for magical power. A attaching a focusing crystal to the top.
sorcerer, warlock, or wizard can use these items as A staff functions in all ways as a quarterstaff in
spellcasting focuses, as described in chapter 10 of the addition to being an arcane focus.
Player’s Handbook. An arcane spellcaster with the ritual caster feature
A magic item in the form of a rod, staff, or wand can may create a staff arcane focus through a special one-
be used as an arcane focus unless it requires hour ritual. The ritual uses 5 gp worth of powdered
attunement and cannot be attuned by the character gold and requires the caster to expend a 1st-level spell
trying to use it as such. slot. The Dungeon Master may instead require this
Arcane Focus, Crystal. The crystals of this arcane effect to be prepared and cast as a basic rite spell.
focus come in many shapes and colors. The most

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 — Staff 5 gp 4 lb.
Weapon embellishment * +25 gp — Weapon Circuitry * +75 gp —
Wooden staff 5 gp 4 lb. Spellbook 50 gp 3 lb.
Yew wand 10 gp 1 lb. Spellbook, travelling 30 gp 2 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 DM’S CORNER: WEAPON FOCUSES
typically shorter than the forearm of the user and is
The core rules have only a few spellcasting focuses
convenient to store in a sleeve.
that are also weapons. The staff and wooden staff
Arcane Focus, Weapon Etching. Adding the right
are explicitly quarterstaffs according to the
runes and sigils to a weapon can turn it into an arcane
Dungeon Master’s Guide. Similarly, many rods can
focus. This is costlier than other weapon-shaped arcane
qualify as clubs with the improvised weapon rules.
focuses; the techniques are easily applied to rods and
However, these are uncommon; a character casting
staffs, but other weapons, those not traditionally
spells often foregoes holding a weapon
associated with arcane magic, are harder to convert.
simultaneously.
The charted cost for this arcane focus represents
This chapter allows characters to turn other
rituals and arcane markings applied to an existing
weapons into spellcasting focuses, weapons that
weapon; the cost of this arcane focus does not include
are more useful to martially inclined characters.
the cost of the weapon it is applied to.
For example, while an eldritch knight can already
Only arcane spellcasters can make this type of
wield a staff arcane focus to get the benefits of
arcane focus. This includes arcane tricksters, artificers,
both a weapon and a focus, this is probably not the
bards, eldritch knights, sorcerers, warlocks, and
character’s first, best choice for a weapon.
wizards. The special creation ritual takes one hour,
Some may argue that the advantage of making
uses 50 gp worth of powdered gold, and requires the
other weapons into focuses is small, and that many
caster to expend a 1st-level spell slot. The Dungeon
campaigns already ignore the minutia of deploying
Master may instead require this effect to be prepared
spell components. However, the advantage is a real
and cast as a basic rite spell.
and significant one for some campaigns. It is
Component Pouch. This pouch contains all the
therefore called out here as a System Change; the
material components a spellcaster might need.
Dungeon Master may disallow these focuses, the
The pouch does not contain costly spell components,
ones marked on the table with an asterisk (*).
those with specific costs indicated in their spell
descriptions. VARIANT: FOCUSES FOR RANGERS
Druidic Focus (any). A druid can use these items as Rangers normally cannot make use of spellcasting
spellcasting focuses, as described in chapter 10 of the focuses; they must collect individual components
Player’s Handbook. (or carry a component pouch) for any spell that
A magical staff or wand can be used as a druidic requires a material component.
focus if it is made of wood, unless it requires With this optional rule, rangers can use one or
attunement and cannot be attuned by the character more types of druidic focus, as determined by the
trying to use it as such, or unless the text for the item Dungeon Master. This option is suitable for a
says otherwise. campaign setting where rangers and druids draw
Druidic Focus, Greater Totem. This focus is their magical power from the same natural forces.
prepared in the same way as a normal totem, but the Alternately, if the Dungeon Master allows that
treatments are applied to a much larger object, typically rangers draw their spells from nature-related
a living tree or a log half-buried horizontally. gods, rangers may use holy symbols of the
Druidic Focus, Ritual Sickle. Representing the appropriate nature deity as spellcasting focuses.
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. caster to expend a 1st-level spell slot. The Dungeon
A ritual sickle functions in all ways as a sickle in Master may instead require this effect to be prepared
addition to being a druidic focus. and cast as a sacrament spell.
A druid may create a ritual sickle druidic focus by Druidic Focus, Sacrifice. Certain druidic traditions
performing a special sacrament. The ritual takes one call for blood sacrifices. These sacrifices can be mere
hour, burns 2 gp worth of rare herbs, and requires the animals, or they can be intelligent humanoids or other
creatures. Using sacrifices as magical focuses is a Master may instead require this ritual to be prepared
hallmark of evil druidic traditions, not normally and cast as a sacrament spell.
intended for use by player characters. The cost of this druidic focus does not include the
Creating a sacrifice requires one hour of ritual cost of the weapon it is applied to.
preparation (and a creature to sacrifice). Each druid Druidic Focus, Wooden Staff. This druidic focus is
that participates in the full ritual is thereafter created using a length of wood naturally shaped as a
considered to be holding a druidic focus for a certain quarterstaff. These are often made from tall saplings.
time, even if using both hands for other purposes. This A wooden staff functions in all ways as a quarterstaff
effect lasts for one hour per in addition to being a druidic
point of the sacrificed focus.
creature’s Intelligence score. A druid may create a
Multiple creatures can be wooden staff druidic focus by
sacrificed, to a cumulative performing a special
benefit that lasts no longer sacrament. The ritual takes
than 72 hours. Sacrificed one hour, burns 5 gp worth of
creatures must be restrained rare herbs, and requires the
during the ritual and are caster to expend a 1st-level
killed at its conclusion. The spell slot. The Dungeon
ritual must take place in a Master may instead require
natural environment like a this effect to be prepared and
forest or a naturally cast as a sacrament spell.
occurring underground Druidic Focus, Yew Wand.
cavern. Yew wood comes from a small
Druidic Focus, Sprig of collection of coniferous trees
Mistletoe. This sprig of or shrubs. The wood is
mistletoe is worn on a string commonly associated with fey
or thong around the neck. It is creatures and with magical
the most recognizable symbol manipulations of life, death,
of druidic power. and rebirth. A yew wand often
Druidic Focus, Totem. This takes the form of a natural
focus takes the form of a short stick of yew, groomed and
pole, about three feet long, then trimmed, but uncarved.
treated with ritual ointments Holy Symbol (any). A cleric
and herbs. Some are carved with symbols of natural or paladin can use these items as spellcasting focuses, as
power, like animals. A totem is designed for one end to described in chapter 10 of the Player’s Handbook.
be planted in the ground. It is intended for repeated use; Holy Symbol, Amulet. This hanging icon typically
a druid must simply lay a hand on the totem to make bears a small representation of a deity, pantheon, or
use of it as a focus. Often, multiple druids will stand philosophy. Most are inlaid with silver.
around the focus to use it at the same time. Holy Symbol, Emblem. This incorporates the symbol
Druidic Focus, Weapon Embellishment. This rare of a deity or pantheon as inlay or engraving on a shield.
type of focus is a weapon with non-metal components. The cost of this holy symbol does not include the
A druid can perform a ritual to embellish a non- cost of the shield it is applied to.
metal weapon with magical plant essences that leave Holy Symbol, Flask. A container for liquid with a
shaped impressions on the item. The components of tight stopper or cap and the symbol of a deity or
this ritual cost 25 gp. The weapon becomes a druidic pantheon emblazoned on the side. Flask holy symbols
focus if it has the ersatz weapon property (See Wraith are typically made of metal, not suitable for throwing as
Wright’s Expanded Weapon Manual.) The Dungeon missile weapons since they do not easily shatter.
BASIC RITE Embellish Weapon. You can turn a touched
weapon of the appropriate sort into a weapon
1st-level abjuration (ritual)
embellishment druidic focus. (25 gp)
Casting Time: 1 hour Empower Staff. You can turn a bo, crook,
Range: Touch fustibalus, or quarterstaff into a wooden staff druidic
Components: V, S, M (Powdered gold of a value focus if it is made of wood. (5 gp)
described below) This spell belongs to the spell list of druids and, if
Duration: Instantaneous (see text) the Dungeon Master allows, rangers. (See the Focuses
You perform one of several arcane rites. When you cast for Rangers sidebar in this chapter.)
the spell, choose one of the following rites. Its target
must be within 10 feet of you throughout the casting.
HIGH CEREMONY
This spell is particularly useful in societies where arcane 2nd-level abjuration (ritual)
tools are illegal or hard to acquire. Casting Time: 1 hour
Etch Weapon. You touch an appropriate weapon, Range: Touch
empowering it as an etching arcane focus. (50 gp) Components: V, S, M (100 gp worth of powdered
Empower Rod. You convert an aklys, club, hanbo, electrum or platinum)
hotchiku, or knobkerrie to a rod arcane focus. (10 gp) Duration: Instantaneous (see text)
Empower Staff. You can turn a bo, crook, fustibalus, or
quarterstaff into a staff arcane focus. A shikomizue can You perform one of several religious ceremonies.
likewise be empowered but only works as a focus when When you cast the spell, choose one of the following
the sword is sheathed. (5 gp) ceremonies. Its target must be within 10 feet of you
Suffuse Ink. You can enchant a one-ounce vial of ink, throughout the casting.
dark ink, or glowing ink, making it “rare,” sufficient for Bless Water. You touch up to four vials of water
wizards transcribing spells into their spellbooks without and cause them to become holy water.
additional cost. (100 gp) Consecrate Ground. You dedicate a temple, shrine,
This spell belongs to the spell lists of arcane or other place significant to your religion, affecting an
spellcasters (arcane tricksters, artificers, bards, eldritch area no more than 100 feet across. For the next 24
knights, sorcerers, warlocks, and wizards). hours, creatures within the area can’t be frightened.
During this period, the area detects as consecrated to
SACRAMENT a detect evil and good spell or a paladin’s Divine
Sense feature.
1st-level abjuration (ritual)
Coronation. In the name of a deity or pantheon,
Casting Time: 1 hour you crown the ruler of a kingdom or similar realm.
Range: Touch This requires the additional material component of a
Components: V, S, M (Rare herbs of a value described crown of some sort. Once per year, while the ruler
below) maintains divine favor (a story element dictated by
Duration: Instantaneous (see text) the Dungeon Master), the ruler may cure a diseased
You perform one of several nature-inspired sacraments. creature with a touch. At the Dungeon Master’s
When you cast the spell, choose one of the following discretion, additional capabilities may be imparted.
effects. Its target must be within 10 feet of you Curse Water. You touch up to four vials of water
throughout the casting. and cause them to become unholy water.
Awaken Sickle. You touch a sickle, empowering it to Ordain Weapon. You touch an appropriate
serve as a ritual sickle druidic focus. (2 gp) 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 20 feet, shattering it on impact. In either case, make a
ceremony is required to ordain a weapon to serve as a ranged attack against the target creature, treating the
holy symbol. holy water as an improvised weapon. If the target is a
A cleric or paladin may ordain a suitable weapon by fiend or undead, and the attack hits, the holy water
performing a special ritual. The ritual takes one hour inflicts 2d6 radiant damage.
to perform, uses 100 gp worth of powdered electrum A cleric or paladin may create holy water by
or platinum, and requires the caster to expend a 2nd- performing a special ritual. The ritual takes one hour,
level spell slot. The Dungeon Master may instead uses 25 gp worth of powdered silver, and requires the
require this ritual to be prepared and cast as a high caster to expend a 1st-level spell slot. The Dungeon
ceremony spell. Master may instead require this ritual to be prepared
The affected weapon must be one crafted with the and cast as a ceremony spell. (See Xanathar’s Guide to
markings of the appropriate religion, or it must be a Everything.)
magical weapon whose appearance and history are in Ink, Rare. This ink is magically interactive. Rare ink
no way offensive to that faith. In some worlds, the is used for the notetaking, diagraming, and
gods each have a favored weapon, which is also a transcription processes required to write a spell into a
suitable option for spellbook.
clerics of those Half a bottle (1/2
faiths, whether the ounce) is needed
weapon is marked for each level of a
with symbols or new spell. If the
not. wizard is writing
The cost of this already-known
holy symbol does spells, the extra
not include the cost notetaking and
of the weapon it is diagraming are not
applied to. needed; only one-
Holy Symbol, tenth of a bottle
Ornamental (1/10 ounce) is
Amulet. This is a required for each
more expensive level of an already-
version of the known spell.
amulet holy symbol. An arcane
It is typically crafted with intricate details, made of spellcaster with the ritual caster feature may create
more precious materials, and sometimes decorated with rare ink by performing a special ritual. The ritual takes
tiny gemstones. one hour, uses 100 gp worth of powdered gold, and
Holy Symbol, Reliquary. A reliquary is a tiny box requires the caster to expend a 1st-level spell slot.
holding an item of religious significance. A common (These are the normal costs for a wizard to write
example would be the finger bone of a prophet, or a spells into a spellbook, according to the Player’s
fragment of a larger holy relic. Handbook.) The Dungeon Master may instead require
Bigger, less-portable reliquaries are often found in this effect to be prepared and cast as a basic rite spell.
shrines or temples. These larger versions are typically Psionic Focus (any). Although psionic focuses come
not available to adventurers. They can be used as in many varieties, they are all made of crystal or have
divine focuses while a spellcaster is in physical contact one or more prominent crystals attached to them. A
with them. psionic character like a Psi Warrior or Soulknife can use
Holy Water. This water has a glittery sheen, a these items as psionic focuses, as can a Psionicist.
byproduct of the ingredients used to create it. A magic item made of (or with attached) crystal in
As an action, you can splash the contents of this flask the form of a circlet, dorje, pendant, or staff can be
onto a creature within 5 feet of you or throw it up to used as a psionic focus (as can a magic weapon with
weapon circuitry affixed) except when it requires Unholy Water. This water has a glittery sheen, a
attunement and cannot be attuned by the character byproduct of the ingredients used to create it.
trying to use it as such. As an action, you can splash the contents of this flask
For more information on psionic focuses, see Wraith onto a creature within 5 feet of you or throw it up to
Wright’s Comprehensive Psionics Manuals. 20 feet, shattering it on impact. In either case, make a
Psionic Focus, Circlet. This lightweight ring is worn ranged attack against the target creature, treating the
like a crown. Its metal is typically iron, and it mounts unholy water as an improvised weapon. If the target is
one or more crystals over the wearer’s brow. a celestial, and the attack hits, the unholy water inflicts
Psionic Focus, Dorje. These psionic wands are each 2d6 necrotic damage.
made from a long, thin crystal. Some are decorated with A cleric or paladin may create unholy water by
carvings or runes along the lengthwise facets of the performing a special ritual. The ritual takes one hour,
crystal. A dorje can also serve as a wand arcane focus. uses 25 gp worth of powdered silver, and requires the
Psionic Focus, Pendant. A pendant is a crystal that caster to expend a 1st-level spell slot. The Dungeon
hangs from a necklace or a thong worn around the neck. Master may instead require this ritual to be prepared
Psionic Focus, Staff. A quarterstaff with a crystal and cast as a ceremony spell, altering the terms of that
affixed to one end. This form is commonly used by magic to allow the creation of unholy water. (See
psionicists attempting to pass as arcane spellcasters. Xanathar’s Guide to Everything.)
Psionic Focus, Weapon Circuitry. A weapon can be
marked with these psychoactive patterns, encrusted VALUE OF SPELLBOOKS WITH SPELLS
with (or otherwise incorporating) tiny crystals or
You found a wizard’s spellbook on your adventure!
gemstone dust. This version of psionic circuitry allows
What is it worth when sold? As a mundane piece of
the weapon to serve as a psionic focus.
equipment, a merchant will buy it at half its listed
The cost of this psionic focus does not include the
cost, 25 gp (or 15 gp for a travelling version), plus
cost of the weapon it is applied to.
the value of any ornamentation. But what about
Spellbook. A heavy tome with 100 pages suitable to
the value of the spells within?
the application of rare inks.
Spells represent wondrous secrets that
Each page is suitable for recording 1 spell.
mundane merchants are hesitant to traffic in and
Spellbook, Traveling. This spellbook has only 25
that wizards might refuse to trade openly for.
pages. It has a water-resistant case and a metal cover
There might even be government regulations or
that locks closed with a tiny lock.
arcane guild restrictions that inhibit such sales.
Each page of the traveling spellbook is suitable for
Whatever the case, buying or selling a used
recording a spell. A key is provided for the lock.
spellbook is a rare and often-perilous enterprise.
