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What is the ability score "Charisma" in D&D 5e?
Charisma (CHA) Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality. A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a con...
What is the ability score "Constitution" in D&D 5e?
Constitution (CON) Constitution measures health, stamina, and vital force. Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster.
What is the ability score "Dexterity" in D&D 5e?
Dexterity (DEX) Dexterity measures agility, reflexes, and balance. A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.
What is the ability score "Intelligence" in D&D 5e?
Intelligence (INT) Intelligence measures mental acuity, accuracy of recall, and the ability to reason. An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Int...
What is the ability score "Strength" in D&D 5e?
Strength (STR) Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects a...
What is the ability score "Wisdom" in D&D 5e?
Wisdom (WIS) Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition. A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, P...
What is the alignment "Chaotic Evil" in D&D 5e?
Chaotic Evil (CE) Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.
What is the alignment "Chaotic Good" in D&D 5e?
Chaotic Good (CG) Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
What is the alignment "Chaotic Neutral" in D&D 5e?
Chaotic Neutral (CN) Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.
What is the alignment "Lawful Evil" in D&D 5e?
Lawful Evil (LE) Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
What is the alignment "Lawful Good" in D&D 5e?
Lawful Good (LG) Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.
What is the alignment "Lawful Neutral" in D&D 5e?
Lawful Neutral (LN) Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.
What is the alignment "Neutral" in D&D 5e?
Neutral (N) Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don't take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.
What is the alignment "Neutral Evil" in D&D 5e?
Neutral Evil (NE) Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.
What is the alignment "Neutral Good" in D&D 5e?
Neutral Good (NG) Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.
Describe the Acolyte background in D&D 5e.
Acolyte grants proficiency in: Insight, Religion. You can choose 2 additional languages. This background includes some starting equipment. Feature: Shelter of the Faithful — As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adv...
Describe the Barbarian class in D&D 5e.
Barbarian has a hit die of d12. Proficiency choices: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. Fixed proficiencies include: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons. Saving throws are: STR, CON. Starting equipment includes 2 fixed items and 2 ...
Describe the Bard class in D&D 5e.
Bard has a hit die of d8. Proficiency choices: Choose any three; Three musical instruments of your choice. Fixed proficiencies include: Light Armor, Simple Weapons, Longswords, Rapiers, Shortswords, Hand crossbows. Saving throws are: DEX, CHA. Starting equipment includes 2 fixed items and 3 choice sets. Available subcl...
Describe the Cleric class in D&D 5e.
Cleric has a hit die of d8. Proficiency choices: Choose two from History, Insight, Medicine, Persuasion, and Religion. Fixed proficiencies include: Light Armor, Medium Armor, Shields, Simple Weapons. Saving throws are: WIS, CHA. Starting equipment includes 1 fixed items and 5 choice sets. Available subclasses: Life. Th...
Describe the Druid class in D&D 5e.
Druid has a hit die of d8. Proficiency choices: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival. Fixed proficiencies include: Light Armor, Medium Armor, Shields, Clubs, Daggers, Javelins, Maces, Quarterstaffs, Sickles, Spears, Darts, Slings, Scimitars, Herbalism Ki...
Describe the Fighter class in D&D 5e.
Fighter has a hit die of d10. Proficiency choices: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. Fixed proficiencies include: All armor, Shields, Simple Weapons, Martial Weapons. Saving throws are: STR, CON. Starting equipment includes 0 fixed i...
Describe the Monk class in D&D 5e.
Monk has a hit die of d8. Proficiency choices: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth; Choose one type of artisan’s tools or one musical instrument. Fixed proficiencies include: Simple Weapons, Shortswords. Saving throws are: STR, DEX. Starting equipment includes 1 fixed items an...
Describe the Paladin class in D&D 5e.
Paladin has a hit die of d10. Proficiency choices: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion. Fixed proficiencies include: All armor, Shields, Simple Weapons, Martial Weapons. Saving throws are: WIS, CHA. Starting equipment includes 1 fixed items and 4 choice sets. Available s...
