Mundane Items
This page contains a comprehensive list of mundane equipment, tools, and supplies available in the world. These items represent the basic gear that adventurers and common folk use in their daily lives and travels.
Equipment Packs
The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.
| Equipment Pack | Cost | Contents |
|---|---|---|
| Burglar's Pack | 16 gp | Backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. |
| Diplomat's Pack | 39 gp | Chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. |
| Dungeoneer's Pack | 12 gp | Backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. |
| Entertainer's Pack | 40 gp | Backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. |
| Explorer's Pack | 10 gp | Backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. |
| Priest's Pack | 19 gp | Backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. |
| Scholar's Pack | 40 gp | Backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife. |
Common Items
| Common Item | Cost | Weight | Description |
|---|---|---|---|
| Abacus | 2 gp | 2 lb. | A calculating tool used for arithmetic. |
| Bedroll | 1 gp | 2 lb. | A sleeping mat that can be rolled up for travel. |
| Bell | 1 gp | — | A small bell that can be rung to make noise. |
| Blanket | 5 sp | 5 lb. | A warm blanket for sleeping or protection from the elements. |
| Block and Tackle | 1 gp | 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. |
| Book | 25 gp | 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 or pictures. A book of spells is a spellbook. |
| Candle | 1 cp | — | For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for another 5 feet. |
| Chain (10 ft) | 5 gp | 10 lb. | A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. |
| Chalk (1 pc) | 1 cp | — | A piece of chalk for marking surfaces. |
| Component Pouch | 25 gp | 2 lb. | A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). |
| Fishing Tackle | 1 gp | 4 lb. | This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. |
| Grappling Hook | 2 gp | 4 lb. | A metal hook attached to a rope, used for climbing or securing lines. |
| Hammer | 1 gp | 3 lb. | A basic hammer for driving nails or breaking objects. |
| Hourglass | 25 gp | 1 lb. | A timekeeping device that measures a specific duration. |
| Ink (1 oz) | 10 gp | — | Ink for writing. |
| Ink Pen | 2 cp | — | A pen for writing with ink. |
| Ladder (10 ft) | 1 sp | 25 lb. | A 10-foot ladder for reaching high places. |
| Lock | 10 gp | 1 lb. | A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. |
| Magnifying Glass | 100 gp | — | This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. |
| Manacles | 2 gp | 6 lb. | These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. |
| Mess Kit | 2 sp | 1 lb. | This tin box 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 or shallow bowl. |
| Miner's Pick | 2 gp | 10 lb. | A pickaxe used for mining and breaking stone. |
| Paper (1 sheet) | 2 sp | — | A single sheet of paper for writing. |
| Parchment (1 sheet) | 1 sp | — | A single sheet of parchment for writing. |
| Perfume (vial) | 5 gp | — | A vial of perfume for personal use. |
| Piton | 5 cp | 0.25 lb. | A metal spike used for climbing or securing ropes. |
| Pole (10 ft) | 5 cp | 7 lb. | A 10-foot pole for poking, prodding, or measuring distances. |
| Ram, Portable | 4 gp | 35 lb. | You 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 (1 day) | 5 sp | 2 lb. | Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. |
| Rope, Hemp (50 ft) | 1 gp | 10 lb. | Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. |
| Rope, Silk (50 ft) | 10 gp | 5 lb. | Stronger and lighter than hemp rope. Rope has 2 hit points and can be burst with a DC 17 Strength check. |
| Sealing Wax | 5 sp | — | Wax used for sealing letters and documents. |
| Shovel | 2 gp | 5 lb. | A tool for digging. |
| Signal Whistle | 5 cp | — | A whistle that can be heard from a distance. |
| Signet Ring | 5 gp | — | A ring bearing a seal or symbol, used for authenticating documents. |
| Sledgehammer | 2 gp | 10 lb. | A large, heavy hammer for breaking objects. |
| Spellbook | 50 gp | 3 lb. | Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. |
| Spikes, Iron (10) | 1 gp | 5 lb. | Ten iron spikes for securing ropes or blocking doors. |
| Spyglass | 1000 gp | 1 lb. | Objects viewed through a spyglass are magnified to twice their size. |
| Tent, Two-person | 2 gp | 20 lb. | A tent that can accommodate two people. |
| Whetstone | 1 cp | 1 lb. | A stone used for sharpening blades. |
| Mirror, Steel | 5 gp | 0.5 lb. | A polished steel mirror for viewing reflections. |
