chunk_id
stringlengths
5
8
book
stringclasses
2 values
page
int64
1
321
text
stringlengths
164
4.12k
phb_1390
phb
150
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] 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, treating . Name Cost Damage Weight Properties Simp!e Melee Weapons Club 1 sp 1d4 bludgeoning 21b. Lig...
phb_1391
phb
150
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] avelin 5 sp 1d6 piercing 21b. Thrown (range 30/120) Light hammer 2 gp 1d4 bludgeoning 21b. Light, thrown (range 20/60) Mace 5 gp 1d6 bludgeoning 41b. Quarterstaff 2sp 1d6 bludgeoning 41b. Versatile (1d8) Sickle 1 gp 1d4 slashing 21b. Light...
phb_1392
phb
150
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] cing 51b. Ammunition (range 80/320), loading, two.handed Dart 5 cp 1d4 piercing 1/4Ib. Finesse, thrown (range 20/60) Shortbow 25 gp 1d6 piercing 21b. Ammunition (range 80/320), two.handed Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120...
phb_1393
phb
150
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] o-handed Greatsword 50 gp 2d6slashing 61b. Heavy, two.handed Halberd 20 gp 1d10 slashing 61b. Heavy, reach, two.handed Lance 10 gp 1d12 piercing 61b. Reach, special Longsword 15 gp 1d8 slashing 31b. Versatile (ldl0) Maul 10 gp 2d6 bludgeon...
phb_1394
phb
150
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] hortsword 10 gp 1d6 piercing 21b. Finesse, light Trident 5 gp ld6 piercing 41b. Thrown (range 20/60), versatile (ld8) War pick 5 gp ld8 piercing 21b. Warhammer 15 gp 1d8 bludgeoning 21b. Versatile (ld10) Whip 2 gp 1d4slashing 31b. Finesse,...
phb_1395
phb
150
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] 120), light, loading Crossbow, heavy 50 gp 1dlO piercing 181b. Ammunition (range 100/400), heavy, loading, two.handed Longbow 50 gp 1d8 piercing 21b. Ammunition (range 150/600), heavy, two-handed Ne! 1 gp 31b. Special, thrown (range 5/15) ...
phb_1396
phb
151
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] 5 gp 21b. Arrows (20) 1 gp 1 Ib. Holy water (flask) 25 gp llb. Blowgun needles (50) 1 gp llb. Hourglass 25 gp 1 Ib. Crossbow bolts (20) 1 gp 1'/2 Ib. Hunting trap 5 gp 251b. Sling bullets (20) 4 cp 1'/2 Ib. Ink (1 ounce bottle) 10 gp Antit...
phb_1397
phb
151
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] ded 5 gp Wand 10 gp llb. Lock 10 gp Backpack 2 gp 51b. Magnifying glass 100 gp Ball bearings (bag of 1 000) 1 gp 21b. Manacles 2 gp Barrei 2 gp 701b. Mess kit 2 sp Basket 4 sp 21b. Mirror, steel 5 gp Bedroll 1 gp 71b. Oil (flask) 1 sp Bell...
phb_1398
phb
151
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] et 5 cp 21b. Poison, basic (vial) 100 gp Caltrops (bag of 20) 1 gp 21b. Pole (10-foot) 5 cp Candle 1 cp Pot, iron 2 gp Case, crossbow bolt 1 gp 1 Ib. Polion oJhealing 50 gp Case, map or scroll 1 gp llb. Pouch 5 sp Chain (10 feet) 5 gp 10 I...
phb_1399
phb
151
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] gp 41b. Rope, silk (50 feet) 10 gp Clothes, fine 15 gp 61b. Sack 1 cp Clothes, traveler's 2 gp 41b. Scale, merchant's 5 gp Component pouch 25 gp 21b. Sealing wax 5 sp Crowbar 2 gp 51b. Shovel 2 gp DruidicJocus Signal whistle 5 cp Sprig of ...
