Equipment (5E)

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Coinage

Standard exchange rates
Coin cp sp ep gp pp
Copper (cp) 1 110 150 1100 11,000
Silver (sp) 10 1 15 110 1100
Electrum (ep) 50 5 1 12 120
Cold (gp) 100 10 2 1 110
Platinum (pp) 1,000 100 20 10 1

Armor & Shields

Armor proficiency: Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t east spells.

Armor Class (AC): Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.

Heavy armor: Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Shields: A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2, You can benefit from only one shield at a time.

Light armor

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

Padded: Padded armor consists of quilted layers of cloth and batting.

Leather: The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Studded leather: Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Medium armor

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2. to the base number from your armor type to determine your Armor Class.

Hide: This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

Chain shirt: Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Scale mail: This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Breastplate: This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.

Half Plate: Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Heavy armor

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.

Ring mail: This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it’s usually worn only by those who can’t afford better armor.

Chain mail: Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Splint: This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Plate: Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Special armors

Adamantine armor

Armor (medium or heavy, but not hide), uncommon (DMG-150)

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.

As a substance, adamantine has an object Armor Class of 23.(DMG-246)

Dragon armor

Armor, (leather, studded leather, hide, scale mail, and half plate) (&N-91)

This armor is made from the hide of a dragon. It is extremely supple yet far more durable than standard leather or hide armor. For studded leather, scale mail, and half plate, dragon scales are used (rather than metal) to add protection. You gain a +1 bonus to AC while you wear this armor.

Elven chain

Armor (chain shirt), rare (DMG-168)

You gain a +1 bonus to AC—thus 14 + Dex (max 2)—while wearing this masterly crafted mithral chain shirt. You are considered proficient with this armor even if you lack proficiency with medium armor.

Mithral armor

Armor (medium or heavy, but not hide), uncommon (DMG-182)

Mithral is a light, flexible metal. Armor made using mithral is therefore ∼⅔ the weight of steel armor while providing the same protection. As a substance, mithral has an object Armor Class of 21.(DMG-246)

A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

Armor table

Armor Type Cost AC (Armor Class) Strength Stealth Weight
Padded Light 5 gp 11 + Dex Disad. 8 ℔
Leather Light 10 gp 11 + Dex 10 ℔
dragon leather Light 100 gp 12 + Dex 10 ℔
Studded leather Light 45 gp 12 + Dex 13 ℔
stud. dragon leather Light 400 gp 13 + Dex 13 ℔
Hide Med. 10 gp 12 + Dex (max 2) 12 ℔
dragon hide Med. 100 gp 13 + Dex (max 2) 12 ℔
Chain shirt Med. 50 gp 13 + Dex (max 2) —— 20 ℔
mithral chain shirt Med. 500 gp 13 + Dex (max 2) —— 10 ℔
elven chain [shirt] Med. 2,500 gp 14 + Dex (max 2) —— 10 ℔
Scale mail Med. 50 gp 14 + Dex (max 2) Disad. 45 ℔
mithral scale mail Med. 500 gp 14 + Dex (max 2) 30 ℔
dragon scale mail Med. 500 gp 15 + Dex (max 2) Disad. 45 ℔
Breastplate Med. 400 gp 14 + Dex (max 2) 20 ℔
mithral breastplate Med. 900 gp 14 + Dex (max 2) —— 10 ℔
Half plate Med. 750 gp 15 + Dex (max 2) Disad. 40 ℔
mithral half plate Med. 1,000 gp 15 + Dex (max 2) 25 ℔
dragon half plate Med. 1,250 gp 16 + Dex (max 2) Disad. 40 ℔
Ring mail Hvy. 30 gp 14 Disad. 40 ℔
Chain mail Hvy. 75 gp 16 Str 13 Disad. 55 ℔
mithral chain mail Hvy. 500 gp 16 35 ℔
Splint Hvy. 200 gp 17 Str 15 Disad. 60 ℔
Plate Hvy. 1,500 gp 18 Str 15 Disad. 65 ℔
mithral plate Hvy. 2,000 gp 18 40 ℔
Buckler Shield 5 gp +1 3 ℔
Shield Shield 10 gp +2 6 ℔

