Adventuring Gear

Note that nothing here is magical.

Adventuring Gear
Item Cost Weight
Acidic fire 65 gp 1 lb.
Alchemical flare bolts (10) 150 gp 1 lb.
Alchemical flare stakes (10) 150 gp 1 lb.
Alchemist's mercy 1 gp
Ammunition
Riverbow saw (20) 5 gp 3 lb.
Sling bullet, priest's (20) 1 gp 1½ lb.
Angel radiance 20 gp
Animal training pole 10 gp 3 lb.
Animal call 20 gp
Arcane focus
Runed skull 10 gp 3 lb.
Aspergillum 5 gp 3 lb.
Atramen oil 50 gp 1 lb.
Auran mask 50 gp 1 lb.
Automated footpad 30 gp 1/2 lb.
Bandoleer 5 sp 1/2 lb.
Bitterleaf oil 25 gp 1 lb.
Bladefire 20 gp 1 lb.
Bloodspike, tempo 150 gp
Bloodspike, thickener 120 gp
Bodysuit, black 30 gp 1 lb.
Bolt cutters 6 gp 5 lb.
Book of prayers 50 gp 3 lb.
Breathing mask 6 gp 1/2 lb.
Brittlebone (flask) 30 gp 1/2 lb.
Cable (100 feet) 50 gp 4 lb.
Cablespool 125 gp 2 lb.
Clearwater tablet 1 gp
Clothes, double-sided 50 gp 8 lb.
Clothes, priest's 5 gp 6 lb.
Chirurgery Kit 75 gp 5 lb.
Cold weather outfit 8 gp 7 lb.
Daystrider capsule 10 gp
Dart, acid 20 gp 1/4 lb.
Dart, stun 40 gp 1/4 lb.
Defoliator 20 gp 1 lb.
Drop sheath 600 gp
Eggshell grenade, dust 20 gp
Embalming fire (flask) 20 gp 1/2 lb.
Item Cost Weight
Expandable pole 5 gp 1 lb.
Eyesting cylinder 30 gp 1 lb.
False scabbard 15 gp 1 lb.
Fast torch 5 gp 1/2 lb.
Finder's chalk 5 gp
Finder's glass 400 gp 1/2 lb.
Finger blades 20 gp
Firmament stone 110 gp 1/2 lb.
Flotation bladder 2 gp 2 lb.
Fog rock 320 gp
Forger's paper 10 gp
Fur clothing 8 gp 10 lb.
Garlic, head 2 cp
Ghostoil (flask) 50 gp 1 lb.
Ghostwall shellac (bottle) 150 gp 1 lb.
Glass cutter 2 gp 1 lb.
Gravebane (flask) 25 gp 1 lb.
Hammock 5gp 1 lb.
Hearthfire cube 10 gp
Healing salve 50 gp
Heat mat 45 gp
Helmet, miner's 1 gp 1 lb.
Holy wafers (10) 2 sp
Ice crystal 5 gp 1/2 lb.
Icewild lichen paste 50 gp
Inquisitive's kit 300 gp 4 lb.
Insectbane candle 1 sp
Inside pocket 2 gp
Lard 2 sp 10 lb.
Lead-lined cloak 35 gp 12 lb.
Liquid ice 30 gp 1 lb.
Liquid night (flask) 150 gp 1/2 lb.
Liquid smoke 20 gp 1 lb.
Listening cone 8 sp 1 lb.
Longreach tongs 20 gp 5 lb.
Long-spoon thieves' tools 70 gp 3 lb.
Magnet 20 gp 2 lb.
Mummy mites, jar of 75 gp 1 lb.
Necromantic totem 500 gp
Panther tears (vial) 60 gp
Periscope, hand 50 gp 2 lb.
Portable pyre 10 gp 16 lb.
Potion belt 1 gp 1 lb.
Razor ice powder 50 gp 1 lb.
Item Cost Weight
Rope, earthsilk (50 feet) 12 gp 7 lb.
Rubbing kit 5 gp 1 lb
Rust monster wand 160 gp 2 lb.
Panther tears (vial) 60 gp
Sashling 10 gp 1 lb.
Scroll organizer 5 gp 1/2 lb.
Shapesand, jug (1 cubic foot) 500 gp 12 lb.
Sling Bullet, Priest's (20) 1gp 1 1/2 lb.
Slippery oil 50 gp 1 lb.
Slumber sand (flask) 50 gp 1 lb.
Smuggler's boots 10 gp 1 lb.
Sprayer 15 gp 4 lb.
Stonebreaker acid 20 gp 1 lb.
Sundark goggles 20 gp
Taint talisman 100 gp
Thunderstone 30 gp 1 lb.
Tongs, metal 3 gp 4 lb.
Trollbane (vial) 90 gp
True holy symbol 500 gp
Twine, roll (50 feet) 1 sp
Unholy water (flask) 25 gp 1 lb.
Wick, candle (50 feet) 2 sp

Acidic Fire (65 gp, 1lb). This alchemical concoction combines alchemist’s fire with a strong acid. 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 acidic fire as an improvised weapon. On a hit, the target takes 1d6 acid damage, and 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.

Alchemical Flare Bolts (150 gp for 10, 1lb). The head of this alchemically prepared crossbow bolt contains a blend of phosphorus, silver particles, garlic, and other alchemical substances to ignite desiccated flesh. An alchemical flare bolt that hits a corporeal undead deals an extra 1d6 points of fire damage. A living creature struck by a flare bolt takes normal bolt damage with no extra fire damage.

Alchemical Flare Stakes (150 gp for 10, 1lb). Treat this alchemically prepared wooden stake as a dagger. However, it is destroyed after one successful attack. An alchemical flare stake that hits a corporeal undead deals an additional 1d6 points of fire damage and lodges within the creature's body. Each embedded stake deals 1d6 points of fire damage to the undead creature at the end of its turn. The creature can remove all embedded stakes as an action. A living creature struck by a flare stake takes normal dagger damage with no additional fire damage.

Alchemist's Mercy (1gp, —). A fine powder that, when mixed with water or fruit juice and consumed, eliminates the effects of a hangover.

Angel Radiance (20gp, —). This speck of dust carried in a tiny vial provides nonmagical golden light as a torch, but does not burn. It can be covered but cannot be extinguished.

Animal Call (20gp, —). This handy whistle gives you advantage on Survival checks to find food when hunting the type of animal it mimics. It can also be used as a signal.

Animal Training Pole (10gp, 3lb). This hollow pole has a strong, thin cord threaded through it and twisted into a loop at the end. When looped around an animal’s neck, it provides an easy way to direct the animal while preventing the animal from moving any closer than the pole’s length. An animal training pole provides advantage on any Wisdom (Animal Handling) check to teach an animal a task.

Arcane Focus (Runed Skull) (10gp, 3lb). This skull has been meticulously engraved with runes of power to channel arcane energies.

Aspergillum (5gp, 3lb). This lightweight metal device looks like a club or a mace. It contains a reservoir that can hold up to 3 pints (three flasks) of holy water. By shaking the aspergillum as an action, you can sprinkle one flask of holy water on a target within 5 feet. This action is a melee weapon attack, and you are proficient with it if you are proficient with the mace. Many adventurers prefer using an aspergillum to dispense holy water rather than throwing or pouring out the contents of a flask.

