The Thieves Guild
A Collection of D&D 5e Resources
D&D Equipment and Supplies, Weapons and Armor

Equipment & Supplies

equipment and supplies
Below is a table showing all of the items mentioned in the AD&D Player's Handbook. This table will allow you to easily search for items quickly. Also check out our Shops section for a list of items sold by specific merchants.


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Low Cost Multiplier:
High Cost Multiplier:
Item
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
Armor
Light Armor
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 8 lb.
Padded armor consists of quilted layers of cloth and batting (layers or sheets of raw cotton or wool).
[AC: 11 + Dex modifier; Stealth: Disadvantage]
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 10 lb.
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.
[AC: 11 + Dex modifier]
Cost: 45 gp
Cheap: 36 gp
Expensive: 90 gp
Weight: 13 lb.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
[AC: 12 + Dex modifier]
Medium Armor
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 12 lb.
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.
[AC: 12 + Dex modifier (max 2)]
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 20 lb.
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.
[AC: 13 + Dex modifier (max 2)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
25 gp
20 gp
50 gp
20 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
38 gp
30 gp
75 gp
20 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
45 gp
36 gp
90 gp
20 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
50 gp
40 gp
100 gp
20 lb.
Steel is the defauft metal to make armor.
150 gp
140 gp
200 gp
20 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
550 gp
540 gp
600 gp
20 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
850 gp
840 gp
900 gp
20 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 45 lb.
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.
[AC: 14 + Dex modifier (max 2); Stealth: Disadvantage]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
25 gp
20 gp
50 gp
45 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
38 gp
30 gp
75 gp
45 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
45 gp
36 gp
90 gp
45 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
50 gp
40 gp
100 gp
45 lb.
Steel is the defauft metal to make armor.
150 gp
140 gp
200 gp
45 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
550 gp
540 gp
600 gp
45 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
850 gp
840 gp
900 gp
45 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Cost: 400 gp
Cheap: 320 gp
Expensive: 800 gp
Weight: 20 lb.
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.
[AC: 14 + Dex modifier (max 2)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
200 gp
160 gp
400 gp
20 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
300 gp
240 gp
600 gp
20 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
360 gp
288 gp
720 gp
20 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
400 gp
320 gp
800 gp
20 lb.
Steel is the defauft metal to make armor.
500 gp
420 gp
1,000 gp
20 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
900 gp
820 gp
1,300 gp
20 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
1,200 gp
1,120 gp
1,600 gp
20 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Cost: 750 gp
Cheap: 600 gp
Expensive: 1,500 gp
Weight: 40 lb.
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.
[AC: 15 + Dex modifier (max 2); Stealth: Disadvantage]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
375 gp
300 gp
750 gp
40 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
563 gp
450 gp
1,125 gp
40 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
675 gp
540 gp
1,350 gp
40 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
750 gp
600 gp
1,500 gp
40 lb.
Steel is the defauft metal to make armor.
938 gp
750 gp
1,875 gp
40 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
1,250 gp
1,100 gp
2,000 gp
40 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
1,550 gp
1,400 gp
2,300 gp
40 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Heavy Armor
Cost: 30 gp
Cheap: 24 gp
Expensive: 60 gp
Weight: 40 lb.
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.
[AC: 14; Stealth: Disadvantage]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
15 gp
12 gp
30 gp
40 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
23 gp
18 gp
45 gp
40 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
27 gp
22 gp
54 gp
40 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
30 gp
24 gp
60 gp
40 lb.
Steel is the defauft metal to make armor.
130 gp
124 gp
160 gp
40 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
530 gp
524 gp
560 gp
40 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
830 gp
824 gp
860 gp
40 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Cost: 75 gp
Cheap: 60 gp
Expensive: 150 gp
Weight: 55 lb.
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.
[AC: 16; Strength 13; Stealth: Disadvantage]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
38 gp
30 gp
75 gp
55 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
56 gp
45 gp
113 gp
55 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
68 gp
54 gp
135 gp
55 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
75 gp
60 gp
150 gp
55 lb.
Steel is the defauft metal to make armor.
175 gp
160 gp
250 gp
55 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
575 gp
560 gp
650 gp
55 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
875 gp
860 gp
950 gp
55 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Cost: 1500 gp
Cheap: 1,200 gp
Expensive: 3,000 gp
Weight: 65 lb.
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.
[AC: 18; Strength 15; Stealth: Disadvantage]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
750 gp
600 gp
1,500 gp
65 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
1,125 gp
900 gp
2,250 gp
65 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
1,350 gp
1,080 gp
2,700 gp
65 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
1,500 gp
1,200 gp
3,000 gp
65 lb.
Steel is the defauft metal to make armor.
1,875 gp
1,500 gp
3,750 gp
65 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
2,000 gp
1,700 gp
3,500 gp
65 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
2,300 gp
2,000 gp
3,800 gp
65 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Cost: 200 gp
Cheap: 160 gp
Expensive: 400 gp
Weight: 60 lb.
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.
[AC: 17; Strength 15; Stealth: Disadvantage]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
100 gp
80 gp
200 gp
60 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
150 gp
120 gp
300 gp
60 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
180 gp
144 gp
360 gp
60 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
200 gp
160 gp
400 gp
60 lb.
Steel is the defauft metal to make armor.
300 gp
260 gp
500 gp
60 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
700 gp
660 gp
900 gp
60 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
1,000 gp
960 gp
1,200 gp
60 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Shield
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 6 lb.
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.
[AC: +2]
Weapons
Simple Melee Weapons
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight: 2 lb.
A short staff or stick, usually made of wood. Proficiency with a club allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 Bludgeoning; Light]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
5 cp
4 cp
1 sp
2 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 cp
6 cp
15 cp
2 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
1 sp
8 cp
2 sp
2 lb.
Iron is the default metal to make weapons.
13 cp
1 sp
3 sp
2 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
100 gp
100 gp
100 gp
2 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
500 gp
500 gp
500 gp
2 lb.
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.
800 gp
800 gp
800 gp
2 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 1 lb.
A knife with a very sharp point and usually two sharp edges. Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 Piercing; Finesse, Light, Thrown (range 20/60)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
1 gp
8 sp
2 gp
1 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
15 sp
12 sp
3 gp
1 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
2 gp
16 sp
4 gp
1 lb.
Iron is the default metal to make weapons.
3 gp
2 gp
5 gp
1 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
102 gp
102 gp
104 gp
1 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
502 gp
502 gp
504 gp
1 lb.
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.
802 gp
802 gp
804 gp
1 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight: 10 lb.
A large heavy shaft, typically made of wood. Proficiency with a greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 Bludgeoning; Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
1 sp
8 cp
2 sp
10 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
15 cp
12 cp
3 sp
10 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
2 sp
16 cp
4 sp
10 lb.
Iron is the default metal to make weapons.
3 sp
2 sp
5 sp
10 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
100 gp
100 gp
100 gp
10 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
500 gp
500 gp
500 gp
10 lb.
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.
800 gp
800 gp
800 gp
10 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 2 lb.
A wood composite handle with a sharp edged head (called a 'bit'), typically made of iron or steel. Proficiency with a handaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 Slashing; Light, Thrown (range 20/60)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
3 gp
2 gp
5 gp
2 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
4 gp
3 gp
8 gp
2 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
5 gp
4 gp
10 gp
2 lb.
Iron is the default metal to make weapons.
6 gp
5 gp
13 gp
2 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
105 gp
104 gp
110 gp
2 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
505 gp
504 gp
510 gp
2 lb.
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.
805 gp
804 gp
810 gp
2 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 2 lb.
A javelin is a light spear designed primarily to be thrown. Proficiency with a javelin allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 Piercing; Thrown (range 30/120)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
3 sp
2 sp
5 sp
2 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
4 sp
3 sp
8 sp
2 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
5 sp
4 sp
1 gp
2 lb.
Iron is the default metal to make weapons.
6 sp
5 sp
1 gp
2 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
101 gp