Weapons

Weapon table

C C Weapon Cost D Type Wgt Properties R
Sim. Mel. Club 1 sp 1d4 bludgen. 2 ℔ Light
Sim. Mel. Dagger 2 gp 1d4 pier./slash. 1 ℔ Finesse • light
• thrown
20/60
Sim. Mel. Greatclub 2 sp 1d8 bludgen. 10 ℔ Two-hnd.
Sim. Mel. Handaxe 5 gp 1d6 slashing 2 ℔ Light
• thrown
20/60
Sim. Mel. Javelin 5 sp 1d6 piercing 2 ℔
• thrown
30/120
Sim. Mel. Light hammer 2 gp 1d4 bludgen. 2 ℔ Light
• thrown
20/60
Sim. Mel. Mace 5 gp 1d6 bludgen. 4 ℔
Sim. Mel. Quarterstaff 2 sp 1d6 bludgen. 4 ℔ Versatile (1d8)
Sim. Mel. Sickle 1 gp 1d4 slashing 2 ℔ Light
Sim. Mel. Spear 1 gp 1d6 piercing 3 ℔ Versatile (1d8)
• thrown
20/60
Sim. Mel. Yklwa 1 gp 1d8 piercing 3 ℔ Special
• thrown
(ToA)
10/30
Sim. Mel. unarmed strike 1 bludgen.
Mar. Mel. Battleaxe 10 gp 1d8 slashing 4 ℔ Versatile (1d10)
Mar. Mel. Flail 10 gp 1d8 bludgen. 2 ℔
Mar. Mel. Glaive 20 gp 1d10 slashing 6 ℔ Two-hnd. • hvy • reach
Mar. Mel. Greataxe 30 gp 1d12 slashing 7 ℔ Two-hnd. • hvy
Mar. Mel. Greatsword 50 gp 2d6 slashing 6 ℔ Two-hnd. • hvy
Mar. Mel. Halberd 20 gp 1d10 slashing 6 ℔ Two-hnd. • hvy • reach
Mar. Mel. Lance 10 gp 1d12 piercing 6 ℔ Special • reach
Mar. Mel. Longsword 15 gp 1d8 slashing 3 ℔ Versatile (1d10)
Mar. Mel. Maul 10 gp 2d6 bludgen. 10 ℔ Two-hnd. • hvy
Mar. Mel. Morningstar 15 gp 1d8 piercing 4 ℔
Mar. Mel. Pike 5 gp 1d10 piercing 18 ℔ Two-hnd. • hvy • reach
Mar. Mel. Rapier 25 gp 1d8 piercing 2 ℔ Finesse
Mar. Mel. Scimitar 25 gp 1d6 slashing 3 ℔ Finesse • light • versatile (2d4)
Mar. Mel. Scimitar, double 100 gp 2d4 slashing 6 ℔ Special • two-hnd. (WGE)
Mar. Mel. Shortsword 10 gp 1d6 piercing 2 ℔ Finesse • light
Mar. Mel. Trident 5 gp 1d6 piercing 4 ℔ Versatile (1d8)
• thrown
20/60
Mar. Mel. Urgrosh, dwarven 50 gp 1d10 slashing 4 ℔ Special • two-hnd. • hvy (PAB)
Mar. Mel. War Pick 5 gp 1d8 piercing 2 ℔
Mar. Mel. Warhammer 15 gp 1d8 bludgen. 2 ℔ Versatile (1d10)
Mar. Mel. Whip 2 gp 1d4 slashing 3 ℔ Finesse • reach
Sim. Rng. Dart 5 cp 1d4 piercing ¼ ℔ Finesse
• thrown
20/60
Sim. Rng. Crossbow, light 25 gp 1d8 piercing 5 ℔ Two-hnd.
• load. • ammo.
80/320
Sim. Rng. Shortbow 25 gp 1d6 piercing 2 ℔ Two-hnd.
• ammo.
80/320
Sim. Rng. Sling 1 sp 1d4 bludgen.
• ammo.
30/120
Mar. Rng. Blowgun 10 gp 1 piercing 1 ℔
• load. • ammo.
25/100
Mar. Rng. Crossbow, hand 75 gp 1d6 piercing 3 ℔ Light
• load. • ammo.
30/120
Mar. Rng. Crossbow, heavy 50 gp 1d10 piercing 18 ℔ Two-hnd. • hvy
• load. • ammo.
100/400
Mar. Rng. Longbow 50 gp 1d8 piercing 2 ℔ Two-hnd. • hvy
• ammo.
150/600
Mar. Rng. Net 1 gp 3 ℔ Special
• thrown
5/15