You can refill the aspergellum as an action.

Atramen Oil (50gp, 1lb). This substance is cold pressed from atramen fruit that grows on shoals of Elemental Earth that have drifted too close to the Negative Energy Plane. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature, treating the atraman oil as an improvised weapon. On a hit, the target suffers disadvantage on Constitution saving throws until the start of your next turn.

Auran Mask (60gp, 1lb). This mask fits over your nose and mouth. The bulk of the item is a cloth packet holding a porous, spongelike substance. It requires a bonus action to put on or remove, and once a single breath is taken through the mask, its benefits last for only 1 hour (or less if taken underwater).

While wearing an auran mask, you receive advantage on Constitution saving throws against inhaled poisons. In addition, you can breathe underwater as if under the effect of a water breathing spell, though immersing the auran mask in water reduces its remaining duration to 10 minutes.

Similar masks called aquan masks exist, which can bestow an air breathing spell upon their wearer.

Automated Footpad (30gp, 1/2lb). A gnome creation, this device looks like a small, wind-up toy. When wound and set in motion, it heads off in a straight line, making distinct, audible footsteps every few seconds. Its chief purpose is to distract guards’ attention by making it seem that someone is walking down a corridor, though it can also make a useful trap-detection tool. The device may be able to set off a touch- or proximity-triggered trap.

Bandoleer (5sp, 1/2lb). This leather belt has loops or pouches for carrying small items (up to dagger size). It is usually worn across the chest. It holds 8 items.

A masterwork bandoleer costs 5 gp and holds 12 items.

Bitterleaf Oil (25gp, 1lb). Kobolds use this salve to keep their scales healthy and shiny. Each bottle of bitterleaf oil holds enough for ten applications. If the oil is applied each day (one minute), it staves off shedding indefi nitely. In addition, on any day when bitterleaf oil is applied, the character regains one more hit die with a full night’s rest.

Bladefire (20gp, 1lb). Similar to alchemist’s fire but less volatile, this thick, adhesive liquid ignites when exposed to air. Bladefire is typically poured along the length of a bladed weapon, causing the weapon to burn for a short period of time. A weapon treated with bladefire burns for 1 minute. While burning, the weapon sheds light as a torch. A weapon treated with bladefire deals 1 additional point of fire damage with each successful hit. Applying bladefire to a weapon is an action. Bladefire is thick enough that once applied, it does not flow down the weapon, preventing it from harming the user. Setting flammable items alight requires more contact than just an attack. To light a flammable item requires an action.

Bloodspike, Tempo (150gp, —). The tempo bloodspike interlaces your blood with an alchemical substance that grants you a secret reservoir of energy. You can inject this into your arm as an action, dealing 1 piercing damage to yourself. Sometime in the next hour, you can expend it to take a second bonus action, or double your speed for that turn.

Bloodspike, Thickener (120gp, —). A thickener bloodspike interlaces your blood with an alchemical substance that helps stem blood flow should you take damage. You can inject this into your arm as an action, dealing 1 piercing damage to yourself. When you take bludgeoning, piercing, or slashing damage, you can use your reaction to gain resistance to that instance of damage.

Bodysuit, Black (30gp, 1lb). This very tight-fitting garment is made of black silk. It is used by rogues and infiltrators when sneaking around at night. Wearing the suit grants advantage on Dexterity (Stealth) checks in dim light or darkness. However, the bodysuit provides no benefit if you wear other clothing or armor, other than belts, pouches, or bandoleers, on top of it.

Bolt Cutters (6gp, 5lb). This cutting tool can cut through chains, thin metal, and iron bars. When used against objects (usually metal) that are no thicker than 1 inch in diameter as an action, bolt cutters deal 15 points + your Strength modifier of slashing damage to that item. Bolt cutters cannot be used effectively as a weapon (other than as a clumsy club).

Book of Prayers (50gp, 3lb). A book of prayers is an ornately illustrated tome, consecrated to a specific god, religion, philosophy, or ideal. With book in hand, a character can take an action to pray, chanting scriptures from the book of prayers. The character reading aloud from the text may make a DC 10 Charisma (Performance) check to aid a believer of the book's faith in its attempt to turn or rebuke undead or other creatures. On a success, the next turn or rebuke attempt made before the end of your next turn by the selected ally within 30 feet can impose disadvantage on one creature's save. A turner or rebuker can only be aided by one other character using a book of prayers. Alternatively on a successful check, you can grant a creature advantage on its Dark Knowledge check.

You can read from a book written for a faith that you do not worship, but your Charisma check is at disadvantage.

Breathing Mask (6gp, 1/2lb). To avoid the hacking conclusion of black lung or grinders disease, many miners wear breathing masks: cloth face and nose covers filled with linen strips and thick leaves, tied behind the head with a leather strap. Wearing a breathing mask provides advantage on saves made against harmful inhaled substances other than poisons: an ash zombie's Ash Puff, for instance, and some diseases.

Brittlebone (30gp, 1/2lb). This unguent must be spread over a set of bones before animation as a skeleton. The ointment reduces the skeleton’s Constitution by 2 points, but when the skeleton is destroyed, its bones splinter and fly apart, sending shards in all directions. Any creature within 5 feet of the skeleton takes 1d4 point of piercing damage per HD of the skeleton, or half on a successful DC 15 Dexterity save.

Cable, 100 ft. (50gp, 4lb). Desmodu make a metal cord that is thinner and stronger than even silk rope. It is too thin for most creatures to climb, but desmodus using a cable can climb at their normal climb speed. The cable has a snap ring at each end so that it can be quickly attached to or detached from a piton, spike, grappling hook, or other item.

The cable has 10 hit points and a damage threshold of 5. It can be broken with a successful Strength check (DC 19).

Cablespool (125gp, 2lb). This desmodu gadget can carry 100 feet of cable (see above) in an enclosed reel. The reel is spring-wound and you can pull in all 100 feet of cable as an action (pulling with a Strength score of 16). It can be set to reel or unreel the cable automatically as the user climbs, or to act as a brake, allowing the user to jump down 100 feet without harm.

Clearwater Tablet (1gp, —). These small black pellets smell strongly of tar. Dropping a clearwater tablet into a gallon of water cleans the water of disease, poison, and other befouling toxins. Water so treated has a vaguely tarry smell and leaves a slimy black deposit on a surface it touches but is safe to drink.

Magic liquids (such as potions, oils, and magic poisons) are immune to the effect of clearwater tablets. Liquids based on oil or alcohol are also not affected.

Clothes, Double-Sided (50gp, 8lb). This specially made set of clothing is useful for allaying suspicion and throwing off pursuit. A bard who has been spotted leaving an assignation, a spymaster who is trying to throw off a tail, or a thief who wants to establish an alibi—any of these can benefit greatly from this relatively simple item. Each piece of clothing in the set is reversible, and the two sides differ markedly in color, style, and general appearance. Neither side resembles the other in any way, and most often the two ensembles even correspond to different social stations. Thus, the wearer can take pains to be seen wearing one outfit, then duck briefly out of sight and emerge looking so different that only the most suspicious observer would connect him or her with the person who vanished a few moments before. However, it would behoove the suit’s owner not to use it too many times in the same town, lest some bright citizen make a connection between the disappearance of one person and the appearance of the other.