100 gp
101 gp
2 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
501 gp
500 gp
501 gp
2 lb.
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.
801 gp
800 gp
801 gp
2 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 2 lb.
The light hammer is a small sledge hammer, usually with a haft made of wood about one and a half feet long. Some have a pick on the back of the hammer head. Proficiency with a light hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 Bludgeoning; Light, Thrown (range 20/60)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
1 gp
8 sp
2 gp
2 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
15 sp
12 sp
3 gp
2 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
2 gp
16 sp
4 gp
2 lb.
Iron is the default metal to make weapons.
3 gp
2 gp
5 gp
2 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
102 gp
102 gp
104 gp
2 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
502 gp
502 gp
504 gp
2 lb.
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.
802 gp
802 gp
804 gp
2 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 4 lb.
A weapon with a heavy head on a solid shaft used to bludgeon opponents. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 Bludgeoning]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
3 gp
2 gp
5 gp
4 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
4 gp
3 gp
8 gp
4 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
5 gp
4 gp
10 gp
4 lb.
Iron is the default metal to make weapons.
6 gp
5 gp
13 gp
4 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
105 gp
104 gp
110 gp
4 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
505 gp
504 gp
510 gp
4 lb.
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.
805 gp
804 gp
810 gp
4 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight: 4 lb.
A staff of wood from 6 to 9 feet (about 2 to 3 m) long, used for attack and defense. Proficiency with a quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 Bludgeoning; Versatile (1d8)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
1 sp
8 cp
2 sp
4 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
15 cp
12 cp
3 sp
4 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
2 sp
16 cp
4 sp
4 lb.
Iron is the default metal to make weapons.
3 sp
2 sp
5 sp
4 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
100 gp
100 gp
100 gp
4 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
500 gp
500 gp
500 gp
4 lb.
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.
800 gp
800 gp
800 gp
4 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 2 lb.
A short-handled tool with a semicircular blade, typically used by farmers for cutting grain, lopping, or trimming. Proficiency with a sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 Slashing; Light]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
5 sp
4 sp
1 gp
2 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 sp
6 sp
15 sp
2 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
1 gp
8 sp
2 gp
2 lb.
Iron is the default metal to make weapons.
1 gp
1 gp
3 gp
2 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
101 gp
101 gp
102 gp
2 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
501 gp
501 gp
502 gp
2 lb.
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.
801 gp
801 gp
802 gp
2 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 3 lb.
A pole weapon consisting of a shaft, usually of wood, with a pointed head. Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 Piercing; Thrown (range 20/60), Versatile (1d8)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
5 sp
4 sp
1 gp
3 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 sp
6 sp
15 sp
3 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
1 gp
8 sp
2 gp
3 lb.
Iron is the default metal to make weapons.
1 gp
1 gp
3 gp
3 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
101 gp
101 gp
102 gp
3 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
501 gp
501 gp
502 gp
3 lb.
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.
801 gp
801 gp
802 gp
3 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Simple Ranged Weapons
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 5 lb.
A ranged weapon that uses an elastic launching device consisting of a bow-like assembly mounted horizontally on a main frame. Proficiency with a light crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 Piercing; Ammunition, Loading, (Range 80/320), Two-Handed]
Cost: 5 cp
Cheap: 4 cp
Expensive: 1 sp
Weight: ¼ lb.
Darts are thrown, ranged weapons. They are designed to fly such that a sharp, often weighted point will strike first. They can be distinguished from javelins by the presence of fletching (feathers on the tail) and a shaft that is shorter and/or more flexible. Darts can be palm sized, or several feet long. Proficiency with a dart allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 Piercing; Finesse, Thrown (range 20/60)]
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 2 lb.
The shortbow is a flexible shaft of wood (or horn or bone) about 3 to 4 feet long with the ends connected by strong cord or a gut string that is a little shorter than the shaft, causing the wood to bend and keep the string under tension. Proficiency with a shortbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 Piercing; Ammunition, (Range 80/320), Two-Handed]
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight:
A sling is a projectile weapon typically used to throw a blunt projectile such as a stone, clay, or lead "sling-bullet". It is also known as the shepherd's sling. Proficiency with a sling allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 Bludgeoning; Ammunition, (Range 30/120)]
Martial Melee Weapons
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 4 lb.
An axe head mounted on a wooden or metal haft about 2.5​ to ​3 feet long. Some battleaxes were known to have a short spike or blade on the back of their axeheads, as well as a spike on the end of their shafts. Some came with belt hooks on the side of their heads. Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 Slashing; Versatile (1d10)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
5 gp
4 gp
10 gp
4 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 gp
6 gp
15 gp
4 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
10 gp
8 gp
20 gp
4 lb.
Iron is the default metal to make weapons.
13 gp
10 gp
25 gp
4 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
110 gp
108 gp
120 gp
4 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
510 gp
508 gp
520 gp
4 lb.
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.
810 gp
808 gp
820 gp
4 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 2 lb.
A flail consists of a 2 feet long haft connected to a chain ending with a heavy metal ball or rod. This ball or rod was often spiked. Proficiency with a flail allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 Bludgeoning]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
5 gp
4 gp
10 gp
2 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 gp
6 gp
15 gp
2 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
10 gp
8 gp
20 gp
2 lb.
Iron is the default metal to make weapons.
13 gp
10 gp
25 gp
2 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
110 gp
108 gp
120 gp
2 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
510 gp
508 gp
520 gp
2 lb.
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.
810 gp
808 gp
820 gp
2 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight: 6 lb.
A glaive (or glave) is a European polearm, consisting of a single-edged blade (about 18 inches long) on the end of a 7-foot pole. Glaive-guisarmes have a small hook on the reverse side of the blade, to better catch riders. Proficiency with a glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d10 Slashing; Heavy, Reach, Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
10 gp
8 gp
20 gp
6 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
15 gp
12 gp
30 gp
6 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
20 gp
16 gp
40 gp
6 lb.
Iron is the default metal to make weapons.
25 gp
20 gp
50 gp
6 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
120 gp
116 gp
140 gp
6 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
520 gp
516 gp
540 gp
6 lb.
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.
820 gp
816 gp
840 gp
6 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 30 gp
Cheap: 24 gp
Expensive: 60 gp
Weight: 7 lb.
A large, heavy battleaxe with a double-bladed head. The shaft was usually constructed of stout wood. Proficiency with a greataxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d12 Slashing; Heavy, Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
15 gp
12 gp
30 gp
7 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
23 gp
18 gp
45 gp
7 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
30 gp
24 gp
60 gp
7 lb.
Iron is the default metal to make weapons.
38 gp
30 gp
75 gp
7 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
130 gp
124 gp
160 gp
7 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
530 gp
524 gp
560 gp
7 lb.
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.
830 gp
824 gp
860 gp
7 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 6 lb.
A large sword that has a double-edged blade and requires two hands to wield, with an elongated hilt to accommodate the extra grip. Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[2d6 Slashing; Heavy, Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
25 gp
20 gp
50 gp
6 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
38 gp
30 gp
75 gp
6 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
50 gp
40 gp
100 gp
6 lb.
Iron is the default metal to make weapons.
63 gp
50 gp
125 gp
6 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
150 gp
140 gp
200 gp
6 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
550 gp
540 gp
600 gp
6 lb.
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.
850 gp
840 gp
900 gp
6 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight: 6 lb.
A halberd consists of an ax blade balanced by a pick with an elongated pike head at the end of the staff. It is usually about 5 to 6 feet long. Proficiency with a halberd allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d10 Slashing; Heavy, Reach, Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
10 gp
8 gp
20 gp
6 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
15 gp
12 gp
30 gp
6 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
20 gp
16 gp
40 gp
6 lb.
Iron is the default metal to make weapons.
25 gp
20 gp
50 gp
6 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
120 gp
116 gp
140 gp
6 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
520 gp
516 gp
540 gp
6 lb.
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.
820 gp
816 gp
840 gp
6 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 6 lb.
