Item Cost (gp) Weight (lb) Description
Artisan's Tools
Alchemist's Supplies 50 8 A collection of crucibles and glass vials, mortar and pestle, an alcohol-burning lamp, and other supplies. These come in a box with velvet-lined cut-outs designed to hold the delicate instruments safely in place.
Use alchemist’s supplies to produce a thick puff of smoke (DC 10), identify poison (DC 10) or another substance (DC 15), start a fire (DC 15), or neutralize acid (DC 20).
Brewer's Supplies 20 9 Measuring bowls, scales, hops bags made of muslin, spices, hoses, a funnel, and other equipment suitable for brewing alcoholic beverages. Depending on the type of beverage crafted, kegs, casks, pitchers or other liquid storage devices may also be required for practicing this trade.
You can use your tools to purify up to 6 gallons of water as part of a long rest, or 1 gallon of water as part of a short rest.
Use brewer’s supplies to detect poisons or impurities in a drink (DC 10), identify alcohol (DC15), or ignore the effects of alcohol (DC 20). This last roll is a Constitution (brewer’s supplies) check.
Calligrapher's Supplies 10 5 A set of fine pens, colorful inks, and fancy sheets of parchment. Also included are sealing waxes of various colors and qualities and an array of wax stamps. These supplies frequently include a specialized subset of tools used with more durable mediums, like the long-handled wood-burning styluses or fine paintbrushes used for sign-making.
Use these tools to identify the writer of nonmagical script (DC 10), determine a writer’s state of mind (DC 15), spot forged text (DC 15), or forge a signature (DC 20).
Carpenter's Tools 8 6 Mallets, nails, measuring cords, cutting templates or triangles, smoothing planes, and a small saw. Carpenter’s tools are used to shape wood on a large scale, crafting furniture, buildings, large agricultural tools, and the like. With 1 minute of work and raw materials, you can make a door or window harder to open, increasing the DCtodosoby5.Aspartofalongrest,youcan construct a basic shelter that will last for 1d3 days. Until the shelter collapses, it will keep up to six small or medium humanoids dry. Prevailing temperatures within the shelter are 10 degrees more favorable.
Use these tools to build a simple structure of wood (DC 10), design a complex structure of wood (DC 15), find weaknesses in wooden constructions like siege weapons or walls (DC 15), or pry apart a door (DC 20).
Cartography's Tools 15 6 This satchel contains templates of maps and large, blank parchments suitable for map-making. It includes special inks and writing tools, particularly tools for drawing objects to scale relative to one another. Cartographer’s tools also include collapsible surveying rods, the measuring tools used to calculate overland distances and geographic features.
These tools let you map your journeys without slowing your speed of travel.
Use cartographer’s tools to determine a map’s age or origin (DC 10), estimate direction and distance to a landmark (DC 15), determine whether a map is fake (DC 15), or fill in missing terrain on a partial map (DC 20).
Cobbler's Tools 5 5 These tools come in a box, the lid of which is reversible and supports a cobbler’s “last.” The tools include a mallet and nails, sturdy sewing needles and thread, rolls of soft leather, stamped pieces of hard leather, molding implements, and other devices that aid in the construction and repair of footwear.
As part of a long rest, you can maintain up to six pairs of shoes, allowing the wearers to travel 10 hours in the following day before starting forced march checks.
You can create a hidden compartment in a piece of footwear for no cost, taking 8 hours for the construction. (See hidden compartments, above in this Part.) You can use an Intelligence (cobbler’s tools) check in the place of Investigation to find hidden compartments in shoes.
Use cobbler’s tools to determine a shoe’s age or origin (DC 10) or find a hidden compartment in a boot heal (DC 15).
Cook's Utensils 1 8 Pans, knives, bottles of assorted seasonings, a journal of recipes, and tools used to produce food. During a short rest, you can “prepare” up to 5 rations with cook’s utensils to make them more nutritious and rejuvenating. Anyone who eats one of these rations during the same short rest may regain 1 extra hit point per Hit Die spent.