It takes 2 minutes to reverse the clothing and alter other details (such as hairstyle, jewelry, and so forth) appropriately. A character who completes the change gains advantage on Deception checks made to disguise their true identity. If the wearer attempts any additional changes (such as using spells or a disguise kit, or appearing as a different gender, race, or class), apply the corresponding check modifiers and extend the time required appropriately.

Clothes, Priest's (5gp, 6lb). These ecclesiastical clothes are for performing priestly functions for a specific church or faith. They can make getting access to a temple easier, or convince undead that their wearer is a cleric (either frightening the undead, or goading it into focusing its attacks on the wearer). The DM is the final arbiter of their usefulness.

Chirurgery Kit (20gp, 5lb). This padded, compartmentalized case contains a selection of knives, scalpels, clamps, needles, and thread. It grants advantage on checks made to determine the cause of death.

Cold Weather Outfit (8gp, 7lb). A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants advantage on Constitution saving throws against exposure to cold weather. If you wear both a cold weather outfit and fur clothing, you also gain resistance to the damage of natural cold weather. Your cold protection level when wearing a cold weather outfit is 1, or 2 if you are also wearing furs.

Dart, Acid (20gp, 1/4lb). This functions as a normal dart, but deals an additional 1d6 acid damage on a hit. It is destroyed after impact.

Dart, Stunning (40gp, 1/4lb). When you hit a creature with this dart, it must make a DC 12 Constitution saving throw or be stunned until the end of its next turn. It is then destroyed.

Daystrider Capsule (10gp, —). Consuming one of these capsules increases the amount you can walk in a day without risking exhaustion by 2 hours. These capsules do not stack with themselves, but they do stack with cobbler's tools.

Defoliator (20gp, 1lb). This vile liquid has a muddy brown hue and smells of rotten plant life. 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 defoliator as an improvised weapon. Alternatively, you can drop it at your feet, automatically hitting in your space. It deals 2d4 points of necrotic damage to plant creatures and kills normal plants of Medium-size or smaller. It also kills all normal plants of Small size or smaller within 5 feet of its impact. Wooden objects such as doors and wooden weapons also take damage from defoliator.

Drop Sheath (600gp, —). This sheath affixes to the arm, allowing you to conceal a light melee weapon in a sleeve and draw it quickly. The sheath gives you advantage on Dexterity (Sleight of Hand) and Dexterity (Stealth) checks to conceal the weapon. In addition, you can draw this weapon without using an action or your interaction with an object.

Embalming Fire (20gp, 1/2lb). You can pour this bitter-smelling liquid out as an action. It must be poured over a corpse and allowed to soak for at least 1 minute before the corpse is animated as a zombie.

Once animated, if the zombie takes even a single point of damage, it bursts into blue flame for 1 minute. This fire deals no damage to it, but the zombie's melee weapon attacks during that time each deal an extra 1d6 points of fire damage.

Eggshell Grenade, Dust (20gp, —). Eggshell grenades are emptied eggshells carefully packed with various alchemical substances. As an action, you can throw this egg up to 10 feet, shattering it on impact. Make a ranged attack against a creature, treating the eggshell grenade as an improvised weapon. You have disadvantage on this attack roll, since it must be targeted so precisely. On a hit, the target is blinded until the end of its next turn, and all creatures within 5 feet must make a Constitution saving throw or have disadvantage on Perception checks for the same duration.

Expandable Pole (5 gp, 1 lb). This sturdy but hollow bamboo rod is 1 foot long and capped at each end. By removing the caps, the user can slide out up to fi ve additional sections from each tip. When extended and rotated into “locked” position (a bonus action), each of these sections adds 1 foot to the total length of the rod. Since each end can produce the same number of extensions, the pole can be set at any 1-foot increment up to 11 feet. The usual settings are 5 feet, 7 feet, 9 feet, and 11 feet. Collapsing the pole back to its original 1-foot length requires twisting each section to unlock it, then sliding it back inside the next larger piece (a bonus action).

The primary function of this device is to bridge holes or gaps and anchor ropes for descent into pits and shafts. How far the pole is extended determines how much weight it can bear: It can hold 150 pounds at 5 feet, 120 pounds at 7 feet, 100 pounds at 9 feet, or 50 pounds at 11 feet. Halflings and gnomes in particular find this a useful piece of dungeoneering equipment.

Eyesting Cylinder (30 gp, 1 lb.) Eyesting cylinders are fragile tubes filled with an airborne irritant that causes the eyes to fill with tears and reflexively close.

As an action, you can throw this flask up to 20 feet, shattering it on impact. Every creature within 5 feet of where it lands must make a DC 10 Constitution saving throw. On a failure, it is blinded for 1 minute. It can repeat the save at the end of each of its turns, ending the effect upon a success.

False Scabbard. This device is simply a scabbard that is made to be longer than the blade it holds. Concealed in the extended space is a secret compartment that can hold a few folded sheets of paper or a vial of poison. It takes a DC 20 Wisdom (Perception) check to notice the scabbard is false.

Fast Torch (5gp, 1/2lb). This item consists of a tube of waxed paper set into a short wooden handle. The end opposite the handle has a wax seal, and the whole item is about the size of a normal torch. An alchemical substance packed inside the tube ignites when exposed to air.

Lighting the torch is as simple as removing the wax seal, which requires a bonus action or your interaction with an object. The lit torch produces a brilliant white light that produces bright illumination in a 30-foot radius and shadowy illumination 30 feet beyond that.

A fast torch burns for 10 minutes, even in high winds or underwater (though it can't be ignited underwater). It's possible to extinguish a fast torch by burying it in sand (or a similar substance) or by grinding it out against a nonflammable surface. Either method requires an action; once extinguished, it can't be relit.

Finder’s Chalk (5gp, —). Marks made by this red chalk fade from casual view after 1 minute, allowing you to mark dungeon surfaces secretly. The chalk lets you keep track of what areas you have and have not visited without alerting wandering creatures to your presence. To detect a simple mark, such as a line or an X, make a successful DC 15 Perception check. To detect more complex marks, make a successful DC 25 Perception check. A finder’s glass (see below) or true seeing lets you detect the marks automatically.

One piece of finder’s chalk covers a 10-foot-square wall with marks.

Finder’s Glass (400gp, 1/2lb). A finder’s glass is a 3-inch-diameter circular disc of red glass set in a copper frame. It can be held in front of your eye or inserted over the aperture of a standard bullseye lantern, causing it to emit dim red light. When you look through a finder’s glass, you can automatically find or read marks made by finder’s chalk. If the glass is used in conjunction with a lantern, all creatures in the area of bright can automatically find or reach such marks.

Finger Blades (20gp, —). These are very short razor-sharp blades that fit over the fingers. They are used to cut through purse strings or garments and grant advantage on Sleight of Hand checks made to pick pockets. They are too short to be used as effective weapons, causing only scratches at most.

Firmament Stone (110gp, 1/2 lb). Each stone is attuned to either the sun or the moon, glowing when the associated heavenly body is in the sky, and remaining dark otherwise. The stones are most useful for magic items that regain charges at a specific time of day. Firmament stones attuned to the moon also show the phase of the moon by altering the shape of the glow that travels through the stone each night.