Weapon properties

Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.
Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Reach
This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it.
Special
A weapon with the special property has unusual rules governing its use, explained in the weapon’s description.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Two-Handed
This weapon requires two hands when you attack with it.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Special weapons

Double scimitar

Valenar elves (Wayfarer’s Guide to Eberron, pp.73–74)

When you take the attack action and make a two-handed attack with a double scimitar, you can use a bonus action to make a melee attack with the blade at the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage for this bonus attack is 1d4 slashing.

Feat: revenant blade

Prerequisite: elf

You are descended from a master of the double blade and their skills have passed on to you. You gain the following benefits:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC.
  • On your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon’s damage die for this attack increases to 2d4, instead of 1d4.

Dwarven urgrosh

Player’s Advantage: Barbarian, 5e SRD

One head of this weapon is an axe (1d10 slashing) and the other is a spear (1d8 piercing). Originally used exclusively for mining, these weapons were adapted to combat creatures in the Underdark. If you have the two-weapon fighting style, or the Dual Wielder feat, you can wield a dwarven urgrosh as a one-handed battleaxe and a one-handed spear. It gains the light property when wielded in this way.

Lance

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

Net

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

Yklwa

Chultan short spear, Faerûn (Tomb of Annihilation) D&D Beyond

A yklwa (YICK-ul-wah) consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. The yklwa is not well balanced for throwing limiting its range.yklwa

Adamantine weapons

Xanathar’s Guide to Everything, p.78

Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft adamantine armor, the metal is also used for weapons.

Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.

The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.

Silvered weapons

Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.

Racial weapons

This is untested homebrew.

Racial Weapons thread at En World forum.

Weapon Cost Damage Weight Properties
Elven crescent blade 80 gp 2d6 slashing 6 ℔ heavy, two-handed, special
Elven lightblade 50 gp 1d6 piercing 1 ℔ Finesse, Light, special
Elven thinblade 100 gp 1d8 piercing 1 ℔ Finesse, special

Elven crescent blade:(PAB) This long, almost moon-shaped blade allows a proper wielder unsurpassed flexibility in battle. If you have the Exotic Weapon Master feat, the elven crescent blade gains the finesse property.

Elven lightblade:(D&Dwiki) The elven lightblade has the weight and and finesse of a dagger, but the length and strength of a shortsword. Its thin, flexible blade slips easily into the seams of armor, or between the ribs of an enemy. In elven cultures, a decorated lightblade is often used as a badge of office. You are proficient with elven lightblades if you have Elven Weapon Training, or the Elven blade master feat.

Elven thinblade:(D&Dwiki) The elven thinblade has the fine blade and needle-like point of a rapier, but the length and strength of a longsword. Its thin, flexible blade slips easily into the seams of armor, or between the ribs of an enemy. You are proficient with elven thinblades if you have Elven Weapon Training, or the Elven blade master feat.

Great bow:(PAB) This 6-foot tall bow is made of elm rather than yew or ash, making it astonishingly stiff, large and strong, and equally capable of use for long and short shooting. You can use a bonus action to steady yourself. While you are steadied, your attacks with the great bow deal 2d6 piercing damage. You are no longer steadied if you move.

Spiked chain:(PAB) A length of spiked chain is between 6 and 8-feet long with wicked barbs welded onto one end. If you have the Dual-Wielder feat, the Exotic Weapon Master feat, or the Two-Weapon Fighting style, you can wield a spiked chain as two one-handed, light weapons that each deal 1d6 piercing damage. The spiked chain loses the reach property when wielded in this way.

