Weapons
Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.
Weapon Proficiency
Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people weapons include clubs, maces, and other weapons require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it. Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Two-‐‑Handed. This weapon requires two hands when you attack with it. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Improvised Weapons
Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon includes any object you can
Weapons
Name Cost Damage Weight Simple Melee Weapons wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Special Weapons
Weapons with special rules are described here. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Properties
| Dagger | Column 2 | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
|---|---|---|---|---|---|
| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-‐handed | |
| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) | |
| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) | |
| Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) | |
| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | — | |
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) | |
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light | |
| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) | |
| Simple Ranged | Weapons | ||||
| Crossbow, | light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-‐handed |
| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) | |
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-‐handed | |
| Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) | |
| Martial Melee | Weapons | ||||
| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) | |
| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | — | |
| Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-‐handed | |
| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-‐handed | |
| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-‐handed | |
| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-‐handed | |
| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special | |
| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) | |
| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-‐handed | |
| Morningstar | 15 gp | 1d8 piercing | 4 lb. | — | |
| Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-‐handed | |
| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse | |
| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light | |
| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light | |
| Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) | |
| War pick | 5 gp | 1d8 piercing | 2 lb. | — | |
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | |
| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach | |
| Martial Ranged | Weapons | ||||
| Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading | |
| Crossbow, | hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |
| Crossbow, | heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-‐handed |
| Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-‐handed | |
| Net | 1 gp | — | 3 lb. | Special, thrown (range 5/15) | |
| Adventuring | Gear | ranged attack against a creature or object, the alchemist's fire as an improvised weapon. hit, the target takes 1d4 fire damage at the start |
This section describes items that have special rules or require further explanation. Acid. 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. 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 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. 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. Arcane Focus. An arcane focus is a special item— an orb, a crystal, a rod, a specially 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. Ball Bearings. 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 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save. Block and Tackle. 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. 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 (described later in this section). Caltrops. 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 take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save. Candle. For 1 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 Scroll. This cylindrical leather case can hold up to ten rolled-‐‑up sheets of paper or five rolled-‐‑up sheets of parchment. Chain. A chain has 10 hit points. It 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 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. Component Pouch. 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). Crowbar. Using a crowbar grants 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 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. Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Healer’s Kit. 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 Symbol. 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. Appendix PH-‐‑B "Fantasy-‐‑Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. 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 Water. 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. 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 the 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. 