Without the key, a creature can pick this lock with a
When selling a used spellbook, count the spells
successful DC 15 Dexterity check using thieves’ tools.
within it as separate items. Each adds half the
The water-resistant case protects the book from full
market price of a spell scroll of the same level to
submersion for up to 10 minutes.
the spellbook’s total sale value. (See Wraith
Torch, Everburning. This item is simply the product
Wright’s Magic Item Management if you wish to
of a continual flame spell. It typically takes the form of a
regiment these costs.) Because only a wizard can
torch, but any viable objects can be affected for the
use the contained spells and, because an interested
listed cost.
buyer probably needs only a few of them, it is
A cleric or wizard can create such an object by
nearly impossible to sell the book for the value of
casting the continual flame spell, which consumes 50
all the spells contained within.
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.
HESE TOOLS INCLUDES ARTISAN’S TOOLS, GAMING
sets, musical instruments, and various VARIANT: MASTERWORK TOOLS
uncategorized tools. This chapter expands Any artisan’s tools or miscellaneous tools can be
the selection of each of these tool types and purchased as a masterwork version for an
provides an array of new rules for their use. additional cost of 150 gp.
It also expands and better codifies the new tool rules The only function of masterwork tools is to
in Xanathar’s Guide to Everything, meaning this negate disadvantage imposed by the complexity of
chapter is best used in concert with that book. 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
Proficiency with a tool allows you to add your
Dungeon Master’s discretion; not every situation
proficiency bonus to any ability check you make to use
that imposes disadvantage can be offset by
that tool, and to use any special functions of a tool masterwork tools.
provided in its description. Proficiency also implies
For example, in a forgery attempt, a character is
knowledge of the trade or profession involved in the
trying to imitate a precise shade of ink used in
tool’s marketable products.
military documents. The purpose of this ink, with
Ability checks for tool use are not tied to a specific
its odd mixture of pigments, is to deter just this
ability; the Dungeon Master can, for example, call for a
sort of forgery! Normally, the DM would impose
Dexterity check to use woodcarver’s tools for carving a
disadvantage, but decides that the wider array of
particularly fine detail or a Constitution check to use
inks available in the character’s masterwork
those same tools for creating fine detail over a long
forger’s kit is enough to prevent that penalty.
and exhausting period of time.
VARIANT: SHODDY TOOLS
Any type of tools can be acquired in a low-quality
Some skills have overlapping functionality with tools.
form at a reduced price. These are usually poorly
Sometimes, using both can provide advantages. This
crafted second-hand items, ill cared for or with
system requires the character to have proficiency with
missing components. Shoddy tools cost one-fifth
the implicated tool and skill.
the standard market value and apply disadvantage
Each tool below indicates one or more skills that
to any ability check made with them.
may apply “coaction,” “synergy,” or “lore,” sometimes
For example, the cost of a shoddy lyre is only 6
with examples. Even when not specified, some of these
gp. The item is probably cracked so that its sound
pairings only overlap in certain circumstances or
is never quite right. A user applies disadvantage to
applications. The Dungeon Master is the arbitrator of
any Charisma (Performance) checks made to play
when these advantages apply.
the shoddy lyre.
When deriving lore from a pairing, a character need
This only applies to ability checks; if a bard were
not possess or make use of the tool to claim the added
to use the shoddy lyre as a spellcasting focus, spell
knowledge. This is not true of coaction or synergy
attack rolls would not be affected.
between skills and tool; in these cases, the tools must
be on hand and utilized to exercise coactive or
For example, harvesting poison from a creature may
synergistic benefits.
be done with either an Intelligence (Nature) check or
an Intelligence check using proficiency with a
If a check could be performed with either a skill or a poisoner’s kit. (See the Dungeon Master’s Guide, page
tool, the Dungeon Master may choose to apply 258, or chapter 4 of this supplement.) Applying both
advantage on the roll when both are brought to bear. allows the player to roll with advantage.
This benefit is called coaction.
There are many Many of these are described in Xanathar’s Guide to
other ways that skills Everything, starting on page 79, what that book calls
and tools can overlap “special uses.”
in function, thus
granting advantage,
Any time proficiency with a tool would provide
subject only to the
additional information to the user of a skill, or vice
(reasonable)
versa, the information derived is specific to the tool or
imagination of the
skill brought in on the check.
player and the
For example, an Intelligence (History) check to
moderation of the
determine the origin of a painting might gain
Dungeon Master.
additional insight into the value and age if the
When the abilities called upon for a coactive skill
investigator is proficient with painter’s tools. This is
and tool are not the same, the player determines
due to familiarity with the appearance of such crafts
which ability to use unless the Dungeon Master asserts
when exposed to the ravages of time.
that a specific ability is needed for the circumstances.
Xanathar’s Guide to Everything lists a variety of lore
opportunities for specific skills.
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 Proficiency with a set of artisan’s tools lets you add
suggest a combination, these potent benefits are your proficiency bonus to any ability checks you make
applied entirely at the Dungeon Master’s discretion. using the tools of your craft. Each type requires a
Synergistic benefits might also create potential different proficiency.
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. During downtime periods, artisan’s tools let you craft
For example, a character using Charisma items for yourself and others or earn a living.
(Persuasion) to sway a crowd to a certain viewpoint
could synergize the attempt by playing a musical
instrument with proficiency. A patriotic background Artisan’s tools are assumed to contain a small quantity
tune really jazzes up an inspiring speech. In this case, of important components for repairing and upkeeping
the Dungeon Master might decide that the crowd’s equipment without additional cost. For example, your
starting attitude is shifted one category before the smith’s tools might contain extra links to replace lost
Charisma check is rolled. For another example, bits of your chain mail armor.
proficiency with cobbler’s tools might let a character Normally, this means that repairing an item requires
roll Wisdom (Survival) to track a specific person only time, not additional costly materials. (Repair
across a busy area like a dirt road through the center components are periodically restocked as incidental,
of town, doing so when it would not be possible for untracked expenses.) The damaged parts of the gear
other characters to itself counts as the materials needed for the project of
differentiate the crafting the item back to its completed form.
similar footwear. For a particularly ruinous breakage, as suffered by
Coaction and armaments with the ersatz property, additional
synergy may well materials might need to be purchased, usually costing
apply to the same 5% of the item’s normal price. This additional cost is
scenarios, but some also appropriate in the case of items ruined by such
synergistic benefits creatures as rust monsters and black puddings;
have no effect on die anything that permanently degrades the item rather
rolls whatsoever. than giving it a broken status.
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.

DESCRIPTIONS Use alchemist’s supplies to produce a thick puff of


Unless otherwise noted, each set of tools comes in its smoke (DC 10), identify poison (DC 10) or another
own satchel. (All relevant containers are described in substance (DC 15), start a fire (DC 15), or neutralize
the previous chapter.) acid (DC 20).
Alchemist’s Supplies. A collection of crucibles and Brewer’s Supplies. Measuring bowls, scales, hops
glass vials, mortar and pestle, an alcohol-burning lamp, bags made of muslin, spices, hoses, a funnel, and other
and other supplies. These come in a box with velvet- equipment suitable for brewing alcoholic beverages.
lined cut-outs designed to hold the delicate instruments Depending on the type of beverage crafted, kegs, casks,
safely in place.
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 of high heat. It also contains rods of glass in various
(DC 15), or fill in missing terrain on a partial map colors.
(DC 20). With one minute of study, you can identify weak
Cobbler’s Tools. These tools come in a box, the lid of points in glass objects such that your successful
which is reversible and supports a cobbler’s “last.” The attacks, or the successful attacks of others that you
tools include a mallet and nails, sturdy sewing needles direct, are automatically critical hits.
and thread, rolls of soft leather, stamped pieces of hard Use glassblower’s tools to identify the source or
leather, molding implements, and other devices that aid composition of glass (DC 10) or determine what a
in the construction and repair of footwear. glass container once held (DC 20).
As part of a long rest, you can maintain up to six Jeweler’s Tools. This kit contains chisels, brushes,
pairs of shoes, allowing their wearers to travel 10 polish, and other tools used to prepare or enhance
hours in the following day before starting forced gemstones. It also contains small-scale metalworking
march checks. tools used to shape precious metals into jewelry of
You can create a hidden compartment in a piece various kinds. A small jeweler’s loupe is
of footwear for no cost, taking 8 hours for included for examining jewelry
the construction. (See the “hidden and gemstones.
compartment” item described You can identify and
elsewhere in this product.) appraise the value of
You can use an gemstones at a glance,
Intelligence check with applying your
cobbler’s tools in the proficiency modifier
place of Investigation to any such checks.
to find hidden Turning a raw gem
compartments in into a standard one is
shoes. a crafting project that
Use cobbler’s tools requires 1 day of
to determine a shoe’s work per 5 gp of
age or origin (DC 10) value added, up to (the
or find a hidden missing) half of the
compartment in a boot standard value of the
heal (DC 15). gemstone. (See Wraith
Cook’s Utensils. Pans, Wright’s Expanded Wealth
knives, bottles of assorted Manual.) This is not the
seasonings, a journal of recipes, and other same as modifying a gem’s
tools used to produce food. appearance; that task requires a Dexterity check with
During a short rest, you can “prepare” up to 5 jeweler’s tools and turns a gemstone of one shape or
rations with cook’s utensils to make them more cut into a gemstone of another shape or cut.
nutritious and rejuvenating. Anyone who eats one of Use jeweler’s tools to modify a gem’s appearance
these rations during the same short rest may regain 1 (DC 15) or determine a gem’s history (DC 20).
extra hit point per Hit Die spent. Leatherworker’s Tools. This kit contains cutting and
Use cook’s utensils to create a typical meal or edging tools, grommet setters and punches, a mallet,
duplicate a particular meal (DC 10), to spot poison or needles and awls, and other miscellaneous tools used to
impurities in food (DC 15), or to create a gourmet meal craft processed leather into clothing and accessories.
(DC 15). You can automatically determine what animal a hide
Glassblower’s Tools. This kit contains crimps and came from and whether any special techniques were
clamps, a pouring block, shears, and a blowpipe, items used to treat it.
used to manipulate glass with a kiln or another source 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 brushes for paint canvas, or the larger type of brushes
craft masonry. In addition to the trowels and joint suitable to painting buildings or murals.
molders used to apply mortar, the kit includes As part of a short or long rest, you can produce a
telescoping pole braces and measuring blocks used to painting that accurately portrays or illustrates an
measure and precisely align stone and brickwork of object or landscape you have seen that day.
various kinds. Use painter’s supplies to paint an accurate portrait
With one minute of study, you can identify weak (DC 10) or create a painting with a hidden message
points in masonry such that your successful attacks (DC 20).
against it, or the successful attacks of others that you Potter’s Tools. These tools are used to craft and
direct, are automatically critical hits. repair pottery. They include molds, knives, sponges, and
Use mason’s tools to chisel a small hole in a stone styluses for decorating pottery, alchemical glues for
wall (DC 10) or find a weak point in a stone wall repairing shattered pottery pieces, and the dyes and
(DC 15). glazes for finishing or resurfacing them.
Painter’s Supplies. Small pots of paints in various Examining two or more shards of a piece of pottery
colors, alchemical mixtures for paint thinning, a allows you to automatically identify its original shape.
painter’s palette, and an array of With one minute of study, you can identify weak
paintbrushes. This set of tools typically points in ceramic objects such that your successful
includes brushes sized for the sort of work attacks against them, or the successful attacks of
the painter intends, from artistic to others that you direct, are automatically critical hits.
functional. These include small, intricate 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 (non-magical, non-
creature 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 materials are suitable to the creation of tapestries,
animals and humanoids. banners, and cloth-based clothing.
If you are a spellcaster, or working with a You can repair a single damaged garment or cloth
spellcaster, you can use these tools to inscribe a spell item as part of a short rest.
scroll into the skin of a living creature, creating a Use weaver’s tools to repurpose cloth (DC 10), mend
temporary tattoo. (See the Magic Tattoo Coverage a hole in a piece of cloth (DC 10), or tailor an outfit
table in Tasha’s Cauldron of Everything for guidance on (DC 15).
size.) The costs and time needed for inscription are the Woodcarver’s Tools. A set of chisels, files, carving
same as for an equivalent spell scroll. Humanoids can knives, small lathes, and other instruments for making
see and read the spell scrolls on their own bodies when fine impressions on wooden pieces.
not covered by heavy clothing; such creatures can Use woodcarver’s tools to craft a small figurine
employ the tattoos as normal spell scrolls if they are (DC 10) or carve an intricate pattern in wood (DC 15).
otherwise able to use spell scrolls. Another spellcaster
can read uncovered spell scroll tattoos if the decorated
creature is cooperative, restrained, or unconscious. If you are proficient with a gaming set, you can add
Unlike spellwrought tattoos, these tool-wrought your proficiency bonus to ability checks you make to
tattoos do not use a magic needle to inscribe. What play games with that set. Each type of gaming set
they lack in versatility, they make up for in personal requires a separate proficiency.
power; magical tattoos of this variety aren’t level- Some gaming sets, like dice and cards, belong to a
limited like spellwrought tattoos. great many games. Others are designed for use with a
Use tattoo artist’s tools to identify tattooing single, specific game in mind. But even these single-
techniques or origins (DC 10) or create tattoos with game sets have myriad modifications and regional
hidden meanings or messages (DC 20). variations. Particularly where betting is involved, new
Tinker’s Tools. Various tools used for crafting or uses for old gaming sets are sure to develop. All this
repairing intricate machines. These look like thieves’ means is that nine men’s morris is not played here like
tools, or like smith’s tools but on a smaller scale. The it is over in that neighboring duchy. It pays to ask the
hammers, chisels, picks, and other implements are rules before you lay your wagers!
typically suitable for application to small projects like Sometimes extraordinarily complex games catch on
clockwork devices. Most tool sets also include an array in a community, introducing factors from multiple
of mundane materials to repair almost any simple game types. Dungeon Masters are encouraged to
object. In campaigns that incorporate firearms, tinker’s introduce a single game (perhaps with its own game
tools include a variety of implements suitable for rules) that is incredibly popular, something that all the
crafting and repairing guns and their ammunition. locals are playing. This adds one more facet to a
These tools can be used to repair most portable memorable game world. Wizards of the Coast has
items made of metal, leather, or cloth, regardless of the previously published real-world card games including
artisan’s tools needed to craft such things. You can Three-Dragon Ante, Rock-Paper-Wizard, and
restore 10 hit points to a damage object per hour of Prophet’s Gambit (using the Tarokka deck). These
work. You need access to the appropriate materials for make wonderful props for a DM looking to have a
this task, and a hot enough flame if you are repairing signature game in the campaign.
objects of rigid metal. Characters can use gaming set ability checks to gain
Use tinker’s tools to temporarily repair a disabled insight into an opponent’s personality (DC 15) or catch
device (DC 10), repair an item in half the time (DC 15), a player cheating (DC 15) if not using the Fixing the
or improvise a simple temporary item using scraps Game variant rule below.
(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
VARIANT: PLAYING GAMES Type of Game. Generally, there are three kinds of
games, games of intellect, games of physicality, and
This variant rule introduces complexity into the
games of chance.
playing of games, using gaming sets or otherwise.
Games of intellect call for Intelligence checks each
Before a game is played, the DM must make several
round, adding the player’s proficiency bonus if
determinations.
proficient in the gaming set used. These games are the
Gaming Set. The first factor is the gaming set
type enjoyed by intellectuals and scholars. Typical
involved, if any. This is important because it is unlikely
examples are card games, board games, and other
that a character is proficient in more than one gaming
contests of strategy.
set. Often, a character lacks the charm to convince new
Games of physicality call for checks of Dexterity,
drinking buddies to switch from their favorite game to
Strength or, rarely, Constitution. These add the
something new. The application of a proficiency bonus
player’s proficiency bonus if proficient in the gaming
is often the difference between winning and losing.
set used, although games of Constitution rarely use
Number of Rounds. The next factor is the number of
gaming sets. Games of this nature are popular in
rounds to be played (the number of ability checks to
warrior-dominated cultures. Games of physicality
be rolled). The number should be an odd one to avoid
include such examples as dart-throwing, log-lifting,
tied outcomes, typically three or five rounds, but some
and drinking games.
games are played on a single roll of the dice. The
Games of chance are truly random. The Dungeon
overall winner is the player who wins the most
Master determines the percentage chance for a
rounds. If an even number of rounds are played, ties
successful round and the player rolls percentile dice to
can be broken in favor of the player who had the
see the outcome. While all games include some
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.
random probability, games of chance have no element This is a good rule to use in combination with the
of skill to them. (Proficiency bonuses do not factor in.) Playing Games variant rule, described above.
Coin flips, simple dice throws, and high card draws are
all examples of games of chance.