phb_1400
phb
151
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] d 2 cp 1 Ib. Tent, two-person 2 gp 201b. Grappling hook 2 gp 41b. Tinderbox 5 sp llb. Hammer 1 gp 31b. Torch 1 cp llb. 2 gp 101b. Vial 1 gp 5 gp 31b. Waterskin 2 sp Whetstone 1 cp PART I I EQUIPMENT . the alchemist's tire as an improvised ...
phb_1401
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] A creature that drinks this viaIof liquid gains advantage on saving throws against poison for I hour. lt confers no benetit to undead or constructs. Arcane Focus. An arcane focus is a special item- an orb, a crystal, a rod, a specially con...
phb_1402
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] as described in chapter 10. Bal/ Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a levei area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw o...
phb_1403
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] hreaded 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. Book. A book might contain poetry, historical accounts, information pertaining to a particular ...
phb_1404
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] ells is a spellbook (described later in this section). Caltrops. As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop ...
phb_1405
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] ake the saving throw. Candle. For I hour, a candle sheds bright light in a 5.foot radius and dim light for an additional 5 feet. Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts. Case, Map or Scrol/. This cylindri...
phb_1406
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] ts. lt can be burst with a successful DC 20 Strength check. Climber's Kit. 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 fal...
phb_1407
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] t from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor. Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold...
phb_1408
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] d in a spell's description). Crowbar. Using a crowbar granls advantage to Strength checks where the crowbar's leverage can be applied. Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or ...
phb_1409
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] thers, fur, bones, and teeth from sacred animaIs. A druid can use such an object as a spellcasting focus, as described in chapter 10. Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers,...
phb_1410
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] eature that has O hit points, without needing to make a Wisdom (Medicine) check. Holy Symbol. A holy symbol is a representation of a god or pantheon. lt might be an amulet depicting a symbol representing a deity, the same symbol carefully ...
phb_1411
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in chapter lO. To use the symbol in this way, the caster must hold it in hand, wear it visibly,or bear it...
phb_1412
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] d attack against a target creature, treating the holy water as an improvised weapon. If the target is a tiend or undead, it takes 2d6 radiant damage. 4 , EQUIPMENT PACKS lhe starting equipmenl you gel fram your elass ineludes a colleclion ...
phb_1413
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] r slarling equipmenl, you can purchase a pack for lhe price shown, which mighl be cheaper lhan buying lhe ilems individually. Surglar's Pack (16 gp). Ineludes a backpack, a bag of 1,000 ball bearings, 10 feel of slring, a bell, 5 candles, ...
phb_1414
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] s of oil, 5 days ralions, a linderbox, and a walerskin. lhe pack also has 50 feel of hempen rope slrapped lo lhe side of it. Diplomat's Pack (39 gp). Ineludes a chesl, 2 cases for maps and scrolls, a seI offine elolhes, a bollle ofink, an ...
phb_1415
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] s, a linderbox, 10 days of ralions, and a walerskin. lhe pack also has 50 feel of hempen rope slrapped lo lhe side of il. Entertainer's Pack (40 gp). Ineludes a backpack, a bedrall, 2 coslumes, 5 candles, 5 days of ralions, a walerskin, an...
phb_1416
phb
152
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] inderbox, 10 lorches, 10 days of ralions, and a walerskin. lhe pack also has 50 feel ofhempen rape slrapped lo lhe side of il. Priest's Pack (19 gp). Ineludes a backpack, a blankel, 10 candles, a linderbox, an alms box, 2 blocks ofincense,...
phb_1417
phb
153
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] parchmenl, a lillle bag of sand, and a small knife. ~ ~ PART I EQUIP fENT . A cleric ar paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the...
phb_1418
phb
153
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] steps on apressure plate in the center. The trap is affixed bya heavy chain to an immobi!e object, such as a tree ar a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw ar take ...
phb_1419
phb
153
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] pically 3 feet long). A creature can use its action to make a DC 13 5trength check, freeing itself ar another creature within its reach on a success. Each fai!ed check deals 1 piercing damage to the trapped creature. Lamp. A lamp casts bri...
phb_1420
phb
153
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] s bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 3...