Flotation Bladder (2gp, 2lb). This item, used to aid in swimming, consists of two sealed, oiled leather sacks attached with a piece of rope. Each sack can be inflated by blowing air into it through a small metal valve as an action. Once inflated and placed under the arms, a flotation bladder grants advantage on Athletics checks to rise to the surface or remain at the surface. The bladder also imposes disadvantage on Athletics checks to go deeper into the water.

Fog Rock (320gp, —). When dropped into fresh water as an action, this rock produces thick fog that fills a 5-foot-radius sphere centered upon the rock. The sphere spreads around corners, and its area is heavily obscured. It lasts until you remove it as an action, or wind of moderate speed (at least 10 miles per hour) disperses it. Salt water has no special effect on these rocks, but they lose their ability if not kept damp with brine. After discharging fog, a fog rock requires 24 hours to recharge.

Forger's Paper (10gp, —). This normal-looking sheet of paper is infused with an alchemical substance that makes the sheet nearly transparent for 1 hour when exposed to heat. The now-clear sheet can be overlaid on a document to be copied, granting advantage on checks with a forgery kit to create a copy of the document. Once the alchemical substance within it loses potency, the page becomes indistinguishable from a normal piece of paper (and can’t be activated again by any means).

Fur Clothing (8gp, 10lb.) Fur clothing consists of thick layers of animal furs designed to be worn over a regular set of clothing or armor. Wearing fur clothing grants advantage on Constitution saving throws against exposure to cold weather. Fur clothing can be worn over a cold weather outfit; in this case you also gain resistance to the damage of natural cold weather. Your cold protection level when wearing furs is 1, or 2 if you are also wearing a cold weather outfit.

Fur clothing is cumbersome to wear. Although the furs do not provide an armor bonus, they do impose disadvantage on Dexterity (Acrobatics), Dexterity (Sleight of Hand), and Dexterity (Stealth) checks while worn.

Garlic, head (2cp, —). This is an ordinary head of garlic. Most vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it, though a few have other substances they despise.

Ghostoil (50 gp, 1 lb). Applying this liquid to a weapon takes an action. After being applied, the weapon deals full damage to incorporeal undead for 1 minute.

Ghostwall Shellac (150 gp, 1 lb). Ghostwall shellac must be mixed with 1 gallon of water to become active. The mixture is then spread over any nonliving surface, most commonly the walls of a room.

Coating a 10-foot square with prepared shellac takes 1 minute, and 1 gallon of the green liquid covers 10 such squares. Whether it is applied to a surface or left in a container, the shellac dries and hardens 1 hour after being mixed with water.

When ghostwall shellac dries, it changes the composition of the surface upon which it has been spread. Incorporeal creatures can no longer pass through a coated wall any more than normal creatures can.

The shellac also causes the wall to simultaneously exist on the Ethereal Plane for a limited time, so creatures on that plane cannot see through or pass through the space it occupies. When applying ghostwall shellac to the walls of a room, remember to coat the floor and ceiling as well.

Ghostwall shellac lasts for 4d6 hours once applied.

Glass Cutter (2gp, 1lb). This special device lets you cut through glass panes without cracking or shattering them in the process. The glass cutter makes a circular hole anywhere from 3 inches to 16 inches in diameter. To use it quietly, make a Dexterity check (DC 15). Proficiency in thieves' tools applies. If the check fails, the glass shatters with a loud crash.

Gravebane (25 gp, 1lb). 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, a 10-foot cube centered on the vial fills with smoke that undead find revolting. In order to pass through, an undead must succeed on a DC 12 Wisdom save. On a failure, the undead cannot move through the smoke. It can, however, attack a creature that is standing in the smoke.

The smoke lasts for 1 minute or until dispelled by strong wind.

Hammock (5gp, 1lb). This portable sling is a favorite of sailors and rangers. It is hung up between two posts or trees to create a comfortable bed that is off the ground.

Healing Salve (50gp, —). Rubbing this stinky green paste into wounds promotes rapid healing. Applying the salve is an action. One dose heals 1d8 + 1 points of damage. This has no effect on undead or constructs.

Heat Mat (45gp, —). This 1-foot-by-1-foot square mat is made of heat-absorbing materials. It can withstand temperatures of up to 1,200 degrees Fahrenheit, even when a hot item is placed directly on it, and will not catch fire. The mat does get uncomfortably hot and is not suitable as a protective layer of clothing. It is mostly found in alchemists’ and wizards’ laboratories.

Hearthfire (10 gp, —). One of these cubes glows with blue flame that produces neither light nor heat. They glow while wet, and can be dried off to extinguish them. They can burn indefinitely. While burning, they provide bright light in a 20-foot radius and dim light for an additional 20 feet.

Helmet, Miner’s (1 gp, 1lb). This metal pot helm has a small enclosure on the front, similar to a bullseye lantern. It can hold one candle, which illuminates a cone 10 feet long. The candle is commonly imbued with a light or continual flame spell. Alternatively, it can hold angel radiance, illuminating as normal.

Holy Wafers (10) (2sp, —). Holy wafers refer to any food specifically created and sanctified for use in a religious ceremony. Commonly in the form of small, stylized bread wafers impressed with religious images, holy wafers have few uses outside of sacred rituals. However, these unassuming wafers are also one of the most effective methods of dispatching vampires. Destroying a vampire's body is often difficult without access to powerful spells like disintegration, and even staking the creature and burning it might prove dangerous if the stake burns first. Yet filling a vampire's mouth with holy wafers and cutting off its head is a relatively simple feat and effectively prevents it from returning to undeath. Divine spells that create food, such as goodberry, can also be used to the same effect as holy wafers.

Holy wafers can be purchased at most temples or shrines.

Ice Crystal (5gp, 1/2lb). When immersed in liquid, this small piece of rock crystal becomes as cold as a piece of ice and remains that way until it is removed from the liquid, whereupon it reverts to its normal temperature. Ice crystals are used to cool liquids in laboratories and keep drinks cold.

Icewild Lichen Paste (50gp, —). Icewild, or muqqa, is a stimulant that produces a feeling of energy and euphoria lasting 2d4 hours. Consumption of one dose confers immunity to exhaustion from forced march or temperature (although damage can still be taken). One dose also suppresses one level of exhaustion from any other source.

At the end of the effect's duration, a suppressed level of exhaustion from another source returns.

Icewild can be used once per day. Anyone who takes more than one dose within 24 hours immediately overdoses, taking 3d10 necrotic damage per additional dose, and gains none of the usual benefits

Inquisitive’s Kit (300gp, 4lb). Made popular by freelance inquisitives, this kit contains some of the most often-used tools of the investigation trade. It includes containers of various shapes and sizes made of glass, metal, and wood; fine silk gloves; mundane dusts and brushes; tweezers, picks, and probes; a magnifying lens; ink and quills; chalk and charcoal; parchment sheets; and a small journal for recording notes. It grants advantage on ability checks made to investigate the scene of a crime or other mystery.

Insectbane Candle (1sp, —). Normal insects (that is, those that do not have statblocks) will not approach within 5 feet. It burns for 1 hour.

Inside Pocket (2gp, —). This hidden space is simply an extra pocket sewn into the inner lining of a coat, tunic, robe, or pair of trousers. An inside pocket generally only holds a few sheets of paper, parchment, or similar items, but some are made to hold a potion or a dagger. A single piece of clothing can have up to two inside pockets. It takes a DC 20 Perception check for someone to find something hidden in the pocket.