A spear-like weapon used by cavalry for mounted combat. It usually consists of a long wooden shaft with a sharp metal point. Proficiency with a lance allows you to add your proficiency bonus to the attack roll for any attack you make with it. 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.
[1d12 Piercing; Reach, Special]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
5 gp
4 gp
10 gp
6 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 gp
6 gp
15 gp
6 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
10 gp
8 gp
20 gp
6 lb.
Iron is the default metal to make weapons.
13 gp
10 gp
25 gp
6 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
110 gp
108 gp
120 gp
6 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
510 gp
508 gp
520 gp
6 lb.
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.
810 gp
808 gp
820 gp
6 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 3 lb.
A type of European sword characterized as having a cruciform hilt with a grip for two-handed use (6 to 12 inches). It has a straight, double-edged blade about 3 to 4 feet long. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 Slashing; Versatile (1d10)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
8 gp
6 gp
15 gp
3 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
11 gp
9 gp
23 gp
3 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
15 gp
12 gp
30 gp
3 lb.
Iron is the default metal to make weapons.
19 gp
15 gp
38 gp
3 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
115 gp
112 gp
130 gp
3 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
515 gp
512 gp
530 gp
3 lb.
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.
815 gp
812 gp
830 gp
3 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 10 lb.
A maul is a long-handled hammer with a heavy head, of wood, lead, or iron. Similar in appearance and function to a modern sledgehammer, it is sometimes shown as having a spear-like spike on the fore-end of the haft. Proficiency with a maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[2d6 Bludgeoning; Heavy, Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
5 gp
4 gp
10 gp
10 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 gp
6 gp
15 gp
10 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
10 gp
8 gp
20 gp
10 lb.
Iron is the default metal to make weapons.
13 gp
10 gp
25 gp
10 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
110 gp
108 gp
120 gp
10 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
510 gp
508 gp
520 gp
10 lb.
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.
810 gp
808 gp
820 gp
10 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 4 lb.
A morningstar is a club-like weapon consisting of a shaft with an attached ball adorned with one or more spikes. Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 Piercing]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
8 gp
6 gp
15 gp
4 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
11 gp
9 gp
23 gp
4 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
15 gp
12 gp
30 gp
4 lb.
Iron is the default metal to make weapons.
19 gp
15 gp
38 gp
4 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
115 gp
112 gp
130 gp
4 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
515 gp
512 gp
530 gp
4 lb.
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.
815 gp
812 gp
830 gp
4 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 18 lb.
A long spear with a heavy wooden shaft 10 to 20 feet long, tipped with a steel point. Proficiency with a pike allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d10 Piercing; Heavy, Reach, Two-Handed]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
3 gp
2 gp
5 gp
18 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
4 gp
3 gp
8 gp
18 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
5 gp
4 gp
10 gp
18 lb.
Iron is the default metal to make weapons.
6 gp
5 gp
13 gp
18 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
105 gp
104 gp
110 gp
18 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
505 gp
504 gp
510 gp
18 lb.
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.
805 gp
804 gp
810 gp
18 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 2 lb.
A rapier (or espada ropera) is a type of sword with a slender and sharply-pointed two-edged blade. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 Piercing; Finesse]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
13 gp
10 gp
25 gp
2 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
19 gp
15 gp
38 gp
2 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
25 gp
20 gp
50 gp
2 lb.
Iron is the default metal to make weapons.
31 gp
25 gp
63 gp
2 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
125 gp
120 gp
150 gp
2 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
525 gp
520 gp
550 gp
2 lb.
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.
825 gp
820 gp
850 gp
2 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 3 lb.
A short sword with a curved blade that broadens toward the point. Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 Slashing; Finesse, Light]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
13 gp
10 gp
25 gp
3 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
19 gp
15 gp
38 gp
3 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
25 gp
20 gp
50 gp
3 lb.
Iron is the default metal to make weapons.
31 gp
25 gp
63 gp
3 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
125 gp
120 gp
150 gp
3 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
525 gp
520 gp
550 gp
3 lb.
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.
825 gp
820 gp
850 gp
3 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 2 lb.
A smaller version of the longsword, but longer than a dagger or dirk. It has a 12 to 20 inch, double-edged blade that ends in a sharp point. It has a cross-guard, grip, and pommel. Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 Piercing; Finesse, Light]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
5 gp
4 gp
10 gp
2 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
8 gp
6 gp
15 gp
2 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
10 gp
8 gp
20 gp
2 lb.
Iron is the default metal to make weapons.
13 gp
10 gp
25 gp
2 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
110 gp
108 gp
120 gp
2 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
510 gp
508 gp
520 gp
2 lb.
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.
810 gp
808 gp
820 gp
2 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 4 lb.
A trident (also called a leister or gig), is a three-pronged spear. Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 Piercing; Thrown (range 20/60), Versatile (1d8)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
3 gp
2 gp
5 gp
4 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
4 gp
3 gp
8 gp
4 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
5 gp
4 gp
10 gp
4 lb.
Iron is the default metal to make weapons.
6 gp
5 gp
13 gp
4 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
105 gp
104 gp
110 gp
4 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
505 gp
504 gp
510 gp
4 lb.
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.
805 gp
804 gp
810 gp
4 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 2 lb.
A war pick, also called a horseman's pick, consists of a long shaft, often wood, topped with a small hammer's head with a very long spike on the reverse side. Usually, this spike was slightly curved downwards, much like a miner's pickaxe. Proficiency with a war pick allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 Piercing]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
3 gp
2 gp
5 gp
2 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
4 gp
3 gp
8 gp
2 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
5 gp
4 gp
10 gp
2 lb.
Iron is the default metal to make weapons.
6 gp
5 gp
13 gp
2 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
105 gp
104 gp
110 gp
2 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
505 gp
504 gp
510 gp
2 lb.
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.
805 gp
804 gp
810 gp
2 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 2 lb.
A war hammer consists of a handle and a heavy iron head with a hammer in front, and a spike on the other side. Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d8 Bludgeoning; Versatile (1d10)]
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
8 gp
6 gp
15 gp
2 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
11 gp
9 gp
23 gp
2 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
15 gp
12 gp
30 gp
2 lb.
Iron is the default metal to make weapons.
19 gp
15 gp
38 gp
2 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
115 gp
112 gp
130 gp
2 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
515 gp
512 gp
530 gp
2 lb.
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.
815 gp
812 gp
830 gp
2 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 3 lb.
A strip of leather or length of cord fastened to a handle. Proficiency with a whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d4 Slashing; Finesse, Reach]
Martial Ranged Weapons
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 1 lb.
A blowgun is a simple ranged weapon consisting of a long narrow tube for shooting light projectiles such as small darts. Proficiency with a blowgun allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1 Piercing; Ammunition, Loading, (Range 25/100)]
Cost: 75 gp
Cheap: 60 gp
Expensive: 150 gp
Weight: 3 lb.
A small, light ranged weapon, typically mounted on the back of one's forearm, that uses an elastic launching device consisting of a bow-like assembly mounted horizontally on a main frame. Proficiency with a hand crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d6 Piercing; Ammunition, (Range 30/120), Light, Loading]
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 18 lb.
A heavy ranged weapon using an elastic launching device consisting of a bow-like assembly mounted horizontally on a main frame. Proficiency with a heavy crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[1d10 Piercing; Ammunition, Heavy, Loading, (Range 100/400), Two-Handed]
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 2 lb.
A tall bow – roughly equal to the height of the user – allowing the archer a fairly long draw. Its limbs are relatively narrow and are circular or D-shaped in cross section. Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
[2d8 Piercing; Ammunition, Heavy, (Range 150/600), Two-Handed]
Net
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 3 lb.
A net usually has lead weights around the edges, and is often attached to a fighter's wrist by means of a rope. It is used to entangle opponents. Proficiency with a net allows you to add your proficiency bonus to the attack roll for any attack you make with it.