phb_1421
phb
153
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] key is provided with the lock. Without the key, a creature proticient with thieves' toois can pick this lock with a successful DC 15 Dexterity check. Vour DM may decide that better locks are available for higher prices. PART 1 I EQUIPMENT ...
phb_1422
phb
153
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] Lighting a /ire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the /ire to ignite. A magnifying glass grants advantage on any ability check made to appraise ar inspect an it...
phb_1423
phb
153
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] acles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 5trength check. Each set of manacles comes with one key. Without the key, a creature pro/icient with thieves' tools can pick the manacles' lock wi...
phb_1424
phb
153
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate ar shallow bowl. Oi/. Oi! usually comes in a clay flask that holds 1 pintoAs an action, you can splash the oi! i...
phb_1425
phb
153
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] n impacto Make a ranged attack against a target creature ar object, treating the oi! as an improvised weapon. On a hit, the target is covered in oil. If the larget takes any /ire damage before the oi! dries (after 1 minute), the target tak...
phb_1426
phb
154
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] unds and deals 5 tire damage to any creature that enters the area ar ends its turn in the area, A creature can take this damage only once per turno . CONTAINER CAPACITY )'C You can al50 strap items, such as a bedroll ar a coil af rape, to ...
phb_1427
phb
154
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] a tent sleeps two. Tinderbox. This small container holds fiint, tire steel, and tinder (usually dry c10th soaked in Iight oil) used lo kindle a tire. Using it to Iight a torch-or anything else with abundant, exposed fuel-takes an action. L...
phb_1428
phb
154
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] .foot radius and dim light for an additional 20 fee!. If you make a melee attack with a burning torch and hit, it deals 1 tire damage. Poison, Basic. Vou can use the poison in Ihis viaI lOcoat one slashing or piercing weapon or up to three...
phb_1429
phb
154
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] n retains potency for I minute before drying. Potion ofHeaJinl1.A character who drinks the magical red fiuid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. Pouch. A c10th or leather pouch can h...
phb_1430
phb
154
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] er can hold up to 20 arrows. Ram, Portable. Vou can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. Rations...
phb_1431
phb
154
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] be burst with a DC 17 Strenglh check. Sca/e, Merchant's. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metais o...
phb_1432
phb
154
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Adventuring Gear] termine their worth. SpeJlbook. Essential for wizards, a spellbook is a lealher.bound tome wilh 100 blank vellum pages suitable for recording spells. Container Backpack* Barrei Basket Bottle Bucket Chest Flask ar lankard Jug ar pilcher PaI...
phb_1433
phb
155
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Tools] 1 gallon liquid 1 gallon liquid 1/5 cubic f001/6 pounds of gear 1 cubic f001/30 pounds of gear 4 ounces liquid 4 pinls liquid PART I EQUII'MENT 153 . TOOLS A to01helps you to do something you couldn't otherwise do, such as craft or repair an item, fo...
phb_1434
phb
155
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Tools] lity check you make using that tool. Too! use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcar...
phb_1435
phb
155
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Tools] . Calligrapher's supplies 10 gp 51b. Carpenter's tools 8 gp 61b. Cartographer's tools 15 gp. 61b. Cobbler's tools 5 gp 51b. Cook's utensils 1 gp 81b. Glassblower's tools 30 gp 51b. Jeweler's tools 25 gp 21b. Leatherworker's tools 5 gp 51b. Mason's to...
phb_1436
phb
155
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Tools] . Forgery kit 15 gp 51b. Gaming seI Dice set 1 sp Dragonchess set 1 gp 1/2Ib. Playing card set 5sp Three-Dragon Ante set 1 gp Herbalism kit 5 gp 31b. Musical instrument Bagpipes 30 gp 61b. Drum 6 gp 31b. Dulcimer 25 gp 101b. Flute 2 gp 1 Ib. Lute 35 ...
phb_1437
phb
155
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Tools] t 50 gp 21b. Thieves' tools 25 gp 1 Ib. Vehicles (Iand ar water) " * * See the "Mounts and Vehicles" section. 15+ PART I I EQUIPMENT Artisan's Too/s. These special tools inc1ude the items needed to pursue a craft or trade. The table shows examples of...
