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Equipments


Name Rarity Type Is Magic Cost (Recommended cost) Description
Carriage Common Vehicle (Tack, Harness, and Drawn Vehicles) No 100 Gold (100 Gold)
Carriage
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
100 Gold
100 Gold
6 lbs

Cart Common Vehicle (Tack, Harness, and Drawn Vehicles) No 15 Gold (15 Gold)
Cart
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
15 Gold
15 Gold
2 lbs

Cartographer's Tools Common Tools No 15 Gold (15 Gold)
Cartographer's Tools
Common
Tools
No
15 Gold
15 Gold
60 lbs

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.

Case, crossbow bolt Common Adventuring Gear No 1 Gold (1 Gold)
Case, crossbow bolt
Common
Adventuring Gear
No
1 Gold
1 Gold
10 lbs

This wooden case can hold up to twenty crossbow bolts.

Case, map or scroll Common Adventuring Gear No 1 Gold (1 Gold)
Case, map or scroll
Common
Adventuring Gear
No
1 Gold
1 Gold
10 lbs

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Censer Common Adventuring Gear No 0 (0)
Censer
Common
Adventuring Gear
No
0
0
0 lbs

A censer, typically found in a priest's pack.

Censer of Controlling Air Elementals Rare Wondrous Items Yes 5 000 Gold (8 000 Gold)
Censer of Controlling Air Elementals
Rare
Wondrous Items
Yes
5 000 Gold
8 000 Gold
0 lbs

Wondrous item, rare

While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

Chain (10 feet) Common Adventuring Gear No 5 Gold (5 Gold)
Chain (10 feet)
Common
Adventuring Gear
No
5 Gold
5 Gold
100 lbs

A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

Chain Mail Common Armor (Heavy) No 75 Gold (75 Gold)
Chain Mail
Common
Armor (Heavy)
No
75 Gold
75 Gold
550 lbs

Chain Shirt Common Armor (Medium) No 50 Gold (50 Gold)
Chain Shirt
Common
Armor (Medium)
No
50 Gold
50 Gold
200 lbs

Chalk (1 piece) Common Adventuring Gear No 1 Copper (1 Copper)
Chalk (1 piece)
Common
Adventuring Gear
No
1 Copper
1 Copper
0 lbs

Chariot Common Vehicle (Tack, Harness, and Drawn Vehicles) No 250 Gold (250 Gold)
Chariot
Common
Vehicle (Tack, Harness, and Drawn Vehicles)
No
250 Gold
250 Gold
1 lbs

Chest Common Adventuring Gear No 5 Gold (5 Gold)
Chest
Common
Adventuring Gear
No
5 Gold
5 Gold
250 lbs

Chime of Opening Rare Wondrous Items Yes 5 000 Gold (1 500 Gold)
Chime of Opening
Rare
Wondrous Items
Yes
5 000 Gold
1 500 Gold
0 lbs

Wondrous item, rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

Circlet of Blasting Uncommon Wondrous Items Yes 500 Gold (1 500 Gold)
Circlet of Blasting
Uncommon
Wondrous Items
Yes
500 Gold
1 500 Gold
0 lbs

Wondrous item, uncommon

While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

Climber's Kit Common Adventuring Gear No 25 Gold (25 Gold)
Climber's Kit
Common
Adventuring Gear
No
25 Gold
25 Gold
120 lbs

A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

Cloak of Arachnida Very Rare Wondrous Items Yes 50 000 Gold (5 000 Gold)
Cloak of Arachnida
Very Rare
Wondrous Items
Yes
50 000 Gold
5 000 Gold
0 lbs

Wondrous item, very rare (requires attunement)

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

* You have resistance to poison damage.

* You have a climbing speed equal to your walking speed.

* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

* You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.

* You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.

Cloak of Displacement Rare Wondrous Items Yes 5 000 Gold (60 000 Gold)
Cloak of Displacement
Rare
Wondrous Items
Yes
5 000 Gold
60 000 Gold
0 lbs

Wondrous item, rare (requires attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Cloak of Elvenkind Uncommon Wondrous Items Yes 500 Gold (5 000 Gold)
Cloak of Elvenkind
Uncommon
Wondrous Items
Yes
500 Gold
5 000 Gold
0 lbs

Wondrous item, uncommon (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Cloak of Protection Uncommon Wondrous Items Yes 500 Gold (3 500 Gold)
Cloak of Protection
Uncommon
Wondrous Items
Yes
500 Gold
3 500 Gold
0 lbs

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Cloak of the Bat Rare Wondrous Items Yes 5 000 Gold (6 000 Gold)
Cloak of the Bat
Rare
Wondrous Items
Yes
5 000 Gold
6 000 Gold
0 lbs

Wondrous item, rare (requires attunement)

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.

While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Cloak of the Manta Ray Uncommon Wondrous Items Yes 500 Gold (6 000 Gold)
Cloak of the Manta Ray
Uncommon
Wondrous Items
Yes
500 Gold
6 000 Gold
0 lbs

Wondrous item, uncommon

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

Clothes, common Common Adventuring Gear No 5 Silver (5 Silver)
Clothes, common
Common
Adventuring Gear
No
5 Silver
5 Silver
30 lbs

Clothes, costume Common Adventuring Gear No 5 Gold (5 Gold)
Clothes, costume
Common
Adventuring Gear
No
5 Gold
5 Gold
40 lbs

Clothes, fine Common Adventuring Gear No 15 Gold (15 Gold)
Clothes, fine
Common
Adventuring Gear
No
15 Gold
15 Gold
60 lbs


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