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.
[Special, Thrown (range 5/15)]
Adventuring Gear
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 2 lb.
A standard tool used to make calculations.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 1 lb.
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 1 lb.
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Ammunition
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 1 lb.
20 arrows. Arrows are used with a weapon that has the ammunition property to make a ranged attack. 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.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 1 lb.
Blowgun needles are used with a weapon that has the ammunition property to make a ranged attack. 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.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 1 ½ lb.
20 crossbow bolts. Crossbow bolts are used with a weapon that has the ammunition property to make a ranged attack. 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.
Cost: 4 cp
Cheap: 3 cp
Expensive: 8 cp
Weight: 1 ½ lb.
Sling bullets are used with a sling to make a ranged attack. 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.
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight:
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Arcane Focus
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 1 lb.
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Orb
Cost: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight: 3 lb.
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Rod
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 2 lb.
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 4 lb.
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
[1d6 Bludgeoning; Versatile (1d8)]
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 1 lb.
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 5 lb.
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 2 lb.
As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 70 lb.
A barrel can hold 40 gallons of liquid, or 4 cubic feet of solid material.
Cost: 4 sp
Cheap: 3 sp
Expensive: 8 sp
Weight: 2 lb.
A basket can hold 2 cubic feet/40 pounds of gear.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 7 lb.
You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight:
A standard bell that rings, typically used for signaling.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 3 lb.
A thick, quilted, blanket made to keep you warm in cold weather.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 5 lb.
A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 5 lb.
A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 2 lb.
A bottle can hold 1 1/2 pints of liquid.
Cost: 5 cp
Cheap: 4 cp
Expensive: 1 sp
Weight: 2 lb.
A bucket can hold 3 gallons of liquid, or 1/2 cubic foot of solid material.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 2 lb.
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Cost: 1 cp
Cheap: 1 cp
Expensive: 2 cp
Weight:
For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 1 lb.
This wooden case can hold up to twenty crossbow bolts.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 1 lb.
This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 10 lb.
A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
Cost: 1 cp
Cheap: 1 cp
Expensive: 2 cp
Weight:
A piece of chalk used for writing and marking on various surfaces.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 25 lb.
A chest can hold 12 cubic feet/ 300 pounds of gear.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 12 lb.
The use of a Climber’s Kit allows a creature to easily scale cliffs, castle walls, and more, as well as helping you not fall to your death if you do slip.