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. 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. 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. Lock. 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. 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. 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. 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. Oil. 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. 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. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. 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 (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. 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. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. Scale, 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 metals or trade goods, to help determine their worth. Spellbook. Essential for wizards, a spellbook is a leather-‐‑bound tome with 100 blank vellum pages suitable for recording spells. Spyglass. Objects viewed through a spyglass are magnified to twice their size. Tent. A simple and portable canvas shelter, a tent sleeps two. Tinderbox. 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. 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.
Adventuring Gear
| Item | Column 2 | Cost | Weight |
|---|---|---|---|
| Abacus | 2 gp | 2 lb. | |
| Acid (vial) | 25 gp | 1 lb. | |
| Alchemist’s | fire (flask) | 50 gp | 1 lb. |
| Arrows (20) | 1 gp | 1 lb. | |
| Blowgun | needles (50) | 1 gp | 1 lb. |
| Crossbow | bolts (20) | 1 gp | 1½ lb. |
| Sling bullets | (20) | 4 cp | 1½ lb. |
| Antitoxin (vial) | 50 gp | — | |
| 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. | |
| Backpack | 2 gp | 5 lb. | |
| Ball bearings | (bag of 1,000) | 1 gp | 2 lb. |
| Barrel | 2 gp | 70 lb. | |
| Basket | 4 sp | 2 lb. | |
| Bedroll | 1 gp | 7 lb. | |
| Bell | 1 gp | — | |
| Blanket | 5 sp | 3 lb. | |
| Block and | tackle | 1 gp | 5 lb. |
| Book | 25 gp | 5 lb. | |
| Bottle, glass | 2 gp | 2 lb. | |
| Bucket | 5 cp | 2 lb. | |
| Caltrops (bag | of 20) | 1 gp | 2 lb. |
| Candle | 1 cp | — | |
| Case, crossbow | bolt | 1 gp | 1 lb. |
| Case, map or | scroll | 1 gp | 1 lb. |
| Chain (10 feet) | 5 gp | 10 lb. | |
| Chalk (1 piece) | 1 cp | — | |
| Chest | 5 gp | 25 lb. | |
| Climber’s kit | 25 gp | 12 lb. | |
| Clothes, | common | 5 sp | 3 lb. |
| Clothes, | costume | 5 gp | 4 lb. |
| Clothes, fine | 15 gp | 6 lb. | |
| Clothes, | traveler’s | 2 gp | 4 lb. |
| Component | pouch | 25 gp | 2 lb. |
| Crowbar | 2 gp | 5 lb. | |
| Sprig of | mistletoe | 1 gp | — |
| Totem | 1 gp | — | |
| Wooden | staff | 5 gp | 4 lb. |
| Yew wand | 10 gp | 1 lb. | |
| Fishing tackle | 1 gp | 4 lb. | |
| Flask or tankard | 2 cp | 1 lb. | |
| Grappling | hook | 2 gp | 4 lb. |
| Hammer | 1 gp | 3 lb. | |
| Hammer, | sledge | 2 gp | 10 lb. |
| Healer’s kit | 5 gp | 3 lb. | |
| Amulet | 5 gp | 1 lb. | |
| Emblem | 5 gp | — | |
| Reliquary | 5 gp | 2 lb. | |
| Holy water | (flask) | 25 gp | 1 lb. |
| Column 1 | Column 2 | Column 3 |
|---|---|---|
| Hourglass | 25 gp | 1 lb. |
| Hunting trap | 5 gp | 25 lb. |
| Ink (1 ounce bottle) | 10 gp | — |
| Ink pen | 2 cp | — |
| Jug or pitcher | 2 cp | 4 lb. |
| Ladder (10-‐foot) | 1 sp | 25 lb. |
| Lamp | 5 sp | 1 lb. |
| Lantern, bullseye | 10 gp | 2 lb. |
| Magnifying glass | 100 gp | — |
| Manacles | 2 gp | 6 lb. |
| Oil (flask) | 1 sp | 1 lb. |
| Paper (one sheet) | 2 sp | — |
| Piton | 5 cp | 1/4 lb. |
| Poison, basic (vial) | 100 gp | — |
| Potion of healing | 50 gp | 1/2 lb. |
| Pouch | 5 sp | 1 lb. |
| Robes | 1 gp | 4 lb. |
| Rope, hempen (50 feet) | 1 gp | 10 lb. |
| Scale, merchant’s | 5 gp | 3 lb. |
| Sealing wax | 5 sp | — |
| Soap | 2 cp | — |
| Spellbook | 50 gp | 3 lb. |
| Tent, two-‐person | 2 gp | 20 lb. |
| Tinderbox | 5 sp | 1 lb. |
| Whetstone | 1 cp | 1 lb. |
| Container Capacity Container Capacity Backpack* 1 cubic Barrel 40 gallons | foot/30 pounds liquid, 4 | of gear cubic feet solid |
Container Capacity
| Column 1 | Column 2 |
|---|---|
| Backpack* | 1 cubic foot/30 pounds of gear |
| Barrel | 40 gallons liquid, 4 cubic feet solid |
| Basket | 2 cubic feet/40 pounds of gear |
| Bottle | 1½ pints liquid |
| Bucket | 3 gallons liquid, 1/2 cubic foot solid |
| Chest | 12 cubic feet/300 pounds of gear |
| Column 1 | Column 2 | Column 3 | Column 4 |
|---|---|---|---|
| Flask or tankard | 1 pint liquid | ||
| Jug or pitcher | 1 gallon liquid | ||
| Pot, iron | 1 gallon liquid | ||
| Pouch | 1/5 cubic foot/6 pounds of gear | ||
| Sack | 1 cubic foot/30 pounds of gear | ||
| Vial | 4 ounces liquid | ||
| Waterskin | 4 pints liquid | ||
| * You can also to the outside | strap of | items, such as a bedroll or a a backpack. | coil of |
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. Burglar’s Pack (16 gp). Includes a 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). Includes a 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). Includes a 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). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. Explorer’s Pack (10 gp). Includes a 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). Includes a 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). Includes a 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.