Describe the Ranger class in D&D 5e.
Ranger has a hit die of d10. Proficiency choices: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. Fixed proficiencies include: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons. Saving throws are: STR, DEX. Starting equipment includes 2 ...
Describe the Rogue class in D&D 5e.
Rogue has a hit die of d8. Proficiency choices: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth. Fixed proficiencies include: Light Armor, Simple Weapons, Longswords, Rapiers, Shortswords, Hand crossbows, Thieves'...
Describe the Sorcerer class in D&D 5e.
Sorcerer has a hit die of d6. Proficiency choices: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion. Fixed proficiencies include: Daggers, Darts, Slings, Quarterstaffs, Crossbows, light. Saving throws are: CON, CHA. Starting equipment includes 1 fixed items and 3 choice sets. Available...
Describe the Warlock class in D&D 5e.
Warlock has a hit die of d8. Proficiency choices: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion. Fixed proficiencies include: Light Armor, Simple Weapons. Saving throws are: WIS, CHA. Starting equipment includes 2 fixed items and 4 choice sets. Available subclasses...
Describe the Wizard class in D&D 5e.
Wizard has a hit die of d6. Proficiency choices: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion. Fixed proficiencies include: Daggers, Darts, Slings, Quarterstaffs, Crossbows, light. Saving throws are: INT, WIS. Starting equipment includes 1 fixed items and 3 choice sets. Available subc...
Describe the Blinded condition in D&D 5e.
Blinded - A blinded creature can't see and automatically fails any ability check that requires sight. - Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
Describe the Charmed condition in D&D 5e.
Charmed - A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. - The charmer has advantage on any ability check to interact socially with the creature.
Describe the Deafened condition in D&D 5e.
Deafened - A deafened creature can't hear and automatically fails any ability check that requires hearing.
Describe the Exhaustion condition in D&D 5e.
Exhaustion Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the ef...
Describe the Frightened condition in D&D 5e.
Frightened - A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. - The creature can't willingly move closer to the source of its fear.
Describe the Grappled condition in D&D 5e.
Grappled - A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. - The condition ends if the grappler is incapacitated (see the condition). - The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature ...
Describe the Incapacitated condition in D&D 5e.
Incapacitated - An incapacitated creature can't take actions or reactions.
Describe the Invisible condition in D&D 5e.
Invisible - An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves. - Attack rolls against the creature have disadvantage, and the creature'...
Describe the Paralyzed condition in D&D 5e.
Paralyzed - A paralyzed creature is incapacitated (see the condition) and can't move or speak. - The creature automatically fails Strength and Dexterity saving throws. - Attack rolls against the creature have advantage. - Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creatu...
Describe the Petrified condition in D&D 5e.
Petrified - A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. - The creature is incapacitated (see the condition), can't move or speak, and is unaware of its sur...
Describe the Poisoned condition in D&D 5e.
Poisoned - A poisoned creature has disadvantage on attack rolls and ability checks.
Describe the Prone condition in D&D 5e.
Prone - A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - The creature has disadvantage on attack rolls. - An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Describe the Restrained condition in D&D 5e.
Restrained - A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. - Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. - The creature has disadvantage on Dexterity saving throws.
Describe the Stunned condition in D&D 5e.
Stunned - A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly. - The creature automatically fails Strength and Dexterity saving throws. - Attack rolls against the creature have advantage.
Describe the Unconscious condition in D&D 5e.
Unconscious - An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings. - The creature drops whatever it's holding and falls prone. - The creature automatically fails Strength and Dexterity saving throws. - Attack rolls against the creature have advantage. - ...
Describe the Acid damage type in D&D 5e.
Acid The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.
Describe the Bludgeoning damage type in D&D 5e.