DESCRIPTIONS
Bluffing. Many games are made more enjoyable by Game sets are described below.
the ability to bluff. If a game allows such dynamics, at Dart-and-Board Set. A dart throwing game that
the outset, each player first rolls a Charisma tests physical dexterity and accuracy. Players try to
(Deception) check and a Wisdom (Insight) check. throw the darts from a set distance into the hanging
These results determine the potential for bluffing. A board target.
creature can only bluff someone if its Charisma Dice Set. These polyhedral objects are most
(Deception) check at the start of the game was higher commonly found in cube form, carved from wood or
than the bluffed creature’s Wisdom (Insight) check. bone. The various faces are marked with numbers or
Once during the entire game, each player can reroll a other symbols. Many games are played with dice, too
gaming ability check for a round, but only if the many to count.
highest check for playing that round comes from Dragonchess Set. This game consists of three
someone the player can bluff. checkered boards, arranged in three layers, with a
Cheating. Most games have room for cheating; a variety of carved playing pieces that move between
game that seems cheat-proof just hasn’t yet run afoul squares and boards.
of the right con artist. Cheating is mechanically like [This game was invented by Gary Gygax and
bluffing but it’s very different morally. It is a choice featured in Dragon Magazine in 1985.]
made at the outset of each round. The cheater gets Hnefatafl Set. A strategy game played on a checkered
advantage on the appropriate gaming set check but or latticed board between two unevenly matched armies
might get caught. After the round is played, the cheater of carved figures.
must attempt a Charisma (Deception) check or a Kubb Set. Kubb is an outdoor game of skill in which
Dexterity (Sleight of Hand) check, whichever the players try to toss wooden batons to knock over a series
Dungeon Master determines is appropriate to conceal of blocks.
the type of cheating used. This is opposed by the other Nine Men’s Morris Set. This simple strategy game is
players’ individual passive Wisdom (Insight) or played with two colors of chits on a small, latticed
Wisdom (Perception) scores, respectively. Anyone board.
whose passive score is higher than the cheater’s check Playing Card Set. These squares of very thick, palm-
has noticed the foul play. sized paper bear a letter, symbol, or numerical marker
on one side. The back sides of all the cards are identical,
VARIANT: FIXING THE GAME whether blank or patterned. Many games are played
For an additional expense, most gaming sets can be with cards, including games of chance.
crafted to produce biased results. Cards can be Prophet’s Gambit (Tarokka) Set. This card game is
manufactured with subtle, hidden marks of played with a Tarokka deck.
identification. Dice can be constructed with varied [Gale Force Nine, in partnership with Wizards of the
densities to influence rolled results. A dart set could be Coast, publishes the Tarokka deck. The box includes a
built in such a way that one set of colored darts flies pamphlet with rules for playing the game.]
much truer than the other set of colored darts. Three-Dragon Ante Set. This card game is played
Whatever the method, using a “fixed” game set with a Three-Dragon Ante deck.
allows a cheater to claim advantage on any check to [Wizards of the Coast published the Three-Dragon
avoid other players noticing the cheating. A fixed game Ante game deck in 2005, with a follow-up card set in
set costs an additional 15 gp to acquire. Card-marking 2010. Both may be played alone or together.]
and similar alterations can be accomplished for a Trictrac Set. Each of two players must advance their
much cheaper price (or without cost), but these own set of 15 chits across various positions on a board
alterations are not good enough to grant advantage to using a combination of luck (dice rolls) and strategy.
the user’s checks to avoid detection.
cornucopia. If played using its set of
valves, the instrument produces a
If you have proficiency with a given
brassy sound like a trumpet. Some
musical instrument, you can add
versions, called gloons, don’t have
your proficiency bonus to ability
valves and produce a more mournful
checks to play the instrument.
sound.
Proficiency also allows you to
Hand Drum. A double-headed skin
compose original music pieces, with
drum fitted with handles along its
or without lyrics. Each type of
side.
musical instrument requires a
Harp. A harp has many parallel
separate proficiency.
strings attached within a frame. The
A bard can use a musical
frame has an angled soundboard that
instrument as a spellcasting focus.
facilitates shorter strings as it tapers,
Spellcasting this way, even without
varying the notes produced when the instrument is
verbal components, creates sound; a musical
strummed.
instrument cannot be used as a spellcasting focus
Horn. A horn is typically a brassy pipe with a conical
within a zone of silence.
opening at one end and a mouthpiece at the other.
Use a musical instrument proficiency to identify a
Horns produce loud, far-reaching notes and so are used
tune (DC 10) or improvise a tune (DC 20).
for signaling as well as musical purposes.
DESCRIPTIONS Lute. This plucked stringed instrument has a long
Musical instruments are described below. neck and a deep, round back. The hollow portion of the
Bagpipes. A wind instrument constituting multiple body has a circular opening under the part of the strings
reed pipes fed by squeezing an air bag. The air reservoir that get strummed.
is replenished periodically by the musician blowing into Lyre. A lyre resembles a harp but is smaller. Its strings
it through another pipe. are plucked with a pick.
Birdpipes. Sometimes called pan pipes, satyr pipes, or Longhorn. A flute of very sophisticated make, this
the shalm, this set of parallel pipes is a musical item is found only in large cities or areas with skilled
instrument popular with creatures that are close to artisans.
nature. Pan Flute. This instrument consists of multiple
Drum. A cylindrical instrument with a flat hide closed-pipe flutes of ascending length, attached in a
stretched taught over each end. The hide produces a row.
hollow resonance when struck. Shawm. A double-reed instrument like an oboe or a
Dulcimer. A dulcimer is a flat, trapezoidal bassoon. Some versions use attached bellows.
soundboard across which strings of descending lengths Songhorn. A simple type of flute, like a recorder,
are strung. The strings can be plucked or can be struck usually carved from wood.
with a tiny hammer. Tantan. An instrument like a tambourine affixed to a
Flute. This tubular tight drum.
reedless wind instrument Thelarr. A simple and
produces sound when air wind instrument cut from
is blown across the hole a reed, sometimes called a
at one end. The other end whistlecane.
of the tube has a series of Tocken. This
holes that can be covered resonating instrument is
or left uncovered by the comprised of carved oval
fingers to produce bells hung parallel on a
different notes. frame and played by light
Glaur. This short, strikes with a small mallet
curved horn resembles a or with the open hand.
Viol. A small, six-stringed instrument held vertically Use a disguise kit to cover distinguishing marks or
and played with a bow. injuries (DC 10), spot a disguise in use by someone
Wargong. War gongs are like traditional gongs, but else (DC 15), or copy a specific humanoid’s appearance
usually made from the shield of an enemy. (DC 20).
Yarting. This tightly strung instrument resembles a Forgery Kit. A forgery kit is a satchel that shares
shallow-bodied lute. many of the components of calligrapher’s supplies and
Zulkoon. This complex pump organ has a dramatic, paint supplies, including an array of brushes, pens,
sinister sound. 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
Miscellaneous tools differ from artisan’s tools in that page long or up to 4 pages long, using a short rest or
they tend to create no product and they are usually not long rest, respectively. Your Intelligence (forgery kit)
suited to generating a stable income. check result sets the DC for an Intelligence
Each type of tool allows proficient users to add their (Investigation) check to spot the fake.
proficiency bonus to uses of that tool. Where a tool’s Use a forgery kit to mimic handwriting (DC 15) or
use might be ambiguous, some clarity is provided in duplicate a wax seal (DC 20).
the descriptions here. For types of documents that can be forged, check the
Nonmaterial Assets in Wraith Wright’s Expanded
DESCRIPTIONS
Wealth Manual.
Miscellaneous tools are described below.
Fortune Teller’s Kit. This kit comes in a box. It
Appraiser’s Tools. A satchel containing a multi-
includes a crystal ball, fortune telling cards, and other
tiered scale with a set of weights, a jeweler’s loupe, vials
tools of the trade. This description covers only the
of substances for identifying minerals through
mundane uses of this kit.
alchemical reactions, and a set of thick manuals to
If proficient, your bonus applies to Charisma checks
classify materials and index market values.
to tell fortunes convincingly. A fortune teller’s kit can
If proficient, your bonus applies to Intelligence
be used to generate an income like artisan’s tools,
checks to appraise valuables.
provided they are used in a large enough area and in a
Use appraiser’s tools to identify the techniques used
society suitably tolerant of fortune tellers.
to refine an examined gemstone (convert it from its
Use a fortune teller’s kit conversationally to
raw state) and determine the technique’s origin (DC
understand someone you are telling a fortune to,
10) or spot costume jewelry or costume adornments
determining a characteristic or ideal (DC 15), or
to clothing, armor, or weapons (DC 15).
determining a bond or flaw (DC 20).
Disguise Kit. A box containing cosmetics, hair dies,
Herbalism Kit. This kit comes in a satchel
and adhesive-mounted facial prosthetics used to create
compartmentalized for storing myriad herbs. It includes
a variety of disguises.
various tools for safely harvesting plants as well as the
If proficient, your bonus applies to ability checks to
grinding tools, mixing tools, and additives needed to
disguise yourself or others.
make potions, salves, and similar curative products.
You can use a long rest or one day of downtime to
Proficiency allows you to identify all common plants
create a disguise. Each disguise weights 1 pound and
automatically and to add your bonus to checks to
takes one minute to put on or take off. This ready-
identify rare ones. Herbalism kits are used to craft
made disguise uses quite a few of your disguise kit
several curative products, including potions of healing.
components; you can only keep one disguise together
Use an herbalism kit to find uncommon plants
at a time. When composing and applying a disguise not
(DC 15) or identify herbal poisons (DC 20).
previously created, you must use 10 minutes for one
Navigator’s Tools. This satchel holds sounding lines,
that involves moderate changes to your appearance, or
a sand glass, an astrolabe or telescoping back staff, a
30 minutes for one that involves more-extensive
ring dial, or similar instruments needed for navigation.
changes.
It also contains a number of relevant sea charts.
Proficiency with these tools allows you to chart a satchel. These tools resemble a highly specialized
ship’s course and follow navigation charts. It also segment of tinker’s tools and can be disguised as such.
allows you to add your proficiency bonus to any ability Thieves tools are primarily employed to unlock
check you make to avoid getting lost at sea. It can be locks or disarm traps, but additional uses are possible.
used similarly in some cases of overland navigation. Use thieves’ tools to disarm traps or open locks, rolling
Use navigator’s tools to plot a course (DC 10) or against variable difficulties (DC 5–30).
discover your position on a nautical chart (DC 15). These tools let you create an improvised trap using
Poisoner’s Kit. A poisoner’s kit blends some of the parts you have on hand. The result of your Dexterity
components of alchemist’s supplies and an herbalism check using thieves’ tools sets the DC for others to
kit, the tools needed to create poisons using alchemical discover or disable the trap. An improvised trap deals
and herbal techniques. It also includes tools for damage appropriate to the materials used to create it,
collecting poisons from live (or recently slain) monster like an improvised weapon. It may also (or alternately)
specimens. create a sound designed to wake nearby sleepers.
You may use your proficiency bonus for checks to Additives like poisons, ball bearings, or bells can add
apply poison (poisoning food, weapons, etc.) and better functionality or warning effects to these
checks to collect or craft poisons. You need not worry makeshift traps.
about poisoning yourself merely by handling or You can also reset a disabled trap if your check
applying poisons, but initial collection remains a meets the original DC to disable it. Reset traps use
dangerous process. their original DCs to discover or disable, along with
Use a poisoner’s kit to spot a poisoned object their original damage (unless a vital component is
(DC 10) or determine the effect of a discovered poison missing, like poison for the spikes).
(DC 20).
Thieves’ Tools. A complex set of picks and tools used
to disable locks and traps, organized in a roll-up leather
TRINKET IS A CHARACTER-BUILDING DEVICE,
something that sparks the imagination and To facilitate trinket selection for campaigns set in non-
helps bring a character to life by enriching standard game worlds, the table is arranged to allow
its history. It is typically a thing of no some control over trinket results.
marketable value, yet it has enough Primitive Fantasy. In primitive campaigns, perhaps
importance and value to the owner to be worthy of a goblinoid society or metal-poor world, roll 2d100.
keeping around, even on adventures. The first 100 trinkets particularly are the type that
don’t rely on magic or advanced tinkering.
Normal Campaign. For normal campaigns, with the
The multi-part table below increases the number of widest array of possible trinkets, simply roll 3d100.
trinkets available from official sources and cleans up High Fantasy. Where clockwork devices and magic
many of the standard ones from the Player’s are common, roll 2d100 + 100. The most complex and
Handbook, Curse of Strahd, and other official sources. magical trinkets are in the final 100 options.
Notably, “joke” items like Michael Jackson’s sequined
glove were altered or removed. Those immersion-
As an alternative to these limited dice rolls, the DM
breakers kept players from taking trinkets seriously,
may allow players to alter trinkets to conform with the
robbing trinkets of their story-inspiring value.
campaign requirements. For example, a result of a
Also removed were references to specific races or
silver spoon that feels warm to the touch could, in a
monsters; some Dungeon Masters’ games don’t have
game world where magic effects are rare, become just
dragons or elves. A player who rolls a trinket that
a silver spoon with no other effect. In a game world
depicts a creature (or is a part of a creature) should
where metal is rare, the spoon could be made of bone.
decide exactly what race or monster is implicated
DM’s Corner. A truly effective trinket challenges a
based on those available in the campaign world.
player to build a story for it that enhances the
character’s background. If you let players alter their
The DM can use these tables to stock a dungeon room trinkets too much (or choose trinkets instead of rolling
or to fill a creature’s pockets. Anywhere “stuff” could for them), you risk your players narrowing the trinket
be served by a roll on the table, from the king’s to fit into the character’s existing story rather than
bedside table to the rubbish heap behind the castle. 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 011 A short scepter, the sigil of a former townmaster’s
on the face that should show “6” 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 019 A tiny chest that opens from the top or from the
mummified fingers 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 053 An iron coin that can be shown to prove
in disturbing detail membership in a secret organization
026 A switch or other implement that was used to 054 A black pirate flag adorned with a skull-and-
discipline you as a child 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 057 A dead insect or unidentifiable winged creature
type is unknown in your area 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 059 A little old doll made from a dark, dense wood
color 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 065 An urn containing the ashes of a hero or a
the size of a cat’s 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 067 A wood carving knife with an intricately carved
carved leaden sling bullets 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, 070 An ancient arrow or crossbow bolt of delicate
from small white lies to grand fabrications 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 075 A one-pound iron trade bar. On the back is carved
be struck with steel to create sparks “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 077 A multicolored disk made of stone, clay, or a
tightly and stored in a scroll tube 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 080 A letter in child’s script, promising revenge on a
discipline you as a child 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 091 Dice made from the knuckles of a notorious
pickling fluid 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 094 A military patch or other rank insignia from a lost
wearing over the middle of the forehead 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 098 Two heavy iron boot inserts designed to protect
autograph of a famous gladiator against caltrops
089 A small cloth doll with sewn-on features, skewered 099 A quiver with a cap that, when closed, keeps the
with needles contents dry even while submerged
090 A sharpened shovel or spade with twenty-six 100 A sturdy, ten-foot chain made of copper rather
notches carved along the handle. 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 132 An ornate scabbard that fits no blade you have
someone who was suffering memory loss found so far
103 An empty wine bottle of an exceedingly rare and 133 A merchant’s scale designed to give bias to one
expensive vintage 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 137 A sealed envelope marked as containing the last
marking 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 140 A book that tells the story of a legendary hero’s
fingernails taken from humanoids rise and fall, with the last chapter missing
111 A diary written in a language you don’t know, 141 A bracelet-sized chain, its links made of many
containing illustrations of unknown insects different non-precious metals
112 2 electrum coins minted by a usurper before her 142 A small, worn book of children’s nursery rhymes
demise or stories
113 The deed for a parcel of land in a realm unknown 143 An exceptional-quality horse bridle, its leather
to you components tooled with intricate designs
114 A book-sized case displaying 22 pinned butterflies 144 An empty silver snuffbox bearing an inscription on
of exotic origin 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 146 Half of a floorplan for a temple, castle, or some
siege weapons other structure
117 A one-pound decoy purse that appears to bulge 147 A hound’s collar with a metal tag; only you can
with coins but cannot be opened read the inscription
118 A bloody canvas pouch, the type of which is 148 A bronze pentacle with an etching of a rat’s head
carried only by the royal dispatch service 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 150 A wolf’s head wrought in silver that is also a
information 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 155 A taxidermized animal; the tag on its collar says
discussing manners and etiquette “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 181 A tiny silver bell without a clapper. The bell has a
useless nubbins tiny loop, allowing it to be strung on a string.
