Item Cost (gp) Weight (lb) Description
Arcane Focus Although arcane foci come in many varieties, rods, staves, and wands, particularly when crafted from once-living material like bone or wood, make excellent focusing tools for magical power.
A sorcerer, warlock, or wizard can use these items as spellcasting foci, as described in chapter 10 of the Player’s Handbook. A magical rod, staff, or wand can be used as an arcane focus unless it requires attunement and cannot be attuned by the character trying to use it as such, or unless the text for the item says otherwise.
Crystal 10 1 The crystals of this arcane focus come in many shapes and colors. The most popular crystal arcane foci retain much of their natural shape and coloration.
Etching 50 Adding the appropriate runes and sigils to a weapon can turn it into an arcane focus. This is costlier than other weapon-shaped arcane foci; the techniques are easily applied to rods and staffs, but other weapons, those not traditionally associated with arcane magic, are harder to convert.
The charted cost for this arcane focus represents rituals and arcane markings applied to an existing weapon; the cost of the affected weapon is not included.
An eldritch knight, or any arcane spellcaster with the ritualist feature, may create an etching arcane focus by performing a special ritual. The ritual takes one hour, uses 50 gp worth of powdered gold, and requires the caster to expend a 1st-level spell slot. [The Dungeon Master may require this effect to be prepared and cast as a basic rite spell.]
Orb 20 3 An orb is a smooth, polished sphere made of glass, crystal, quartz or another mineral substance. It is 3 to 5 inches in diameter, small enough to rest in a Medium humanoid’s palm.
Rod 10 2 This arcane focus is created by etching a heavy, two-foot baton with runes and sigils.
A rod functions in all ways as a club in addition to being an arcane focus. [Note that some magical rods might not function as clubs, based on their design and the materials from which they are composed.]
Staff 5 4 This arcane focus is created by etching a normal quarterstaff with runes and sigils or attaching a focusing crystal to the top.
A staff functions in all ways as a quarterstaff in addition to being an arcane focus.
Wand 10 1 Wands are simple and lightweight arcane foci, making them some of the most
popular. A wand is typically shorter than the forearm of the user and is convenient to store in a sleeve.
Component Pouch 25 2 This pouch contains all the material components a spellcaster might need.
The pouch does not contain costly spell components, those with specific costs indicated in their spell descriptions.
Druidic Focus A druid can use these items as spellcasting foci, as described in chapter 10 of the Player’s Handbook.
A magical staff or wand can be used as a druidic focus if it is made of wood, unless it requires attunement and cannot be attuned by the character trying to use it as such, or unless the text for the item says otherwise.
Ritual Sickle 2 2 Representing the harvest, this tool is typically prepared in a way that leaves no obvious markings; to the untrained eye, it is no more than a farming implement.
A ritual sickle functions in all ways as a sickle in addition to being a druidic focus.
A druid may create a ritual sickle druidic focus by performing a special sacrament. The ritual takes one hour, burns 2 gp worth of rare herbs, and requires the caster to expend a 1st-level spell slot. [The Dungeon Master may require this effect to be prepared and cast as a sacrament spell.]
Sacrifice Certain druidic traditions call for blood sacrifices. These sacrifices can be mere animals, or they can be intelligent humanoids or other creatures. Using sacrifices as magical foci is a hallmark of evil druidic traditions, not normally intended for use by player characters.
Creating a sacrifice requires one hour of ritual preparation (and a creature to sacrifice). Each druid that participates in the full ritual is thereafter considered to be holding a druidic focus for a certain time, even if using both hands for other purposes. This effect lasts for 1 hour per point of the sacrificed creature’s intelligence. Multiple creatures can be sacrificed, to a cumulative benefit that lasts no longer than 72 hours. Sacrificed creatures must be restrained during the ritual and are killed at its conclusion. The ritual must take place in a natural environment like a forest or a naturally-occurring underground cavern.
Sprig of Mistletoe 1 This sprig of mistletoe is worn on a string or thong around the neck. It is the most recognizable symbol of druidic power.
Totem 1 4 This focus takes the form of a short pole, about three feet long, treated with ritual ointments and herbs. Some are carved with symbols of natural power, like animals. A totem is designed for one end to be planted in the ground. It is intended for repeated use; a druid must simply lay a hand on the totem to make use of it as a focus. Often, multiple druids will stand around the focus to use it at the same time.
Totem, greater 35 This focus is prepared in the same way as a normal totem, but the treatments are applied to a much larger object, typically a living tree or a log half-buried horizontally.
