| Category | Rarity | Cost | |||
|---|---|---|---|---|---|
Rope, Hempen (50 feet)Strong rope made from hemp fibers, essential for climbing and securing items | Adventuring Gear | Common | 2 Gold | ||
TorchA brand that burns for 1 hour, providing bright light in a 20-foot radius | Adventuring Gear | Common | 0.01 Gold | ||
Rations (1 day)Dry foods suitable for extended travel, including jerky, dried fruit, hardtack | Adventuring Gear | Common | 2 Gold | ||
BedrollA warm blanket and padding for sleeping outdoors | Adventuring Gear | Common | 1 Gold | ||
BackpackA leather pack with one large compartment that holds roughly 1 cubic foot | Adventuring Gear | Common | 2 Gold | ||
Lantern, HoodedA lantern with shuttered sides that burns oil for 6 hours on 1 pint of oil | Adventuring Gear | Common | 5 Gold | ||
Oil (flask)Oil usually comes in a clay flask that holds 1 pint, can be used as fuel or thrown as a weapon | Adventuring Gear | Common | 0.1 Gold | ||
Grappling HookA four-pronged hook designed for climbing and securing ropes | Adventuring Gear | Common | 2 Gold | ||
Thieves' ToolsA set of tools including lockpicks, small files, and other implements for bypassing locks | Tools | Common | 25 Gold | ||
Healer's KitA leather pouch containing bandages, salves, and splints for treating wounds | Tools | Common | 5 Gold | ||
CrowbarAn iron bar used for prying open doors, chests, and other objects | Tools | Common | 2 Gold | ||
Component PouchA small, watertight leather belt pouch that holds spell components | Spellcasting Focus | Common | 25 Gold | ||
Arcane Focus (Crystal)A specially prepared crystal that can be used as a spellcasting focus | Spellcasting Focus | Common | 10 Gold | ||
Holy Symbol (Amulet)A holy symbol worn as an amulet, used as a spellcasting focus for clerics and paladins | Spellcasting Focus | Common | 5 Gold | ||
Druidcraft Focus (Wand)A wand made from a special wood that can be used as a druidcraft focus | Spellcasting Focus | Common | 10 Gold | ||
Assassin's BloodIngested poison. DC 10 Constitution save or take 1d12 poison damage and be poisoned for 24 hours | Poison | Rare | 150 Gold | ||
Truth SerumIngested poison. DC 11 Constitution save or be poisoned for 1 hour and unable to knowingly speak lies | Poison | Rare | 150 Gold | ||
Drow PoisonInjury poison. DC 13 Constitution save or be poisoned for 1 hour, unconscious if failed by 5+ | Poison | Rare | 200 Gold | ||
Serpent VenomInjury poison. DC 11 Constitution save or take 3d6 poison damage, half on success | Poison | Rare | 200 Gold | ||
Carrion Crawler MucusContact poison. DC 13 Constitution save or be poisoned and paralyzed for 1 minute | Poison | Rare | 200 Gold | ||
Pale TinctureIngested poison. DC 16 Constitution save or take 1d6 poison damage and be poisoned, damage cannot be healed | Poison | Rare | 250 Gold | ||
MaliceInhaled poison. DC 15 Constitution save or be poisoned and blinded for 1 hour | Poison | Rare | 250 Gold | ||
Essence of EtherInhaled poison. DC 15 Constitution save or be poisoned and unconscious for 8 hours | Poison | Very Rare | 300 Gold | ||
Oil of TaggitContact poison. DC 13 Constitution save or be poisoned and unconscious for 24 hours | Poison | Very Rare | 400 Gold | ||
Burnt Othur FumesInhaled poison. DC 13 Constitution save or take 3d6 poison damage, repeat save each turn | Poison | Very Rare | 500 Gold | ||
TorporIngested poison. DC 15 Constitution save or be poisoned and incapacitated for 4d6 hours | Poison | Very Rare | 600 Gold | ||
Wyvern PoisonInjury poison. DC 15 Constitution save or take 7d6 poison damage, half on success | Poison | Very Rare | 1200 Gold | ||
Midnight TearsIngested poison. No effect until midnight, then DC 17 Constitution save or take 9d6 poison damage | Poison | Legendary | 1500 Gold | ||
Purple Worm PoisonInjury poison. DC 19 Constitution save or take 12d6 poison damage, half on success | Poison | Legendary | 2000 Gold | ||
Diamond (50 gp)Required for Chromatic Orb spell. Not consumed when used | Spell Component | Uncommon | 50 Gold | ||
Pearl (100 gp)Required for Identify spell and other divination magic. Not consumed when used | Spell Component | Uncommon | 100 Gold | ||
Diamond (300 gp)Required for Revivify spell. Consumed when used to bring back the dead | Spell Component | Rare | 300 Gold | ||
Diamond (500 gp)Required for Raise Dead spell. Consumed when used to restore life | Spell Component | Very Rare | 500 Gold | ||
Diamond (1000 gp)Required for Resurrection spell. Consumed when used to restore life | Spell Component | Very Rare | 1000 Gold | ||
Diamond (5000 gp)Required for Gate spell. Not consumed when used to create planar portals | Spell Component | Legendary | 5000 Gold | ||
Diamond (25000 gp)Required for True Resurrection spell. Consumed when used for ultimate revival magic | Spell Component | Legendary | 25000 Gold | ||
Ruby Dust (50 gp)Required for Continual Flame spell. Consumed when used to create permanent magical light | Spell Component | Uncommon | 50 Gold | ||
Gold Dust (25 gp)Required for Arcane Lock spell. Consumed when used to magically seal doors and containers | Spell Component | Uncommon | 25 Gold | ||
Silver Powder (25 gp)Required for Ceremony spell. Consumed when used for religious rituals | Spell Component | Uncommon | 25 Gold | ||
Incense and Herbs (10 gp)Required for Find Familiar spell. Consumed when used to summon a magical companion | Spell Component | Common | 10 Gold | ||
Ornate Silver Bar (100 gp)Required for Astral Projection spell. Consumed when used for planar travel | Spell Component | Uncommon | 100 Gold | ||
Sapphire (1000 gp)Required for Drawmij's Instant Summons spell. Consumed when used to create magical recall | Spell Component | Very Rare | 1000 Gold | ||
Agate (1000 gp)Required for Awaken spell. Consumed when used to grant sentience to plants or animals | Spell Component | Very Rare | 1000 Gold | ||
Jacinth (1000 gp)Required for Astral Projection spell. Consumed when used for planar travel | Spell Component | Very Rare | 1000 Gold |