162 A necklace formed of the interlinked holy symbols 182 Half a copper icon of clasped hands; the other
of a dozen deities half was given to a childhood friend
163 An unfinished weapon pommel crafted for a royal 183 A small, decorated case containing brushes, oils,
heir prior to the child’s premature death 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 185 A purple handkerchief embroidered with the
over a candle, the flicker of distorted light casts name of a powerful archmage or otherworldly
shadows of moving creatures 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 187 A tiny sketch portrait of an ugly person or
kidnapping happened 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 191 An iron holy symbol devoted to an unknown god
on, covering one side or pantheon
172 A set of bronze scissors shaped like two feathered 192 A brooch of ornate design made from an
wings crossing themselves unknown, bluish metal
173 A jar of pickled tongues 193 A taxidermized bird
174 A wooden block with an ornately carved face 194 A picture you drew as a child of your imaginary
designed to serve as an ink stamp friend
175 A fragment of a beautiful song, written as musical 195 A list of innocuous ingredients with notes on how
notes on two pieces of parchment 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 198 A spinning top carved with four faces: happy, sad,
line to float on a watery surface wrathful, and dead
179 A hand mirror backed with a bronze depiction of a 199 A pair of boots of exceptional quality, the envy of
monster any noble
180 A mold for pouring 1-pound trade bars, stolen 200 The necklace of a sibling who died on the day you
from a government’s mint 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 229 A pocket watch that runs backward for an hour
piece of clothing every midnight
204 A lepidopterist’s box filled with dead moths with 230 An iron coin that makes you feel slightly happy
skull-like patterns on their wings when you squeeze it tightly
205 A black wooden pipe that creates puffs of smoke 231 A wineskin that refills when interred with a dead
that look like skulls person for a night
206 The prosthetic hook or wooden hand of a 232 A complex hourglass that counts down various
notorious pirate or outlaw times: 1 minute, 1 hour, 8 hours, and 1 day
207 A gemstone that looks like a lump of coal when 233 A spyglass that always shows the world suffering
examined by anyone but you 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 235 A lantern with a black candle that never runs out
relative that is over one mile away 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 237 A little black book that records your dreams, and
blemishes; everything else is blurry yours alone, when you sleep
212 A small mirror that shows an older version of the 238 A bouquet of funerary flowers that always looks
viewer and smells fresh
213 A pint flask that refills with oil every sunrise. The 239 A Porcelain doll’s head, its eyes always seem to
oil burns with a terrible stench. 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 241 A broken pendent carved as a fantastic beast; it is
with detailed notes 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 245 A pocket-sized picture of a landscape showing
is filled with liquid, sand, or broken glass 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, 247 A tiny clockwork figurine of a dancer that’s
“Griffon Grease” 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 249 An itchy bedroll that keeps the user warm while
keyhole sleeping, even in the coldest weather
224 A tiny brass cube, always cold as ice, useful for 250 A small, locked box that hums a lovely melody at
chilling drinks night; you forget the song in the morning
225 A birdcage into which small birds fly if the door is 251 An immortal candle, one that can be used
opened, but the birds never eat nor leave 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, 277 A hooded lantern with an internal sparker that
reappears in the jar within a week 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 279 A 10-foot string that can be strung across empty
of dried material stuck to the bottom. The label air; the string will hover as placed until pulled
reads “demon heart.” down by even a slight weight
256 A vial of perfume, the scent of which only certain 280 A small idol of a nightmarish creature that gives
creatures can detect 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 283 A tiny wooden sphere that, when dropped on the
out. The pen is engraved with a name in an ground, wakes every sleeping creature within
unknown language. 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 285 A satchel that preserves contained food, keeping
head on each end of its body it fresh for up to three weeks
262 A bit of folded cloth that, when unfolded, turns 286 A tiny tinker-built music box that plays a song you
into a stylish cap dimly remember from your childhood
263 A glove with a prosthetic finger that closes when 287 A packet of purple dust that that instantly dries
the other fingers close small objects it is sprinkled over
264 A sheet of parchment upon which is drawn a 288 A shard of obsidian that always feels warm to the
complex mechanical contraption touch
265 A tiny padlock that opens when the right sequence 289 A chain with links made of different non-precious
of numbered dials is displayed metals and alloys
266 A brass ring that never tarnishes 290 A small, weightless stone block
267 A child apprentice’s spellbook containing 291 An invitation to a séance for an unknown future
incomplete notes about cantrips date; only the dead may attend
268 An electrum top that, when dipped in ink, draws 292 An ovoid lodestone wrapped in metal wire that
beautiful patterns as it spins 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 295 A jar of spices that make consumers of affected
about when wound and released food feel nauseous two hours later
272 A walking cane with an iron ferule that strikes 296 A tiny mechanical crab or spider that moves
sparks on stone about when it’s not being observed
273 Several scales from a suit of armor that look 297 A pair of spectacles once owned by a woman who
iridescent, like mother of pearl 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 299 A ring that feels warm while potions are active on
opens the wearer
276 A music box that plays by itself whenever someone 300 A glass orb filled with water, in which swims a
holding it dances clockwork goldfish
VIAL OF LIQUID IS A COMMON FEATURE OF AN
adventurer’s gear set. The concoction within
Unless the optional rules below are employed, quasi-
may provide a useful benefit, or it may be a
magic items have no auras discernable through the
potent, dangerous substance intended to
detect magic spell. True potions are an exception, like
poison anyone who comes in contact with it.
the potion of healing.
Called compounds, these substances are created by
mixing the materials found in nature, substances VARIANT: SCHOOLS OF MAGIC
derived from animals, plants, and minerals. The Dungeon Master may apply magic auras and
These concoctions are divided into three categories. schools of magic to each item, revealed by the detect
Alchemical brews are the substances created with magic spell. Alternately, the DM may determine that
alchemist’s supplies, herbal brews are made with some compounds have auras while others do not.
herbalism kits, and poisons are created (or extracted For example, the antitoxin and the potion of healing
and preserved) with poisoner’s kits. 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
Some compounds mix naturally occurring ingredients
has an aura, but the antitoxin does not, or vice versa.
in a way that creates magical reactions. The
Whatever the approach, the DM should try to be
byproducts of alchemical brews and herbal brews are
consistent so that auras make sense in the campaign.
quasi-magical in nature. This begs the question of how
“crafted compounds” fit into the rules for magic and
mundane items. Being only quasi-magical, the compounds in this
The following rules and options are offered to help chapter do not normally require formulas to create
Dungeon Masters rationalize the creation of magic like normal magic items. Proficiency in the applicable
items (like potions of healing) using mundane tools tools is the only prerequisite.
and methods, as allowed by the Player’s Handbook.
VARIANT: FORMULAS
The Dungeon Master may decide that unusual The substances in this category are crafted with
compounds require specialized knowledge to create. alchemist’s supplies.
Prerequisite formulas may need to be discovered
before creating anything but the most common of
DESCRIPTIONS
items—anything except those compounds marked Alchemical brews each have their own specific rules.
with an asterisk (*) on the tables in this chapter. Acid. This corrosive liquid can burn through flesh and
Formulas for making magic items (or quasi-magic inanimate materials alike.
items) are described in the Dungeon Master’s Guide As an action, you can splash the contents of this vial
and further illuminated in Wraith Wright’s Magic Item onto a creature within 5 feet of you or throw the vial
Management supplement. 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,
Encountering a compound may raise the question of the target takes 2d6 acid damage.
how to identify or make use of it. 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-
Whether mundane or quasi-magical, compounds may drying epoxy that creates a nearly unbreakable bond
be identified in the same manner as potions, their between objects it glues together.
functions revealed by their flavor, scent, color, One ounce of the glue can cover a 1-foot square
viscosity, and other physical characteristics. surface. It takes 1 minute to set, after which time,
breaking the bond requires a DC 20 Strength check.
VARIANT: IDENTIFICATION WITH TOOLS Alchemical Silver. This is a viscous oil that glitters
If your campaign uses the More Difficult Identification like liquid silver.
rule, this option can bridge the identification gap You can use an action to apply this to a weapon or
between magic and quasi-magic items. up to 3 pieces of ammunition. This application makes
This option allows that the function of a quasi-magic the weapon effective against monsters that have
item doesn’t require an identify spell to recognize if immunity or resistance to non-silver weapons. The
the examiner is proficient with the tools used to create application to ammunition lasts for 1 minute, after
the compound. Assessing the compound during a short which the oil dries out and the applied compound
rest reveals the item’s properties at the rest’s crumbles away to dust. Applied to a melee weapon, the
conclusion. If the compound was not one made using application is used up at the third successful strike, or
artisan’s tools with which the character is proficient, after 1 minute, whichever occurs first.
the effort is wasted. Alchemical silver will not work when combined with
A stricter rule would require both proficiency and other alchemical substances; only one alchemical
knowledge of the formula that created the item. effect can apply to the same weapon at the same time.
Alchemist’s Fire. This sticky, adhesive fluid ignites
when exposed to air.
Some substances in this chapter (and others) appear As an action, you can throw this flask up to 20 feet,
on their tables with a parenthetical notation for a shattering it on impact. Make a ranged attack against a
container, like “(vial),” “(large vial),” or “(flask).” The creature or object, treating the alchemist’s fire as an
cost for purchasing or creating these substances improvised weapon. On a hit, the target takes 1d4 fire
includes the container they come in. If the item’s damage at the start of each of its turns. A creature can
container is not destroyed in its use, that container end this damage by using its action to make a DC 10
remains behind and can be put to miscellaneous uses Dexterity check to extinguish the flames.
by enterprising adventurers. This notation is also Alchemical Solvent. This thin, clear liquid can
necessary for some substances to determine whether dissolve almost any mundane adhesive.
they fit into alchemist’s arrows and the like.
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 —

One dose of the solvent can cover a 1-foot square damage once per round to everyone who contacts it.
surface. It instantly dissolves alchemical glue, The DM decides what effect, if any, the oil has on a
tanglefoot bags, tangler grenades, and similar non-weapon object.
alchemical substances. At the DM’s discretion, the Bladefire will not work when combined with other
solvent can provide bonuses to escape the sticky alchemical substances; only one alchemical effect can
excretions of certain monsters; for example, its apply to the same weapon at the same time.
application might give someone advantage on the Blastpatch. These granular blue crystals pack a
attempt to escape a cave fisher’s filament. powerful punch.
Bladefire. This oil is black like charcoal and feels dry The crystals can be spread on the ground in a 5-foot
to the touch, though it applies like any other viscous oil. square patch. Any creature that moves through the
It takes one action to apply this to the striking area grinds crystals together causing a series of small
portion of a weapon. At the start of your following but bright ignitions. While this isn’t enough to be
turn, the oil bursts into flame. For one minute, attacks blinding, the light is visible for quite some distance in
with the weapon deal an additional 1d4 fire damage. the dark. It also inflicts 1 point of fire damage on the
This does no damage to a weapon that has a metal creature that ignites it. Once an affected patch has
striking surface, but a nonmagical weapon with a triggered three times, there are insufficient crystals
wooden striking surface, like a club or quarterstaff, is remaining for any effect.
destroyed at the end of the minute. Alternately, the oil
may be applied to any Tiny object, the flames causing
Blend Cream. This creamy gray solution looks when introduced to fire or an enemy’s face. They are a
innocuous upon inspection. It begins to change color favorite tool of rogues, often used to create distractions.
soon after exposed to air. As an action, you can throw an eggshell grenade up
The cream requires one action to apply to a Small or to 20 feet, shattering it on impact. This requires a
Medium creature. For the next 10 minutes, the ranged attack, treating the grenade as an improvised
creature has advantage on Stealth-related ability weapon.
checks; the cream shifts color to blend with its Eggshell Grenade, Dust. This grenade, when it hits
surroundings. the eyes of its target, causes blindness until the end of
Catstink. This foul-smelling brew is used to distract your next turn. Because the grenade must be targeted
watchdogs, tracking hounds, wolves, and other canines. so precisely, you have disadvantage on the attack roll.
A flask of catstink can be deployed as an action, Eggshell Grenade, Flash. This grenade, when
covering a square area, 15 feet on each side. Any thrown into a fire, explodes in a brilliant flash of light.
canine within 30 feet of the affected area is drawn to Any creatures with eyes that have an unobstructed
investigate it. Controlling a hound within 30 feet of the view of the fire and are within 15 feet of it must
affected area requires a Wisdom (Animal Handling) succeed on a DC 10 Constitution save or be blinded
check, made with disadvantage, against a DC of 12. until the end of your next turn. There is no effect if the
Each failure of the check means a minute wasted grenade attack misses the fire.
trying to control the animal before another check can Eggshell Grenade, Pepper. This grenade, when it
be made. This substance has no effect on non-canine strikes the face (or near the sensory organs of a
creatures. creature),
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. Creatures of other
types are unharmed.
Eggshell Grenades (all). Eggshell grenades are
delicate alchemical devices that react dramatically
bursts into a cloud of noxious, stinging chemicals. the powder or is not deliberately looking away from it,
Because the grenade must be targeted so precisely, must succeed on a DC 10 Constitution saving throw or
you have disadvantage on the attack roll. If you hit, the be blinded until the end of its next turn. A creature
target must succeed on a DC 10 Constitution saving with the Sunlight Sensitivity trait has disadvantage on
throw or be incapacitated. If a target fails its saving this check.
throw, the effect lasts for three rounds, but the target Flash Rocket. This cylinder contains a large firework
can attempt to end the effect early. At the end of each designed to fire out one end. The device can be held by
of its turns, the affected creature can attempt another hand or propped in place when used.
saving throw. A successful saving throw ends the One round after lighting this device, a chemical
effect immediately. reaction propels a missile from its containing tube.
Eggshell Grenade, Smoke. This grenade, when The rocket shoots forward up to 100 feet, where it
thrown into a fire, emits a billowing, toxic cloud in a bursts in a brilliant flare accompanied by a bang
10-foot-radius. The area is heavily obscured until the audible within 300 feet. Flash rockets are typically
end of your next turn. Until the cloud dissipates, fired into the air to create a signal visible at a great
creatures that enter the area (or begin their turn distance. Each is manufactured to flare with a specific
within the area) must make a DC 10 Constitution save color for this purpose.
or suffer 1d4 poison damage from inhaling the smoke. A rocket can instead be used as an improvised
There is no effect if the grenade attack misses the fire. weapon with a range of 100 feet. (Apply disadvantage
Embalming Cream. This thick, blue cream is used to to attack roles due to the item’s imprecision.) If you
prevent the dead from rotting. make a ranged attack with a rocket and hit, it deals
The content of this flask, when spread over the skin 1d4 fire damage and may ignite flammable substances.
of a dead humanoid of Medium or smaller size, A “repeating” version of this device is available for
prevents decay for 10 days. It takes 2 minutes to apply the same cost. It fires 1 missile each round for 1d4 + 2
this cream to a creature. Thereafter, time spent under rounds, but with a range of only 30 feet.
the effect does not count against the time limit for Ghoststrike Oil. This milky-white oil exudes a faint,
spells such as raise dead. ghostly mist.
Fireworks. Fireworks are small packets of explosive A weapon can be coated with this oil using an action.
powder and other alchemical ingredients, fitted with For one minute thereafter, the weapon’s strikes are
short fuses. not inhibited by the incorporeal nature of undead such
Lighting fireworks creates a series of pyrotechnic as ghosts, shadows, specters, and wraiths. For the
flashes and bangs that are audible up to 300 feet away. duration, the treated weapon ignores any resistance or
Lit fireworks persist for 2d4 rounds. immunity such creatures have against weapon attacks.