A climber's kit includes 10 special pitons, boot tips, gloves, 50 feet of hempen rope, and a harness.

Athletics: You can use your strength to pull yourself up rocky surfaces.

History: You know the history of climbing. You may know of mountains that have been a struggle for adventurers, and may have heard of deep, dark tunnels where others have been.

Investigation: As you are climbing, you can tell what handholds are likely real and what are fake (even illusions).

Nature: You may know the approximate distance to a mountain range in the distance. And, as you get closer, you may be able to tell how difficult it is to climb.

Survival: Being an avid climber, you may know how to survive on a mountain. This involves determining the weather at high altitude, and surviving cold temperatures when climbing mountains.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 3 lb.
This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 4 lb.
This set of clothes is fashioned after a particular costume, typically meant for entertaining.
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 6 lb.
This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 4 lb.
This set of clothes could consist of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 2 lb.
A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 5 lb.
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Druidic Focus
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight:
A druid can use a Sprig of Mistletoe (or holly) as a spellcasting focus.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight:
A druid can use a Totem as a spellcasting focus.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 4 lb.
A druid can use a Wooden Staff as a spellcasting focus.
[1d6 Bludgeoning; Versatile (1d8)]
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 1 lb.
A druid can use a Yew Wand as a spellcasting focus.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 4 lb.
This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Cost: 2 cp
Cheap: 2 cp
Expensive: 4 cp
Weight: 1 lb.
A flask or tankard can hold 1 pint of liquid.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 4 lb.
When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 3 lb.
This one-handed hammer with an iron head is useful for pounding pitons into a wall.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 10 lb.
This two-handed, iron-headed hammer is good for smashing open treasure chests.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 3 lb.
This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Holy Symbol
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 1 lb.
A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight:
A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 2 lb.
A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 1 lb.
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 1 lb.
A standard hourglass used to measure the passage of time.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 25 lb.
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight:
Ink is typically used with an ink pen to write.
Cost: 2 cp
Cheap: 2 cp
Expensive: 4 cp
Weight:
An ink pen is a wooden stick with a special tip on the end. The tip draws ink in when dipped in a vial and leaves an ink trail when drawn across a surface.
Cost: 2 cp
Cheap: 2 cp
Expensive: 4 cp
Weight: 4 lb.
A jug or pitcher can hold 1 gallon of liquid.
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight: 25 lb.
This item is a straight, simple wooden ladder.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 1 lb.
A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 2 lb.
A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 2 lb.
A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 1 lb.
A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.
Cost: 100 gp
Cheap: 80 gp
Expensive: 200 gp
Weight:
This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 6 lb.
These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Cost: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight: 1 lb.
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: ½ lb.
A steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on a medusa, make sure that you look good enough to present yourself to the queen, or examine wounds that you’ve received on hard-to-see parts of your body.
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight: 1 lb.
Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Cost: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight:
A sheet of standard paper is made from cloth fibers.
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight:
A sheet of parchment is a piece of goat hide or sheepskin that has been prepared for writing on.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight:
A fragrant commodity typically used by the wealthy.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 10 lb.
A miner's pick is designed to concentrate the force of its blow on a small area.
Cost: 5 cp
Cheap: 4 cp
Expensive: 1 sp
Weight: ¼ lb.
When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.
Poison
Cost: 100 gp
Cheap: 80 gp
Expensive: 200 gp
Weight:
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Adventuring Gear
Cost: 5 cp
Cheap: 4 cp
Expensive: 1 sp
Weight: 7 lb.
When you suspect a trap, you can put the end of your 10-foot pole through that hole in the wall instead of reaching in with your hand.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 10 lb.
An iron pot can hold 1 gallon of liquid.
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: ½ lb.
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 1 lb.
A cloth or leather pouch can hold 1/5 cubic foot/ 6 pounds of gear - or up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch.

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Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 1 lb.
A quiver can hold up to 20 arrows.
Cost: 4 gp
Cheap: 3 gp
Expensive: 8 gp
Weight: 35 lb.
You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 2 lb.
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 4 lb.
A standard set of robes.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 10 lb.
Rope, has 2 hit points and can be burst with a DC 17 Strength check.

Unofficial: The rope can be used to push, drag, or lift 8500 lbs. The safe load weight for the rope is 800 lbs (for example: swinging on a rope puts more stress on it. Too much stress can cause the rope to fray or even break. Swinging on 800 lbs. is fine, but a DM could request a DC check if more weight it used).
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 5 lb.
Rope, has 2 hit points and can be burst with a DC 17 Strength check.

Unofficial: The rope can be used to push, drag, or lift 8500 lbs. The safe load weight for the rope is 800 lbs (for example: swinging on a rope puts more stress on it. Too much stress can cause the rope to fray or even break. Swinging on 800 lbs. is fine, but a DM could request a DC check if more weight it used).
Cost: 1 cp
Cheap: 1 cp
Expensive: 2 cp
Weight: ½ lb.
A sack can hold 1 cubic foot/ 30 pounds of gear.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 3 lb.
A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight:
When you press a signet ring into warm sealing wax, you leave an identifying mark.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 5 lb.
A standard shovel used for digging.
Cost: 5 cp
Cheap: 4 cp
Expensive: 1 sp
Weight:
A small whistle used for signaling.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight:
Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.
Cost: 2 cp
Cheap: 2 cp
Expensive: 4 cp
Weight:
A commodity used for bathing.
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 3 lb.
Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 5 lb.
Standard iron spikes typically used with a hammer.
Cost: 1000 gp
Cheap: 800 gp
Expensive: 2,000 gp
Weight: 1 lb.
Objects viewed through a spyglass are magnified to twice their size.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 20 lb.
A simple and portable canvas shelter, a tent sleeps two.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 1 lb.
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.
Cost: 1 cp
Cheap: 1 cp
Expensive: 2 cp
Weight: 1 lb.
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight:
A vial can hold 4 ounces of liquid.
Cost: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight: 5 lb.
A waterskin can hold 4 pints of liquid.
Cost: 1 cp
Cheap: 1 cp
Expensive: 2 cp
Weight: 1 lb.
A standard whetstone used to sharpen blades.
Tools and Kits
Artisan's Tools
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 8 lb.
Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire. Crafting alchemical items can be done by using materials worth half the price of purchasing the item.

This proficiency gives a character knowledge of chemistry as well as other related sciences. To that end, if firearms are allowed in your game this tool would also allow the creation of gunpowder.

Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.

Arcana: Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials.

Investigation: When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.

Alchemical Crafting: You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.

