Equipment
Ordinary kit, with costs, weights and weapon properties.
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Acid Weapon
25 GP · 1 lb.
When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid.
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Airship Wondrous Item
40000 GP
A magical flying vessel capable of air travel.
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Alchemist's Fire Weapon
50 GP · 1 lb.
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire.
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Alchemist's Supplies (50 GP) Tools
50 GP · 8 lb.
Ability: Intelligence. Utilize: Identify a substance (DC 15), or start a fire (DC 15). Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume
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Antitoxin Potion
50 GP
As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
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Arrows (20) Ammunition
1 GP · 1 lb.
Ammunition for weapons that use arrows. Comes in a pack of 20. Typically stored in a quiver.
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Backpack Equipment Pack
2 GP · 5 lb.
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
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Ball Bearings Adventuring Gear
1 GP · 2 lb.
As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself.
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Barrel Adventuring Gear
2 GP · 70 lb.
A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.
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Basket Adventuring Gear
4 SP · 2 lb.
A Basket holds up to 40 pounds within 2 cubic feet.
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Battleaxe Weapon
10 GP · 4 lb. · 1d8 slashing · Versatile (1d10)
weapon · 1d8 slashing · 10 GP · 4 lb.
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Bedroll Adventuring Gear
1 GP · 7 lb.
A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see "Gameplay Toolbox").
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Bell Adventuring Gear
1 GP
When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.
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Blanket Adventuring Gear
5 SP · 3 lb.
While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see "Gameplay Toolbox").
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Block and Tackle Adventuring Gear
1 GP · 5 lb.
A Block and Tackle allows you to hoist up to four times the weight you can normally lift.
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Blowgun Weapon
10 GP · 1 lb. · 1 piercing · Ammunition (Range 25/100; Needle), Loading
weapon · 1 piercing · 10 GP · 1 lb.
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Bolts (20) Ammunition
1 GP · 1.5 lb.
Ammunition for weapons that use bolts. Comes in a pack of 20. Typically stored in a case.
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Book Adventuring Gear
25 GP · 5 lb.
A Book contains fiction or nonfiction.
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Bottle, Glass Adventuring Gear
2 GP · 2 lb.
A Glass Bottle holds up to 1½ pints.
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Breastplate Armor
400 GP · 20 lb. · AC 14 + Dex modifier (max 2)
armor · AC 14 + Dex modifier (max 2) · 400 GP · 20 lb.
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Brewer's Supplies (20 GP) Tools
20 GP · 9 lb.
Ability: Intelligence. Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10). Craft: Antitoxin
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Bucket Adventuring Gear
5 CP · 2 lb.
A Bucket holds up to half a cubic foot of contents.
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Bullets, Firearm (10) Ammunition
3 GP · 2 lb.
Ammunition for weapons that use bullets, firearm. Comes in a pack of 10. Typically stored in a pouch.
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Bullets, Sling (20) Ammunition
4 CP · 1.5 lb.
Ammunition for weapons that use bullets, sling. Comes in a pack of 20. Typically stored in a pouch.
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Burglar's Pack Equipment Pack
16 GP · 42 lb.
A Burglar's Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope…
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Calligrapher's Supplies (10 GP) Tools
10 GP · 5 lb.
Ability: Dexterity. Utilize: Write text with impressive flourishes that guard against forgery (DC 15). Craft: Ink, Spell Scroll
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Caltrops Adventuring Gear
1 GP · 2 lb.
As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself.
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Camel Mount
50 GP
A desert-dwelling mount capable of carrying heavy loads.
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Candle Adventuring Gear
1 CP
For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
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Carpenter's Tools (8 GP) Tools
8 GP · 6 lb.
Ability: Strength. Utilize: Seal or pry open a door or container (DC 20). Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch
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Carriage Land Vehicle
100 GP · 600 lb.
A four-wheeled vehicle pulled by horses, designed for passenger transport.
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Cart Land Vehicle
15 GP · 200 lb.
A two-wheeled vehicle pulled by a single horse, designed for cargo transport.
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Cartographer's Tools (15 GP) Tools
15 GP · 6 lb.
Ability: Wisdom. Utilize: Draft a map of a small area (DC 15). Craft: Map
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Case, Crossbow Bolt Adventuring Gear
1 GP · 1 lb.
A Crossbow Bolt Case holds up to 20 Bolts.
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Case, Map or Scroll Scroll
1 GP · 1 lb.
A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment.
