| Cost | ||
|---|---|---|
Utilize: Improve food’s flavor (DC 10), or detect spoiled or poisoned food (DC 15) | 1 Gold | |
Utilize: Add a design to a leather item (DC 10) | 5 Gold | |
Utilize: Chisel a symbol or hole in stone (DC 10) | 10 Gold | |
Utilize: Paint a recognizable image of something you’ve seen (DC 10) | 10 Gold | |
Utilize: Discern what a ceramic object held in the past 24 hours (DC 15) | 10 Gold | |
Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10) | 1 Gold | |
Utilize: Carve a pattern in wood (DC 10) | 1 Gold | |
1 Gold | ||
1 Gold | ||
0.04 Gold | ||
2 Gold | ||
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. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings. | 1 Gold | |
A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master’s Guide). | 1 Gold | |
When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away. | 1 Gold | |
While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master’s Guide). | 0.5 Gold | |
A Glass Bottle holds up to 1½ pints. | 2 Gold | |
As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops. | 1 Gold | |
For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet. | 0.01 Gold | |
A Crossbow Bolt Case holds up to 20 Bolts. | 1 Gold | |
Case, Map or Scroll | 1 Gold | |
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 if you succeed on a DC 13 Strength (Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action. | 5 Gold | |
A Chest holds up to 12 cubic feet of contents. | 5 Gold | |
A Climber’s Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber’s Kit to anchor yourself; when you do, you can’t fall more than 25 feet from the anchor point, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action. | 25 Gold | |
Clothes, Fine | 15 Gold | |
Clothes, Traveler’s | 2 Gold | |
Costume | 5 Gold | |
Crowbar | 2 Gold | |
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 of Parchment, Perfume, and Tinderbox. | 39 Gold | |
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. | 12 Gold | |
An Entertainer’s Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin. | 40 Gold | |
An Explorer’s Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin. | 10 Gold | |
A Flask holds up to 1 pint. | 0.02 Gold | |
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 succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it. | 2 Gold | |
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. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature. | 5 Gold | |
Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages. | 10 Gold | |
Using Ink, an Ink Pen is used to write or draw. | 0.02 Gold | |
A Ladder is 10 feet tall. You must climb to move up or down it. | 0.1 Gold | |
A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet. | 0.5 Gold | |
A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet. | 10 Gold | |
A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again. | 5 Gold | |
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. | 10 Gold | |
0.1 Gold | ||
Paper | 0.1 Gold | |
0.05 Gold | ||
A Pouch holds up to 6 pounds within one-fifth of a cubic foot. | 0.5 Gold | |
Pot, Iron | 2 Gold | |
A Priest’s Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox. | 33 Gold | |
Quiver A Quiver holds up to 20 Arrows. | 1 Gold | |
Ration (1 day) | 0.5 Gold | |
Robe | 1 Gold | |
50 ft | 1 Gold | |
A Scholar’s Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox. | 40 Gold | |
Shovel | 2 Gold | |
Signal Whistle | 0.05 Gold | |
String 10 ft | 0.1 Gold | |
Tent A Tent sleeps up to two Small or Medium creatures. | 2 Gold | |
0.5 Gold | ||
A Vial holds up to 4 ounces. | 1 Gold | |
Torch A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. | 0.01 Gold | |
Waterskin | 0.2 Gold |
| Category | Rarity | Carrying Capacity | Cost | ||
|---|---|---|---|---|---|
A strong work horse bred for pulling heavy loads and farm work. | Mount | Common | 540 lb. | 50 Gold | |
A swift and agile horse bred for riding and travel. | Mount | Common | 480 lb. | 75 Gold | |
A large, loyal dog that can serve as a guard or companion. | Animal | Common | 195 lb. | 25 Gold | |
A hardy pack animal known for its sure footing and stubbornness. | Mount | Common | 420 lb. | 8 Gold | |
A small horse suitable for smaller riders or pack animal duties. | Mount | Common | 225 lb. | 30 Gold | |
An enclosed passenger vehicle drawn by horses. | Vehicle | Common | 600 lb. | 100 Gold | |
A simple two-wheeled vehicle for transporting goods. | Vehicle | Common | 200 lb. | 15 Gold | |
A vehicle designed for travel over snow and ice. | Vehicle | Common | 300 lb. | 20 Gold | |
A four-wheeled vehicle for transporting people and cargo. | Vehicle | Common | 400 lb. | 35 Gold | |
A reinforced saddle designed for combat, providing extra security. Weight: 30 lb. | Tack | Common | — | 20 Gold | |
A standard saddle for everyday riding and travel. Weight: 25 lb. | Tack | Common | — | 10 Gold |
| Cost | ||
|---|---|---|
Ale (mug) | 0.04 Gold | |
Bread (Loaf) | 0.02 Gold | |
Cheese Wedge | 0.1 Gold | |
Inn Stay per Day (Squalid) | 0.07 Gold | |
Inn Stay per Day (Poor) | 0.1 Gold | |
Inn Stay per Day (Modest) | 0.5 Gold | |
Inn Stay per Day (Comfortable) | 0.8 Gold | |
Meal (Squalid) | 0.01 Gold | |
Meal (Poor) | 0.02 Gold | |
Meal (Modest) | 0.1 Gold | |
Meal (comfortable) | 0.2 Gold | |
Wine (Bottle, Common) | 0.2 Gold | |
Wine (bottle,fine) | 10 Gold |