Use cook’s utensils to create a typical meal or duplicate a particular meal (DC 10), spot poison or impurities in food (DC 15), or create a gourmet meal (DC 15).
Glassblower's Tools 30 5 This kit contains crimps and clamps, a pouring block, shears, and a blowpipe, items used to manipulate glass with a kiln or another source of high heat. It also contains rods of glass in various colors.
With one minute of study, you can identify weak points in glass objects such that your successful attacks, or the successful attacks of others that you direct, are automatically critical hits.
Use glassblower’s tools to identify a source of glass (DC 10) or determine what a glass object once held (DC 20).
Jeweler's Tools 25 2 This kit contains chisels, brushes, polish, and other tools used to prepare or enhance gemstones, plus small-scale metalworking tools used to shape precious metals into jewelry of various kinds. A small jeweler’s loupe is included for examining jewelry and gemstones.
You can identify and appraise the value of gemstones at a glance, applying your proficiency modifier to any such checks.
Turning a raw gem into a standard one is a crafting project that requires 1 day of work per 5 gp of value added, up to (the missing) half of the standard value of the gemstone. This is not the same as modifying a gem’s appearance; that task requires a Dexterity (jeweler’s tools) check and turns a gemstone of one shape or cut into a gemstone of another.
Use jeweler’s tools to modify a gem’s appearance (DC 15) or determine a gem’s history (DC 20).
Leatherworker's Tools 5 5 This kit contains cutting and edging tools, grommet setters and punches, a mallet, needles and awls, and other miscellaneous tools used to craft processed leather into clothing and accessories.
You can automatically determine what animal a hide came from and whether any special techniques were used to treat it. Use leatherworking tools to modify a leather item’s appearance (DC 10) or determine its history (DC 20).
Mason's Tools 10 8 This satchel contains the tools used to craft masonry. In addition to the trowels and joint molders, used to apply mortar, the kit includes telescoping pole braces and measuring blocks used to measure and precisely align stone and brickwork of various kinds.
With one minute of study, you can identify weak points in masonry such that your successful attacks, or the successful attacks of others that you direct, are automatically critical hits.
Use mason’s tools to chisel a small hole in a stone wall (DC 10) or find a weak point in a stone wall (DC 15).
Painter's Supplies 10 5 Small pots of paints in various colors, alchemical mixtures for paint thinning, a painter’s palette, and an array of paintbrushes. This set of tools typically includes brushes sized for the sort of work the painter intends, from artistic to functional. These include the small, intricate brushes used to put paint on canvas, or the larger type of brushes suitable to painting buildings or murals.
As part of a short or long rest, you can produce a painting that accurately portrays or illustrates an object or landscape you have seen that day.
Use painter’s supplies to paint an accurate portrait (DC 10) or create a painting with a hidden message (DC 20).
Potter's Tools 10 3 These tools are used to craft and repair pottery. They include molds, knives, sponges, and styluses for decorating pottery, alchemical glues for repairing shattered pottery pieces, and the dyes and glazes for finishing or resurfacing them.
Examining two or more shards of a piece of pottery allows you to automatically identify its original shape.
With one minute of study, you can identify weak points in ceramic objects such that your successful attacks, or the successful attacks of others that you direct, are automatically critical hits.
Use potter’s tools to determine what a vessel once held (DC 10), create a serviceable pot (DC 15), or find a weak point in a ceramic object (DC 20).
Sculptor's Tools 15 7 This satchel contains chisels, mallets, files, and finishing polishes for sculpting statutes out of minerals (typically stone or clay), or applying decorative engraving to the mineral surfaces of walls, doors, and other edifices.
With one minute of study, you can identify weak points in inanimate sculptures such that your successful attacks, or the successful attacks of others that you direct, are automatically critical hits.