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Chain Adventuring Gear
5 GP · 10 lb.
As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition…
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Chain Mail Armor
75 GP · 55 lb. · AC 16
armor · AC 16 · 75 GP · 55 lb.
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Chain Shirt Armor
50 GP · 20 lb. · AC 13 + Dex modifier (max 2)
armor · AC 13 + Dex modifier (max 2) · 50 GP · 20 lb.
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Chariot Land Vehicle
250 GP · 100 lb.
A two-wheeled vehicle pulled by horses, designed for speed and combat.
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Chest Adventuring Gear
5 GP · 25 lb.
A Chest holds up to 12 cubic feet of contents.
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Climber's Kit Tools
25 GP · 12 lb.
A Climber's Kit includes boot tips, gloves, pitons, and a harness.
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Clothes, Fine Adventuring Gear
15 GP · 6 lb.
Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.
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Clothes, Traveler's Adventuring Gear
2 GP · 4 lb.
Traveler's Clothes are resilient garments designed for travel in various environments.
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Club Weapon
1 SP · 2 lb. · 1d4 bludgeoning · Light
weapon · 1d4 bludgeoning · 1 SP · 2 lb.
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Cobbler's Tools (5 GP) Tools
5 GP · 5 lb.
Ability: Dexterity. Utilize: Modify footwear to give Advantage on the wearer's next Dexterity (Acrobatics) check (DC 10). Craft: Climber's Kit
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Component Pouch Adventuring Gear
25 GP · 2 lb.
A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells.
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Cook's Utensils (1 GP) Tools
1 GP · 8 lb.
Ability: Wisdom. Utilize: Improve food's flavor (DC 10), or detect spoiled or poisoned food (DC 15). Craft: Rations
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Costume Adventuring Gear
5 GP · 4 lb.
While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.
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Crowbar Adventuring Gear
2 GP · 5 lb.
Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied.
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Dagger Weapon
2 GP · 1 lb. · 1d4 piercing · Finesse, Light, Thrown (Range 20/60)
weapon · 1d4 piercing · 2 GP · 1 lb.
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Dart Weapon
5 CP · 1 lb. · 1d4 piercing · Finesse, Thrown (Range 20/60)
weapon · 1d4 piercing · 5 CP · 1 lb.
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Diplomat's Pack Equipment Pack
39 GP · 39 lb.
A Diplomat's Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets…
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Disguise Kit Tools
25 GP · 3 lb.
Ability: Charisma. Utilize: Apply makeup (DC 10). Craft: Costume
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Druidic Focus, Sprig of Mistletoe Spellcasting Focus
1 GP
A Druidic Focus is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.
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Druidic Focus, Wooden Staff Spellcasting Focus
5 GP · 4 lb.
A Druidic Focus is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.
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Druidic Focus, Yew Wand Spellcasting Focus
10 GP · 1 lb.
A Druidic Focus is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.
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Dungeoneer's Pack Equipment Pack
12 GP · 55 lb.
A Dungeoneer's Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.
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Elephant Mount
200 GP
A massive mount capable of carrying extremely heavy loads.
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Entertainer's Pack Equipment Pack
40 GP · 58 lb.
An Entertainer's Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations…
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Explorer's Pack Equipment Pack
10 GP · 55 lb.
An Explorer's Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.
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Feed (per day) Adventuring Gear
5 CP · 10 lb.
Daily feed for a mount.
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Flail Weapon
10 GP · 2 lb. · 1d8 bludgeoning
weapon · 1d8 bludgeoning · 10 GP · 2 lb.
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Flask Adventuring Gear
2 CP · 1 lb.
A Flask holds up to 1 pint.
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Forgery Kit Tools
15 GP · 5 lb.
Ability: Dexterity. Utilize: Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20)
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Galley Waterborne Vehicle
30000 GP
A large warship propelled by oars and sails.
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Gaming Set, Dice Tools
1 SP
Ability: Wisdom. Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
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Gaming Set, Dragonchess Tools
1 GP · 1 lb.
Ability: Intelligence. Utilize: Discern an opponent's mood and intentions (DC 15), or win the game (DC 20)
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Gaming Set, Playing Cards Tools
5 SP
Ability: Charisma. Utilize: Discern an opponent's mood and intentions (DC 15), or win the game (DC 20)
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Gaming Set, Three-Dragon Ante Tools
1 GP
Ability: Charisma. Utilize: Discern an opponent's mood and intentions (DC 15), or win the game (DC 20)
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Glaive Weapon
20 GP · 6 lb. · 1d10 slashing · Heavy, Reach, Two-Handed
weapon · 1d10 slashing · 20 GP · 6 lb.