Another version of this item costs 10gp and requires a DC 25 check to find something hidden in the pocket.

Lard (2sp, 10lb). Simple cooking lard can be a great aid to dungeoneers. You can spread it on the floor to make a slippery area similar to that created by a grease spell. Applying lard in this manner takes 1 minute, but the coated area remains slippery for 1 hour. You can also take 1 minute to coat yourself in lard, which grants you advantage on Dexterity (Acrobatics) checks made to escape a grapple. The bonus lasts for 10 minutes.

Lead-Lined Cloak (35gp, 12lb). This comfortable, warm cloak comes with a hood and reaches to your knees. It is lined with lead, blocking some divination magic.

Liquid Ice (30gp, 1lb). This viscous liquid becomes extremely cold when exposed to air. As an action, you can splash the liquid in this flask within 5 feet of you or throw it up to 20 feet, shattering it on impact. It can freeze the surface of a 10-foot-square area of water or smother a like area of fire.

If it freezes water, the ice becomes difficult terrain until melted. When the ice appears, each creature standing in its area must succeed on a DC 12 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Liquid Night (150gp, 1/2lb). This dark, sticky fluid provides a daylight-sensitive undead creature with temporary protection from the sun's deadly rays. It allows the creature to ignore any vulnerability to sunlight for a full hour.

If subjected to a spell or magical effect that would cause extra damage or an additional effect to an undead creature that is vulnerable to sunlight, the creature is treated as not having that vulnerability (however, this also burns away the liquid night, ending the protection against either mundane or magical sunlight). Liquid night has a distinct musky odor of moonflower (one of its ingredients).

Spreading liquid night over a creature's body requires an action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature four flasks, and a Gargantuan creature eight or more flasks.

Liquid Smoke (20gp, 1lb). Liquid smoke creates thick, opaque smoke when exposed to air. As an action, you can open this vial. The smoke fills a 10-foot cube centered upon the vial. The cube spreads around corners, and its area is heavily obscured. It lasts until the start of your next turn, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Listening Cone (8sp, 1lb). This iron cone can be placed against a thin surface, such as a door, where it grants advantage on Wisdom (Perception) checks made to listen through the surface. Depending upon conditions, a listening cone might even be able used to listen through stone walls, with a DC determined by your DM. Listening cones have no effect if not used against a surface.

Longreach Tongs (20gp, 5lb). Though this versatile tool has a multitude of potential uses, rogues typically employ it for removing items from shelves, cabinets, chests, or other receptacles without directly endangering their hands. The tongs do not permit fine manipulation, but the owner can use them to lift an object weighing up to their Strength score in pounds, tug aside a curtain, grip a doorknob or latch, or perform some similar activity. Some sets of tongs have wooden handles to insulate the user against electrical shocks or other unpleasant effects. A typical set of longreach tongs can extend to a length of 10 feet.

Long-Spoon Thieves’ Tools (70gp, 3lb). Each of these items is a specially modified version of a standard lockpicking tool mounted on a long, thin handle. These tools enable the user to manipulate a latch, tinker with a lock, or probe a trap from a position up to 5 feet away and well to the side of the target device. A 1-inch-diameter mirror mounted on a similar handle gives the user a good view of the situation. Though some traps have sufficient range to inflict harm even at that distance, these tools make it possible for a wary rogue to avoid most common hazards, such as poisoned needles or spurting acid.

Using these tools is more time-consuming and less accurate than taking the direct approach; thus, long-spoon tools double the time required and impose disadvantage on any check for which they are used.

Magnet (20gp, 2lb). This magnetized bar of metal picks up small objects of ferrous metal, such as iron or steel. The magnet can lift up to 2 pounds of metal if touched to the object in question. It can also attract metal objects weighing up to one-third of a pound at a distance of 1 foot. You can tie a magnet to the end of a piece of twine and lower it into a pit to pick up objects or manipulate levers. You can also lash a magnet to the end of a pole and slide it under doors to retrieve items.

Mummy Mites, Jar of (75gp, 1lb): These ant-sized insects voraciously feed on dead flesh. No one knows whether these ravenous vermin are natural creatures or magically manipulated creations, but regardless, they make formidable weapons against all kinds of corporeal undead. Mummy mites are often stored in glass flasks as tiny, gray inert eggs. Make a ranged weapon attack with the jar to hit a target.

Upon hitting a target, a flask of mummy mites breaks, spilling eggs over a 5-foot square. These eggs do not react to living creatures, but if they land within 5 feet of dead flesh, they immediately hatch and attack on the next round. Active mummy mites prey upon necrotic flesh, regardless of whether it’s moving, and attack any corpse or corporeal undead creature nearby. Once they find a body to attack, they feast on it to the exclusion of all other food sources for 1 minute, after which they die. Mummy mites do not attack living creatures.

Treat a swarm of mummy mites as a swarm of insects (beetles), except instead of doing piercing damage they do radiant damage, and they do no damage to living creatures.

Necromantic Totem (500gp, —). If you can rebuke undead or other creatures, while you wield this arcane focus you can impose disadvantage on the save of one creature against your ability.

Panther Tears (60 gp, —). When applied to your eyes, you gain darkvision out to a range of 60 feet for 1 hour. However, while in sunlight, you have disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. One vial has enough for one dose.

Periscope, Hand (50 gp, 2 lb). This device consists of two steel mirrors placed opposite each other at angles, separated by a metal tube about 2 feet in length. The periscope allows you to peer around corners without revealing your presence. Because only the end of the periscope protrudes, you can make a Stealth check with advantage to determine if the creatures you spy upon notice it. The area visible through the periscope is cone-shaped and begins in the space immediately around the corner. While looking through the periscope, you are blind with regard to all creatures and objects not in the cone-shaped area.

Portable Pyre (10 gp, 16lb): A good undead hunter takes advantage of the absolute stupidity of mindless undead. A portable pyre is essentially a bundle of oil-soaked logs and tindertwigs bound together. When untied and quickly rolled out over an empty 5-foot square as an action, the tindertwigs immediately ignite the highly flammable kindling. A portable pyre can also be unrolled more carefully so it does not ignite, an act that takes two actions. Once laid out in this manner, the roll ignites if exposed to fire.

Creatures that enter the same square as a lit portable pyre or start their turn there suffer 1d6 points of fire damage. A portable pyre burns for 10 minutes, although 10 gallons of water extinguish the flames. It cannot be used again after being unrolled. Portable pyres cannot be wielded as weapons and are only effective when laid upon a flat surface, making them particularly useful in small hallways or when placed in the path of turned undead.

Potion Belt (1 gp, 1lb). This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. It holds 6 potions. Once per turn, you can retrieve a potion from a belt without having to spend your interaction with an object.

A masterwork belt costs 60 gp and holds 10 potions.

Razor Ice Powder (50gp, 1lb). This granular white powder can be sprinkled over any icy surface as a bonus action; one vial is enough to coat one 5-foot square.

The area coated immediately grows hundreds of tiny razor-sharp crystals of ice; these crystals function as if the area had been covered with razor ice. Razor ice is difficult to see; a successful DC 20 Survival check reveals the danger, otherwise, a victim won’t realize the true nature of the painful ice until it treads upon it.