Use sculptor’s tools to modify a statute (DC 10) or detect hidden messages in the designs engraved into a wall or similar surface (DC 20).
Smith's Tools 20 8 Hammers, dollies, and tongs of various kinds used to shape metal, as well as the crimps used for creating rivets or repairing links of chain.
With access to a hot enough flame, you can make metal pliable; you can repair up to 10 hp of damage to a metal object per hour of work.
Use smith’s tools to sharpen a dull blade (DC 10), make an item repairable if it was previously too broken to have hit points restored (DC 15), or sunder a nonmagical metal object (DC 15).
Tattoo Artist's Tools 15 2 This set of tools includes a variety of needles and inks as well as ointments and various treatments used to create tattoos on the skin of animals and humanoids.
You, or another spellcaster you are working with, can use these tools to inscribe a spell scroll into the skin of a living creature. Each limb and the torso of a humanoid is large enough for a single spell scroll. The costs and time needed for inscription are the same as for an equivalent spell scroll. A humanoid can read her own spell scrolls on her body, causing them to disappear, so long as they are uncovered. Another spellcaster can read uncovered spell scroll tattoos if the decorated creature is cooperative, restrained, or unconscious.
Use tattoo artist’s tools to identify tattooing techniques or origins (DC 10) or create tattoos with hidden meanings or messages (DC 20).
Tinker's Tools 50 10 Various tools for used for crafting or repairing intricate machines. These look like smith’s tools or thieves’ tools, but in a tiny scale. The hammers, chisels, picks, and other implements are typically suitable for application to small projects like clockwork devices. Most tool sets also include an array of mundane materials to repair almost any simple object.
These tools can be used to repair most portable items made of metal, leather, or cloth, regardless of the artisan’s tools needed to craft such things. You can restore 10 hit points to a damage object per hour of work. You need access to the appropriate materials for this task, and a hot enough flame if you are repairing metal objects.
Use tinker’s tools to temporarily repair a disabled device (DC 10), repair an item in half the time (DC 15), or improvise a simple temporary item using scraps (DC 20).
Weaver's Tools 1 5 A small, collapsible loom and shuttle used for weaving, plus various dies and tools used to treat and store wool and other types of thread. These materials are suitable to the creation of cloth- based of clothing.
You can repair a single damaged garment as part of a short rest.
Use weaver’s tools to repurpose cloth (DC 10), mend a hole in a piece of cloth (DC 10), or tailor an outfit (DC 15).
Woodcarver's Tools 1 5 A set of chisels, files, carving knives, small lathes, and other instruments for making fine impressions on wooden pieces.
Use woodcarver’s tools to craft a small figuring (DC 10) or carve an intricate pattern in wood (DC 15).
Gaming Set
Dart-and-Board Set 3 2 A dart board with two sets of 3x darts.
Dice Set 0.1 These polyhedral objects are most commonly found in cube form, carved from wood or bone. The various faces are marked with numbers or other symbols. Many games are played with dice, too many to count.
Dragonchess Set 1 0.5 This game consists of three checkered boards, arranged in three layers, with a variety of carved playing pieces that move between squares and boards.
Hnefatafl Set 2 0.5 A strategy game played on a checkered or latticed board between two unevenly- matched armies of carved figures.
Kubb Set 5 2 Kubb is an outdoor game of skill where players try to toss wooden batons to knock over a series of blocks.
Nine Men's Morris Set 0.1 This simple strategy game is played with two colors of chits on a small latticed board.
Tarokka Set 1 This card game is played with a Tarokka deck.
Three-Dragon Ante Set 1 This card game is played with a Three-Dragon Ante deck.
Trictrac Set 2 0.5 Each of two players must advance their own set of 15 chits across various positions on a board using a combination of luck (dice rolls) and
strategy.
Playing Card Set 0.5 These squares of very thick paper are each painted with a letter, symbol, or numerical marker on one side. The back sides of all the cards are identical, whether blank or patterned. Many games are played with cards, including games of chance.