Bludgeoning Blunt force attacks, falling, constriction, and the like deal bludgeoning damage.
Describe the Cold damage type in D&D 5e.
Cold The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.
Describe the Fire damage type in D&D 5e.
Fire Red dragons breathe fire, and many spells conjure flames to deal fire damage.
Describe the Force damage type in D&D 5e.
Force Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
Describe the Lightning damage type in D&D 5e.
Lightning A lightning bolt spell and a blue dragon's breath deal lightning damage.
Describe the Necrotic damage type in D&D 5e.
Necrotic Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.
Describe the Piercing damage type in D&D 5e.
Piercing Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.
Describe the Poison damage type in D&D 5e.
Poison Venomous stings and the toxic gas of a green dragon's breath deal poison damage.
Describe the Psychic damage type in D&D 5e.
Psychic Mental abilities such as a psionic blast deal psychic damage.
Describe the Radiant damage type in D&D 5e.
Radiant Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.
Describe the Slashing damage type in D&D 5e.
Slashing Swords, axes, and monsters' claws deal slashing damage.
Describe the Thunder damage type in D&D 5e.
Thunder A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
Describe the Abacus equipment in D&D 5e.
Abacus is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 2 gp. Weight: 2 lb.
Describe the Acid (vial) equipment in D&D 5e.
Acid (vial) is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 25 gp. Weight: 1 lb. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature...
Describe the Alchemist's fire (flask) equipment in D&D 5e.
Alchemist's fire (flask) is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 50 gp. Weight: 1 lb. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treat...
Describe the Alchemist's Supplies equipment in D&D 5e.
Alchemist's Supplies is part of Tools. This is a type of Artisan's Tools. It costs 50 gp. Weight: 8 lb. 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...
Describe the Alms box equipment in D&D 5e.
Alms box is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 0 cp. Weight: 0 lb. A small box for alms, typically found in a priest's pack.
Describe the Amulet equipment in D&D 5e.
Amulet is part of Adventuring Gear. This belongs to the Holy Symbols category. It costs 5 gp. Weight: 1 lb. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding ...
Describe the Animal Feed (1 day) equipment in D&D 5e.
Animal Feed (1 day) is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 5 cp. Weight: 10 lb.
Describe the Antitoxin (vial) equipment in D&D 5e.
Antitoxin (vial) is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 50 gp. Weight: 0 lb. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Describe the Arrow equipment in D&D 5e.
Arrow is part of Adventuring Gear. This belongs to the Ammunition category. It costs 1 gp. Weight: 1 lb.
Describe the Backpack equipment in D&D 5e.
Backpack is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 2 gp. Weight: 5 lb.
Describe the Bagpipes equipment in D&D 5e.
Bagpipes is part of Tools. This is a type of Musical Instrument. It costs 30 gp. Weight: 6 lb. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play mu...
Describe the Ball bearings (bag of 1,000) equipment in D&D 5e.
Ball bearings (bag of 1,000) is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 1 gp. Weight: 2 lb. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 1...
Describe the Barding: Breastplate equipment in D&D 5e.
Barding: Breastplate is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 1600 gp. Weight: 40 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent a...
Describe the Barding: Chain mail equipment in D&D 5e.
Barding: Chain mail is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 300 gp. Weight: 110 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent ar...
Describe the Barding: Chain shirt equipment in D&D 5e.
Barding: Chain shirt is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 200 gp. Weight: 40 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent ar...
Describe the Barding: Half plate equipment in D&D 5e.
Barding: Half plate is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 3000 gp. Weight: 80 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent ar...
Describe the Barding: Hide equipment in D&D 5e.
Barding: Hide is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 40 gp. Weight: 24 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made...
Describe the Barding: Leather equipment in D&D 5e.
Barding: Leather is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 40 gp. Weight: 20 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor m...
Describe the Barding: Padded equipment in D&D 5e.
Barding: Padded is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 20 gp. Weight: 16 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor ma...