| Scale, Merchant's | 5 gp | 3 lb. | 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 metals or trade goods, to help determine their worth. |
| Soap | 2 cp | — | A bar of soap for cleaning. |
| String (10 ft) | — | — | A length of string for various purposes. |
Usable Items
| Usable Item | Cost | Weight | Description |
|---|---|---|---|
| Acid (vial) | 25 gp | 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 or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. |
| Alchemist's Fire (flask) | 50 gp | 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, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. |
| Antitoxin (vial) | 50 gp | — | A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefits to undead or constructs. |
| Ball Bearings (bag of 1,000) | 1 gp | 2 lb. | As an action, you can spill these tiny balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw. |
| Caltrops (bag of 20) | 1 gp | 2 lb. | 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 moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. |
| Climber's Kit | 25 gp | 12 lb. | 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. |
| Crowbar | 2 gp | 5 lb. | Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. |
| Healer's Kit | 5 gp | 3 lb. | This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. |
| Holy Water (flask) | 25 gp | 1 lb. | 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 a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or 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 caster to expend a 1st-level spell slot. |
| Hunting Trap | 5 gp | 25 lb. | When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. |
| Lamp | 5 sp | 1 lb. | A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. |
| Lantern, Bullseye | 10 gp | 2 lb. | A bullseye lantern casts 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 | 5 gp | 2 lb. | A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. |
| Oil (flask) | 1 sp | 1 lb. | Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. |
| Poison, Basic (vial) | 100 gp | — | You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. |
| Potion of Healing (common) | 50 gp | 0.5 lb. | A magical potion that restores hit points when consumed. |
| Tinderbox | 5 sp | 1 lb. | This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. |
| Torch | 1 cp | 1 lb. | A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. |
Clothes
| Clothes | Cost | Weight |
|---|---|---|
| Common Clothes | 5 sp | 3 lb. |
| Costume | 5 gp | 4 lb. |
| Fine Clothes | 15 gp | 6 lb. |
| Robes | 1 gp | 4 lb. |
| Traveler's Clothes | 2 gp | 4 lb. |
Spellcasting Focuses
Arcane Focus
An arcane focus is a special item—an orb, a crystal, a rod, a specifically constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Note: Arcane focuses are different from wands and staffs used as weapons by Wandslingers. A spellcasting focus is used to channel magic, while wands and staffs used as weapons fire magical bolts.
| Arcane Focus | Cost | Weight |
|---|---|---|
| Crystal | 10 gp | 1 lb. |
| Orb | 20 gp | 3 lb. |
| Rod | 10 gp | 2 lb. |
| Staff | 5 gp | 4 lb. |
| Wand | 10 gp | 1 lb. |
Druidic Focus
A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
| Druidic Focus | Cost | Weight |
|---|---|---|
| Sprig of Mistletoe | 1 gp | — |
| Totem | 1 gp | — |
| Wooden Staff | 5 gp | 4 lb. |
| Yew Wand | 10 gp | 1 lb. |
Holy Symbols
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 a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
| Holy Symbol | Cost | Weight |
|---|---|---|
| Amulet | 5 gp | 1 lb. |
| Emblem | 5 gp | — |
| Reliquary | 5 gp | 2 lb. |
Containers
| Container | Cost | Capacity | Weight |
|---|---|---|---|
| Backpack | 2 gp | 1 cubic foot/30 pounds of gear | 5 lb. |
| Barrel | 2 gp | 40 gallons liquid, 4 cubic feet solid | 70 lb. |
| Basket | 4 sp | 2 cubic feet/40 pounds of gear | 2 lb. |
| Bucket | 5 cp | 3 gallons liquid, 1/2 cubic foot solid | 2 lb. |
| Case, Crossbow Bolt | 1 gp | 20 crossbow bolts | 1 lb. |
| Case, Map/Scroll | 1 gp | Ten rolled-up sheets of paper or five rolled-up sheets of parchment | 1 lb. |
| Chest | 5 gp | 12 cubic feet/300 pounds of gear | 25 lb. |
| Flask or Tankard | 2 cp | 1 pint liquid | 1 lb. |
| Glass Bottle | 2 gp | 1.5 pints liquid | 2 lb. |
| Jug or Pitcher | 2 cp | 1 gallon liquid | 4 lb. |
| Pot, Iron | 2 gp | 1 gallon liquid | 10 lb. |
| Pouch | 5 sp | 1/5 cubic foot/6 pounds of gear | 1 lb. |
| Quiver | 1 gp | 20 arrows | 1 lb. |
| Sack | 1 cp | 1 cubic foot/30 pounds of gear | 0.5 lb. |
| Vial | 1 gp | 4 ounces liquid | — |
| Waterskin | 2 sp | 4 pints liquid | 5 lb. (full) |
Container Notes
Backpack: You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Pouch: A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch.