phb_1438
phb
155
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Tools] ency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Disl1uise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physic...
phb_1439
phb
155
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Tools] l appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. Forl1ery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, go...
phb_1440
phb
155
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Tools] Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. Gaminl1 Set. This item encompasses a wide range of game pieces, inc1uding dice and decks of cards (for games such...
phb_1441
phb
155
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Tools] ur proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. HerbaJism Kit. This kit contains a variety of instruments such as c1ippers, morta r and pestIe, and pouches and via...
phb_1442
phb
155
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Tools] hecks you make to identify or apply herbs. AIso, proficiency with this kit is required to create antitoxin and polions orhealinl1. Musica/lnstrument. Several of the most common types of musical instruments are shown on the table as examples. Ir you h...
phb_1443
phb
155
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Tools] instrument as a spellcasting focus, as described in chapter 10. Each type of musical instrument requires a separate proficiency. Navil1ator's Too/s. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you ch...
phb_1444
phb
155
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Tools] avoid getting lost at sea. Poisoner's Kit. A poisoner's kit inc1udes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craf...
phb_1445
phb
156
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Mounts and Vehicles] nd a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. . MOUNTS AND VEHICLES A good mount can help you move more quickly through the wilderness...
phb_1446
phb
156
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Mounts and Vehicles] l pulling a carriage, cart, chariot, sled, or wagon can move weight up to tive times its base carrying capacity, inc1uding the weight of the vehic1e. If multiple animais pull the same vehic1e, they can add their carrying capacity togeth...
phb_1447
phb
156
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Mounts and Vehicles] r purchase. These inc1ude flying mounts (pegasi, griffons, hippogriffs, and similar animaIs) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, ...
phb_1448
phb
156
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Mounts and Vehicles] le in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. SaddJes. A military saddle braces the rider, helping you keep your seat on an active mount in b...
phb_1449
phb
156
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Mounts and Vehicles] (land or water), you can add your proticiency bonus to any check you make to control that kind of vehic1e in difficult circumstances. Rowed Vesse1s. Keelboats and rowboats are used OH lakes and rivers. If going downstream, add the speed...
phb_1450
phb
158
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] nificanl currenl, bUllhey can be pulled upslream by drafl animais on lhe shores. A rowboal weighs 100 pounds, in case advenlurers carry il over land. MOUNTS ANO OTHER ANIMALS Carrying Ilem CosI Speed Capacily Camel 50 gp 50 fI. 4801b. Donkey or mu...
phb_1451
phb
158
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] 01b. CosI 1 cp 2 cp 5 cp 1 sp 5sp 1 gp 2 gp 3 gp 5 gp 10 gp 15 gp 50 gp 500 gp Goods 1 ib. of wheat 1 ib. of fiour or one chicken 1 ib. of sall 1 Ib. ofiron or 1 sq. yd. of canvas 1 Ib. of copper or 1 sq. yd. of colton eloth 1 Ib. of ginger or one...
phb_1452
phb
158
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] one sheep 1 Ib. of c10ves or one pig 1 Ib. of silver or 1 sq. yd. oflinen 1 sq. yd. of silk or one eow 1 Ib. of saffron or one ox 1 Ib. of gold 1 Ib. of plalinum LIFESTYLE EXPENSES EXPENSES When not descending into lhe depths of the earth, explori...
phb_1453
phb
158
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] people require basic necessilies such as shelter, sustenance, and clothing. These things cost money, allhough some lifestyles cosI more lhan others. Lifeslyle expenses provide you with a simple way lo accounl for the cost of living in a fantasy wo...
phb_1454
phb
158
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] nexl calls. At lhe slart of each week or month (your choice), choose a lifeslyle from the Expenses lable and pay the price to sustain lhat lifeslyle. The prices lisled are per day, so if you wish lo calculate the cosI of your chosen lifestyle over...
phb_1455
phb
158
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] you have aI your disposal, or you might maintain lhe same lifestyle throughout your character's career. Your Iifestyle choice can have consequences. Mainlaining a weallhy lifestyle might help you make contacts with the rich and powerful, though yo...
