Item
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WeightWt
Limited
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Rural
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Cost:
25 gp
Cheap:
20 gp
Expensive:
50 gp
Weight:
1 lb.
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As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
Cost:
50 gp
Cheap:
40 gp
Expensive:
100 gp
Weight:
1 lb.
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This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Cost:
50 gp
Cheap:
40 gp
Expensive:
100 gp
Weight:
—
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A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
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:
25 gp
Cheap:
20 gp
Expensive:
50 gp
Weight:
2 lb.
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A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Cost:
2 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:
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:
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
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:
1 lb.
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Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Cost:
5 gp
Cheap:
4 gp
Expensive:
10 gp
Weight:
—
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A fragrant commodity typically used by the wealthy.
Cost:
50 gp
Cheap:
40 gp
Expensive:
100 gp
Weight:
½ lb.
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A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
Cost:
1 gp
Cheap:
8 sp
Expensive:
2 gp
Weight:
—
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A vial can hold 4 ounces of liquid.
Cost:
100 gp
Cheap:
80 gp
Expensive:
200 gp
Weight:
—
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You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Cost:
50 gp
Cheap:
40 gp
Expensive:
100 gp
Weight:
8 lb.
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Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire. Crafting alchemical items can be done by using materials worth half the price of purchasing the item.
This proficiency gives a character knowledge of chemistry as well as other related sciences. To that end, if firearms are allowed in your game this tool would also allow the creation of gunpowder.
Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
Arcana: Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials.
Investigation: When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.
Alchemical Crafting: You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.
DC 10 - Create a puff of smoke
DC 10 - Identify a poison
DC 15 - Identify a substance
DC 15 - Start a fire
DC 20 - Neutralize acid
Cost:
20 gp
Cheap:
16 gp
Expensive:
40 gp
Weight:
9 lb.
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Brewing is the art of producing beer and other alcoholic beverages. These supplies also allow for the purification and treatment of water, making it safe to drink. Crafting beer takes weeks of fermentation, but only a few hours of work.
Brewer's supplies include a large glass jug , a quantity of hops, a siphon, and several feet of tubing.
History: Proficiency with brewer's supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.
Medicine: This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.
Persuasion: A stiff drink can help soften the hardest heart. Your proficiency with brewer's supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.
Potable Water: Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.
DC 10 - Detect poison/impurities in a drink
DC 15 - Identify alcohol
DC 20 - Ignore the effects of alcohol
Cost:
1 gp
Cheap:
8 sp
Expensive:
2 gp
Weight:
8 lb.
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Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.
Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History: Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits.
Medicine: When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.
Survival: When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.
Prepare Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food.
DC 10 - Create a typical meal
DC 10 - Duplicate a meal
DC 15 - Spot poison or impurities in food
DC 15 - Create a gourmet meal
Cost:
5 gp
Cheap:
4 gp
Expensive:
10 gp
Weight:
3 lb.
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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:
50 gp
Cheap:
40 gp
Expensive:
100 gp
Weight:
2 lb.
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A poisoner's kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.
A poisoner's kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.
History: Your training with poisons can help you when you try to recall facts about infamous poisonings.
Investigation, Perception: Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.
Medicine: When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.
Nature, Survival: Working with poisons enables you to acquire lore about which plants and animals are poisonous.
Handle Poison: Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.
DC 10 - Spot a poisoned object
DC 20 - Determine the effects of a poison
Potions (Common)
Cost:
50 gp
Cheap:
40 gp
Expensive:
100 gp
Weight:
½ lb.
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Potions (Uncommon)
Cost:
250 gp
Cheap:
200 gp
Expensive:
500 gp
Weight:
½ lb.
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Potions (Rare)
Cost:
2500 gp
Cheap:
2,000 gp
Expensive:
5,000 gp
Weight:
½ lb.
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Potions (Legendary)
Cost:
62500 gp
Cheap:
50,000 gp
Expensive:
125,000 gp
Weight:
½ lb.
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