The Thieves Guild
A Collection of D&D 5e Resources
Shops & Vendors

Blacksmith Shop

Hard Sell (daily) at 1000 gp (Cheap: 750 gp, Expensive: 1500)
Selling Cap (daily) at 2000 gp (Cheap: 1500 gp, Expensive: 3000 gp)


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Low Cost Multiplier:
High Cost Multiplier:
Item
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
Limited
Stock
Rural
Locale
Urban
Locale
Prem.
Locale
Armor
Light Armor
Cost: 45 gp
Cheap: 36 gp
Expensive: 90 gp
Weight: 13 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Medium Armor
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 20 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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: 200 gp
Cheap: 160 gp
Expensive: 400 gp
Weight: 60 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Cost: 1500 gp
Cheap: 1,200 gp
Expensive: 3,000 gp
Weight: 65 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Shield
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 6 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
Weapons
Simple Melee Weapons
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 1 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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
(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: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 2 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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
(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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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
(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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 2 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Martial Melee Weapons
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 4 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
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.
Adventuring Gear
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 2 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A standard bell that rings, typically used for signaling.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 5 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 10 lb.
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Rural Locale:
Urban Locale:
Premium Locale:
A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 5 lb.
Limited Stock:
Rural Locale:
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Premium Locale:
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: 4 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
Limited Stock:
Rural Locale:
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Premium Locale:
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
This two-handed, iron-headed hammer is good for smashing open treasure chests.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 25 lb.
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Rural Locale:
Urban Locale:
Premium Locale:
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: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 1 lb.
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Rural Locale:
Urban Locale:
Premium Locale:
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 6 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: ½ lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 10 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
Limited Stock:
Rural Locale:
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Premium Locale:
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: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 10 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
An iron pot can hold 1 gallon of liquid.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 5 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
Standard iron spikes typically used with a hammer.
Cost: 1 cp
Cheap: 1 cp
Expensive: 2 cp
Weight: 1 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A standard whetstone used to sharpen blades.
Tools and Kits
Artisan's Tools
Cost: 8 gp
Cheap: 6 gp
Expensive: 16 gp
Weight: 6 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight: 8 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight: 8 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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
Musical Instruments
Cost: 3 gp
Cheap: 2 gp
Expensive: 6 gp
Weight: 2 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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


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


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