Tools
A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the GM might ask you to make a Dexterity check to carve a fine detail with your woodcarver's tools, or a Strength check to make something out of particularly hard wood.
Artisan's Tools
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.
| Artisan's Tools | Cost | Weight |
|---|---|---|
| Alchemist's Supplies | 50 gp | 8 lb. |
| Brewer's Supplies | 20 gp | 9 lb. |
| Calligrapher's Supplies | 10 gp | 5 lb. |
| Carpenter's Tools | 8 gp | 6 lb. |
| Cartographer's Tools | 15 gp | 6 lb. |
| Cobbler's Tools | 5 gp | 5 lb. |
| Cook's Utensils | 1 gp | 8 lb. |
| Glassblower's Tools | 30 gp | 5 lb. |
| Jeweler's Tools | 25 gp | 2 lb. |
| Leatherworker's Tools | 5 gp | 5 lb. |
| Mason's Tools | 10 gp | 8 lb. |
| Painter's Supplies | 10 gp | 5 lb. |
| Potter's Tools | 10 gp | 3 lb. |
| Smith's Tools | 20 gp | 8 lb. |
| Tinker's Tools | 50 gp | 10 lb. |
| Weaver's Tools | 1 gp | 5 lb. |
| Woodcarver's Tools | 1 gp | 5 lb. |
Gaming Sets
This item encompasses a wide range of game pieces, including dice and decks of cards. A few common examples appear on the table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.
| Gaming Set | Cost | Weight |
|---|---|---|
| Dice Set | 1 sp | — |
| Dragonchess Set | 1 gp | 0.5 lb. |
| Playing Card Set | 5 sp | — |
| Three-Dragon Ante Set | 1 gp | — |
Musical Instruments
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 music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
| Musical Instrument | Cost | Weight |
|---|---|---|
| Bagpipes | 30 gp | 6 lb. |
| Drum | 6 gp | 3 lb. |
| Dulcimer | 25 gp | 10 lb. |
| Flute | 2 gp | 1 lb. |
| Lute | 35 gp | 2 lb. |
| Lyre | 30 gp | 2 lb. |
| Horn | 3 gp | 2 lb. |
| Pan Flute | 12 gp | 2 lb. |
| Shawm | 2 gp | 1 lb. |
| Viol | 30 gp | 1 lb. |
Other Tools
| Tool | Cost | Weight | Description |
|---|---|---|---|
| Disguise Kit | 25 gp | 3 lb. | This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. |
| Forgery Kit | 15 gp | 5 lb. | This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. |
| Herbalism Kit | 5 gp | 3 lb. | This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. |
| Navigator's Tools | 25 gp | 2 lb. | This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. |
| Poisoner's Kit | 50 gp | 2 lb. | A poisoner's kit includes 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 craft or use poisons. |
| Thieves' Tools | 25 gp | 1 lb. | This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and 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. |
Trinkets
When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The GM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets.
| d100 | Trinket |
|---|---|
| 01 | A mummified goblin hand |
| 02 | A piece of crystal that faintly glows in the moonlight |
| 03 | A gold coin minted in an unknown land |
| 04 | A diary written in a language you don't know |
| 05 | A brass ring that never tarnishes |
| 06 | An old chess piece made from glass |
| 07 | A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips |
| 08 | A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it |
| 09 | A rope necklace from which dangles four mummified elf fingers |
| 10 | The deed for a parcel of land in a realm unknown to you |
| 11 | A 1-ounce block made from an unknown material |
| 12 | A small cloth doll skewered with needles |
| 13 | A tooth from an unknown beast |
| 14 | An enormous scale, perhaps from a dragon |
| 15 | A bright green feather |
| 16 | An old divination card bearing your likeness |
| 17 | A glass orb filled with moving smoke |
| 18 | A 1-pound egg with a bright red shell |
| 19 | A pipe that blows bubbles |
| 20 | A glass jar containing a weird bit of flesh floating in pickling fluid |
| 21 | A tiny gnome-crafted music box that plays a song you dimly remember from your childhood |
| 22 | A small wooden statuette of a smug halfling |
| 23 | A brass orb etched with strange runes |
| 24 | A multicolored stone disk |
| 25 | A tiny silver icon of a raven |
| 26 | A bag containing forty-seven humanoid teeth, one of which is rotten |
| 27 | A shard of obsidian that always feels warm to the touch |
| 28 | A dragon's bony talon hanging from a plain leather necklace |
| 29 | A pair of old socks |