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Glassblower's Tools (30 GP) Tools
30 GP · 5 lb.
Ability: Intelligence. Utilize: Discern what a glass object held in the past 24 hours (DC 15). Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial
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Grappling Hook Adventuring Gear
2 GP · 4 lb.
As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you…
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Greataxe Weapon
30 GP · 7 lb. · 1d12 slashing · Heavy, Two-Handed
weapon · 1d12 slashing · 30 GP · 7 lb.
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Greatclub Weapon
2 SP · 10 lb. · 1d8 bludgeoning · Two-Handed
weapon · 1d8 bludgeoning · 2 SP · 10 lb.
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Greatsword Weapon
50 GP · 6 lb. · 2d6 slashing · Heavy, Two-Handed
weapon · 2d6 slashing · 50 GP · 6 lb.
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Halberd Weapon
20 GP · 6 lb. · 1d10 slashing · Heavy, Reach, Two-Handed
weapon · 1d10 slashing · 20 GP · 6 lb.
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Half Plate Armor Armor
750 GP · 40 lb. · AC 15 + Dex modifier (max 2)
armor · AC 15 + Dex modifier (max 2) · 750 GP · 40 lb.
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Hand Crossbow Weapon
75 GP · 3 lb. · 1d6 piercing · Ammunition (Range 30/120; Bolt), Light, Loading
weapon · 1d6 piercing · 75 GP · 3 lb.
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Handaxe Weapon
5 GP · 2 lb. · 1d6 slashing · Light, Thrown (Range 20/60)
weapon · 1d6 slashing · 5 GP · 2 lb.
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Healer's Kit Tools
5 GP · 3 lb.
A Healer's Kit has ten uses.
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Heavy Crossbow Weapon
50 GP · 18 lb. · 1d10 piercing · Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed
weapon · 1d10 piercing · 50 GP · 18 lb.
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Herbalism Kit Tools
5 GP · 3 lb.
Ability: Intelligence. Utilize: Identify a plant (DC 15). Craft: Antitoxin, Potion of Healing
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Hide Armor Armor
10 GP · 12 lb. · AC 12 + Dex modifier (max 2)
armor · AC 12 + Dex modifier (max 2) · 10 GP · 12 lb.
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Holy Symbol, Amulet) Adventuring Gear
5 GP · 1 lb.
A Holy Symbol Amulet is bejeweled or painted to channel divine magic. A Cleric or Paladin can use it as a Spellcasting Focus.
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Holy Symbol, Emblem) Adventuring Gear
5 GP
A Holy Symbol Emblem is bejeweled or painted to channel divine magic. A Cleric or Paladin can use it as a Spellcasting Focus.
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Holy Symbol, Reliquary Adventuring Gear
5 GP · 2 lb.
A Holy Symbol Reliquary is bejeweled or painted to channel divine magic. A Cleric or Paladin can use it as a Spellcasting Focus. It must be held in hand.
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Holy Water Weapon
25 GP · 1 lb.
When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water.
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Horse (Draft) Mount
50 GP
A strong horse bred for pulling heavy loads.
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Horse (Riding) Mount
75 GP
A horse trained for riding and carrying moderate loads.
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Hunting Trap Adventuring Gear
5 GP · 25 lb.
As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center.
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Ink Adventuring Gear
10 GP
Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.
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Ink Pen Adventuring Gear
2 CP
Using Ink, an Ink Pen is used to write or draw.
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Ioun Stone Wondrous Item
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds.
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Javelin Weapon
5 SP · 2 lb. · 1d6 piercing · Thrown (Range 30/120)
weapon · 1d6 piercing · 5 SP · 2 lb.
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Jeweler's Tools (25 GP) Tools
25 GP · 2 lb.
Ability: Intelligence. Utilize: Discern a gem's value (DC 15). Craft: Arcane Focus, Holy Symbol
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Jug Adventuring Gear
2 CP · 4 lb.
A Jug holds up to 1 gallon.
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Keelboat Waterborne Vehicle
3000 GP
A small riverboat with a keel.
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Ladder Adventuring Gear
1 SP · 25 lb.
A Ladder is 10 feet tall. You must climb to move up or down it.
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Lamp Adventuring Gear
5 SP · 1 lb.
A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.
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Lance Weapon
10 GP · 6 lb. · 1d10 piercing · Heavy, Reach, Two-Handed (unless mounted)
weapon · 1d10 piercing · 10 GP · 6 lb.