Razor Ice

Although it resembles normal snow, razor ice is composed of supernaturally strong and sharp snowflakes that shred the skin of those who walk upon it, dealing 1d4 slashing damage and 1d6 cold damage for each 5x5 square walked through.

Rope, earthsilk (12gp, 7lb). Earthsilk rope has 10 hit points and can be burst with a DC 21 Strength check.

Rubber Ball (3gp, —). A bouncing rubber ball can give you an idea of what lies down a corridor. Simply throw the ball at a space within 60 feet. No matter where the ball lands, it bounces directly away from you, traveling half the distance it was first thrown. Then it lands and bounces again, covering half the distance of the previous bounce. The ball continues in this manner until it makes a bounce that would be less than 5 feet in length, at which time it stops bouncing and begins rolling. If the ball strikes a solid object, it reverses direction and continues rolling.

Thus, you can throw a rubber ball down a corridor to see whether or not it hits a wall and returns to you. Either way, you learn something about the length of the hallway. When you throw the ball, you can also listen carefully for other cues, especially if the ball does not return. For example, if you hear a splash, you know that a liquid obstacle lies ahead.

Rubbing Kit (5 gp, 1 lb). Adventurers often encounter ancient carvings and runes that they do not understand. A rubbing kit allows them to bring a copy of the runes back to town for an expert to translate later. The kit consists of a roll of thin paper with enough space for 10 copyings of 5x5 squares of wall, and numerous sticks of fine charcoal. Simply place the paper over the carvings and rub it with charcoal. Creating an accurate copy requires 1 minute for each 5 foot square of paper used. Rubbing more quickly reduces the time to an action for the same amount of paper, but it gives disadvantage to the DC of any check related to interpreting the rubbing, such as an Investigation or Arcana check.

Rust Monster Wand (160gp, 2lb.) The skittering larval young of rust monsters are just as insatiable as adults when it comes to ferrous metals. Little more than 1 inch long and bristling with underdeveloped armor and appendages, these nuisances have the same rusting ability as mature rust monsters, their whiplike antennae ever probing for the touch of metal. Some clever thieves have figured out that these creatures can be helpful when carefully harnessed in a suitable container.

Such a container, commonly called a rust monster wand, is a 1-foot-long piece of glass tubing about 4 inches in diameter that contains about a dozen rust monster larvae. One end of the tube is sealed shut, and the other one is fitted with a two-layer wooden cap. The outer layer of this top covers the wand’s end; when closed, it prevents the larvae from touching anything outside the wand. The inside layer is a thin latticework that keeps the immature creatures inside the tube but allows their antennae to extend through the holes in the lattice.

Uncapping the solid cover and running the tip of the wand across a metal surface allows the hungry young to slowly but effectively eat through metal objects or barriers. The rust monster larvae in a wand can ruin a Large weapon or suit of armor (or a metal object of similar size) in 1 minute, a Medium weapon or suit of armor in 9 rounds, or a Small weapon or suit of armor in 6 rounds. The wand is brittle and must be applied to a target rather delicately, so it cannot be used as a weapon. The larvae within a rust monster wand can survive for about 1d4 + 1 months if given air (by opening the outer layer of the end cap) and fed the equivalent of five coins of metal (or more) per day.

If removed from the wand, individual larvae do not have the size or ability to do appreciable harm to metal equipment. One of these creatures by itself has 1 hit point and can be crushed as an action.

Sashling (10gp, 1lb). This broad, pleated cloth belt hides a great many interior pockets. Ten pockets are sewn into the folds of a sashling, each capable of holding an item weighing about a quarter-pound. A sashling's pleats can conceal almost anything that may be placed inside the belt: An object up to the size of a hen's egg leaves no visible bulge on the sashling's exterior. A sashling is ideal for carrying small items such as coins, gems, vials, material components, and pieces of jewelry unobtrusively.

For wearers who need to carry more supplies, many sashlings are made with hooks on the outer side. The wearer can hang pouches and other items from the outside of the sashling as well, just as with a normal belt.

Scroll Organizer (5gp, 1/2lb). This long strip of leather has an overlapping series of fifteen pockets sewn along one side, each large enough to hold a scroll of a single spell. When slipped into a pocket, only the top of a scroll shows, allowing you to scan the scrolls’ titles.

Shapesand (500gp, 12lb). Shapesand shares many properties with the stuff of uncontrolled Limbo—raw energy that can be molded into any form desired, according to the will of the shaper. The new shape is still composed of sand, but it has the qualities of the object it mimics.

Shapesand is a special kind of wasteland soil that is psychoreactive; it can be sculpted into nearly any nonmagical form according to your will. The new object is made of sand, but serves as a normal item of the same sort. A shapesand hammer functions just like an ordinary hammer, and a shapesand waterskin is just as watertight as an ordinary skin. This cannot be used to create magic items, poisons, alchemical items, or the like.

Controlling shapesand is an exercise in willpower. Make an Intelligence check, consulting the table below to see how much volume of sand you can control:

Intelligence Check Controllable Volume
1-7 None
8-12 1-ft. cube
13-15 2-1/2-ft. cube
16-18 5-ft. cube
19-21 7-1/2-ft. cube
22-25 10-ft. cube
26+ +2-1/5-ft. per 4 points over 25

If your Intelligence check succeeds, you can reshape the volume of sand as you desire. Once control is established, the shape lasts as long as you remain within 100 feet of it. Thus, those with sufficient patience and strong enough will can construct small fortresses out of shapesand, even if they must do so a few cubic feet at a time. Another character can wrest control of a shapesand item away from you by succeeding on an opposed Intelligence check, though the winner’s Intelligence check result must be high enough to shape an item the size of the one contested. For example, if two characters are attempting to control a 5-foot cube of shapesand, the challenger must not only beat its opponent’s roll, but must also roll at least a 16.

The price listed is for shapesand bought near where it is found. It may command exorbitant prices (3,000 gp or more) far from the deserts it is gathered from.

Sling Bullet, Priest's (20) (1gp, 1½lb). These sling bullets are designed to be filled with holy water (bought separately, 1 vial filling 5 bullets) and shatter upon hit. On a hit, if the target is a fiend or undead, it takes 1 additional point of radiant damage.

Slippery Oil (50gp, 1lb). You can apply this oil to yourself with 1 minute of preparation. You automatically succeed at checks made to escape a grapple for 1 hour, or until the oil is removed with an alcohol-based liquid.

Slumber Sand (50gp, 1lb). This soporific sand induces drowsiness and sleep. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature, treating the slumber sand as an improvised weapon. On a hit, roll 5d8. If the creature's current hit points are equal or less than this number, it falls unconscious for 1 minute or until it takes any damage.

Smuggler's Boots (10gp, 1lb). These otherwise normal high boots have hinged heels that swing open to reveal small storage spaces. Each can hold one or two very small objects, such as a vial of poison. In addition, the inside lining of the boot can be removed to hide thin, flat objects like a map or slender dagger. It requires a successful Perception check (DC 20) to locate items hidden in the boots.

Sprayer (15gp, 4lb). This is a small storage drum attached to a large handle and pump. The drum is filled with liquid, usually water, although oil and holy water are commonly used as well (standard acid is a poor choice, as it eats away the container in a few rounds, but stonebreaker acid and alchemist's fire work fine). When pumped as an action the sprayer creates a dense cloud of vapor in a line 10 feet by 5 feet. All creatures in the cloud must make a Dexterity saving throw, avoiding the effect on a success. Because the particles are so fine, the cloud lasts for only a moment and does not drift to adjacent squares. The drum contains enough liquid to last for three pumps before needing to be refilled.