Flash Powder. This highly flammable powder is Ghoststrike oil will not work when combined with
course and comes in gray, white, or black. other alchemical substances; only one alchemical
A pinch (one dose) of this substance burns with a effect can apply to a weapon at the same time.
bright flare if exposed to fire. A creature with eyes that Ink, Dark. This gray ink dries clear and is
is within 10 feet, and that has an unobstructed view of imperceptible to creatures using normal sight.
the powder or is not deliberately looking away from it, The ink is only readable by someone with
must succeed on a DC 10 Constitution saving throw or darkvision. Dark ink can be created in “rare” form, the
be blinded until the end of its next turn. A creature type used when transcribing spells into a spellbook, at
with the Sunlight Sensitivity trait has disadvantage on a cost of 150 gp per one-ounce bottle. (See rare ink.)
this check. Ink, Glowing. The ingredients for this special
Flash Pellet. This small clay sphere is designed to luminescent ink are usually derived from subterranean
explode in a flash of light when thrown against a hard plants and fungi.
surface. Writing made with this ink glows ever so slightly,
As an action, you can throw the sphere up to 60 feet, not enough to detect under light, but enough to allow
shattering it on impact. A creature with eyes that is the text to be read in darkness. Glowing ink can be
within 10 feet, and that has an unobstructed view of created in “rare” form, the type used when
transcribing spells into a spellbook, at a cost of 130 gp The rod is activated by using an action to strike it
per one-ounce bottle. (See rare ink.) against a hard surface. For eight hours thereafter, the
Instant Rope. This gray substance is stored in a bulb glows with a cool light. It provides dim light in a
squeezable bladder about the size of a flask. Its contents 20-foot radius for the duration.
are drained out through a special nozzle that shapes the Motelight. This glass vial contains motes of glowing
material as it is exposed to air. light. It is often worn on a necklace to provide light to
It takes one action to open this flask and draw out the wearer.
the liquid contents. As the substance exits the flask, it An uncovered motelight sheds bright light in a 10-
dries into a thin rope, about 100 feet in length. The foot radius and dim light for an additional 10 feet. The
substance has the same characteristics as a silk rope. It lights are extinguished permanently if the vial is ever
dries out and becomes unusably stiff after 30 minutes, opened or broken.
then begins a quick process of crumbling into dust. Oil, Slow Burning. This potent oil looks perfectly
Lockgrip Grease. This tacky white grease is applied mundane, giving no clue as to its special properties until
to improve the user’s grip. used.
It takes an action or bonus action to apply the Made by rare processes of alchemical refinement,
grease to one or both hands. For the slow-burning oil burns five times as
next minute, the substance long as normal oil, providing
applies disadvantage to any long-lasting fuel for lanterns
attempt to disarm you of and other devices. A target
something you are holding doused in slow-burning oil
with the treated hand or stays doused for 5 minutes
hands. You require an extra before drying out, instead of
action, beyond the normal 1. If poured on the ground
effort required, to put down and lit, the covered area
any object held with a burns for 10 rounds instead
treated hand during this of 2.
period. Potion of Climbing. This
Longbreath. Longbreath is potion is separated into
a sweet-tasting amber liquid brown, silver, and gray
that increases your lungs’ layers resembling bands of
efficiency. stone. Shaking the bottle
For 10 minutes following won’t mix the colors.
consumption of this liquid, you Drinking this potion gives you
can hold your breath for twice as long a climbing speed equal to your
as normal. Even when out of breath, double the walking speed for 1 hour. It also gives you advantage
number of rounds you can survive while suffocating. on Strength (Athletics) checks you make to climb
(See Suffocating in the Player’s Handbook.) during that period.
Mirage Powder. The dust in this vial glitters with an Salve of Slipperiness. This pitch-black oil makes it
intense array of colors. easier for someone to escape from restraints.
The dust can be tossed into the air, filling a cubic One dose covers enough of a Medium or Small
area adjacent to you, 5 feet long on each side. For the creature to give advantage for the next hour on any
next round, any image in the area that was created by Dexterity checks to escape from a grapple, a set of
an illusion spell or effect will glitter as the dust clings manacles, or other restraints.
to it. Observers get advantage on any saving throw or Smokestick. This tiny rod of alchemical substances
ability check to pierce affected visual illusions during smokes furiously when lit or thrown into a fire.
this period. This item creates a 5-foot radius sphere of smoke
Moonrod. This one-foot-long rod has a chemical that spreads around corners and heavily obscures the
reservoir at one end, capped by a small silvery bulb. area. It lasts for 1 minute. A wind of moderate or
greater speed (at least 10 miles per hour) disperses Thermal Grease. This white grease turns clear when
the smoke until the wind stops. Extinguishing the applied to a creature.
flaming stick ends the effect prematurely. Smokesticks It takes 1 minute to apply the grease to a Small or
can be manufactured to emit smoke of specific colors, Medium creature. For the next 24 hours, the affected
useful for signaling. creature reduces by 1 the damage from any source of
Stonebreaker Acid. This fizzy, white liquid is stored fire damage or cold damage. At the Dungeon Master’s
in a flask made of hardened animal skin. discretion, the creature can also operate comfortably
As an action, you can splash the contents of this vial in cold natural climates as though wearing cold
onto a creature within 5 feet of you or throw the vial weather clothes, or similarly hot climates as though
up to 20 feet, shattering it on impact. In either case, standing in a shaded and well-ventilated area.
make a ranged attack against a creature or object, Thunderstone. This small, jagged stone packs a
treating the item as an improvised weapon. On a hit, a powerful punch.
viable target takes 4d6 acid damage; the substance As an action, you can throw the stone up to 60 feet.
affects only inanimate stone, stone golems, or earth Make a ranged attack against a creature or object,
elementals. Other objects and creatures are unharmed. treating the thunderstone as an improvised weapon.
Sunrod. This one-foot-long rod has a The shock of impact causes the substances
chemical reservoir at one end, capped by a in this hardened alchemical lump to react
small gold-hued bulb. violently, generating a deafening boom.
The rod is activated by using an action Any creature hit by the ranged attack must
to strike it against a hard surface. For make a DC 12 Constitution saving throw or
eight hours thereafter, the bulb shines be deafened for 1 minute. If the saving
with a strong, warm light. It provides throw fails by 5 or more, the creature is
bright light in a 45-foot radius and dim also stunned while deafened in this way. A
light for an additional 45 feet. creature can repeat the saving throw at the
Tanglefoot Bag. This delicately wrapped satchel end of each of its turns, ending the effect on itself on a
contains a mass of sticky alchemical foam. success. The sound of a thunderstone is audible to a
As an action, you can pull the bag’s activation cord distance of 300 feet.
and throw the device at a target up to 20 feet away. If Tindertwig. A tindertwig is simply a hardened paste
you miss, the device is wasted. On a hit, the alchemical on the end of a tiny stick. It ignites when scraped
substance bursts out, engulfing the foe with a sticky, against a rough surface.
fast-hardening foam. A Large or smaller creature hit A tindertwig stays lit for 2 rounds, shedding dim
by a bag is restrained until freed or until the webbing light in a 5-foot radius. It is typically used for lighting
dissolves in ten minutes. A creature can also use its things on fire. Lighting a torch, lamp, or lantern with a
action to make a DC 10 Strength check, freeing itself or tindertwig requires only a bonus action. It is more
another creature within its reach on a success. reliable than a tinderbox for lighting substances in the
Tangler Grenade. This ovoid resin projectile shatters presence of wind or rain.
upon impact, releasing a spray of potent, sticky Torch, Alchemical. An alchemical torch looks like
webbing. any other torch until lit.
As an action, you can throw the grenade at a point The torch burns for 3 hours, providing bright light in
up to 60 feet away. Each Medium or smaller creature a 30-foot radius and dim light for an additional 30 feet.
within 10 feet of that point must succeed on a DC 12 If you make a melee attack with a burning alchemical
Dexterity saving throw or be restrained by the torch and hit, it deals 1d4 fire damage. An alchemical
webbing. As an action, a creature can try to free itself torch is not disrupted by wind or water; it functions
or another creature within its reach. This requires a even if submerged, though its light ranges are halved.
successful DC 10 Strength check. A gallon of alcohol An alchemical torch can be extinguished by
dissolves the webbing of a single grenade. Alternately, smothering it with dirt or similar material for 1
the webs dissolve on their own after 1 hour. minute.
Tracking Dust. This red dust contains granules of Comprehensive Equipment Manual or Expanded
varying size, some heavy like sand and others very fine. Weapon Manual.)
One dose of this dust can be spread over a zone of Vicious bleeder will not work when combined with
up to six contiguous 5-foot square patches and lasts other alchemical substances; only one alchemical
for 1 hour. The red dust luminesces at the edges of effect can apply to a weapon at the same time.
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 The following substances can be crafted with
(Survival) check. Alternately, in an area where herbalism kits.
tracking would be otherwise impossible, the tracker Some herbal brews simply duplicate the effects of
can attempt a check at DC 20, but can only follow such raw, natural ingredients. However, when turned into
tracks within the established zone (unless they lead to concoctions with the crafting process, these herbs
another surface where tracking is normally possible). maintain their potency despite the passage of time.
Whistling Box. This tiny box has a fuse that, when lit,
DESCRIPTIONS
can create a big distraction.
The following items have their own specific rules.
One round after lighting the fuse, the chemicals
Alertness Draught. This viscous, sweet drink is often
within create a gas that expands violently, creating an
consumed before standing watch to maintain
ear-splitting, osculating whistle as it exits the
wakefulness and promote vigilance.
contraption’s narrow holes. The sound persists for 1
For the next 2 hours, the drinker has advantage on
minute and can easily be heard up to 500 feet away.
Wisdom (Perception) checks and on any saving
Vicious Bleeder. This oil has the look and smell of
throws to resist falling asleep, even against magically
slightly coagulated blood.
induced sleep. If affected by the sleep spell, the user is
It takes one action to apply this substance to the
counted as having twice as many hit points as its
striking surface of a weapon. If the weapon inflicts
current total.
piercing or slashing damage, it gains the wounding
weapon property for 1 minute. (See Wraith Wright’s

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 Igniting this package creates a persistent area of foul
soaked with intense-smelling distillations of herbs, scent that lasts for one hour. Adventurers in the wild
including aniseed. The granules can be scattered across may ring their camps with these small fires to prevent
an area to foul tracking attempts that rely on scent. animal or insect attacks. The fumes are particularly
A vial of aniseed can be deployed as an action, offensive to beasts, each of which must succeed on a
covering a square area, 15 feet on each side. A creature DC 10 Constitution saving throw the first time they
with a heightened sense of smell must succeed on a DC attempt to come within 20 feet of the burning
12 Constitution saving throw or lose the effective use substance. On a failed save, the beast cannot move into
of that sense for 10 minutes. What constitutes a that radius. On a success, the beast is not affected by
heightened sense of smell is defined by the Dungeon any beastbane for the rest of the day. A normal beast
Master; typically, this applies to any creature that has that fails the save will be completely deterred and
the Keen Smell or the Keen Hearing and Smell feature, probably leave the area, but one with an Intelligence of
or that has a similar trait that affects its sense of smell, 4 or higher can try to enter the affected area on each of
or that can track or otherwise perceive its environs its successive turns, re-attempting the saving throw
through smell. each time until successful. A wind of moderate or
Antidote Kit. This satchel holds dozens of bottles greater speed (at least 10 miles per hour) negates the
containing antidotes and curatives for poison. These are effect until the wind stops. Extinguishing the flaming
meant to be used individually or mixed in combinations. package ends the effect until it is relit.
This kit has ten uses. As an action, you can spend Burn Balm. This potion’s blue liquid glimmers when
one use of the kit to treat one poison affecting a agitated.
subject. If more than one poison affects the target, and By drinking this potion or applying it directly to a
you have not identified or differentiated the poisons, burn, you regain up to 10 hit points, but only hit points
one poison is treated at random. Roll a Wisdom lost to fire damage within the last minute. This brew
(Medicine) check against the saving throw DC of the has no effect if you received any healing since the last
poison. Success neutralizes that poison as though the time you suffered fire damage.
poisoned creature had succeeded on a saving throw. Candle, Focusing. A small, green candle, entirely
Failure indicates that you cannot affect that poison mundane in appearance.
with this antidote kit. By meditating in the presence of this candle for no
Antiparalytic. A clear liquid that smells of mint. less than 5 minutes, you thereafter gain a +2 bonus to
Drinking this vial gives you advantage on saving Intelligence ability checks so long as you remain
throws against paralysis effects (including poisons within 10 feet of the burning candle. A focusing candle
that might confer paralysis) for 1 hour. It confers no burns for 1 hour.
benefits to undead or constructs. Candle, Restful. A small, gray candle, entirely
Antipathogen. A chalky, foul-tasting tablet or dust mundane in appearance.
that can be swallowed plain or mixed with food or drink. This candle aids healing during a short rest.
Consuming this substance gives you advantage on Everyone resting within 10 feet of the candle who rolls
saving throws against diseases for 8 hours. It confers Hit Dice for healing can treat any rolled 1s as 2s
no benefits to undead or constructs. instead, so long as the candle is not extinguished
Antitoxin. A mixture of common antidotes and prematurely. A restful candle burns for 1 hour, the
treated charcoal designed to counteract a wide variety entire length of the short rest.
of toxins. Clearbreath Smoke. Inhaling the gray mist from this
Consuming this substance gives you advantage on flask deadens the user’s sense of smell.
saving throws against poisons for 1 hour. It confers no For the next hour, this provides you with advantage
benefits to undead or constructs. on saving throws to resist smell-based effects like a
Beastbane. This paper package contains slow- troglodyte’s stench. During this period, you
burning herbs and other noxious substances designed to automatically fail any ability checks that rely upon
produce a haze of thin smoke. your sense of smell.
Clearsense Powder. A white powder meant to be Menga Leaves. The dried leaves of this bush can be
inhaled, providing clarity and vibrancy to the user’s ground, dissolved in liquid, heated, and ingested.
perceptions. You regain 1 lost hit point by ingesting a dose of
When inhaled as an action, this powder gives you an menga leaves in the prescribed fashion. If you ingest
immediate saving throw against any effect that inflicts more than 5 doses in a 24-hour period, you gain no
blindness or deafness if that effect allows saving additional benefit and must succeed on a DC 11
throws to end it. This is in addition to any periodic Constitution saving throw or fall unconscious for 1
saving throws the effect already allows. hour. You awaken if you take at least 5 points of
Healer’s Kit. This kit is a leather pouch containing damage on one turn.
bandages, salves, and splints. Natural, unrefined menga leaves have the same
The kit has ten uses. As an action, you can expend effect if consumed within 24 hours of being plucked
one use of the kit to stabilize a creature that has 0 hit from the bush.
points, without needing to make a Wisdom (Medicine) Nature’s Draught. Consuming this musky brew
check. affects the imbiber’s sweat glands, causing the
Herbal Poultice. This creature’s scent to be less offensive
packet of medicinal herbs is to animals, even calming to them.
applied directly to a wound. For 8 hours after drinking
An herbal poultice can be nature’s draught, you have
used as if it was a single advantage on any Wisdom
charge of a healer’s kit. (Animal Handling) checks
Alternately, you can apply to interact with beasts.
it to assist longer recovery; Nightlight. A dose of this
during a short rest, the dark liquid is typically
affected creature heals 1 prepared in a thick glass
extra hit point per Hit Die vial.
when spending Hit Dice for The substance is
healing. A poultice works activated by shaking it
for one application and vigorously as an action or
cannot be reused. bonus action. Thereafter, the
Insect Repellant (Salve substance emits light for a
or Incense). This herbal period of one round, then goes
concoction comes in two out for a round, then emits
forms, an odorless salve light for a round, continuing this
applied to the skin or a block of incense burned strobing pattern until it has emitted 1d6 + 2
as a fumigant. total rounds of light. The interval of light and darkness
Either type repels normal insects for its stated switches at the start of your turn each round. When lit,
duration but has no effect on giant insects or swarms the nightlight produces bright light in a 30-foot radius
of insects. and dim light for an additional 30 feet.
The salve comes with 20 applications and protects a Nightlight is made from a tall, tubular
single Medium or Small size creature for 24 hours. bioluminescent mushroom of the same name that
This version is waterproof and will not wash off short grows in the Underdark. A living nightlight emits
of a thorough scrubbing. bright light in a 15-foot radius and dim light for an
The block of incense burns for 8 hours when lit and additional 15 feet. If a living nightlight is touched,
affects a 20-foot radius for the duration. either by a creature or object, its light goes out until it
Meditative Draught. This oily liquid is consumed to is touched again.
aid with meditations. Nillhog’s Nose. This small mushroom heightens the
You gain advantage on concentration checks for 1 consumer’s sense of smell.
hour following the consumption of this liquid.
Consuming one dose grants you advantage on do so with advantage. You also treat a roll of 19 as if
Wisdom (Perception) checks based on smell for 1d4 you had rolled a 20.
hours. During this period, you suffer disadvantage on Ryath Root. This chalky orange root has fortifying
saving throws against harmful effects based on smell, powers when consumed fresh or in a preserved form.
like a troglodyte’s poisonous stench. The substance Ingesting a ryath root gives you 2d4 temporary hit
helps you identify and differentiate smells. It doesn’t points. If you consume more than one ryath root in a
increase the power or range at which you can process 24-hour period, you must succeed on a DC 13
scents so, for example, a human does not gain the Constitution saving throw or suffer the poisoned
ability to track by scent like a bloodhound. condition for 1 hour.