Describe the Barding: Plate equipment in D&D 5e.
Barding: Plate is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 6000 gp. Weight: 130 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor ...
Describe the Barding: Ring mail equipment in D&D 5e.
Barding: Ring mail is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 12 gp. Weight: 80 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor...
Describe the Barding: Scale mail equipment in D&D 5e.
Barding: Scale mail is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 200 gp. Weight: 90 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent arm...
Describe the Barding: Splint equipment in D&D 5e.
Barding: Splint is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 800 gp. Weight: 120 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor ...
Describe the Barding: Studded Leather equipment in D&D 5e.
Barding: Studded Leather is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 180 gp. Weight: 26 lb. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalen...
Describe the Barrel equipment in D&D 5e.
Barrel is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 2 gp. Weight: 70 lb.
Describe the Basket equipment in D&D 5e.
Basket is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 4 sp. Weight: 2 lb.
Describe the Battleaxe equipment in D&D 5e.
Battleaxe is part of Weapon. Weapon type: Martial. It costs 10 gp. Weight: 4 lb. It deals 1d8 Slashing damage. Range: 5 ft. Properties: Versatile.
Describe the Bedroll equipment in D&D 5e.
Bedroll is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 1 gp. Weight: 7 lb.
Describe the Bell equipment in D&D 5e.
Bell is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 1 gp. Weight: 0 lb.
Describe the Bit and bridle equipment in D&D 5e.
Bit and bridle is part of Mounts and Vehicles. This is a Tack, Harness, and Drawn Vehicles. It costs 2 gp. Weight: 1 lb.
Describe the Blanket equipment in D&D 5e.
Blanket is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 5 sp. Weight: 3 lb.
Describe the Block and tackle equipment in D&D 5e.
Block and tackle is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 1 gp. Weight: 5 lb. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
Describe the Block of incense equipment in D&D 5e.
Block of incense is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 0 cp. Weight: 0 lb. A block of incense, typically found in a priest's pack.
Describe the Blowgun equipment in D&D 5e.
Blowgun is part of Weapon. Weapon type: Martial. It costs 10 gp. Weight: 1 lb. It deals 1 Piercing damage. Range: 25 ft. Properties: Ammunition, Loading.
Describe the Blowgun needle equipment in D&D 5e.
Blowgun needle is part of Adventuring Gear. This belongs to the Ammunition category. It costs 1 gp. Weight: 1 lb.
Describe the Book equipment in D&D 5e.
Book is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 25 gp. Weight: 5 lb. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text o...
Describe the Bottle, glass equipment in D&D 5e.
Bottle, glass is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 2 gp. Weight: 2 lb.
Describe the Breastplate equipment in D&D 5e.
Breastplate is part of Armor. It costs 400 gp. Weight: 20 lb.
Describe the Brewer's Supplies equipment in D&D 5e.
Brewer's Supplies is part of Tools. This is a type of Artisan's Tools. It costs 20 gp. Weight: 9 lb. 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 to...
Describe the Bucket equipment in D&D 5e.
Bucket is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 5 cp. Weight: 2 lb.
Describe the Burglar's Pack equipment in D&D 5e.
Burglar's Pack is part of Adventuring Gear. This belongs to the Equipment Packs category. It costs 16 gp.
Describe the Calligrapher's Supplies equipment in D&D 5e.
Calligrapher's Supplies is part of Tools. This is a type of Artisan's Tools. It costs 10 gp. Weight: 5 lb. 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 artisa...
Describe the Caltrops equipment in D&D 5e.
Caltrops is part of Adventuring Gear. This belongs to the Standard Gear category. It costs 5 cp. Weight: 2 lb. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and tak...
Describe the Camel equipment in D&D 5e.
Camel is part of Mounts and Vehicles. This is a Mounts and Other Animals. It costs 50 gp. Speed: 50 ft/round.