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Lantern, Bullseye Adventuring Gear
10 GP · 2 lb.
A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.
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Lantern, Hooded Adventuring Gear
5 GP · 2 lb.
A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
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Leather Armor Armor
10 GP · 10 lb. · AC 11 + Dex modifier
armor · AC 11 + Dex modifier · 10 GP · 10 lb.
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Leatherworker's Tools (5 GP) Tools
5 GP · 5 lb.
Ability: Dexterity. Utilize: Add a design to a leather item (DC 10).
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Light Crossbow Weapon
25 GP · 5 lb. · 1d8 piercing · Ammunition (Range 80/320; Bolt), Loading, Two-Handed
weapon · 1d8 piercing · 25 GP · 5 lb.
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Light Hammer Weapon
2 GP · 2 lb. · 1d4 bludgeoning · Light, Thrown (Range 20/60)
weapon · 1d4 bludgeoning · 2 GP · 2 lb.
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Lock Adventuring Gear
10 GP · 1 lb.
A Lock comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check.
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Longbow Weapon
50 GP · 2 lb. · 1d8 piercing · Ammunition (Range 150/600; Arrow), Heavy, Two-Handed
weapon · 1d8 piercing · 50 GP · 2 lb.
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Longship Waterborne Vehicle
10000 GP
A swift ship designed for raiding and exploration.
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Longsword Weapon
15 GP · 3 lb. · 1d8 slashing · Versatile (1d10)
weapon · 1d8 slashing · 15 GP · 3 lb.
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Mace Weapon
5 GP · 4 lb. · 1d6 bludgeoning
weapon · 1d6 bludgeoning · 5 GP · 4 lb.
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Magnifying Glass Adventuring Gear
100 GP
A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item.
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Manacles Adventuring Gear
2 GP · 6 lb.
As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or…
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Map Adventuring Gear
1 GP
If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it.
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Mason's Tools (10 GP) Tools
10 GP · 8 lb.
Ability: Strength. Utilize: Chisel a symbol or hole in stone (DC 10). Craft: Block and Tackle
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Mastiff Mount
25 GP
A large dog trained for combat and carrying small loads.
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Maul Weapon
10 GP · 10 lb. · 2d6 bludgeoning · Heavy, Two-Handed
weapon · 2d6 bludgeoning · 10 GP · 10 lb.
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Mirror Adventuring Gear
5 GP · 0.5 lb.
A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.
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Morningstar Weapon
15 GP · 4 lb. · 1d8 piercing
weapon · 1d8 piercing · 15 GP · 4 lb.
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Mule Mount
8 GP
A sturdy mount known for its reliability and carrying capacity.
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Musical Instrument, Bagpipes Tools
30 GP · 6 lb.
Ability: Charisma. Utilize: Identify a musical piece (DC 15)
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Musical Instrument, Drum Tools
6 GP · 3 lb.
Ability: Charisma. Utilize: Identify a musical piece (DC 15)
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Musical Instrument, Dulcimer Tools
25 GP · 10 lb.
Ability: Charisma. Utilize: Identify a musical piece (DC 15)
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Musical Instrument, Flute Tools
2 GP · 1 lb.
Ability: Charisma. Utilize: Identify a musical piece (DC 15)
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Musical Instrument, Horn Tools
3 GP · 2 lb.
Ability: Charisma. Utilize: Identify a musical piece (DC 15)
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Musical Instrument, Lute Tools
35 GP · 2 lb.
Ability: Charisma. Utilize: Identify a musical piece (DC 15)
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Musical Instrument, Lyre Tools
30 GP · 2 lb.
Ability: Charisma. Utilize: Identify a musical piece (DC 15)
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Musical Instrument, Pan Flute Tools
12 GP · 2 lb.
Ability: Charisma. Utilize: Identify a musical piece (DC 15)
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Musical Instrument, Shawm Tools
2 GP · 1 lb.
Ability: Charisma. Utilize: Identify a musical piece (DC 15)
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Musical Instrument, Viol Tools
30 GP · 1 lb.
Ability: Charisma. Utilize: Identify a musical piece (DC 15)
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Musket Weapon
500 GP · 10 lb. · 1d12 piercing · Ammunition (Range 40/120; Bullet), Loading, Two-Handed
weapon · 1d12 piercing · 500 GP · 10 lb.
