D&D 5e Expanded Tool & Gear Manual
D&D 5e Expanded Tool & Gear Manual
ON THE COVER
Trackers by Dean Spencer
DUNGEONS & DRAGONS, D&D, MAGIC THE GATHERING, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon
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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.
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.
❖ 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.
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
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.