DC 10 - Create a puff of smoke
DC 10 - Identify a poison
DC 15 - Identify a substance
DC 15 - Start a fire
DC 20 - Neutralize acid
Cost: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight: 9 lb.
Brewing is the art of producing beer and other alcoholic beverages. These supplies also allow for the purification and treatment of water, making it safe to drink. Crafting beer takes weeks of fermentation, but only a few hours of work.

Brewer's supplies include a large glass jug , a quantity of hops, a siphon, and several feet of tubing.

History: Proficiency with brewer's supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.

Medicine: This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.

Persuasion: A stiff drink can help soften the hardest heart. Your proficiency with brewer's supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.

Potable Water: Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.

DC 10 - Detect poison/impurities in a drink
DC 15 - Identify alcohol
DC 20 - Ignore the effects of alcohol
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 5 lb.
Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher's training involves long hours of studying writing and attempting to replicate its style and design.

Calligrapher's supplies include ink, a dozen sheets of parchment, and three quills.

Arcana: Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.

History This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.

Decipher Treasure Map This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map's age, whether a map includes any hidden messages, or similar facts.

DC 10 - Identify writer of nonmagical script
DC 15 - Determine writer's state of mind
DC 15 - Spot forged text
DC 20 - Forge a signature
Cost: 8 gp
Cheap: 6 gp
Expensive: 16 gp
Weight: 6 lb.
Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.

Carpenter's tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.

History: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.

Investigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.

Perception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.

Stealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on.

Fortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.

Temporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available , the shelter collapses 1d3 days after being assembled.

DC 10 - Build a simple wooden structure
DC 15 - Design a complex wooden structure
DC 15 - Find a weak point in a wooden wall
DC 20 - Pry apart a door
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 6 lb.
Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.

Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.

Arcana, History, Religion: You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.

Nature: Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.

Survival: Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements a rise in relation to geographic locations, are familiar to you.

Craft a Map: While traveling, you can draw a map as you go in addition to engaging in other activity.

DC 10 - Determine a map's age & origin
DC 15 - Estimate direction & distance to a landmark
DC 15 - Discern that a map is fake
DC 20 - Fill in a missing part of a map
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 5 lb.
Although the cobbler's trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.

Cobbler's tools consist of a hammer, an awl, a knife, a s hoe stand, a cutter, spare leather, and thread.

Arcana, History: Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items.

Investigation: Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.

Maintain Shoes: As part of a long rest, you can repair your companions' shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid exhaustion.

Craft Hidden Compartment: With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment.

DC 10 - Determine a shoe's age and origin
DC 15 - Find a hidden compartment in a boot heel
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 8 lb.
Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.

Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.

History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.

Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.

Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.

Prepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.

DC 10 - Create a typical meal
DC 10 - Duplicate a meal
DC 15 - Spot poison or impurities in food
DC 15 - Create a gourmet meal
Cost: 30 gp
Cheap: 24 gp
Expensive: 60 gp
Weight: 5 lb.
Someone proficient with glassblower's tools has not only the ability to shape glass but also specialized knowledge of the methods used to produce glass objects.

The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.

Arcana, History: Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion's effects. (A potion might leave behind a residue, deform the glass, or stain it.)

Investigation: When you study an area, your knowledge can aid you if the clues include broken glass or glass objects.

Identify Weakness: With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled.

DC 10 - Identify source of glass
DC 15 - Produce a glass item (with a viable heat source)
DC 20 - Determine what a glass object once held
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 2 lb.
Training with jeweler's tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.

Jeweler's tools consist of a small saw and hammer, files, pliers, and tweezers.

Arcana: Proficiency with jeweler's tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.

Investigation: When you inspect jeweled objects, your proficiency with jeweler's tools aids you in picking out clues they might hold.

Identify Gems: You can identify gems and determine their value at a glance.

DC 15 - Modify a gem's appearance
DC 20 - Determine a gem's history
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 5 lb.
Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.

Leatherworker's tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.

Arcana: Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks.

Investigation: You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.

Identify Hides: When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods.

DC 10 - Modify a leather item's appearance
DC 20 - Determine a leather item's history
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 8 lb.
Mason's tools allow you to craft stone structures, including walls and buildings crafted from brick.

Mason's tools consist of a trowel, a hammer, a chisel, brushes, and a square.

History: Your expertise aids you in identifying a stone building's date of construction and purpose, a long with insight into who might have built it.

Investigation: You gain additional insight when inspecting areas within stone structures.

Perception: You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages.

Demolition: Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.

DC 10 - Chisel a small hole in a stone wall
DC 15 - Find a weak point in a stone wall
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 5 lb.
Proficiency with painter's supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.

Painter's supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette.

Arcana, History, Religion: Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.

Investigation, Perception: When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.

Painting and Drawing: As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.

DC 10 - Paint an accurate portrait
DC 20 - Create a painting with a hidden message
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 3 lb.
Potter's tools are used to create a variety of ceramic objects, most typically pots and similar vessels.

Potter's tools include potter's needles, ribs, scrapers, a knife, and calipers.

History: Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin.

Investigation, Perception: You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities.

Reconstruction: By examining pottery shards, you can determine an object's original, intact form and its likely purpose.
Cost: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight: 8 lb.
Smith's tools allow you to work metal, beating it to alter its shape, repair damage, or work raw ingots into useful items.

Smith's tools include hammers, tongs, charcoal, rags, and a whetstone.

Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons.

Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.

Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.

DC 10 - Sharpen a dull blade
DC 15 - Repair a suit of armor
DC 15 - Sunder a nonmagical metal object
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 10 lb.
A set of tinker's tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.

Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.

History: You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.

Investigation: When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.

Repair: You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.

DC 10 - Temporarily repair a disabled device
DC 15 - Repair an item in half the time
DC 20 - Improvise a temporary item using scraps
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 5 lb.
Weaver's tools allow you to create cloth and tailor it into articles of clothing.

Weaver's tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.

Arcana, History: Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.

Investigation: Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.

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

Craft Clothing: Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.

DC 10 - Repurpose cloth
DC 10 - Mend a hole in a piece of cloth
DC 15 - Tailor an outfit
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 5 lb.
Woodcarver's tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.

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.

DC 10 - Craft a small wooden figurine
DC 15 - Carve an intricate pattern in wood
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 3 lb.
The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.

A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.

Deception: In certain cases, a disguise can improve your ability to weave convincing lies.

Intimidation: The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.

Performance: A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.

Persuasion: Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.

Create Disguise: As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.

At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.

DC 10 - Cover injuries or distinguishing marks
DC 15 - Spot a disguise being used by someone else
DC 20 - Copy a humanoid's appearance
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 5 lb.
A forgery kit is designed to duplicate documents and to make it easier to copy a person's seal or signature.