Ring-toss Set 1 A small stand with 3x rings.
Musical Instruments
Bagpipes 30 6 A wind instrument constituting multiple reed pipes fed by squeezing an air bag. The air reservoir is replenished periodically by the musician blowing into it through another pipe.
Birdpipes 10 2 Sometimes called pan pipes, satyr pipes, or the shalm, this set of parallel pipes is a musical instrument popular with creatures that are close to nature.
Cittern 35 3 A pear-shaped instrument, citterns had four sets of paired strings that produce a rich array of tones.
Drum 6 3 A cylindrical instrument with a flat hide stretched taught over each end. The hide produces a hollow resonance when struck.
Dulcimer 25 10 A dulcimer is a flat, trapezoidal soundboard across which strings of descending lengths are strung. The strings can be plucked or can be struck with a tiny hammer.
Flute 2 1 This tubular reedless wind instrument produces sound when air is blown across the hole at one end. The other end of the tube has a series of holes that can be covered or left uncovered by the fingers to produce different notes.
Glaur 9 2 This short, curved horn resembles a cornucopia. If played using its set of valves, the instrument produces a brassy sound like a trumpet. Some versions, called gloons, don’t have valves and produce a more mournful sound.
Hand Drum 3 1 A double-headed skin drum fitted with handles along its side.
Harp 20 3 A harp has many parallel strings attached within a frame. The frame has an angled soundboard that facilitates shorter strings as it tapers, varying the notes produced when the instrument is strummed.
Horn 3 2 A horn is typically a brassy pipe with a conical opening at one end and a mouthpiece at the other. Horns produce loud, far-reaching notes and so are used for signaling as well musical purposes.
Lute 35 2 This plucked stringed instrument has a long neck and a deep, round back. The hollow portion of the body has a circular opening under the part of the strings that get strummed.
Lyre 30 2 A lyre resembles a harp, but is smaller. Its strings are plucked with a pick.
Longhorn 20 15 A flute of very sophisticated make, found only in large cities or areas with skilled artisans.
Pan Flute 12 2 This instrument consists of multiple closed-pipe flutes of ascending length, attached in a row.
Shawm 2 1 A double-reed instrument like an oboe or a bassoon. Some versions use attached bellows.
Songhorn 2 1 A simple type of flute, like a recorder, usually carved from wood.
Tantan 0.5 0.5 An instrument like a tambourine affixed to a tight drum.
Thelarr 35 2 A simple and wind instrument cut from a reed, sometimes called a whistecane.
Tocken 10 5 This resonating instrument is comprised of carved oval bells hung parallel on a frame and played by light strikes with a small mallet or with the open hand.
Viol 30 1 A small, six-stringed instrument held vertically and played with a bow.
Wargong 12 7 War gongs are like traditional gongs, but usually made from the shield of an enemy.
Yarting 30 1.5 This tightly-strung instrument resembles a shallow-bodied lute.
Zulkoon 50 25 This complex pump organ has a dramatic, sinister sound.
Miscellaneous Tools
Appraiser's Tools 8 5 A satchel containing a multi- tiered scale with a set of weights, a jeweler’s loupe, vials of substances for identifying minerals through alchemical reactions, and a set of thick manuals to classify materials and index market values.
If proficient, your bonus applies to Intelligence checks to appraise valuables.
Use appraiser’s tools to identify the techniques used to refine a gemstone (convert it from a raw state) and determine the technique’s origin (DC 10) or spot costume jewelry or costume adornments to clothing armor, or weapons (DC 15).
Disguise Kit 25 3 A box containing cosmetics, hair dies, and adhesive-mounted facial prosthetics used to create a variety of disguises.
If proficient, your bonus applies to ability checks to disguise yourself or others.
You can use a long rest or one day of downtime to create a disguise. Each disguise weights 1 pound and takes one minute to put on or take off. This ready- made disguise uses quite a few of your disguise kit components; you can only keep one disguise together at a time. When composing and applying a disguise not previously-created, you must use 10 minutes for one that involves moderate changes to your appearance, or 30 minutes for one that involves more- extensive changes.