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Navigator's Tools Tools
25 GP · 2 lb.
Ability: Wisdom. Utilize: Plot a course (DC 15), or determine position (DC 15)
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Needles (50) Ammunition
1 GP · 1 lb.
Ammunition for weapons that use needles. Comes in a pack of 50. Typically stored in a pouch.
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Net Weapon
1 GP · 3 lb.
When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself.
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Oil Weapon
1 SP · 1 lb.
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
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Padded Armor Armor
5 GP · 8 lb. · AC 11 + Dex modifier
armor · AC 11 + Dex modifier · 5 GP · 8 lb.
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Painter's Supplies (10 GP) Tools
10 GP · 5 lb.
Ability: Wisdom. Utilize: Paint a recognizable image of something you've seen (DC 10). Craft: Druidic Focus, Holy Symbol
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Paper Adventuring Gear
2 SP
One sheet of Paper can hold about 250 handwritten words.
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Parchment Adventuring Gear
1 SP
One sheet of Parchment can hold about 250 handwritten words.
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Perfume Adventuring Gear
5 GP
Perfume comes in a 4-ounce vial.
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Pike Weapon
5 GP · 18 lb. · 1d10 piercing · Heavy, Reach, Two-Handed
weapon · 1d10 piercing · 5 GP · 18 lb.
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Pistol Weapon
250 GP · 3 lb. · 1d10 piercing · Ammunition (Range 30/90; Bullet), Loading
weapon · 1d10 piercing · 250 GP · 3 lb.
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Plate Armor Armor
1500 GP · 65 lb. · AC 18
armor · AC 18 · 1500 GP · 65 lb.
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Poison, Basic Adventuring Gear
100 GP
As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition.
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Poisoner's Kit Tools
50 GP · 2 lb.
Ability: Intelligence. Utilize: Detect a poisoned object (DC 10). Craft: Basic Poison
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Pole Adventuring Gear
5 CP · 7 lb.
A Pole is 10 feet long. You can use it to touch something up to 10 feet away.
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Pony Mount
30 GP
A small horse suitable for smaller riders and lighter loads.
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Pot, Iron Adventuring Gear
2 GP · 10 lb.
An Iron Pot holds up to 1 gallon.
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Potion of Giant Strength Potion
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below).
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Potion of Healing Potion
50 GP · 0.5 lb.
This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself.
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Potions of Healing Potion
You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below.
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Potter's Tools (10 GP) Tools
10 GP · 3 lb.
Ability: Intelligence. Utilize: Discern what a ceramic object held in the past 24 hours (DC 15). Craft: Jug, Lamp
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Pouch Adventuring Gear
5 SP · 1 lb.
A Pouch holds up to 6 pounds within one-fifth of a cubic foot.
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Priest's Pack Equipment Pack
33 GP · 29 lb.
A Priest's Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox.
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Quarterstaff Weapon
2 SP · 4 lb. · 1d6 bludgeoning · Versatile (1d8)
weapon · 1d6 bludgeoning · 2 SP · 4 lb.
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Quiver Adventuring Gear
1 GP · 1 lb.
A Quiver holds up to 20 Arrows.
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Ram, Portable Adventuring Gear
4 GP · 35 lb.
You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check.
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Rapier Weapon
25 GP · 2 lb. · 1d8 piercing · Finesse
weapon · 1d8 piercing · 25 GP · 2 lb.
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Rations Adventuring Gear
5 SP · 2 lb.
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition" in "Rules Glossary" for the risks of not eating.
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Ring Mail Armor
30 GP · 40 lb. · AC 14
armor · AC 14 · 30 GP · 40 lb.
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Robe Adventuring Gear
1 GP · 4 lb.
A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.
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Rope Adventuring Gear
1 GP · 5 lb.
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check.
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Rowboat Waterborne Vehicle
50 GP · 100 lb.
A small boat propelled by oars.
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Sack Adventuring Gear
1 CP · 0.5 lb.
A Sack holds up to 30 pounds within 1 cubic foot.
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Saddle (Exotic) Adventuring Gear
60 GP · 40 lb.
A saddle designed for unusual mounts, such as aquatic or flying creatures.
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Saddle (Military) Adventuring Gear
20 GP · 30 lb.
A saddle designed for combat, providing advantage on checks to remain mounted.
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Saddle (Riding) Adventuring Gear
10 GP · 25 lb.
A standard saddle for riding mounts.
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Sailing Ship Waterborne Vehicle
10000 GP
A large ship propelled by sails.
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Scale Mail Armor
50 GP · 45 lb. · AC 14 + Dex modifier (max 2)
armor · AC 14 + Dex modifier (max 2) · 50 GP · 45 lb.
