All Items
Abacus
Read More →Acid (vial)
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.
Read More →Alchemist's fire (flask)
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...
Read More →Alchemist's supplies
Read More →Alms box
Read More →Antitoxin (vial)
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.
Read More →Arcance Focus Wand
An arcane focus is a special item-an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item-designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Read More →Arcane Focus Crystal
An arcane focus is a special item-an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item-designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Read More →Arcane Focus Orb
An arcane focus is a special item-an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item-designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Read More →Arcane Focus Rod
An arcane focus is a special item-an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item-designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Read More →Arcane Focus Staff
An arcane focus is a special item-an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item-designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Read More →Arrows (20)
Read More →Backpack
Read More →Bag of sand little
Read More →Bagpipes
Read More →Ball bearings (bag of 1000)
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...
Read More →Barrel
Read More →Basket
Read More →Bedroll
Read More →Bell
Read More →Blanket
Read More →Block and tackle
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.
Read More →Blowgun needles (50)
Read More →Book
A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.
Read More →Bottle glass
Read More →Brewer's supplies
Read More →Bucket
Read More →Calligrapher's supplies
Read More →Caltrops (bag of 20)
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet...
Read More →Candle
For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Read More →Carpenter's tools
Read More →Cartographer's tools
Read More →Case map or scroll
This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
Read More →Censer
Read More →Chain (10 feet)
A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
Read More →Chalk (1 piece)
Read More →Chest
Read More →Climber's kit
A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without...
Read More →Clothes common
Read More →Clothes costume
Read More →Clothes fine
Read More →Clothes traveler's
Read More →Cobbler's tools
Read More →Component pouch
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).
Read More →Cook's utensils
Read More →Crossbow bolts (20)
Read More →Crowbar
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Read More →Dice set
Read More →Disguise kit
Read More →Druidic focus Sprig of mistletoe
A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Read More →Druidic focus Totem
A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Read More →Druidic focus Wooden staff
A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Read More →Druidic focus Yew wand
A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Read More →Drum
Read More →Dulcimer
Read More →Fishing tackle
This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Read More →Flask or tankard
Read More →Flute
Read More →Forgery kit
Read More →Glassblower's tools
Read More →Grappling hook
Read More →Hammer
Read More →Hammer sledge
Read More →Healer's kit
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.
Read More →Herbalism kit
Read More →Holy symbol Amulet
A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B 'Fantasy-Historical Pantheons' lists the...
Read More →Holy symbol Emblem
A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B 'Fantasy-Historical Pantheons' lists the...
Read More →Holy symbol Reliquary
A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B 'Fantasy-Historical Pantheons' lists the...
Read More →Holy water (flask)
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it...
Read More →Horn
Read More →Hourglass
Read More →Hunting trap
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...
Read More →Incense block
Read More →Ink (1 ounce bottle)
Read More →Ink pen
Read More →Jeweler's tools
Read More →Jug or pitcher
Read More →Knife small
Read More →Ladder (10-foot)
Read More →Lamp
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.
Read More →Lantern bullseye
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.
Read More →Lantern hooded
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.
Read More →Leatherworker's tools
Read More →Lock
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 GM may decide that better locks are available for higher prices.
Read More →Lute
Read More →Lyre
Read More →Magnifying glass
This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass...
Read More →Manacles
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...
Read More →Mason's tools
Read More →Mess kit
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.
Read More →Mirror steel
Read More →Navigator's tools
Read More →Oil (flask)
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...
Read More →Painter's supplies
Read More →Pan flute
Read More →Paper (one sheet)
Read More →Parchment (one sheet)
Read More →Perfume (vial)
Read More →Pick miner's
Read More →Piton
Read More →Playing card set
Read More →Poison basic (vial)
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...
Read More →Poisoner's kit
Read More →Pole (10-foot)
Read More →Pot iron
Read More →Potion of healing
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
Read More →Potter's tools
Read More →Pouch
A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).
Read More →Ram portable
You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
Read More →Rations (1 day)
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Read More →Robes
Read More →Rope hempen (50 feet)
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Read More →Rope silk (50 feet)
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Read More →Sack
Read More →Scale merchant's
A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
Read More →Sealing wax
Read More →Shawm
Read More →Shovel
Read More →Signal whistle
Read More →Signet ring
Read More →Sling bullets (20)
Read More →Smith's tools
Read More →Soap
Read More →Spellbook
Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Read More →Spikes iron (10)
Read More →String (10 feet)
Read More →Thieves' tools
Read More →Tinderbox
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.
Read More →Tinker's tools
Read More →Torch
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.
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