Wooden Staff 5 4 This druidic focus is created using a length of wood naturally shaped as a quarterstaff. These are often made from tall saplings.
A wooden staff functions in all ways as a quarterstaff in addition to being a druidic focus.
A druid may create a wooden staff druidic focus by performing a special sacrament. The ritual takes one hour, burns 5 gp worth of rare herbs, and requires the caster to expend a 1st-level spell slot. [The Dungeon Master may require this effect to be prepared and cast as a sacrament spell.]
Yew Wand 10 1 Yew wood comes from a small collection of coniferous trees or shrubs. The wood is commonly associated with fey creatures and with magical manipulations of life, death, and rebirth. A yew wand often takes the form of a natural stick of yew, groomed and then trimmed, but uncarved.
Holy Symbol A cleric or paladin can use these items as spellcasting foci, as described in chapter 10 of the Player’s Handbook.
Amulet 5 1 This hanging icon typically bears a small representation of a deity, pantheon, or philosophy. A typical holy symbol is made of silver.
Amulet, ornamental 10 1 This is a more expensive version of the amulet holy symbol. It is typically crafted with intricate details, made of more precious materials, and sometimes decorated with tiny gemstones.
Emblem 5 The symbol of a deity or pantheon, engraved or inlaid on a shield.
The cost of this holy symbol does not include the cost of the shield it is applied to.
Flask 6 A container for liquid with a tight stopper or cap and the symbol of a deity or pantheon emblazoned on the side. Flask holy symbols are typically made of metal, not suitable for throwing as missile weapons since they do not easily shatter.
Ordination 100 A rare religious ceremony is required to ordain a weapon to serve as a holy symbol.
The affected weapon must be crafted with the markings of the appropriate religion, or it must be a magical weapon whose appearance and history are in no way offensive to that faith.
A cleric or paladin may ordain a suitable weapon by performing a special ritual. The ritual takes one hour to perform, uses 100 gp worth of powdered electrum or platinum, and requires the caster to expend a 2nd-level spell slot. The cost of this holy symbol does not include the cost of the weapon it is applied to. [The Dungeon Master may require this ritual to be prepared and cast as a high ceremony spell.]
Reliquary 5 1 A reliquary is a tiny box holding an item of religious significance. A common example would be the finger bone of a prophet, or a fragment of a larger holy relic.
Bigger, less-portable reliquaries are often found in shrines or temples. These larger versions are typically not available to adventurers. They can be used as divine foci while a spellcaster is in physical contact with them.
Other
Holy Water (flask) 25 1 This water has a glittery sheen, a byproduct of the ingredients used to create it.
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 the target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, and the attack hits, the holy water inflicts 2d6 radiant damage.
A cleric or paladin may create holy water by performing a special ritual. The ritual takes one hour, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. [The Dungeon Master may require this ritual to be prepared and cast as a ceremony spell.]
Ink, rare (1 ounce) 100 This ink is magically-interactive. Rare ink is used for the note-taking, diagraming, and transcription processes required to write a spell into a spellbook.
Half a bottle (1/2 ounce) is needed for each level of a new spell. If the wizard is writing her already- known spells, the note-taking and diagraming are not needed; only one-tenth of a bottle (1/10 ounce) is required for each level of an already-known spell.
Spellbook 50 3 A spellbook is a heavy tome with 100 pages.
Each page is suitable for recording a spell.
Spellbook, travelling 30 2 This spellbook has only 25 pages. It has a water-resistant case and a metal cover that locks closed with a tiny padlock.
Each page of the traveling spellbook is suitable for recording a spell. A key is provided for the lock. Without the key, a creature can pick this lock with a successful DC 15 Dexterity (thieves’ tools) check. The water-resistant case protects the book from full submersion in water for up to 10 minutes.
Spell Scrolls A spell scroll is a single sheet or roll of parchment that bears the words of a single spell, written in a mystical cypher.
If the spell is on your class’s spell list, you can use an action to read the scroll and cast the spell without having to provide any of the spell’s components. Otherwise, the scroll is unintelligible.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll crumbles to dust.
The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
The cost of a spell scroll is increased by the value of any costly spell components the spell might normally require, even if the component is not normally consumed.
Torch, everburning 50 1 This item is simply the product of a continual flame spell. It typically takes the form of a torch, but any viable objects can be affected for the listed cost.
A cleric or wizard can create such an object by casting the continual flame spell, which consumes 50 gp worth of ruby dust. As a duty to their faith and as a method of proselytizing, many clerics make these items available for no more than the cost of their material components, just as they do with holy water.