One fresh Nillhog’s nose mushroom has the same Unprocessed ryath root has the same effect but
effect if used within 48 hours of being picked. retains its potency for only 10 days after being
Ormu Paint. This green phosphorescent paint is harvested.
crafted from bioluminescent moss harvested in the Sinda Berries. Liquid concoctions of these dark
Underdark. brown berries have a bitter aftertaste.
Ormu paint sheds dim light in a 5-foot radius for 24 Consuming one dose gives you advantage on saving
hours after it is applied. This large jug holds one gallon throws against poison and disease for the next
of paint. 24 hours.
Plague Mask. This mask covers the nose and mouth Fresh sinda berries, plucked from the bush less than
with a filtering layer of medicinal herbs. These provide a 24 hours prior, have the same effect without any
pleasant aroma to mask the preparation or treatment if at
miasmic stench of plague. A least 10 of the berries are
plague mask also covers the consumed.
eyes with a set of clear glass Tongue of Madness. This
lenses. concoction has a delightfully
A plague mask gives you earthy scent and is designed
advantage to all saving to be administered orally.
throws to resist diseases Drinking this requires you
that are airborne or that to make a DC 12
enter your body through the Constitution saving throw or
mouth, nose, or eyes. It has compulsively speak aloud
no effect on diseases contracted through injuries or by your every thought for the next hour. The effect can be
contact with the skin. ended with a lesser restoration spell or similar curative
Potion of Healing. This potion’s red liquid glimmers magic.
when agitated. Unprocessed tongue of madness is an edible fungus
By drinking this potion, you regain 2d4+2 hit points. that looks like a large human tongue. It has the same
Rations, Journeybread. These rations rely on the effect if used within 72 hours of being picked.
nutritional value of rare herbs to provide exceptional Torchstalk. A torchstalk is a mass of thin fungal
levels of sustenance relative to their weight. fronds, about the size of a torch, bound together around
Despite their weight, each of these rations is the a flint striker.
equivalent of 1 pound of food. Because journeybread is The device can be thrown as an improvised missile
suitable to the digestive needs of all creatures— weapon, targeting a foe up to 20 feet away as an
carnivores and herbivores alike—it can also be used action. On impact (or if simply lit), the torchstalk
as an expensive form of animal feed. bursts in a cloud of fiery spores. Creatures within 10
Regenerative Elixir. This red liquid glimmers when feet of the target (or the square where it lands in the
agitated. It is often confused for a potion of healing. case of a miss) take 1d6 fire damage.
Once the elixir is consumed, any time you must roll a Unprocessed torch stalks have a 1-in-6 chance to
death saving throw within the following 24 hours, you 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 creature toxins, their effects mirroring those of the
the juices of a rare root. creatures described in the Monster Manual.
The liquid must be introduced to the subject’s Along these lines, the remainder of the poisons in
bloodstream, poured on an open wound or injected this book are creature toxins, derived from the rest of
with a sharp device, a needle, or a weapon that inflicts the poisonous monsters in the Monster Manual and
piercing damage. Once administered, the creature is other fifth edition books. They are likewise translated
alleviated of the poisoned condition. into the rules and syntax useable by characters. This is
Wukka Nut. This fist-sized nut rattles when shaken. an important set of translations because players often
Shaking the nut as an action or bonus action causes want to collect toxins from defeated monsters.
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 In game terms, poisons represent a potent value-
reactivate it. If the shell is ever cracked, the special added factor that can eclipse the damage of normal
properties are lost. weapons and unbalance the
Fresh wukka nuts have the same effect effectiveness of attacks in
without any preparation or treatment if your game. As such, poisons
plucked from a wukka tree no should be treated carefully.
more than 48 hours prior. DMs should not minimize
the balancing factors that
apply to acquiring poisons:
Poisons affect the the high material cost, the
physiology of lengthy production time,
creatures. As tools, the danger of harvesting
they are powerful from monsters, and the
and terrifying. near-universal illegality of
Applied to weapons, using, purchasing, or
poisons can make possessing poisons.
even a light cut into a
deadly wound.
Characters can craft the
Delivered
poisons presented on the
clandestinely, they
first poison table (Crafted
can kill effectively
Toxins) but not the second
while allowing the
table (Creature Toxins).
killer to remain separate
Crafted toxins are created with
from the act in both time
a poisoner’s kit using various
and distance.
biological and mineral ingredients. The DM may
There are over a hundred poisons described in this
decide that certain poisons cannot be crafted with
section. They come from three sources and are divided
common ingredients, that the crafter must seek out (or
among crafted toxins and creature toxins.
randomly encounter) various ingredients in the wild.
About half these poisons are translations from the
Arms and Equipment Guide published for the third
edition of DUNGEONS & DRAGONS. For these, a new Creature toxins are the poisons or curative byproducts
condition is described here in a sidebar. derived from monsters. These substances can only be
A small portion of the poisons in this section are acquired by harvesting with a poisoner’s kit. A
taken directly from the core rules. The Player’s character can harvest poison from any creature that
Handbook provides a single poison in its equipment creates its own venom or toxin, or that has one of the
chapter, but the Dungeon Master’s Guide has over a curative properties noted in this chapter. The creature
dozen example poisons. Some of those examples are 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
Poisons come in four types, each with its own uses and
day to still have viable poison within it. Curative
special functions.
byproducts derived from creatures can normally only
be harvested from dead creatures.
Harvesting requires a poisoner’s kit and a DC 20 A creature cut by the blade or point of a weapon, trap
Intelligence check. A user proficient in Nature or with component, or other sharp object coated with injury
poisoner’s kits adds its proficiency bonus to this roll. poison is exposed to its effects.
Failure means the creature had no usable poison Injury poison can be applied to ammunition, trap
remaining or the dose collected was spoiled in the components, weapons, and other objects that deal
attempt and is no longer effective. If the check fails by piercing or slashing damage and remains potent until
5 or more, the creature doing the harvesting has delivered through a wound or washed off. A creature
accidentally subjected itself to the harvested poison, that takes piercing or slashing damage from an object
taking damage or requiring saving throws as normal. A coated with the poison is exposed to its effects.
successful check yields a single dose. Injury poison might be evaporative or viscid, as
described in the sidebar of variant rules on this page.

The tables below give prices for single doses of


poisons. Purchasing can be easier and faster than A creature that touches contact poison with exposed
creating or harvesting but dealing in poisons is risky. skin, scale, or fur suffers its effects. Contact poison is
The DM is the arbiter of which poisons are available, if also affective if consumed or injected. As an action,
any, and at what variation to the standard costs. contact poison can be applied to a single small object
Poisons can be as difficult to market as magic items; like a doorknob, a bed pillow, or the inside of a
the DM may use the guidelines for finding magic item gauntlet. It is normally wiped off after a single contact.
buyers and sellers described in the Expanded Wealth Contact poison might be evaporative or viscid, as
Manual. Attempting to buy or sell such illicit described in the sidebar of variant rules on this page.
substances risks running afoul of the local authorities.

VARIANT: EVAPORATIVES VARIANT: VISCIDS


The “basic poison” in the Player’s Handbook dries out At the Dungeon Master’s discretion, poisons can be
if not used within a minute of application. This is a acquired as “viscids.” These long-lasting poisons
quality of “evaporative” poisons, which defies the persist for multiple uses, facilitating some
unlimited duration of injury poisons added to the important fantasy game tropes. Without this, the
Dungeon Master’s Guide in early errata of the game. poison on the spike traps in that ancient tomb will
Once applied, an evaporative injury poison must be be limited to a single trespasser!
inflicted within 1 minute or the substance becomes A viscid poison is not wiped off after a single use;
ineffective. Contact evaporatives last for 12 hours or it instead lasts for 2 normal uses, followed by
until applied. another 1d4 “weakened” uses that give victims
Any of the injury or contact poisons in this chapter advantage on their saving throws. The DM rolls the
can appear as “evaporative” versions. An evaporative d4 secretly when the poison is applied; the user
poison’s value is half its listed cost. isn’t aware of the poison’s true duration.
Basic Poison Variant. The basic poison in the A viscid poison’s value is quadruple the standard
Player’s Handbook was created prior to the game’s value listed on the tables in this section. (A poison
errata giving poisons a limitless dry-out duration. This cannot be both evaporative and viscid.)
rule drops the evaporative version’s cost 50 gp and A dose of creature-derived poison can be turned
prices the non-evaporative version at 100 gp. into a viscid as a crafting downtime activity using a
If the DM makes this change, basic poison should poisoner’s kit. Craft this upgrade as though making
only coat a single piece of ammunition to balance its an item with a value equal to the difference between
new benefits. the standard and viscid versions of the toxin.
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/—
repeat the saving throw at the end of each of its turns,
These are powders or gases that take effect when they ending the effect early on itself on a success.
are inhaled or when they otherwise encounter living Anemis (Contact). A creature subjected to this
creatures. Holding one’s breath is ineffective against poison must succeed on a DC 13 Constitution saving
inhaled poisons because they also penetrate nasal throw or be poisoned (Strength) for 10 minutes. At the
membranes, tear ducts, and other parts of the body; start of each of its turns, while the condition persists,
unless otherwise noted, inhaled poisons will even the victim suffers 1 poison damage. A creature can
affect creatures that do not breathe. repeat the saving throw at the end of each of its turns,
An inhaled dust or gas poison is typically contained ending the effect early on itself on a success.
in a glass vial. As an action, you can throw the vial up Asabi Mist (Inhaled). A creature subjected to this
to 20 feet, shattering it on impact and filling a 5-foot poison must succeed on a DC 12 Constitution saving
cube. Make a ranged attack against a creature, object, throw or be poisoned for 10 minutes. The creature can
or point of origin, treating the vial as an improvised attempt another saving throw at the end of each
weapon. On a hit, a 5-foot cube of space around the minute, ending the effect on itself with a success.
target is filled with gas. On a miss, the DM determines Assassin’s Blood (Ingested). A creature subjected
where the vial lands and whether it shatters to release to this poison must make a DC 10 Constitution saving
its contents. Alternately, if you pour a dose of an throw. On a failed save, it takes 6 (1d12) poison
inhaled dust poison onto the palm of your hand, you damage and is poisoned for 24 hours. On a successful
can use an action to blow it into an adjacent space, save, the creature takes half damage and isn’t
filling a 5-foot cube. poisoned.
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 POISONED, LESSER (NEW CONDITION)
poison. A wind of moderate or greater speed (at least
Normally, a poisoned creature has disadvantage on
10 miles per hour) disperses the poison immediately.
all attack rolls and ability checks, regardless of
which abilities these rolls implicate. In contrast,
A creature swallowing an ingested poison, or this lesser poisoned condition affects fewer
consuming food or drink laced with an ingested abilities, usually only one. Crafted poisons
poison, suffers its effects. frequently apply this condition.
As an action, an ingested poison can be added to a The lesser poisoned condition parenthetically
single serving of food or an individual drink container. lists one or more abilities after the condition. For
example, a creature affected with the “poisoned
DESCRIPTIONS (Strength)” condition has disadvantage on attack
Each dose comes in a vial. Some such vials are glass, rolls and ability checks, but only the ones that
intended for shattering when thrown. A single dose in utilize Strength. Likewise, a creature affected by
its vial has no appreciable weight. the “poisoned (Intelligence, Charisma)” condition
Adlevine Extract (Ingested). A creature subjected has disadvantage on attack rolls and ability checks
to this poison must make a DC 11 Constitution saving based on Intelligence and Charisma.
throw or be poisoned (Wisdom) for 8 hours. While Lesser poisoned conditions are in all other ways
“poisoned” this way, the creature gains 4 points of equivalent to the standard poisoned condition and
Constitution, to a maximum rating of 20. A creature can be resisted or removed in the same way.
can repeat the saving throw at the end of each hour, Non-Variant: A DM not wanting to utilize this
ending the effect early on itself on a success. new condition can simply use the standard
Alforna (Injury). A creature subjected to this poison poisoned rules whenever something from this
must succeed on a DC 11 Constitution saving throw or book would apply the lesser poisoned condition.
be poisoned (Strength) for 1 minute. A creature can
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/—

Assassin Vine (Injury). A creature subjected to this that fails its saving throw by 5 or more is also
poison suffers 21 (6d6) poison damage. unconscious while poisoned this way. A creature can
Banelar Essence (Injury). A creature subjected to repeat the saving throw at the end of each of its turns,
this poison must succeed on a DC 11 Constitution ending the effect early on itself on a success.
saving throw or be poisoned for 1 minute. A creature
Basic Poison (Injury). A creature subjected to this Bone Naga Venom (Injury). A creature subjected to
poison must make a DC 10 Constitution saving throw this poison takes 10 (3d6) poison damage.
or take 2 (1d4) poison damage. Although costly, this Brain Dust (Inhaled). A creature subjected to this
mild toxin is made of mundane substances. It is easy to toxin is automatically poisoned (Wisdom) for 1 minute
acquire as a pesticide and is usually legal to own. and is “confused” while poisoned. The poisoned
Basilisk Oil. This substance is a curative creature creature must make a DC 12 Constitution saving throw
component. The gullet fluids of a basilisk, properly at the start of each of its turns. If successful, the effect
collected and preserved, provide a natural reversal for on the creature ends. Otherwise, roll a d20 for the
petrification. The gullet of a single adult basilisk “confused” effect. On a 1-2, the creature loses its action
contains 1d4 doses, but a separate check is required to for the turn and uses all its movement to move in a
harvest each dose without spoiling it. A single dose, random direction. (To determine the direction, roll a
applied to a petrified creature of Large or smaller size, d8 after assigning a direction to each die face.) On a 3-
allows it to make another saving throw to resist (in 14, the creature doesn’t move or take actions that
this case, to reverse) the petrification. Multiple doses turn. On a 15-20, the creature uses its action to make a
can allow multiple additional saving throws. It takes melee attack against a randomly determined creature
one minute to apply a dose to a single creature. This within its reach. If there is no target within its reach,
has no effect if a vital part of the creature, such as its the poisoned creature does nothing during that turn.
head, has been detached. Burnt Othur Fumes (Inhaled). A creature subjected
Black Lotus Extract (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution
to this poison must succeed on a DC 12 Constitution saving throw or take 10 (3d6) poison damage. It must
saving throw or be poisoned (Wisdom) for 3 minutes. repeat the saving throw at the start of each of its turns.
While the condition persists, the victim suffers On each failed save, the character takes 3 (1d6) poison
disadvantage on saving throws based on Wisdom. At damage. After three successful saves, the poison ends.
the start of each of its turns, while the condition Carrion Crawler Mucus (Contact). A creature
persists, the victim suffers 5 (2d4) poison damage. A subjected to this poison must succeed on a DC 13
creature can repeat the saving throw at the end of Constitution saving throw or be poisoned for 1 minute.
each of its turns, ending the effect early on itself on a While poisoned, the creature is paralyzed. The
success. creature can repeat the saving throw at the end of
Bloodroot (Injury). A creature subjected to this each of its turns, ending the effect on itself on a
poison must succeed on a DC 12 Constitution saving success.
throw or be poisoned (Wisdom) for 1 minute. A Catoblepas Musk (Inhaled). This is a far-reaching
creature can repeat the saving throw at the end of inhalant; a creature is also subjected to this poison if it
each of its turns, ending the effect on itself on a comes within 10 feet of the poison’s primary 5-foot
success. area or starts its turn within 10 feet of that primary
Blue Whinnis (Injury). A creature subjected to this area. An affected creature must succeed on a DC 16
poison must succeed on a DC 9 Constitution saving Constitution saving throw or be poisoned until the
throw or be poisoned for 1 minute. A creature start of its next turn. On a successful saving throw, the
poisoned this way has the unconscious condition creature is immune to the stench of this poison and
while the poisoned condition persists. A creature can the stench of any catoblepas for 1 hour.
repeat the saving throw at the end of each of its turns, Choldrith Poison (Injury). A creature subjected to
ending the effect early on itself on a success. this poison takes 10 (3d6) poison damage.
Bone Devil’s Sting (Injury). A creature subjected to Chuul Saliva (Contact). A creature subjected to this
this poison takes 17 (5d6) poison damage and must poison must succeed on a DC 13 Constitution saving
make a DC 14 Constitution saving throw or become throw or be poisoned for 1 minute. While poisoned,
poisoned for 1 minute. The target can repeat the the creature is paralyzed. The creature can repeat the
saving throw at the end of each of its turns, ending the saving throw at the end of each of its turns, ending the
effect on itself on a success. effect on itself on a success.
Couatl Venom (Injury). A creature subjected to this effect early on itself on a success. For each failed
poison must succeed on a DC 13 Constitution saving saving throw, including the initial saving throw, the
throw or be poisoned for 24 hours. Until this poison victim suffers 4 (1d8) poison damage.
ends, the affected creature is unconscious. The Deathblade (Injury). A creature subjected to this
creature wakes up if it takes damage or if another poison must succeed on a DC 20 Constitution saving
creature takes an action to shake it awake. throw or be poisoned (Constitution) for 1 minute.