A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

Arcana: A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.

Deception: A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.

History: A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.

Investigation: When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.

Other Tools: Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer's tools to make a fake map.

Quick Fake: As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else's Intelligence (Investigation) check to spot the fake.

DC 15 - Mimic handwriting
DC 20 - Duplicate a wax seal
Musical Instruments
Cost: 30 gp
Cheap: 24 gp
Expensive: 60 gp
Weight: 6 lb.
A woodwind instrument using enclosed reeds fed from a constant reservoir of air in the form of a bag.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 12 gp
Cheap: 10 gp
Expensive: 24 gp
Weight: 2 lb.
Pan pipes or satyr pipes, also known as the shalm, these are sacred to Lliira and popular with wood elf and wild elf bards.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 6 gp
Cheap: 5 gp
Expensive: 12 gp
Weight: 3 lb.
A musical percussion instrument consisting of a hollow, usually cylindrical, body covered at one or both ends with a tightly stretched membrane, or head, which is struck with the hand, a stick, or a pair of sticks, and typically produces a booming, tapping, or hollow sound.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 10 lb.
A stringed musical instrument in which the strings are beaten with small hammers rather than plucked.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 1 lb.
A musical wind instrument consisting of a tube with a series of finger holes or keys.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 3 gp
Cheap: 2 gp
Expensive: 6 gp
Weight: 2 lb.
Short, curved horns like a cornucopia. Played with valves, glaur sound like trumpets, while those without valves, known as gloon, have a more mournful sound.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 6 gp
Cheap: 5 gp
Expensive: 12 gp
Weight: 3 lb.
A double-headed skin drum fitted with handles along its side.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 3 gp
Cheap: 2 gp
Expensive: 6 gp
Weight: 2 lb.
A musical instruments made of a tube, usually made of metal and often curved in various ways, with one narrow end into which the musician blows, and a wide end from which sound emerges.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 1 lb.
A Faerûnian flute of sophisticated make, found only in areas with skilled artisans, as in great cities or elven enclaves.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 35 gp
Cheap: 28 gp
Expensive: 70 gp
Weight: 2 lb.
A stringed musical instrument having a long, fretted neck and a hollow, typically pear or oval-shaped body with a vaulted back.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 30 gp
Cheap: 24 gp
Expensive: 60 gp
Weight: 2 lb.
A stringed instrument of the harp class having an approximately U-shaped frame and used by the ancient Greeks especially to accompany song and recitation.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 12 gp
Cheap: 10 gp
Expensive: 24 gp
Weight: 2 lb.
A musical instrument composed of numerous pipes, lined in a row. The pipes are either of different length or are blocked at different points. The instrument is played by blowing into the pipes.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 1 lb.
A medieval form of the oboe. A shawm is a wind instrument with a conical bore and flaring bell, and is played by blowing through a double reed.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 1 lb.
A recorder, a simple type of flute, usually carved from wood.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 6 gp
Cheap: 5 gp
Expensive: 12 gp
Weight: 3 lb.
A tambourine, a popular instrument with halflings and humans south of the Dalelands.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 1 lb.
Also known as a whistlecane, a simple and easy-to-make wind instrument cut from a reed. They are so simple, in fact, that skilled bards frequently make and give them away to children — to the parents’ delight or regret.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 6 gp
Cheap: 5 gp
Expensive: 12 gp
Weight: 3 lb.
A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 30 gp
Cheap: 24 gp
Expensive: 60 gp
Weight: 1 lb.
A string instrument that is played with a bow. A viol differs from the violin in having deeper ribs, sloping shoulders, a greater number of strings, usually six, and frets.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 30 gp
Cheap: 24 gp
Expensive: 60 gp
Weight: 6 lb.
A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 35 gp
Cheap: 28 gp
Expensive: 70 gp
Weight: 2 lb.
A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 30 gp
Cheap: 24 gp
Expensive: 60 gp
Weight: 6 lb.
A complex pump organ that originated with the zulkirs of Thay, who use it in the casting of their spells. It is considered to have a dramatic, but sinister, sound.

DC 10 - Identify a tune
DC 20 - Improvise a tune
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 2 lb.
Proficiency with navigator's tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.

Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.

Survival: Knowledge of navigator's tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.

Sighting: By taking careful measurements, you can determine your position on a nautical chart and the time of day.

DC 10 - Plot a course
DC 15 - Discover your position on a nautical chart
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 2 lb.
A poisoner's kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.

A poisoner's kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.

History: Your training with poisons can help you when you try to recall facts about infamous poisonings.

Investigation, Perception: Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.

Medicine: When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.

Nature, Survival: Working with poisons enables you to acquire lore about which plants and animals are poisonous.

Handle Poison: Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.

DC 10 - Spot a poisoned object
DC 20 - Determine the effects of a poison
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 1 lb.
Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

Investigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
Tack, Harness & Drawn Vehicles
Bit and Bridle
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 1 lb.
Cost: 100 gp
Cheap: 80 gp
Expensive: 200 gp
Weight: 600 lb.
A four-wheeled passenger vehicle pulled by one or more horses.
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 200 lb.
A heavy, usually horse-drawn, 2-wheeled vehicle used for farming or transporting freight.
Chariot
Cost: 250 gp
Cheap: 200 gp
Expensive: 500 gp
Weight: 100 lb.
Feed (per day)
Cost: 5 cp
Cheap: 4 cp
Expensive: 1 sp
Weight: 10 lb.
Saddle
Cost: 60 gp
Cheap: 48 gp
Expensive: 120 gp
Weight: 40 lb.
An exotic saddle is required for riding any aquatic or flying mount.
Cost: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight: 30 lb.
A military saddle braces the rider, helping stay seated on an active mount in battle. It gives a creature advantage on any check they make to remain mounted.
Pack Saddle
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 15 lb.
Riding Saddle
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 25 lb.
Cost: 4 gp
Cheap: 3 gp
Expensive: 8 gp
Weight: 8 lb.
Saddle bags, come with two large pouches, one on each side of the animal.