Stonebreaker Acid (20gp, 1lb). This special form of acid affects only stone. As an action, you can pour it on one object within 5 feet, or throw this flask up to 20 feet, shattering it on impact. If you pour it, it automatically hits. If you throw it, make a ranged attack against an object. On a hit, if the object is composed of stone, it takes 3d10 points of acid damage, and 3d10 more at the start of your next turn. This damage ignores the object's damage threshold.

Sundark Goggles (20 gp, —). The smoked lenses of these goggles block light. They are typically fixed into a band of canvas that clasps together at the back to keep the goggles from falling off. Sundark goggles negate the negative effects of sunlight sensitivity. Furthermore, while you wear them, you have advantage on saves against abilities that require eye contact (such as a medusa's petrification or a bodak's glare). A creature wearing sundark goggles can't use a gaze attack since other creatures can't see its eyes. Creatures without darkvision that wear sundark goggles suffer disadvantage on Perception checks using sight.

Taint Talisman (100gp, —). There are natural substances that absorb diseases and curses and thus protect those who carry them. Some examples include a pure jade rod the size of a human finger, a sheet of vellum prepared from the skin of a month-old lamb, an intricately carved piece of lightning-struck oak, or a silk sash. If you carry multiple taint talismans items, they all decompose gradually at the same time. Carrying more than three items at once causes the additional ones to decay at the same rate without providing benefit, so you can never benefit from more than three at once.

The first time you are targeted by a curse or disease while this talisman is on your person, the talisman absorbs it. It then becomes dark, soft, useless, and worthless.

Thunderstone (30gp, 1lb). You can throw this rock up to 30 feet. It shatters on impact, forcing all creatures within 10 feet to make a DC 13 Constitution saving throw. On a failure, they are deafened for 1 hour. The explosion is audible up to 300 feet away.

Tongs, Metal (3gp, 4lb). These are 1-foot-long metal tongs used to pick up objects without touching them directly. Longer tongs can be purchased for a higher price.

Trollbane (90gp, —). Trollbane interferes with the natural ability of certain creatures to regenerate their flesh. Trollbane is coated on weapons or applied to ammunition like injury poisons, and stays on the blade for 1 minute. Any creature struck by a weapon that has been coated in trollbane loses the benefit of its regeneration trait at the start of the its next turn.

True Holy Symbol (500gp, —). If you can turn undead, fiends, or other creatures, while you wield this holy symbol you can impose disadvantage on the save of one creature against your ability.

Twine (50 feet) (1sp, —). For situations where rope is too bulky, simple twine is a good substitute. It can be tied around smaller objects and takes up less room. Twine has 1 hit point.

Unholy Water (25gp, 1lb). 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 unholy water as an improvised weapon. If the target is a celestial, it takes 2d6 acid damage.

A cleric, dread necromancer, or paladin may create unholy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Wick, candle (50 feet) (2sp, —). This is treated wick for creating candles. In addition, it can be used as a timing device or fuse. One inch of wick burns in 30 seconds. The flame is as strong as that of a candle, so it is easily snuffed out by wind, rain, and the like.

Armor

Bonecraft Armor (+0 gp, -50%lb). Any medium or heavy armor can be made bonecraft, and any bonecraft armor costs the same as regular armor. Only paladins of the Oath of Bones can use bonecraft armor effectively; all other creatures are not proficient with it and gain no extra bonuses while using it. When wearing bonecraft armor, you gain advantage on Intimidation checks. Bonecraft armor is not made of metal, and consequently is not affected by spells such as heat metal or a rust monster's touch.

Flametouched Armor (+1000 gp, +0lb). While wearing armor crafted of flametouched iron, if you are grappling an undead or fiend, or one is grappling you, the undead or fiend takes 1 radiant damage at the start of its turn. Once per day, you can gain advantage on a saving throw against a spell or ability from an undead or fiend.

Flametouched iron can only be applied to armor made using metal; thus, it cannot be applied to padded, leather, or hide armor (but studded leather works).

Heavy Plate (3,500gp, 100 lb). Heavy plate armor is simply a heavily reinforced suit of full plate armor.

Mountain Plate (10,000gp, 225 lb.) Forged for the mightiest of warriors and made of thick metal plates bolted and fused together, this heavy armor is incredibly massive. The suit includes plated gauntlets, metal-shod boots, a heavy helm, and reinforced joint guards.

Tower Shield (30gp, 45lb). When carried, you gain +4 to AC but cannot attack, cast spells that require somatic or material components, or use objects. A holy symbol emblazoned on your shield enables you to cast spells that require non-expensive material components.

With one minute of preparation, the tower shield can be planted in the ground, where it is an obstacle that provides three-fourths cover to creatures behind it.

Weapon Modifications

Bow, Elvencraft (+300 gp, +1lb). One of the biggest problems facing any archer is deciding what to do when a foe gets within melee reach. Does one stand fast and take the consequences (which can prove painful if not deadly), fall back (not always practical), or drop the bow and draw a melee weapon (inconvenient at best)? Elf bowyers have made the choice somewhat less difficult by crafting bows that can stand up to melee combat. Thanks to elven ingenuity, these weapons work just as well as melee weapons as they do as ranged weapons.

An elvencraft bow is stronger and thicker, and has a blade set into the bow. An elvencraft shortbow deals 1d6 slashing damage when wielded as a melee weapon, and has the finesse property. An elvencraft longbow deals 1d8 slashing damage when wielded as a melee weapon, and has the finesse property. It is a two-handed weapon in either case, and an elvencraft longbow is a heavy weapon.

A character wielding an elvencraft bow can freely interchange melee and ranged attacks during the same round. When wielding an elvencraft bow, you can make attacks of opportunity.

Crossbow Sight, Gnome (+150 gp, +1lb). This device comes in two parts: an eyepiece that attaches to the stock of a crossbow and a sight that is affixed to the end of the weapon. When calibrated properly, the sights allow you to focus more carefully. You can take a bonus action to adjust the weapon to the circumstances of battle. When you do this, you do not suffer disadvantage for attacking past normal range for that turn. You still cannot attack past long range.

Flametouched Iron (+1000 gp, +0lb). This weapon deals normal damage against all creatures except fiends and undead. You can choose to treat all damage done by this weapon towards fiends and undead as radiant instead.

Making a weapon out of flametouched iron increases its cost by 1000 gp, and can only be done to a weapon at least partially made of metal.

Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Heavy Armor
Heavy plate 3,500 gp 19 Str 17 Disadvantage 100 lb.
Mountain plate 10,000 gp 20 Str 19 Disadvantage 225 lb.
Shield
Tower shield 30 gp +4 Str 13, special Disadvantage 45 lb.

Weapons

Aspergillum, Heavy (100gp, 4lb.) This aspergillum can be used as a warhammer. Additionally, you can press a button upon its hilt (no action required) to make your next attack deal bonus damage as if you had splashed the target with holy water. Hit or miss, the holy water is expended. The heavy aspergillum can hold 3 doses of holy water.