| 30 | A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking |
| 31 | A silver badge in the shape of a five-pointed star |
| 32 | A knife that belonged to a relative |
| 33 | A glass vial filled with nail clippings |
| 34 | A rectangular metal device with two tiny metal cups on one end that throws sparks when wet |
| 35 | A white, sequined glove sized for a human |
| 36 | A vest with one hundred tiny pockets |
| 37 | A small, weightless stone block |
| 38 | A tiny sketch portrait of a goblin |
| 39 | An empty glass vial that smells of perfume when opened |
| 40 | A gemstone that looks like a lump of coal when examined by anyone but you |
| 41 | A scrap of cloth from an old banner |
| 42 | A rank insignia from a lost legionnaire |
| 43 | A tiny silver bell without a clapper |
| 44 | A mechanical canary inside a gnome-crafted lamp |
| 45 | A tiny chest carved to look like it has numerous feet on the bottom |
| 46 | A dead sprite inside a clear glass bottle |
| 47 | A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) |
| 48 | A glass orb filled with water, in which swims a clockwork goldfish |
| 49 | A silver spoon with an M engraved on the handle |
| 50 | A whistle made from gold-colored wood |
| 51 | A dead scarab beetle the size of your hand |
| 52 | Two toy soldiers, one with a missing head |
| 53 | A small box filled with different-sized buttons |
| 54 | A candle that can't be lit |
| 55 | A tiny cage with no door |
| 56 | An old key |
| 57 | An indecipherable treasure map |
| 58 | A hilt from a broken sword |
| 59 | A rabbit's foot |
| 60 | A glass eye |
| 61 | A cameo carved in the likeness of a hideous person |
| 62 | A silver skull the size of a coin |
| 63 | An alabaster mask |
| 64 | A pyramid of sticky black incense that smells very bad |
| 65 | A nightcap that, when worn, gives you pleasant dreams |
| 66 | A single caltrop made from bone |
| 67 | A gold monocle frame without the lens |
| 68 | A 1-inch cube, each side painted a different color |
| 69 | A crystal knob from a door |
| 70 | A small packet filled with pink dust |
| 71 | A fragment of a beautiful song, written as musical notes on two pieces of parchment |
| 72 | A silver teardrop earring made from a real teardrop |
| 73 | The shell of an egg painted with scenes of human misery in disturbing detail |
| 74 | A fan that, when unfolded, shows a sleeping cat |
| 75 | A set of bone pipes |
| 76 | A four-leaf clover pressed inside a book discussing manners and etiquette |
| 77 | A sheet of parchment upon which is drawn a complex mechanical contraption |
| 78 | An ornate scabbard that fits no blade you have found so far |
| 79 | An invitation to a party where a murder happened |
| 80 | A bronze pentacle with an etching of a rat's head in its center |
| 81 | A purple handkerchief embroidered with the name of a powerful archmage |
| 82 | Half of a floorplan for a temple, castle, or some other structure |
| 83 | A bit of folded cloth that, when unfolded, turns into a stylish cap |
| 84 | A receipt of deposit at a bank in a far-flung city |
| 85 | A diary with seven missing pages |
| 86 | An empty silver snuffbox bearing an inscription on the surface that says "dreams" |
| 87 | An iron holy symbol devoted to an unknown god |
| 88 | A book that tells the story of a legendary hero's rise and fall, with the last chapter missing |
| 89 | A vial of dragon blood |
| 90 | An ancient arrow of elven design |
| 91 | A needle that never bends |
| 92 | An ornate brooch of dwarven design |
| 93 | An empty wine bottle bearing a pretty label that says, "The Wizard of Wines Winery, Red Dragon Crush, 331422-W" |
| 94 | A mosaic tile with a multicolored, glazed surface |
| 95 | A petrified mouse |
| 96 | A black pirate flag adorned with a dragon's skull and crossbones |
| 97 | A tiny mechanical crab or spider that moves about when it's not being observed |
| 98 | A glass jar containing lard with a label that reads, "Griffon Grease" |
| 99 | A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body |
| 100 | A metal urn containing the ashes of a hero |
Related: Mechanics Index | Mechanics/Items/Magic Item Attunement | Weapons | Armor | Mounts and Vehicles | Mechanics/Items/Wealth and Money | Mechanics/Combat | Mechanics/Equipment