Optional Capacity: The bags hold 50 lbs. in total. Reasoning: A backpack weighs 5 lbs, and holds 30 lbs of goods. Since saddlebags weigh 8 lb, it can be believed to hold about 50% more weight. We 'round up' because saddle bags don't need to be as durable as a worn backpack (which need to withstand battle, climbing and other rugged activity)
Sled
Cost: 30 gp
Cheap: 24 gp
Expensive: 60 gp
Weight: 300 lb.
Cost: 35 gp
Cheap: 28 gp
Expensive: 70 gp
Weight: 400 lb.
A four-wheeled vehicle, usually drawn by horse or oxen, primarily used for carrying goods. Most wagons are pulled by a single horse, although 2 horses can pull a wagon as well.
Barding
Cost: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight: 16 lb.
Barding is armor designed to protect an animal’s head, neck, chest, and body. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Cost: 40 gp
Cheap: 32 gp
Expensive: 80 gp
Weight: 20 lb.
Barding is armor designed to protect an animal’s head, neck, chest, and body. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Cost: 180 gp
Cheap: 144 gp
Expensive: 360 gp
Weight: 26 lb.
Barding is armor designed to protect an animal’s head, neck, chest, and body. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Cost: 40 gp
Cheap: 32 gp
Expensive: 80 gp
Weight: 24 lb.
Barding is armor designed to protect an animal’s head, neck, chest, and body. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Cost: 200 gp
Cheap: 160 gp
Expensive: 400 gp
Weight: 40 lb.
Barding is armor designed to protect an animal's head, neck, chest, and body. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
100 gp
80 gp
200 gp
40 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
150 gp
120 gp
300 gp
40 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
180 gp
144 gp
360 gp
40 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
200 gp
160 gp
400 gp
40 lb.
Steel is the defauft metal to make armor.
300 gp
260 gp
500 gp
40 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
700 gp
660 gp
900 gp
40 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
1,000 gp
960 gp
1,200 gp
40 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Cost: 200 gp
Cheap: 160 gp
Expensive: 400 gp
Weight: 90 lb.
Barding is armor designed to protect an animal's head, neck, chest, and body. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
100 gp
80 gp
200 gp
90 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
150 gp
120 gp
300 gp
90 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
180 gp
144 gp
360 gp
90 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
200 gp
160 gp
400 gp
90 lb.
Steel is the defauft metal to make armor.
300 gp
260 gp
500 gp
90 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
700 gp
660 gp
900 gp
90 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
1,000 gp
960 gp
1,200 gp
90 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Cost: 1600 gp
Cheap: 1,280 gp
Expensive: 3,200 gp
Weight: 40 lb.
Barding is armor designed to protect an animal's head, neck, chest, and body. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
800 gp
640 gp
1,600 gp
40 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
1,200 gp
960 gp
2,400 gp
40 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
1,440 gp
1,152 gp
2,880 gp
40 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
1,600 gp
1,280 gp
3,200 gp
40 lb.
Steel is the defauft metal to make armor.
2,000 gp
1,600 gp
4,000 gp
40 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
2,100 gp
1,780 gp
3,700 gp
40 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
2,400 gp
2,080 gp
4,000 gp
40 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Cost: 3000 gp
Cheap: 2,400 gp
Expensive: 6,000 gp
Weight: 80 lb.
Barding is armor designed to protect an animal's head, neck, chest, and body. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
1,500 gp
1,200 gp
3,000 gp
80 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
2,250 gp
1,800 gp
4,500 gp
80 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
2,700 gp
2,160 gp
5,400 gp
80 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
3,000 gp
2,400 gp
6,000 gp
80 lb.
Steel is the defauft metal to make armor.
3,750 gp
3,000 gp
7,500 gp
80 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
3,500 gp
2,900 gp
6,500 gp
80 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
3,800 gp
3,200 gp
6,800 gp
80 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Cost: 120 gp
Cheap: 96 gp
Expensive: 240 gp
Weight: 80 lb.
Barding is armor designed to protect an animal's head, neck, chest, and body. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
60 gp
48 gp
120 gp
80 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
90 gp
72 gp
180 gp
80 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
108 gp
86 gp
216 gp
80 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
120 gp
96 gp
240 gp
80 lb.
Steel is the defauft metal to make armor.
220 gp
196 gp
340 gp
80 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
620 gp
596 gp
740 gp
80 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
920 gp
896 gp
1,040 gp
80 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Cost: 300 gp
Cheap: 240 gp
Expensive: 600 gp
Weight: 110 lb.
Barding is armor designed to protect an animal's head, neck, chest, and body. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
150 gp
120 gp
300 gp
110 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
225 gp
180 gp
450 gp
110 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
270 gp
216 gp
540 gp
110 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
300 gp
240 gp
600 gp
110 lb.
Steel is the defauft metal to make armor.
400 gp
340 gp
750 gp
110 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
800 gp
740 gp
1,100 gp
110 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
1,100 gp
1,040 gp
1,400 gp
110 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Cost: 800 gp
Cheap: 640 gp
Expensive: 1,600 gp
Weight: 120 lb.
Barding is armor designed to protect an animal's head, neck, chest, and body. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
400 gp
320 gp
800 gp
120 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
600 gp
480 gp
1,200 gp
120 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
720 gp
576 gp
1,440 gp
120 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
800 gp
640 gp
1,600 gp
120 lb.
Steel is the defauft metal to make armor.
1,000 gp
800 gp
2,000 gp
120 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
1,300 gp
1,140 gp
2,100 gp
120 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
1,600 gp
1,440 gp
2,400 gp
120 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.
Cost: 6000 gp
Cheap: 4,800 gp
Expensive: 12,000 gp
Weight: 1300 lb.
Barding is armor designed to protect an animal's head, neck, chest, and body. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
3,000 gp
2,400 gp
6,000 gp
1300 lb.
Whenever a creature wearing armor made of copper sustains a critical hit, the armor loses 2 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as steel armor.
4,500 gp
3,600 gp
9,000 gp
1300 lb.
Whenever a creature wearing armor made of bronze sustains a critical hit, the armor loses 1 AC. When the armor loses more than 5 AC, the armor is destroyed. A blacksmith can repair 1 AC per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze typically costs 75% of steel armor.
5,400 gp
4,320 gp
10,800 gp
1300 lb.
Any armor that is made from iron that has a strength requirement to wear, increases by 1. Iron armor costs 90% the price of steel armor.
6,000 gp
4,800 gp
12,000 gp
1300 lb.
Steel is the defauft metal to make armor.
7,500 gp
6,000 gp
15,000 gp
1300 lb.
Silvered armor grants the wearer advantage on all saves against attacks that can cause lycanthrophy. Silver costs an additional 100gp, or 25% more than steel armor (whichever is larger).
6,500 gp
5,300 gp
12,500 gp
1300 lb.
Any critical hit against a creature wearing adamantine armor is treated as a normal hit. Adamantine armor costs 500gp more than the price of steel armor.
6,800 gp
5,600 gp
12,800 gp
1300 lb.
Mithral armor does not have any strength requirement, and does not impose disadvantage on stealth rolls. Mithrail costs 800gp more than steel armor.


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