Boomerang (1 gp, 1lb). Any creature proficient with the javelin is also proficient with this weapon. On a miss, a boomerang returns to the thrower's hand.

Elven Courtblade (150 gp, 6lb). These exotic swords seem impossibly long and thin, tapering to a needlelike point. One edge of the blade is sharpened along its entire length, and the opposite edge is sharpened only for the final quarter near the tip. A courtblade has a basket-shaped hilt (usually made to resemble leaves and vines), a long grip, and a heavy pommel. The weapon is intended for thrusting attacks, but the wielder can slash with it as well. You choose whether to deal piercing or slashing on an attack.

The courtblade is eligible for Blade Mastery.

Executioner's Mace (125 gp, 12lb). The executioner’s mace is Kyuss's favorite weapon. A combination axe and maul fitted with a long spike, it lets you choose whether to deal bludgeoning, piercing, or slashing damage on a hit.

The executioner's mace is eligible for Fell Handed.

Garrote (1 sp, 1/10lb). This weapon is nothing but a firm cord. It is used to strangle an opponent. You can only attack with this weapon when you have advantage on the attack roll, and only against a foe of your size category or smaller. On a success, you can immediately make a Strength (Athletics) check to grapple. If this check succeeds, your foe is grappled, and cannot speak or breathe while being grappled.

Hooked Shortspear (5 gp, 2lb) On a hit you can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + your Strength modifier + your proficiency bonus.

Khopesh (16 gp, 4lb) On a hit you can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + your Strength or Dexterity modifier + your proficiency bonus.

The khopesh is eligible for Blade Mastery.

Longspear (5 gp, 9 lb). The longspear is a very long wooden shaft ending in a spiked tip. It is eligible for Spear Mastery, which increases its damage die to a d8.

Longstaff (15 gp, 6lb). The longstaff is a longer version of the quarterstaff. Monks are proficient with the longstaff, and it is a monk weapon.

If you are proficient wtih this weapon, if you take the Dodge action and a creature would hit you, you can use your reaction to make a melee weapon attack with the longstaff against their attack roll. If you win, you bat the attack aside and are not hit.

Sai (2gp, 1lb). Monks are proficient with the sai, and it is a monk weapon. You have advantage on disarming attacks made with the sai.

Scythe (18gp, 10lb). If you score a critical hit with this weapon, you roll damage dice three times, instead of twice.

Spiked Chain (25gp, 10lb). On a hit you can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + your Strength or Dexterity modifier + your proficiency bonus.

Swordcane (60gp, 5lb). The swordcane conceals two hidden blades. The cane serves as the wooden scabbard to a slender, rapier-like blade with a second, shorter blade hidden in the hilt of the first. It requires a DC 20 Perception check to discover that the swordcane has a weapon hidden inside it.

War Fan (30 gp, 3 lb). This weapon appears to the untrained eye as nothing more than a beautifully crafted lady’s fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp. Monks are proficient with the war fan, and it is a monk weapon. When first entering melee using a war fan, you may attempt a Charisma (Deception) check against an opponent’s Wisdom (Insight) check (no action required). If you win the contest, you gain advantage on all attacks made against that target with the war fan until the start of the target's next turn.

Simple Melee Weapons
Name Cost Damage Weight Properties
Longspear 5 gp 1d6 piercing 9 lb. Heavy, reach, two-handed
Swordcane dagger 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Simple Ranged Weapons
Name Cost Damage Weight Properties
Shortbow, composite 350 gp 1d4 piercing 3 lb. Ammunition (range 80/320), finesse, two-handed
Martial Melee Weapons
Name Cost Damage Weight Properties
Aspergillum, heavy 100 gp 1d8 bludgeoning 4 lb. Versatile (1d10)
Elven courtblade 150 gp 1d10 piercing or slashing 6 lb. Finesse, heavy, two-handed
Executioner's mace 125 gp 2d6 bludgeoning, piercing, or slashing 12 lb. Heavy, two-handed
Garrote 1 sp 1d4 bludgeoning 1 lb. Finesse, two-handed, special
Greatpick 10 gp 2d6 piercing 8 lb. Heavy, two-handed
Hooked shortspear 5 gp 1d4 piercing 2 lb. Light, special
Khopesh 16 gp 1d6 slashing 4 lb. Finesse, special
Longstaff 15 gp 1d8 bludgeoning 6 lb. Heavy, two-handed, special
Sai 2 gp 1d4 bludgeoning 1 lb. Finesse, light, special
Scythe 18 gp 1d8 slashing 10 lb. Heavy, special, two-handed
Spiked chain 25 gp 2d4 piercing 10 lb. Finesse, heavy, reach, special, two-handed
Swordcane 60 gp 1d8 piercing 4 lb. Finesse
War fan 30 gp 1d4 slashing 3 lb. Finesse, light, special
Martial Range Weapons
Name Cost Damage Weight Properties
Boomerang 1 gp 1d4 bludgeoning 1 lb. Finesse, thrown (range 60/120)
Crossbow, riverbow 200 gp 2d6 slashing 14 lb. Ammunition (range 40/160), heavy, loading, two-handed
Crossbow, light, repeating 100 gp 1d6 piercing 5 lb. Ammunition (range 40/l60), reload (6 shots), two-handed
Longbow, composite 700 gp 1d6 piercing 3 lb. Ammunition (range 150/600), finesse, heavy, two-handed

Optional Spell Components

After using an optional spell component listed here, the component is consumed. You can only use one component at a time.

Optional Spell Components
Item Cost Weight
Covadish Leaves 750 gp
Crypt powder 150 gp
Irian Crystal 150 gp
Kieros Leaves 150 gp
Mabar Crystal 50 gp
Skiurid nugget 1000 gp

Covadish Leaves (750gp, —). The covadish plant grows on the island of Aerenal in the Eberron campaign setting, where it is highly valued by the elves for its necromantic properties. When used as a component in a necromancy spell of 1st level or higher, roll a d10. On a roll of 8 or higher, increase the level it is cast at by 2.

Crypt Powder (150gp, —). During the long years in which a powerful necromancer lies decaying in its tomb, some of the magic that infused his bones seeps into the surrounding walls. If one of these stones is then shattered in a particular way, the resulting dust sometimes retains that power. When used as a component in the casting of any spell of 1st level or higher that targets either corpses or undead, the spell is considered to be cast at one level higher than the slot used.

Irian Crystal (150gp, —). This transparent crystal glows with a soft white light. When you use this crystal as a component for any spell that restores hit points, roll a d20. On a roll of 18 or higher, the spell heals the maximum possible value.

Kierous Leaves (150gp, —). The herb known as kieros grows only in the region of Aerenal known as the Madwood. When you use these leaves as a component for any spell that deals necrotic damage and requires a saving throw, roll a d10. On a roll of 8 or higher, all targets suffer disadvantage on their saving throws.

Mabar Crystal (50gp, —). This inky black crystal, dark as obsidian and slightly translucent, is connected to the nature of darkness. When a chunk is used as a component in any spell that creates darkness, roll a d10. On a roll of 7 or higher, the radius of the effect is doubled.

Skiurid Nugget (1000gp, —). These little orbs of negative energy can be used as a material component in a necromancy spell of 1st level or higher. When you cast the spell, roll a d10. On a roll of 6 or higher, the spell is cast as if at 2 levels higher. You can only use one nugget per casting.