War scythe:(PAB) Fashioned to resemble the threshing implement but modified for battle, the war scythe can be a deadly weapon in the right hands. You can’t wield a war scythe in one hand. If you have the Exotic Weapon Master feat, you can wield the war scythe as a war pick. It gains the versatile (d10) property when wielded in this way. When you take the Attack action, you can attempt the Trip Attack combat manuever (DC 8 + your proficiency bonus + your Strength modifier) against a creature as one of your attacks.

Adventuring Gear

Item Cost Weight
Abacus 2 gp 2 ℔
Acid (vial) 25 gp 1 ℔
Alchemist’s fire (flask) 50 gp 1 ℔
Ammunition
Arrows (20) 1 gp 1 ℔
Blowgun needles (50) 1 gp 1 ℔
Crossbow bolts (20) 1 gp 1½ ℔
Sling bullets (20) 4 cp ½ ℔
Antitoxin (vial) 50 gp
focusarcane Crystal 10 gp 1 ℔
focusarcane Orb 20 gp 3 ℔
focusarcane Rod 10 gp 2 ℔
focusarcane Staff 5 gp 4 ℔
focusarcane Wand 10 gp 1 ℔
Backpack 2 gp 5 ℔
Ball bearings (bag of 1,000) 1 gp 2 ℔
Barrel 2 gp 70 ℔
Basket 4 sp 2 ℔
Bedroll 1 gp 7 ℔
Bell 1 gp
Blanket 5 sp 3 ℔
Block and tackle 1 gp 5 ℔
Book 25 gp 5 ℔
Bottle, glass 2 gp 2 ℔
Bucket 5 cp 2 ℔
Caltrops (bag of 20) 1 gp 2 ℔
Candle 1 cp
Case, crossbow bolt 1 gp 1 ℔
Case, map or scroll 1 gp 1 ℔
Chain (10 feet) 5 gp 10 ℔
Chalk (1 piece) 1 cp
Chest 5 gp 25 ℔
Climber’s kit 25 gp 12 ℔
Clothes, common 5 sp 3 ℔
Clothes, costume 5 gp 4 ℔
Clothes, fine 15 gp 6 ℔
Clothes, traveler’s 2 gp 4 ℔
Component pouch 25 gp 2 ℔
Crowbar 2 gp 5 ℔
focusdruidic Sprig of mistletoe 1 gp
focusdruidic Totem 1 gp
focusdruidic Staff, wooden 5 gp 4 ℔
focusdruidic Wand, yew 10 gp 1 ℔
Fishing tackle 1 gp 4 ℔
Flask or tankard 2 cp 1 ℔
Grappling hook 2 gp 4 ℔
Hammer 1 gp 3 ℔
Hammer, sledge 2 gp 10 ℔
Healer’s kit 5 gp 3 ℔
holysymbol Amulet 5 gp 1 ℔
holysymbol Emblem 5 gp
holysymbol Reliquary 5 gp 2 ℔
Holy water (flask) 25 gp 1 ℔
Hourglass 25 gp 1 ℔
Hunting trap 5 gp 25 ℔
Ink (1 ounce bottle) 10 gp
Ink pen 2 cp
Jug or pitcher 2 cp 4 ℔
Ladder (10-foot) 1 sp 25 ℔
Lamp 5 sp 1 ℔
Lantern, bullseye 10 gp 2 ℔
Lantern, hooded 5 gp 2 ℔
Lock 10 gp 1 ℔
Magnifying glass 100 gp
Manacles 2 gp 6 ℔
Mess kit 2 sp 1 ℔
Mirror, steel 5 gp ½ ℔
Oil (flask) 1 sp 1 ℔
Paper (one sheet) 2 sp
Parchment (one sheet) 1 sp
Perfume (vial) 5 gp
Pick, miner’s 2 gp 10 ℔
Piton 5 cp ¼ ℔
Poison, basic (vial) 100 gp
Pole (10-foot) 5 cp 7 ℔
Pot, iron 2 gp 10 ℔
Potion of healing (2d4+2) 50 gp ½ ℔
Pouch 5 sp 1 ℔
Quiver 1 gp 1 ℔
Ram, portable 4 gp 35 ℔
Rations (1 day) 5 sp 2 ℔
Robes 1 gp 4 ℔
Rope, hempen (50 feet) 1 gp 10 ℔
Rope, silk (50 feet) 10 gp 5 ℔
Sack 1 cp ½ ℔
Scale, merchant’s 5 gp 3 ℔
Sealing wax 5 sp
Shovel 2 gp 5 ℔
Signal whistle 5 cp
Signet ring 5 gp
Soap 2 cp
Spellbook 50 gp 3 ℔
Spikes, iron (10) 1 gp 5 ℔
Spyglass 1,000 gp 1 ℔
Tent, two-person 2 gp 20 ℔
Tinderbox 5 sp 1 ℔
Torch 1 cp 1 ℔
Vial 1 gp
Waterskin (full) 2 sp 5 ℔
Whetstone 1 cp 1 ℔

