Shops & Vendors

Adventurer Supplies

Hard Sell (daily) at 750 gp (Cheap: 562 gp, Expensive: 1125)
Selling Cap (daily) at 1500 gp (Cheap: 1125 gp, Expensive: 2260 gp)
Trade goods accepted.



unofficial submissionDenotes unofficial or user created items. Check with your DM first.

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Armor
Light Armor
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 8 lb.
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Padded armor consists of quilted layers of cloth and batting (layers or sheets of raw cotton or wool).
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 10 lb.
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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.
Cost: 45 gp
Cheap: 36 gp
Expensive: 90 gp
Weight: 13 lb.
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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Medium Armor
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 12 lb.
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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.
Weapons
Simple Melee Weapons
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight: 2 lb.
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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.
Optional Metal Types
Cost
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Cost
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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
1 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.
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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.
Optional Metal Types
Cost
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Cost
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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.
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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.
Optional Metal Types
Cost
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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
5 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.
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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.
Optional Metal Types
Cost
(Norm)
Cost
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Cost
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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
1 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.
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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.
Optional Metal Types
Cost
(Norm)
Cost
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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
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: 4 lb.
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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.
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
2 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.
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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.
Cost: 5 cp
Cheap: 4 cp
Expensive: 1 sp
Weight: ¼ lb.
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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.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 2 lb.
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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.
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
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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.
Martial Melee Weapons
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 3 lb.
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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.
Martial Ranged Weapons
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 1 lb.
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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.
Cost: 75 gp
Cheap: 60 gp
Expensive: 150 gp
Weight: 3 lb.
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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.
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 18 lb.
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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.
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 2 lb.
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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.
Adventuring Gear
Ammunition
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 1 lb.
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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.
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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.
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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.
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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: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 5 lb.
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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: 7 lb.
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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: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 3 lb.
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A thick, quilted, blanket made to keep you warm in cold weather.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 5 lb.
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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: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 2 lb.
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A bottle can hold 1 1/2 pints of liquid.
Cost: 1 cp
Cheap: 1 cp
Expensive: 2 cp
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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.
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This wooden case can hold up to twenty crossbow bolts.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 1 lb.
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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.
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A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 25 lb.
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A chest can hold 12 cubic feet/ 300 pounds of gear.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 12 lb.
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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: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 5 lb.
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This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves.

As long as cold weather clothing remains dry, its wearer automatically succeeds on saving throws against the effects of extreme cold (see "Extreme Cold").
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 4 lb.
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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: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 5 lb.
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Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: ¼ lb.
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A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can't fall prone while moving across slippery ice.
Cost: 2 cp
Cheap: 2 cp
Expensive: 4 cp
Weight: 1 lb.
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A flask or tankard can hold 1 pint of liquid.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 4 lb.
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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: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 4 lb.
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This suit is made of loose strips of green cloth, often looking like moss or grass from a distance. It is used by hunters when lying in wait in natural environments. Wearing the suit allows you to try to hide when you are only lightly obscured by foliage and cannot be worn with other clothing or armor.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 3 lb.
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This one-handed hammer with an iron head is useful for pounding pitons into a wall.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 3 lb.
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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.
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 1 lb.
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A standard hourglass used to measure the passage of time.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 25 lb.
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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:
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Ink is typically used with an ink pen to write.
Cost: 2 cp
Cheap: 2 cp
Expensive: 4 cp
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An ink pen is a wooden stick with a special tip on the end. It can also be a feathered quill with a sharpened tip. 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.
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A jug or pitcher can hold 1 gallon of liquid.
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight: 25 lb.
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This item is a straight, simple wooden ladder.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 2 lb.
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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.
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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.
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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: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight: 1 lb.
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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.
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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: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight:
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A sheet of standard paper is made from cloth fibers.
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight:
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A sheet of parchment is a piece of goat hide or sheepskin that has been prepared for writing on.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 10 lb.
Limited Stock:
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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.
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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.
Cost: 5 cp
Cheap: 4 cp
Expensive: 1 sp
Weight: 7 lb.
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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.
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An iron pot can hold 1 gallon of liquid.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 1 lb.
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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. Note: This is different from a component pouch - which is a compartmentalized pouch for holding spell components.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 1 lb.
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A quiver can hold up to 20 arrows.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 2 lb.
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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: 10 lb.
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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.
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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.
Limited Stock:
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A sack can hold 1 cubic foot/ 30 pounds of gear.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 5 lb.
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A standard shovel used for digging.
Cost: 5 cp
Cheap: 4 cp
Expensive: 1 sp
Weight:
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A small whistle used for signaling.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight:
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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 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 4 lb.
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Snowshoes reduce the likelihood of their wearer getting stuck in the deep snow.

Traveling across snowy tundra takes more time than other regions. In the snow, without snowshoes, adventurer's and move a 1/4 mile per hour. With snowshoes, they can travel 1/2 mile per hour. In snowy mountains, that travel time is cut in half.

Optional (unofficial): While wearing these you ignore difficult terrain caused by non-magical deep snow but reduce your total walking speed by 5 feet at all times.
Cost: 1000 gp
Cheap: 800 gp
Expensive: 2,000 gp
Weight: 1 lb.
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Objects viewed through a spyglass are magnified to twice their size.
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 5 lb.
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This consists of a snorkel, crude goggles, flippers, and occasionally a skintight suit. It grants advantage on Strength (Athletics) checks made while swimming and cannot be worn with other clothing or armor.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 20 lb.
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A simple and portable canvas shelter, a tent sleeps two.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 1 lb.
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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.
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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:
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A vial can hold 4 ounces of liquid.
Cost: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight: 5 lb.
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A waterskin can hold 4 pints of liquid.
Tools and Kits
Artisan's Tools
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 6 lb.
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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: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 2 lb.
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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: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 10 lb.
Limited Stock:
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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: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 3 lb.
Limited Stock:
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Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.

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

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

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

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

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

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

DC 15 - Find plants
DC 20 - Identify Poison
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 2 lb.
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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


Adapted from tables created by jrobharing for reddit.com/r/DnD users


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