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Scholar's Pack Equipment Pack
40 GP · 22 lb.
A Scholar's Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox.
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Scimitar Weapon
25 GP · 3 lb. · 1d6 slashing · Finesse, Light
weapon · 1d6 slashing · 25 GP · 3 lb.
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Shield Armor
10 GP · 6 lb. · AC 2
armor · AC 2 · 10 GP · 6 lb.
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Shortbow Weapon
25 GP · 2 lb. · 1d6 piercing · Ammunition (Range 80/320; Arrow), Two-Handed
weapon · 1d6 piercing · 25 GP · 2 lb.
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Shortsword Weapon
10 GP · 2 lb. · 1d6 piercing · Finesse, Light
weapon · 1d6 piercing · 10 GP · 2 lb.
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Shovel Adventuring Gear
2 GP · 5 lb.
Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.
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Sickle Weapon
1 GP · 2 lb. · 1d4 slashing · Light
weapon · 1d4 slashing · 1 GP · 2 lb.
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Signal Whistle Adventuring Gear
5 CP
When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.
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Sled Land Vehicle
20 GP · 300 lb.
A vehicle designed for travel over snow and ice.
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Sling Weapon
1 SP · 1d4 bludgeoning · Ammunition (Range 30/120; Bullet)
weapon · 1d4 bludgeoning · 1 SP
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Smith's Tools (20 GP) Tools
20 GP · 8 lb.
Ability: Strength. Utilize: Pry open a door or container (DC 20).
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Spear Weapon
1 GP · 3 lb. · 1d6 piercing · Thrown (Range 20/60), Versatile (1d8)
weapon · 1d6 piercing · 1 GP · 3 lb.
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Spell Scroll Scroll
Cantrip, 30 GP; Level 1, 50 GP
A Spell Scroll (Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll's…
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Spikes, Iron Adventuring Gear
1 GP · 5 lb.
Iron Spikes come in bundles of ten.
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Splint Armor Armor
200 GP · 60 lb. · AC 17
armor · AC 17 · 200 GP · 60 lb.
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Spyglass Adventuring Gear
1,000 GP · 1 lb.
Objects viewed through a Spyglass are magnified to twice their size.
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String Adventuring Gear
1 SP
String is 10 feet long. You can tie a knot in it as a Utilize action.
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Studded Leather Armor Armor
45 GP · 13 lb. · AC 12 + Dex modifier
armor · AC 12 + Dex modifier · 45 GP · 13 lb.
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Tent Adventuring Gear
2 GP · 20 lb.
A Tent sleeps up to two Small or Medium creatures.
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Thieves' Tools Tools
25 GP · 1 lb.
Ability: Dexterity. Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
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Tinderbox Adventuring Gear
5 SP · 1 lb.
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire.
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Tinker's Tools (50 GP) Tools
50 GP · 10 lb.
Ability: Dexterity. Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20).
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Torch Weapon
1 CP · 1 lb.
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
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Trident Weapon
5 GP · 4 lb. · 1d8 piercing · Thrown (Range 20/60), Versatile (1d10)
weapon · 1d8 piercing · 5 GP · 4 lb.
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Vial Adventuring Gear
1 GP
A Vial holds up to 4 ounces.
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Wagon Land Vehicle
35 GP · 400 lb.
A four-wheeled vehicle pulled by horses, designed for heavy cargo transport.
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War Pick Weapon
5 GP · 2 lb. · 1d8 piercing · Versatile (1d10)
weapon · 1d8 piercing · 5 GP · 2 lb.
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Warhammer Weapon
15 GP · 5 lb. · 1d8 bludgeoning · Versatile (1d10)
weapon · 1d8 bludgeoning · 15 GP · 5 lb.
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Warhorse Mount
400 GP
A horse trained for combat and carrying heavy loads.
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Warship Waterborne Vehicle
25000 GP
A heavily armed ship designed for naval combat.
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Waterskin Adventuring Gear
2 SP · 5 lb.
A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see "Rules Glossary").
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Weaver's Tools (1 GP) Tools
1 GP · 5 lb.
Ability: Dexterity. Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10).
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Whip Weapon
2 GP · 3 lb. · 1d4 slashing · Finesse, Reach
weapon · 1d4 slashing · 2 GP · 3 lb.
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Woodcarver's Tools (1 GP) Tools
1 GP · 5 lb.
Ability: Dexterity. Utilize: Carve a pattern in wood (DC 10).
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This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
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