phb_1456
phb
158
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] you run the risk of altracting thieves. Likewise, living frugally might help you avoid criminais, but you are unlikely lo make powerful conneclions. Price/Day 1 sp 2sp 1 gp 2 gp 4 gp 10 gp minimum LIFESTYLE EXPENSES Lifeslyle Wrelehed Squalid Poor...
phb_1457
phb
158
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] b. Feed (per day) 5 cp 101b. $addle Exolic 60 gp 401b. Mililary 20 gp 301b. Pack 5 gp 151b. Riding 10 gp 251b. Saddiebags 4 gp 81b. Sled 20 gp 3001b. Slabling (per day) 5sp Wagon 35 gp 4001b. WATERBORN E VEH ICLES Ilem CosI Speed Galley 30,000 gp ...
phb_1458
phb
158
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] in liveslock, grain, land, righlS lo collecllaxes, or righls lo resources (such as a mine or a fores I). Guilds, nobles, and royally regulale trade. Charlered companies are granled righls to conducl trade along certain routes, to send merchant shi...
phb_1459
phb
159
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] anls commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods. PART 1 EQUIP lENT 157 . FOOD, DRINK, AND LODGING The Food, Drink, and Lodging table gives prices for individual food item...
phb_1460
phb
159
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] nicer clothing and can easily maintain your equipment. Vou live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. Vou associate with merchants, skilled tradespeople, and military officers. Wea1thy. Choosing a we...
phb_1461
phb
159
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] y. Vou live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. Vou have respectable lodgings, usually a spacious home in a good part of town or a comfortable su...
phb_1462
phb
159
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] by the most powerful people in the community. Vou have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. Vou dine at the best restaurants, retain the most skilled and fashionable tailor, and have servan...
phb_1463
phb
159
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] ings in the company of politicians, guild leaders, high priests, and nobility. Vou must also contend with the highest leveIs of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn...
phb_1464
phb
159
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] goad graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people cavet your armor, weapons, and adventuring gear, which represent a fortune b...
phb_1465
phb
159
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] . Vou have shelter from the elements, but you live in a desperate and often vialent environment, in places rife with disease, hunger, and misfortune. Vou are beneath the notice of most people, and you have few legal protections. Most people at thi...
phb_1466
phb
159
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] ommunity. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Vour accommodations might be a room in a flophouse or in the common room above a tavern. Vou bene...
phb_1467
phb
159
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] s, mercenaries, and other disreputable types. Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. Vou live in an 01der part of town, renting a room in a boarding house, inn, or temple. Vou don't ...
phb_1468
phb
159
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Expenses] clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. PART 11 EQUIPMENT Fooo, DRINK, ANO LOOGING Item Ale Callon Mug Banquet (per person) Bread, loaf Ch...
phb_1469
phb
160
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] hunk Wine Common (pitcher) Fine (bottle) Cost 2 sp 4 cp 10 gp 2 cp 1 sp 7 cp 1 sp 5 sp 8 sp 2 gp 4 gp 3 cp 6 cp 3 sp 5 sp 8 sp 2 gp 3 sp 2 sp 10 gp . Skilled hirelings include anyone hired lo perform a service that involves a proficiency (includin...
phb_1470
phb
160
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] e pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. SPELLCASTING SERVICES When you make your character, you can roll once on lhe Trinkets table to ga...
phb_1471
phb
160
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] can help stock a room in a dungeon or fiHa creature's pockets. People who are able to cast spells don't fali into the category of ordinary hirelings. lt might be possible to find someone willing to cast a spell in exchange for coin or favors, but ...
phb_1472
phb
160
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] lished pay rates exisl. As a rule, the higher the leveI of the desired spell, the harder it is to find someone who can cast il and the more it costs. Hiring someone to cast a relatively common spell of 1st or 2nd levei, such as cure wounds or iden...
phb_1473
phb
160
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] ding someone able and wiHing to cast a higher-Ievel spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, lhe spellcaster might ask for a service instead of payment-the kind of service that o...
