Item | Cost | Weight |
Alchemist's lab | 200 gp | 40 lb. |
Alchemist's lab (portable) | 75 gp | 20 lb. |
Climber's kit | 75 gp | 5 lb. |
Disguise kit | 50 gp | 8 lb. |
Healer's kit | 50 gp | 1 lb. |
An alchemist’s lab always has the perfect tool for making alchemical items, so it provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
This compact version of a full-sized alchemist's lab provides a +1 circumstance bonus on Craft (alchemy) checks.
This is the perfect tool for climbing and gives you a +2 circumstance bonus on Climb checks.
The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after ten uses.
It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after ten uses.
Item | Cost | Weight | Pick DC | Break DC | Hardness |
Lock, Amazing | 150 gp | 1 lb. | 40 | 28 | 15 |
Lock, Average | 40 gp | 1 lb. | 30 | 26 | 15 |
Lock, Good | 80 gp | 1 lb. | 25 | 26 | 15 |
Lock, Very simple | 20 gp | 1 lb. | 20 | 25 | 15 |
Manacles | 15 gp | 2 lb. | 30 | 26 | 15 |
Manacles, masterwork | 50 gp | 2 lb. | 40 | 28 | 15 |
Item | Cost | Weight | Hardness |
Artisan's tools | 5 gp | 5 lb. | Varies |
Artisan's tools, masterwork | 55 gp | 5 lb. | Varies |
Block and tackle | 5 gp | 5 lb. | 5 |
Bomb Launcher | 10 gp | 1/2 lb. | -- |
Censer, Celestial | 20 gp | 1/2 lb. | -- |
Censer, Toxic | 115 gp | 1/2 lb. | -- |
Crowbar | 2 gp | 5 lb. | 12 |
Fishhook | 1 sp | - | - |
Fishing net, 25 sq. ft. | 4 gp | 5 lb. | 2 |
Flint and steel | 1 gp | - | - |
Hammer | 5 sp | 2 lb. | 8 |
Holly and mistletoe | - | - | - |
Holy symbol, silver | 25 gp | 1 lb. | 8 |
Holy symbol, wooden | 1 gp | - | 8 |
Hourglass | 25 gp | 1 lb. | 2 |
Ink (1 oz. vial) | 8 gp | - | - |
Inkpen | 1 sp | - | - |
Ladder, 10-foot | 5 cp | 20 lb. | - |
Magnifying glass | 100 gp | - | 2 |
Musical instrument, common | 5 gp | 3 lb. | Varies |
Musical instrument, masterwork | 100 gp | 3 lb. | Varies |
Paper (sheet) | 4 sp | - | - |
Parchment (sheet) | 2 sp | - | - |
Pick, miner's | 3 gp | 10 lb. | 8 |
Scale, merchant's | 2 gp | 1 lb. | 12 |
Sewing needle | 5 sp | - | - |
Spade or shovel | 2 gp | 8 lb. | 8 |
Spell component pouch | 5 gp | 2 lb. | 3 |
Spellbook, wizard's (blank) | 15 gp | 3 lb. | 1 |
Spyglass | 1,000 gp | 1 lb. | - |
Thieves' tools | 30 gp | 1 lb. | 12 |
Thieves' tools, masterwork | 100 gp | 2 lb. | 13 |
Thurible | 2 gp | 1 lb. | -- |
Tool, masterwork | 50 gp | 1 lb. | Varies |
Water clock | 1,000 gp | 200 lb. | 8 |
Whetstone | 2 cp | 1 lb. | 10 |
These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (disadvantage on Craft checks), if you can do the job at all.
These tools serve the same purpose as artisan’s tools (above), but masterwork artisan’s tools are the perfect tools for the job, so you get advantage on Craft checks made with them.
These odd looking, egg-shaped contraptions have cleverly placed fins that improve bombs' accuracy. Using a bomb launcher when throwing a bomb doubles its ranges. Bomb launchers are destroyed when used.
This blessed thurible holds up to 10 pieces of incense and burns at a rate of 1 stick per hour. If a smokestick is added to the incense in the censer while it burns, creatures with the evil subtype are dazzled for as long as they remain within the area of the resulting smoke.
This ornately etched censer has a small hidden compartment under the heat source that can hold 1 dose of poison. When in use, the censer's heat source indirectly heats the poison, causing it to mix with the burning incense and allow the poison to permeate the air, filling a 20-foot radius centered on the censer. The poison's type changes to inhaled, and it is effective for 5 minutes before it is entirely burned off.
A crowbar it grants a +2 circumstance bonus on Strength checks made for such purposes.
A holy symbol focuses positive energy and functions as a Divine Focus in terms of spellcasting. Each religion has its own holy symbol. An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics.
This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.
A masterwork instrument grants advantage on Perform checks involving its use.
A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch.
A spellbook has 100 pages of parchment, and each spell takes up one page per spell level.
This kit contains the tools you need to disable traps and pick locks. Without these tools, you must improvise tools, and take disadvantage on skill checks.
This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on checks.
When filled with coal and common herbs worth 2 sp, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Con saves to resist inhaled diseases.
This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.
This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.
Masterwork tools add their enhancement bonus to Craft checks.
Masterwork clothing can add an enhancement bonus to Persuasion or Intimidation checks under appropriate circumstances, at the GMs discretion. That is, a fine, masterwork suit of clothes may aid you in persuasion checks when attempting to win over an important ally you meet at a party, but it probably won't have an effect on checks made to persuade a band of orcs to avoid attacking you.
Enhanced tools may give you bonuses on skill checks, and clothing may grant a limited bonus to charisma-based checks.