Cretel Leaf Residue (Ingested). A creature While this condition persists, the creature cannot
subjected to this poison must make a DC 14 benefit from magical healing. A creature can repeat the
Constitution saving throw or be poisoned (Wisdom) saving throw at the end of each of its turns, ending the
for 1 hour. While “poisoned” this way, the creature effect early on itself on a success. This substance can
gains 4 points of Constitution, to a maximum rating of be perceived as magical (no school) using a detect
20. A creature must repeat the saving throw at the end magic spell or similar effect.
of each minute, ending the effect early on itself on a Death Dog Saliva (Contact). A creature that touches
success. When the effect ends, the creature gains one this substance must succeed on a DC 12 Constitution
level of exhaustion. saving throw against disease (not poison) or gain the
Crippling Vine (Contact). A creature subjected to poisoned condition until the disease is cured. Every 24
this poison must make a DC 13 Constitution saving hours that elapse, the creature must repeat the saving
throw or be poisoned (Strength) for 1 hour. A creature throw, reducing its hit point maximum by 5 (1d10) on
that failed the initial saving throw can repeat it at the a failure. The creature dies if the disease reduces its hit
end of each 10-minute period, ending the effect early point maximum to 0.
on itself on a success. Dragon Bile. (Contact). A creature subjected to this
Culum Powder (Ingested). A creature subjected to poison must succeed on a DC 17 Constitution saving
this poison must make a DC 12 Constitution saving throw or be poisoned (Strength) for 3 hours. While the
throw or be poisoned (Dexterity) for 8 hours. A condition persists, the victim suffers disadvantage on
creature can repeat the saving throw at the end of saving throws based on Strength.
each hour, ending the effect early on itself on a Dretch Wretch (Inhaled). This is a far-reaching
success. For each failed saving throw, including the inhalant; a creature is also subjected to this poison if it
initial saving throw, the victim suffers 1 poison enters within 10 feet of the poison’s primary 5-foot
damage. area or starts its turn within 10 feet of that primary
Dancing Monkey Fruit (Ingested). A humanoid area. An affected creature must succeed on a DC 11
creature subjected to this poison must make a DC 14 Constitution saving throw or be poisoned until the end
Constitution saving throw or begin a comic dance that of its next turn. While poisoned in this way, the target
lasts for 1 minute. Humanoids that cannot be poisoned can take either an action or a bonus action on its turn,
are immune to this magical effect. not both, and can’t take reactions.
The dancer must use all its movement to dance Drider Poison (Injury). A creature subjected to this
without leaving its space and has disadvantage on poison takes 4 (1d8) poison damage. The secrets of
attack rolls and Dexterity saving throws, and other crafting this poison are well-known to driders. If using
creatures have advantage on attack rolls against it. At the optional Formulas rule, acquiring the formula
the end of each turn in which it takes damage, the requires interacting with driders.
dancing humanoid can repeat the saving throw, ending Drow Bullet (Injury). A creature struck by this
the dancing effect on itself on a success. firearm bullet takes 11 (2d10) poison damage. If using
Once the dancing effect ends, the humanoid suffers the optional Formulas rule, acquiring the formula
the poisoned condition for 1 hour. requires interacting with drow. Crafting these bullets
Dark Reaver Powder (Ingested). A creature additionally requires proficiency with tinker’s tools to
subjected to this poison must make a DC 13 shape and irradiate the requisite toxic alloy.
Constitution saving throw or be poisoned (Strength, Drow Poison (Injury). A creature subjected to this
Constitution) for 1 minute. A creature can repeat the poison must succeed on a DC 13 Constitution saving
saving throw at the end of each minute, ending the throw or be poisoned for 1 hour. If the saving throw
fails by 5 or more, the creature is also unconscious Fungi Gas Spore (Inhaled). This poison is collected
while poisoned in this way. The creature wakes up if it as a spore-containing nodule, not stored in a glass vial.
takes damage or if another creature takes an action to When burst by an impact, the nodule cracks and
shake it awake. The secrets of crafting this poison are spores fill a 20-feet cube. Creatures within or entering
well-known to drow. If using the optional Formulas the affected area must make a DC 15 Constitution
rule, acquiring the formula requires interacting with saving throw or take 11 (3d6) poison damage and
drow. become infected with a disease. Creatures immune to
Erinyes Poison (Injury). A creature subjected to this poison are immune to this disease.
poison takes 14 (3d8) poison damage and must As a secondary effect, spores invade an affected
succeed on a DC 14 Constitution saving throw or be creature’s system, killing the creature in a number of
poisoned. The poison lasts until it is removed by the hours equal to 1d12 + the creature’s Constitution
lesser restoration spell or similar magic. score, unless the disease is removed. In half that time,
Essence of Ether (Inhaled). A creature subjected to the creature becomes poisoned for the rest of the
this poison must succeed on a DC 15 Constitution duration. After the creature dies, it sprouts 2d4 Tiny
saving throw or become poisoned for 8 hours. The gas spore nodules that grow to full size in 7 days.
poisoned creature is unconscious. The creature wakes Gnoll Spittle (Injury). This rare poison can only be
up if it takes damage or if another creature takes an harvested from a gnoll that is one of Yeenoghu’s
action to shake it awake. chosen priests. A creature subjected to this poison
Ettercap Venom (Injury). A creature subjected to must succeed on a DC 12 Constitution saving throw or
this poison takes 4 (1d8) poison damage and must take 7 (2d6) poison damage.
succeed on a DC 11 Constitution saving throw or be Gray Whinnis (Injury). A creature subjected to this
poisoned for 1 minute. The creature can repeat the poison must succeed on a DC 20 Constitution saving
saving throw at the end of each of its turns, ending the throw or be poisoned for 1 minute. A creature that
effect on itself on a success. fails its saving throw by 5 or more is also paralyzed
Faralin (Ingested). A creature subjected to this while the poisoned condition persists. The creature
poison must make a DC 14 Constitution saving throw can repeat the saving throw at the end of each of its
or be poisoned (Dexterity, Constitution) for 30 turns, ending the effect on itself with a success.
minutes. While “poisoned” this way, the creature gains Greenblood Oil (Injury). A creature subjected to
4 points of Strength, to a maximum rating this poison must succeed on a DC 11 Constitution
of 20. A creature must repeat the saving saving throw or be poisoned for 1 minute.
throw at the end of each minute, ending Green Dragon Breath, Adult (Inhaled). This can
the effect early on itself on a success. be harvested from an adult green dragon or a
Flumph Stench (Inhaled). This Gargantuan size green half-dragon. A creature
poison does not fill an area. Instead, subjected to this poison must succeed on a
a creature hit by the glass vial is DC 18 Constitution saving throw. The
coated with a terrible, sticky creature takes 56 (16d6) poison damage
substance. The affected creature is on a failed save or half as much damage
automatically poisoned for the on a successful save.
duration. Any creature that Green Dragon Breath,
begins its turn within 5 feet of Ancient (Inhaled). This can be
the target is likewise harvested from an ancient green
automatically poisoned until it dragon. A creature subjected to
moves away. The substance this poison must succeed on a DC
remains active for 1d4 hours. A 22 Constitution saving throw.
creature can remove this The creature takes 77 (22d6)
stench on itself by using a short poison damage on a failed save
rest to bathe in water, alcohol, or half as much damage on a
or vinegar. successful save.
Green Dragon Breath, Young (Inhaled). This can Id Moss (Ingested). A creature subjected to this
be harvested from a young green dragon or a Huge poison must succeed on a DC 11 Constitution saving
size green half-dragon. A creature subjected to this throw or be poisoned (Intelligence) for 24 hours.
poison must succeed on a DC 14 Constitution saving While the condition persists, the victim suffers
throw. The creature takes 42 (12d6) poison damage disadvantage on saving throws based on Intelligence.
on a failed save or half as much damage on a The creature can repeat the saving throw at the end of
successful save. each hour, ending the effect on itself with a success.
Green Dragon Breath, Wyrmling (Inhaled). This Imp Sting (Injury). A creature subjected to this
can be harvested from a wyrmling green dragon or a poison must succeed on a DC 11 Constitution saving
Medium size (or smaller) green half-dragon. A throw, taking 11 (3d6) poison damage on a failed save,
creature subjected to this poison must succeed on a or half as much damage on a successful save.
DC 11 Constitution saving throw. The creature takes Insanity Smoke (Inhaled). A creature subjected to
21 (6d6) poison damage on a failed save or half as this poison must succeed on a DC 12 Constitution
much damage on a successful save. saving throw or be poisoned (Wisdom) for 1 hour. The
Grell Venom (Injury). A creature subjected to this creature can repeat the saving throw at the end of
poison must succeed on a DC 11 Constitution saving each minute, ending the effect on itself with a success.
throw or be poisoned for 1 minute. While poisoned, Each failed saving throw inflicts 4 (1d8) psychic
the target is paralyzed. It can repeat the saving throw damage that cannot be healed until the poisoned
at the end of each of its turns, ending the effect on condition is removed. This substance can be perceived
itself with a success. as magical (no school) using a detect magic spell or
Grung Sweat (Contact). A creature subjected to this similar effect.
poison must succeed on a DC 12 Constitution saving Iron Golem Fumes (Inhaled). A creature subjected
throw or become poisoned for 1 minute. A poisoned to this poison must succeed on a DC 19 Constitution
creature can repeat the saving throw at the end of saving throw. The creature takes 45 (10d8) poison
each of its turns, ending the effect on itself with a damage on a failed save or half as much damage on a
success. successful save.
Guardian Naga Venom (Injury). A creature Kamadan’s Snakes (Injury). A creature subjected
subjected to this poison takes (45) 10d8 poison to this poison must succeed on a DC 12 Constitution
damage. saving throw. the creature takes 21 (6d6) poison
Haluroot (Injury). A creature subjected to this damage on a failed save or half as much damage on a
poison must succeed on a DC 9 Constitution saving successful save.
throw or be poisoned (Wisdom) for 1 minute. Lich Dust (Ingested). A creature subjected to this
Homunculus Saliva (Injury). A creature subjected poison must succeed on a DC 11 Constitution saving
to this poison must succeed on a DC 10 Constitution throw or be poisoned (Strength) for 24 hours. While
saving throw or be poisoned for 1 minute. If the saving the condition persists, the victim suffers from a flaking
throw fails by 5 or more, the target is instead poisoned skin condition; the victim has disadvantage on
for 1d10 minutes and is unconscious while poisoned Charisma (Persuasion) checks made against
this way. humanoids that can see the victim’s flaking “lich-like”
Horror Weed Extract (Contact). A creature skin. The creature can repeat the saving throw at the
subjected to this poison must succeed on a DC 12 end of each hour, ending the effect on itself with a
Constitution saving throw or be poisoned (Wisdom) success.
for 24 hours. The creature can repeat the saving throw Lockjaw (Ingested). A creature subjected to this
at the end of each hour, ending the effect on itself with poison must succeed on a DC 12 Constitution saving
a success. Each failed saving throw inflicts 2 (1d4) throw or be poisoned for 12 hours. A creature that
psychic damage that cannot be healed until the fails its saving throw by 5 or more is also unable to
poisoned condition is removed. This substance can be speak or use verbal spell components while the
perceived as magical (no school) using a detect magic poisoned condition persists. The creature can repeat
spell or similar effect.
the saving throw at the end of each hour, ending the spore, not stored in a glass vial. When burst by an
effect on itself with a success. impact, the spore fills a 20-feet cube. Creatures in that
Malice (Inhaled). A creature subjected to this area or entering it must succeed on a DC 12
infamous poison must succeed on a DC 15 Constitution Constitution saving throw or become poisoned for 1
saving throw or become poisoned for 1 hour. The minute. A creature can repeat the saving throw at the
poisoned creature is blinded. end of each of its turns, ending the effect early on itself
Malyss Root Paste (Contact). A creature subjected on a success. When the effect ends, the creature gains
to this poison must succeed on a DC 13 Constitution one level of exhaustion.
saving throw or be poisoned (Dexterity) for 12 hours. Neogi Venom (Injury). A creature subjected to this
While the condition persists, the victim suffers poison takes 14 (4d6) poison damage and must
disadvantage on saving throws based on Dexterity. succeed on a DC 12 Constitution saving throw or be
The creature can repeat the saving throw at the end of poisoned for 1 minute. A target can repeat the saving
each hour, ending the effect on itself with a success. throw at the end of each of its turns, ending the effect
Medusa Venom (Injury). A creature subjected to on itself on a success.
this poison takes 14 (4d6) poison damage. Neogi Venom, Hatchling (Injury). A creature
Mesmer Paste (Contact). A creature subjected to subjected to this poison takes 7 (2d6) poison damage
this poison must succeed on a DC 12 Constitution and must succeed on a DC 10 Constitution saving
saving throw or be poisoned (Intelligence) for 12 throw or be poisoned for 1 minute. A target can repeat
hours. If the saving throw fails by 5 or more, the the saving throw at the end of each of its turns, ending
creature is also “dazzled” the effect on itself on a
while the poisoned success.
condition persists; the Nitharit (Contact). A
creature treats all areas as creature subjected to this
lightly obscured due to poison must succeed on a DC
distracting hallucinations. 13 Constitution saving throw
The creature can repeat the or be poisoned for 12 hours.
saving throw at the end of The creature can repeat the
each hour, ending the effect saving throw at the end of
on itself with a success. each hour, ending the effect
Midnight Tears on itself with a success.
(Ingested). A creature that ingests this poison suffers Oil of Taggit (Contact). A creature subjected to this
no effect until the stroke of midnight. If the poison has poison must succeed on a DC 13 Constitution saving
not been neutralized before then, the creature must throw or become poisoned for 24 hours. The poisoned
make a DC 17 Constitution saving throw, taking 31 creature is unconscious. The creature wakes up if it
(9d6) poison damage on a failed save, or half as much takes damage.
damage on a successful one. Pale Tincture (Ingested). A creature subjected to
Myconid Spore, Hallucinogenic (Inhaled). This this poison must succeed on a DC 16 Constitution
poison is collected as a spore, not stored in a glass vial. saving throw or take 3 (1d6) poison damage and
When burst by an impact, the spore fills a 20-feet cube. become poisoned. The poisoned creature must repeat
A creature subjected to this poison must succeed on a the saving throw every 24 hours, taking 3 (1d6)
DC 12 Constitution saving throw or be poisoned for 1 poison damage on a failed save. Until this poison ends,
minute. The poisoned target is incapacitated while it the damage the poison deals can’t be healed by any
hallucinates. The target can repeat the saving throw at means. After seven successful saving throws, the effect
the end of each of its turns, ending the effect on itself ends, and the creature can heal normally.
on a success. Pit Fiend Venom (Injury). A creature subjected to
Myconid Spore, Euphoric (Inhaled). This rare this poison must succeed on a DC 21 Constitution
poison must be harvested from a myconid sovereign saving throw or become poisoned. While poisoned this
that embraces Zuggtymoy. This poison is collected as a way, the target can’t regain hit points and it takes 6d6
poison damage at the start of each of its turns. The The creature can repeat the saving throw at the end of
poisoned target can repeat the saving throw at the end each hour, ending the effect on itself with a success.
of each of its turns, ending the effect on itself on a Each failed saving throw inflicts 1 poison damage that
success. cannot be healed while the poisoned condition
Pseudodragon Sting (Injury). A creature subjected persists.
to this poison must succeed on a DC 11 Constitution Rill Leaf (Injury). A creature subjected to this
saving throw or become poisoned for 1 hour. If the poison must succeed on a DC 14 Constitution saving
saving throw fails by 5 or more, the target falls throw or be poisoned (Charisma) for 1 hour.
unconscious for the same duration, or until it takes Roshon Vapor (Inhaled). A creature subjected to
damage, or until another creature uses an action to this poison must succeed on a DC 11 Constitution
shake it awake. saving throw or be poisoned (Dexterity) for 1 hour.
Purple Wormling Poison (Injury). A creature The creature can repeat the saving throw at the end of
subjected to this poison must make a DC 13 each minute, ending the effect on itself with a success.