phb_1474
phb
160
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] as retrieving arare item from a dangerous locale or traversing a monster- infested wilderness to deliver somelhing important to a distant settlemenl. TRINKETS •• •• Pay 2 gp per day 2 sp per day 2 cp per mile 1 cp 1 sp per mile 3 cp per mile 1 cp ...
phb_1475
phb
160
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] yourself of whalever serviees you ean afford-paying for food and sheller, paying lownspeople lo sharpen your sword and repair your armor, and so on. Some eharaelers, lhough, mighl prefer lo spend lheir lime away from eivilizalion, suslaining lhems...
phb_1476
phb
160
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] ng. If you spend your lime between advenlures praelieing a profession, as deseribed in ehapler 8, you ean eke oul the equivalent of a poor Iifestyle. Profieieney in the Survival skilllets you live aI the equivalent of a eomforlable lifestyle . •• ...
phb_1477
phb
160
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] st such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills. Some of the most basic types of hirelings appear on the Services table. Other common hirelings in...
phb_1478
phb
160
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] rale chest (and ils miniature replica) for use in the Leomund's secret chest spell. A fighter might commission a blacksmilh to forge a special sword. A bard mighl pay a tailor lo make exquisite clothing for an upcoming performance in front of the ...
phb_1479
phb
160
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] ces. Mercenary soldiers paid to help the advenlurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoleric lore. If a high-Ievel adventurer establishes a stronghold of some kind, he or she might hire a whole st...
phb_1480
phb
161
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] lings often enjoy a long-term contract that includes a place to live within lhe stronghold as part of the offered compensation. PART I EQUIPMENT 59 . TRINKETS d100 Trinkel d100 Trinkel 27 A shard of obsidian that always feels warm to the 01 A mumm...
phb_1481
phb
162
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] id teeth, one 49 A silver spoon with an M engraved on the handle of which is rotten 50 A whistle made from gold-colored wood 160 PART I I EQUIPMENT . dlOO Trinkel dlOO Trinkel 51 A dead scarab beelle lhe size of your hand 79 An invilalion lO a par...
phb_1482
phb
163
[Path: Part 1 - Creating a Character > Chapter 5 - Equipment > Trinkets] s no blade you have living worm wilh a head on each end of ils body found so far 100 A melai um conlaining lhe ashes of a hero PART 1 EQUIPME T 161 . .
phb_1483
phb
164
[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] no blade you have living worm wilh a head on each end of ils body found so far 100 A melai um conlaining lhe ashes of a hero PART 1 EQUIPME T 161 . . CHAPTER 6: CUSTOMIZATION OPTIONS MULTICLASSING Ability Score Minimum Strength 13...
phb_1484
phb
164
[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] c1ass, you must meet the ability score prerequisites for both your current c1ass and your new one, as shown in the Multiclassing Prerequisites tabJe. For example, a barbarian who decides to multiclass into the druid c1ass must hav...
phb_1485
phb
164
[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] ng character receives, you must be a quick study in your new c1ass, having a natural aptitude that is reAected by higher-than-average ability scores. MULTlCLASSING PREREQUISITES PROFICIENCY BONUS EXPERIENCE POINTS HIT POINTS AND H...
phb_1486
phb
164
[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] her the Hit Dice granted by ali your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a dlO. so ifyou are a palndin...
phb_1487
phb
164
[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] or example, you have five dlO Hit Dice and five d8 Hit Dice. The experience point cost to gain a levei is always based on your total character leve!. as shown in the Character Advancement table in chapter 1, not your levei in a pa...
phb_1488
phb
164
[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] c1eric 6jfighter 1, you must gain enough XP to reach 8th levei before you can take your second levei as a fighter or your seventh levei as a c1eric. •• •• HE COMBINATION Of ABILITY SCORES, RACE, class, and background defines your ...
phb_1489
phb
164
[Path: Part 1 - Creating a Character > Chapter 6 - Customization Options > Multiclassing] ce, you have options to fine-tune what your character can do. But this chapter is for players who-with the DM's permission-want to go a step further. This chapter defines two optional sets of rules for customizing your character: ...