Equipment packs

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

Burglar’s pack (16 gp): Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Diplomat’s pack (39 gp): includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

Dungeoneer’s pack (12 gp): Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Entertainer’s pack (40 gp): Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

Explorer’s pack (10 gp): Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Monster Hunter’s pack (33 gp):(CS-209) Includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.

Priest’s pack (19 gp): Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

Scholar’s pack (40 gp): Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Tools and skills together

Xanathar’s Guide to Everything (pp.78–85)

Gaming set

Xanathar’s Guide to Everything (p.81)

Activity DC
Catch a player cheating 15
Gain insight into an Opponent’s personality 15

Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.

Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.

History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.

Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.

Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pick-pocketing attempt.

Herbalism kit

Xanathar’s Guide to Everything (p.82)

Activity DC
Find plants 15
Identify poison 20

Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.

Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.

Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.

Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.

Nature and survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.

Identify plants: You can identify most plants with a quick inspection of their appearance and smell.

Musical instruments

Xanathar’s Guide to Everything (p.83)

Activity DC
Identify a tune 10
Improvise a tune 20

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History: Your expertise aids you in recalling lore related to your instrument.

Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Woodcarver’s tools

Xanathar’s Guide to Everything (p.85)

Activity DC
Craft a small wooden figurine 10
Carve an intricate pattern in wood 15

Woodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.

Components: Woodcarver’s tools consist of a knife, a gouge, and a small saw.

Arcana, history: Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows.

Nature: Your knowledge of wooden objects gives you some added insight when you examine trees.

Repair: As part of a short rest, you can repair a single damaged wooden object.

Craft Arrows: As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them.

Note: Characters with a specific connection to archery—those with elf weapon training or the archery fighting style, clerics of a god of archery, Arcane Archers, etc.—may use woodcarver’s tools as a bowyer/fletcher (proficient in crafting, and examining, bows and arrows) even if they are otherwise not proficient in woodcarving.

Vehicles

Ship Cost (gp) Speed Crew Pass. Cargo AC HP Dmg.Th.
Rowboat 50 kt. 1 3 11 80
Keelboat 3,000 1 kt. 1 6 ½ 15 100 10
Longship 10,000 3 kt. 40 150 10 15 300 15
Sailing ship 10,000 2 kt. 20 20 100 15 300 15
Warship 25,000 kt. 60 60 200 15 500 20
Galley 30,000 4 kt. 80 150 15 500 20
Airship 20,000 8 kt. 10 20 1 13 300

Visibility

The distance (d) to the horizon in miles for an observer at a height (h) in feet above ground level is:

d ≈ 1.07 × √h

Thus for an observer in a crow’s nest, the horizon is ∼9 miles away, and another crow’s nest would be visible at a combined distance of ∼18 miles. Overcast skies reduce the perceivable distance by half. Rain and fog reduce visibility just as they do on land.

Owning a ship

At some point in your campaign, the adventurers might gain custody of a ship. They might purchase or capture one or receive one to carry out a mission. It’s up to you whether a ship is available for purchase, and you have the power to deprive the adventurers of a ship at any time should it become a nuisance (see the DMG “Shipwrecks” sidebar).

Speed
In a dead calm (no wind), ships can’t move under sail and must be rowed. A ship sailing against a strong wind moves at half speed.
Crew
A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the Airborne and Waterborne Vehicles table.
You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return.
Passengers
The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers.
A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day.
Cargo
The table indicates the maximum tonnage each kind of ship can carry.
Damage Threshold
A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points.
Ship Repair
Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.