Use a disguise kit to cover distinguishing marks or injuries (DC 10), spot a disguise in use by someone else (DC 15), or copy a specific humanoid’s appearance (DC 20).
Forgery Kit 15 5 A forgery kit is a satchel that has many of the same components as calligrapher’s supplies, including a variety of pens and inks. It also boasts a variety of styluses used to impersonate signet marks in wax seals.
You can produce a forged document that is up to 1 page long or up to 4 pages long, using a short rest or long rest, respectively. Your Intelligence (forgery kit) check result sets the DC for an Intelligence (Investigation) check to spot the fake.
Use a forgery kit to mimic handwriting (DC 15) or duplicate a wax seal (DC 20).
Fortune Teller's Kit 6 4 This kit comes in a box. It includes a crystal ball, fortune telling cards, and other tools of the trade.
If proficient, your bonus applies to ability checks to tell fortunes convincingly. A fortune teller’s kit can be used to generate an income like artisan’s tools, provided they are used in a large enough area and in a society suitably tolerant of fortune tellers. Use a fortune teller’s kit to understand someone you are telling a fortune to, determining a characteristic or ideal (DC 15), or determining a bond or flaw (DC 20).
Herbalism Kit 5 3 This kit comes in a satchel compartmentalized for storing myriad herbs. It includes various tools for safely harvesting plants as well as the grinding tools, mixing tools, and additives needed to make potions, salves, and similar curative products.
Proficiency allows you to identify all common plants automatically and to add your bonus to checks to identify rare ones. Herbalism kits are used to craft several curative products, including potions of healing.
Use an herbalism kit to find uncommon plants (DC 15) or identify herbal poisons (DC 20).
Harvesting Kit 30 7 This kit contains a skinning knife, a bonesaw, 2 glass vials, pouches of salt, and tweezers, used for preparing and harvesting a carcass. Proficiency with this kit allows you to add your proficiency bonus to any check made when you harvest parts from a creature. 
Navigator's Tools 25 2 This satchel holds sounding lines, a sand glass, an astrolabe or telescoping back staff, a ring dial, or similar instruments needed for navigation. It also contains a number of relevant sea charts.
Proficiency with these tools allows you to chart a ship’s course and follow navigation charts. It also allows you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. It can also be used in some limited cases of overland navigation.
Use navigator’s tools to plot a course (DC 10) or discover your position on a nautical chart (DC 15).
Poisoner's Kit 50 2 A poisoner’s kit blends some of the components of alchemist’s supplies and an herbalism kit, the tools needed to create poisons using alchemical and herbal techniques. It also includes tools for collecting poisons from live (or recently slain) monster specimens.
You may use your proficiency bonus for uses of poison (poisoning food, weapons, etc.) and checks to collect or craft poisons. You need not worry about poisoning yourself merely by handling or applying poisons.
Use a poisoner’s kit to spot a poisoned object (DC 10) or determine the effect of a discovered poison (DC 20).
Thieves' Tools 25 1 A complex set of picks and tools used to disable locks and traps, rolled into a leather satchel. These tools resemble a highly specialized segment of tinker’s tools and can be disguised as such.
These tools let you create a trap using parts you have on hand. The result of your Dexterity (thieves’ tools) check sets the DC to discover or disable the trap. A new-made trap deals damage appropriate to the materials used to create it, or half the total of your check, whichever the DM determines fitting. Additives like poisons, ball bearings, or bells can add additional functionality or warning to these makeshift traps.
You can also reset a disabled trap if your check meets the original DC to disable it. Reset traps use their original DCs to discover or disable, along with their original damage (unless a vital component is missing, like poison for the spikes).
Use thieves’ tools to disarm traps or open locks, rolling against variable difficulties (DC 5 - 30).