Constitution saving throw, taking 10 (3d6) poison If the initial saving throw fails by 5 or more, the
damage on a failed save, or half as much damage on a creature also loses 4 points of Dexterity, to a minimum
successful one. of 3; the loss is permanent until reversed by a greater
Purple Worm Poison (Injury). A creature subjected restoration spell or a successful recuperation check
to this poison must make a DC 19 Constitution saving performed in downtime.
throw, taking 42 (12d6) poison damage on a failed Sassone Leaf Residue (Contact). A creature
save, or half as much damage on a successful one. subjected to this poison must succeed on a DC 9
Quasit Crud (Injury). A creature subjected to this Constitution saving throw or be poisoned (Charisma,
poison must succeed on a DC 10 Constitution saving Intelligence, Wisdom) for 10 minutes. The creature
throw or take 5 (2d4) poison damage and become can repeat the saving throw at the end of each of its
poisoned for 1 minute. A poisoned target can repeat turns, ending the effect on itself with a success. Each
the saving throw at the end of each of its turns, ending failed saving throw, including the initial saving throw,
the effect on itself on a success. inflicts 6 (1d12) poison damage.
Raeliss Smoke (Inhaled). A creature subjected to Scorcher Fumes (Inhaled). A creature subjected to
this poison must succeed on a DC 15 Constitution this poison must succeed on a DC 11 Constitution
saving throw or be poisoned (Charisma) for 1 hour. saving throw or be poisoned for 1 minute. While
While the poisoned condition persists, the victim also poisoned this way, the creature is also blinded. If the
loses 4 points of Charisma, to a minimum rating of 3, initial saving throw fails by 5 or more, the blindness
and has disadvantage on Charisma saving throws. The becomes permanent, until cured by magic. If the initial
creature can repeat the saving throw at the end of saving throw is failed by 4 or less, the creature can
each minute, ending the effect on itself with a success. attempt another saving throw at the end of each of its
Redek Vine Extract (Injury). A creature subjected turns, ending the effect on itself with a success.
to this poison must succeed on a DC 13 Constitution Sea Spawn Quills (Injury). A creature subjected to
saving throw or be poisoned (Dexterity) for 10 this poison suffers 3 (1d6) poison damage and must
minutes. The creature can repeat the saving throw at succeed on a DC 12 Constitution saving throw or be
the end of each of its turns, ending the effect on itself poisoned for 1 minute. The target can repeat the
with a success. If the creature fails 3 consecutive saving throw at the end of each of its turns, ending the
saving throws, no more attempts are allowed; the effect on itself on a success.
poison persists for the full duration. Shadow Essence (Injury). A creature subjected to
Retch (Ingested). A creature subjected to this this poison must succeed on a DC 11 Constitution
poison must succeed on a DC 15 Constitution saving saving throw or be poisoned (Strength) for 2 minutes.
throw or be poisoned (Constitution) for 24 hours. If The creature can repeat the saving throw at the end of
the initial saving throw fails by 5 or more points, the each of its turns, ending the effect on itself with a
creature is also “nauseated” while the poison persists; success. If the creature fails 3 consecutive saving
the victim is unable to use reactions during that time.
throws, no more attempts are allowed; the poison or until another creature takes an action to shake it
persists for the full duration. awake.
Shoosuva Poison (Injury). A creature subjected to Stench Kow Breath (Inhaled). This is a far-reaching
this poison must succeed on a DC 14 Constitution inhalant; a creature is also subjected to this poison if it
saving throw or become poisoned. While poisoned, the enters within 10 feet of the poison’s primary 5-foot
target is also paralyzed. The target can repeat the area or starts its turn within 10 feet of that primary
saving throw at the end of each of its turns, ending the area. A creature subjected to this poison must succeed
effect on itself with a success. on a DC 12 Constitution saving throw or be poisoned
Shreef Oil (Injury). A creature subjected to this until the start of its next turn. On a successful saving
poison must succeed on a DC 12 Constitution saving throw, the creature is immune to this scent and the
throw or be poisoned (Dexterity, Strength) for 10 scent of all stench kows for 1 hour.
minutes. Striped Toadstool (Ingested). A creature subjected
Sleeping Weed (Contact). A creature subjected to to this poison must make a DC 11 Constitution saving
this poison must make a DC 13 Constitution saving throw or be poisoned (Intelligence, Wisdom) for 1
throw or be poisoned (Dexterity) for 5 minutes. While hour. While poisoned this way, the creature has
poisoned this way, the subject is “slowed.” Its speed is trouble focusing its vision and distinguishing
halved, it takes a 2-point penalty to AC and Dexterity hallucinations from reality; it treats everything farther
saving throws, and it can’t use reactions. On its turn, it than 20 feet away as lightly obscured. The creature
can use either an action or a bonus action, not both. can repeat the saving throw at the end of each minute,
Regardless of the creature’s abilities or magic items, it ending the effect on itself with a success.
can’t make more than one melee or ranged attack Svirfneblin Poison (Injury). A creature subjected to
during its turn. If the creature attempts to cast a spell this poison must succeed on a DC 12 Constitution
with a casting time of 1 action, roll a d20. On an 11 or saving throw or be poisoned for 1 minute. The target
higher, the spell doesn’t take effect until the creature’s can repeat the saving throw at the end of each of its
next turn, and the creature must use its action on that turns, ending the effect on itself on a success. The
turn to complete the spell. If it can’t, the spell is secrets of crafting this poison are well-known to
wasted. The creature can repeat the saving throw at svirfneblin. If using the optional Formulas rule,
the end of each of its turns, ending the effect on itself acquiring the formula requires interacting with
after 2 successful saving throws. svirfneblin.
Spirit Naga Venom (Injury). A creature subjected to Terinav Root (Contact). Once applied, this contact
this poison 31 (7d8) poison damage. poison remains effective for 1 month before becoming
Sprite Spit (Injury). A inert. A creature
creature subjected to this subject to this poison
poison must succeed must succeed on a
on a DC 10 DC 13 Constitution
Constitution saving throw or be
saving throw or poisoned
become poisoned (Dexterity) for 10
for 1 minute. If its minutes. While
saving throw poisoned this way,
result is 5 or the creature’s
lower, the movement speeds
poisoned target are reduced by 10
falls unconscious feet. The creature
for the same can repeat the
duration, or until saving throw at the
it takes damage, end of each of each
minute, ending the effect on itself with a success. each of its turns, ending the effect on itself on a
Thever Fumes (Inhaled). A creature subjected to success.
this poison must succeed on a DC 14 Constitution Torpor (Ingested). A creature subjected to this
saving throw or be poisoned for 1 minute. While poison must succeed on a DC 15 Constitution saving
poisoned this way, the creature is also blinded. If the throw or become poisoned for 4d6 hours. While
initial saving throw fails by 5 or more, the blindness poisoned, the creature is incapacitated and appears to
becomes permanent, until cured by magic. If the initial be in a coma.
saving throw is failed by 4 or less, the creature can Tressym Tongue. This substance is a curative
attempt another saving throw at the end of each of its creature component. A single tongue can be harvested
turns, ending the effect on itself with a success. from a dead tressym. Placing the whole tongue on a
Thever Paste (Contact). A creature subjected to this creature indicates whether the creature is currently
poison must succeed on a DC 12 Constitution saving poisoned or has the natural ability to produce its own
throw or be poisoned for 10 minutes. While poisoned venom. When placed in contact with a substance (or a
this way, the creature is also blinded. If the initial container holding a single substance) the tongue can
saving throw fails by 5 or more, the blindness becomes determine whether the substance is poisoned or
permanent, until cured by magic. If the initial saving poisonous. The tressym tongue discolors from pink to
throw is failed by 4 or less, the creature can attempt dark grey to indicate poison, after which it becomes
another saving throw at the end of each of its turns, useless. If no poison is indicated, the tongue can be
ending the effect on itself with a success. preserved and reused.
Thri-Kreen Venom (Injury). A creature subjected to Tri-Flower (Inhaled). A creature subjected to this
this poison must succeed on a DC 11 Constitution poison must succeed on a DC 11 Constitution saving
saving throw or be poisoned for 1 minute. If the saving throw or be for one hour. While poisoned this way, the
throw fails by 5 or more, the target is also paralyzed target is unconscious. At the end of each minute, the
while poisoned this way. The poisoned target can poisoned target can repeat the saving throw, ending
repeat the saving throw on each of its turns, ending the effect on itself on a success.
the effect on itself on a success. Troglodyte Stench (Inhaled). This poison does not
Timmask (Inhaled). A creature subjected to this fill an area. Instead, a creature hit by the glass vial is
toxin is automatically poisoned for 1 minute and is coated with a terrible, sticky substance. At the start of
“confused” while poisoned. The poisoned creature its turn, the affected creature, and any creature that
must make a DC 14 Constitution saving throw at the begins its turn within 5 feet of the affected creature
start of each of its turns. If successful, the effect on the must succeed on a DC 12 Constitution saving throw or
creature ends. Otherwise, roll a d20. On a 1-2, the be poisoned until the start of the creature’s next turn.
creature loses its action for the turn and uses all its On a successful saving throw, the creature is immune
movement to move in a random direction. (To to this stench and the stench of all troglodytes for 1
determine the direction, roll a d8 and assign a hour. The substance remains active for 1d4 hours. A
direction to each die face.) On a 3-14, the creature creature can remove this stench on itself by using a
doesn’t move or take actions that turn. On a 15-20, the short rest to bathe in water, alcohol, or vinegar.
creature uses its action to make a melee attack against Truth Serum (Ingested). A creature subjected to
a randomly determined creature within its reach. If this poison must succeed on a DC 11 Constitution
there is no creature within its reach, the creature does saving throw or become poisoned for 1 hour. The
nothing during that turn. poisoned creature can’t knowingly speak a lie, as if
Tlincalli Sting (Injury). A creature subjected to this under the effect of a zone of truth spell.
poison suffers 14 (4d6) poison damage and must Unicorn Horn. This substance is a curative creature
succeed on a DC 14 Constitution saving throw or be component. A single horn can be harvested from a
poisoned for 1 minute. If it fails the saving throw by 5 dead unicorn and ground into 1d4+1 doses of this
or more, the target is also paralyzed while poisoned. powerful curative substance. This harvesting succeeds
The target can repeat the saving throw at the end of automatically without an ability check if using
appropriate tools or weapons for the extraction. The
consumption of powdered unicorn horn, or its direct damage on a successful one. If the poison damage
application to a wound, heals 2d8+2 hit points and reduces the target to 0 hit points, the target is stable
removes all diseases and neutralizes all poisons but poisoned for 1 hour, even after regaining hit
afflicting the target. When mixed with food, drink, or points, and is paralyzed while poisoned in this way.
other consumables, a dose neutralizes any poisons or Verminous Venom, Giant Scorpion (Injury). A
diseases tainting that substance. creature subjected to this poison must succeed on a
Ungol Dust (Inhaled). A creature subjected to this DC 12 Constitution saving throw, taking 22 (4d10)
poison must succeed on a DC 12 Constitution saving poison damage on a failed save, or half as much
throw or be poisoned (Charisma) for 1 minute. If the damage on a successful one.
saving throw fails by 5 or more, the subject loses 4 Verminous Venom, Giant Spider (Injury). A
points of Charisma for 24 hours. This latter effect is creature subjected to this poison must succeed on a
not cumulative across multiple applications of this DC 11 Constitution saving throw, taking 9 (2d8)
poison. poison damage on a failed save, or half as
Vapid Leaf Extract (Injury). A creature much damage on a successful one. If the
subjected to this poison must succeed on a poison damage reduces the target to 0 hit
DC 13 Constitution saving throw or be points, the target is stable but poisoned for
poisoned (Intelligence) for 10 minutes. A 1 hour, even after regaining hit points, and
creature can repeat the saving throw at the is paralyzed while poisoned in this way.
end of each of its turns, ending the effect Verminous Venom, Giant Wasp
early on itself on a success. When the effect (Injury). A creature subjected to this
ends, the creature gains one level of poison must succeed on a DC 11
exhaustion if it currently has fewer than 3 Constitution saving throw, taking 10 (3d6)
levels of exhaustion. poison damage on a failed save, or half as
Vegepygmy Chief Spores (Inhaled). much damage on a successful one. If the
This poison is collected as a spore, not poison damage reduces the target to 0 hit
stored in a glass vial. When burst by an points, the target is stable but poisoned for
impact, the spore fills a 15-feet cube. A 1 hour, even after regaining hit points, and
non-plant creature subjected to this poison is paralyzed while poisoned in this way.
must succeed on a DC 12 Constitution Verminous Venom, Giant Wolf Spider
saving throw or be poisoned for 1 minute. (Injury). A creature subjected to this
While poisoned in this way, a target takes poison must succeed on a DC 11
9 (2d8) poison damage at the start of each Constitution saving throw, taking 7 (2d6)
of its turns. The target can repeat the poison damage on a failed save, or half as
saving throw at the end of each of its turns, much damage on a successful one. If the
ending the effect on itself on a success. poison damage reduces the target to 0 hit
Verminous Antidote. A creature that points, the target is stable but poisoned for
drinks this vial of liquid gains advantage 1 hour, even after regaining hit points, and
on saving throws against poisons for 1 hour, so long as is paralyzed while poisoned this way.
the poison’s source is a verminous type of beast (some Verminous Venom, Phase Spider (Injury). A
kind of spider, snake, or scorpion). This confers no creature subjected to this poison must succeed on a
benefits to undead or constructs. DC 11 Constitution saving throw, taking 18 (4d8)
Verminous Venom, Flying Snake (Injury). A poison damage on a failed save, or half as much
creature subjected to this poison suffers 7 (3d4) damage on a successful one. If the poison damage
poison damage. reduces the target to 0 hit points, the target is stable
Verminous Venom, Giant Centipede (Injury). A but poisoned for 1 hour, even after regaining hit
creature subjected to this poison must succeed on a points, and is paralyzed while poisoned this way.
DC 11 Constitution saving throw, taking 10 (3d6) Verminous Venom, Poisonous Snake (Injury). A
poison damage on a failed save, or half as much creature subjected to this poison must succeed on a
DC 10 Constitution saving throw, taking 5 (2d4) Wyvern Poison (Injury). A creature subjected to
poison damage on a failed save, or half as much this poison must make a DC 15 Constitution saving
damage on a successful one. throw, taking 24 (7d6) poison damage on a failed save,
Verminous Venom, Scorpion (Injury). A creature or half as much damage on a successful one.
subjected to this poison must succeed on a DC 9 Yahcha Beetle. This substance is a curative creature
Constitution saving throw, taking 4 (1d8) poison component. The flesh of this fist-sized beetle, when
damage on a failed save, or half as much damage on a eaten, allows the consuming creature to immediately
successful one. attempt a new saving throw, with advantage, against
Verminous Venom, Serpent (Injury). A creature the disease known as “mad monkey fever.” (See
subjected to this poison must succeed on a DC 11 Dancing Monkey Fruit, earlier in this chapter.)
Constitution saving throw, Yochlol Mist (Inhaled). A
taking 10 (3d6) poison creature subjected to this
damage on a failed save, or poison must succeed on a
half as much damage on a DC 14 Constitution saving
successful one. throw or be poisoned until
Verminous Venom, the start of its next turn.
Spider (Injury). A creature While poisoned this way,
subjected to this poison the target is incapacitated.
must succeed on a DC 9 Yuan-ti Venom,
Constitution saving throw Abomination (Injury). A
or take 2 (1d4) poison creature subjected to this
damage. poison suffers 10 (3d6)
Vrock Spores (Inhaled). poison damage.
This poison is collected as a Yuan-ti Venom,
spore, not stored in a glass vial. When burst by an Anathema (Injury). A creature subjected to this
impact, the spore fills a 15-feet cube. The toxin poison suffers 14 (4d6) poison damage.
spreads around corners. A creature subjected to this Yuan-ti Venom, Common (Injury). A creature
poison must succeed on a DC 14 Constitution saving subjected to this poison suffers 7 (2d6) poison
throw or become poisoned. While poisoned in this damage.
way, the target takes 5 (1d10) poison damage at the Zabou (Inhaled). This poison is collected as a spore,
start of each of its turns. A target can repeat the saving not stored in a glass vial. When burst by an impact, the
throw at the end of each of its turns, ending the effect spore fills a 10-feet cube. Creatures starting their turns
on itself on a success. Emptying a vial of holy water on within the area or entering it on their turns must make
the target also ends the effect. a DC 10 Constitution saving throw or be poisoned for 1
Wraith Sheen (Contact). A creature subjected to minute. While poisoned this way, a creature’s skin
this poison must succeed on a DC 14 Constitution itches. A creature can repeat the saving throw at the
saving throw or be poisoned (Constitution, Dexterity, end of each of its turns, ending the effect on itself on a
Strength) for 1 hour. 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 tools and gear come with full


descriptions and statistics for use in
fifth edition DUNGEONS & DRAGONS.
Explore hundreds of new options to
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This book combines gear and craftable


concoctions from a handful of prior
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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 ®

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