*Some of the items you may come across in your adventures.* %%Need rules on non-mechanical items%% ##### Coinage Coins come in a number of forms and draw value from the metals they are derived from. The four most common coins are the platinum piece (pp), gold piece (gp), silver piece (sp), and copper piece (cp). The gold piece is the common measure for wealth and the value of most items are quantified with an amount of gp. One gold piece is worth ten silver pieces, one silver is worth ten copper, and ten gold is worth a platinum. ^7ee0f4 Each denomination of coin has its use with gold and platinum being favored by the wealthy while silver and copper are often seen as the coins of the commonfolk. **Standard Exchange Rates** | <b>Coin</b> | <b>cp</b> | <b>sp</b> | <b>gp</b> | <b>pp</b> | | ------------- | ----------- | ----------- | ----------- | ----------- | | Copper (cp) | 1 | 1/10 | 1/100 | 1/1,000 | | Silver (sp) | 10 | 1 | 1/10 | 1/100 | | Gold (gp) | 100 | 10 | 1 | 1/10 | | Platinum (pp) | 1,000 | 100 | 10 | 1 | <br> ## Weapons The Weapons table shows the most common weapons, 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 and uses your Strength, whereas a **ranged weapon** is used to attack a target at a distance and uses your Dexterity. %%change this block a bit%% All items implicitly have an **On-Hit** damage value equal to the stat modifier you use to attack with it. This damage is added to the attacks you make with it as well as abilities that reference the **On-Hit** damage of your weapon. Some weapons specifically state different **On-Hit** values and effects. ##### Simple Weapons | Weapon Name | Cost | Damage | Weight | Properties | | ----------------------- |:-----:| --------------- |:-------:|:------------------------------------------------------------------------------------------------------- | | *Simple Melee Weapons* |||| | | [[Club]] | 1 sp | 1d4 bludgeoning | 2 lb. | [[Items#^8a2006\|Light]] | | [[Dagger]] | 2 gp | 1d4 piercing | 1 lb. | [[Items#^e391ed\|Finesse]], [[Items#^8a2006\|Light]], [[Items#^61599c\|Thrown]] (range 20/60) | | [[Greatclub]] | 2 sp | 1d8 bludgeoning | 10 lb. | [[Items#^8a2909\|Two-Handed]] | | [[Handaxe]] | 5 gp | 1d6 slashing | 2 lb. | [[Items#^8a2006\|Light]], [[Items#^61599c\|Thrown]] (range 20/60) | | [[Javelin]] | 5 sp | 1d6 piercing | 2 lb. | [[Items#^61599c\|Thrown]] (range 30/120) | | [[Light Hammer]] | 2 gp | 1d4 bludgeoning | 2 lb. | [[Items#^8a2006\|Light]], [[Items#^61599c\|Thrown]] (range 20/60) | | [[Mace]] | 5 sp | 1d6 bludgeoning | 4 lb. | - | | [[Quarterstaff]] | 2 sp | 1d6 bludgeoning | 4 lb | [[Items#^d0bb1b\|Versatile]] (1d8) | | [[Sickle]] | 1 gp | 1d4 slashing | 2 lb. | [[Items#^8a2006\|Light]] | | [[Spear]] | 1 gp | 1d6 piercing | 3 lb. | [[Items#^61599c\|Thrown]] (range 20/60), [[Items#^d0bb1b\|Versatile]] (1d8) | | *Simple Ranged Weapons* | | | | | | Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | [[Items#^3e92c4\|Ammunition]] (range 80/320), [[Items#^c974eb\|Loading]], [[Items#^8a2909\|Two-Handed]] | | [[Dart]] | 5 cp | 1d4 piercing | 1/4 lb. | [[Items#^e391ed\|Finesse]], [[Items#^61599c\|Thrown]] (range 20/60) | | [[Shortbow]] | 25 gp | 1d6 piercing | 2 lb. | [[Items#^3e92c4\|Ammunition]] (range 80/320), [[Items#^8a2909\|Two-Handed]] | | [[Sling]] | 2 sp | 1d4 bludeoning | - | [[Items#^3e92c4\|Ammunition]] (range 30/120) | ##### Martial Weapons | Weapon Name | Cost | Damage | Weight | Properties | | ------------------------ | :---: | --------------- | :----: | :--------------------------------------------------------------------------------------------------------------------------------- | | *Martial Melee Weapons* | | | | | | [[Battleaxe]] | 10 gp | 1d8 slashing | 4 lb. | [[Items#^d0bb1b\|Versatile]] (1d10) | | [[Flail]] | 10 gp | 1d8 bludgeoning | 2 lb. | - | | [[Glaive]] | 20 gp | 1d10 slashing | 6 lb. | [[Items#^75a994\|Heavy]], [[Items#^738aec\|Reach]], [[Items#^8a2909\|Two-Handed]] | | [[Greataxe]] | 30 gp | 1d12 slashing | 7 lb. | [[Items#^75a994\|Heavy]], [[Items#^8a2909\|Two-Handed]] | | [[Greatsword]] | 50 gp | 2d6 slashing | 6 lb. | [[Items#^75a994\|Heavy]], [[Items#^8a2909\|Two-Handed]] | | [[Halberd]] | 20 gp | 1d10 slashing | 6 lb. | [[Items#^75a994\|Heavy]], [[Items#^738aec\|Reach]], [[Items#^8a2909\|Two-Handed]] | | [[Lance]] | 10 gp | 1d12 slashing | 6 lb. | [[Items#^738aec\|Reach]], [[Items#^8a2909\|Two-Handed]] (Unless mounted) | | [[Longsword]] | 15 gp | 1d8 slashing | 3 lb. | [[Items#^d0bb1b\|Versatile]] (1d10) | | [[Maul]] | 10 gp | 2d6 bludgeoning | 10 lb. | [[Items#^75a994\|Heavy]], [[Items#^8a2909\|Two-Handed]] | | [[Morningstar]] | 15 gp | 1d8 piercing | 4 lb. | - | | [[Pike]] | 5 gp | 1d10 piercing | 18 lb. | [[Items#^75a994\|Heavy]], [[Items#^738aec\|Reach]], [[Items#^8a2909\|Two-Handed]] | | [[Rapier]] | 25 gp | 1d8 piercing | 2 lb. | [[Items#^e391ed\|Finesse]] | | [[Scimitar]] | 25 gp | 1d6 slashing | 3 lb. | [[Items#^e391ed\|Finesse]], [[Items#^8a2006\|Light]] | | [[Shortsword]] | 10 gp | 1d6 piercing | 2 lb. | [[Items#^e391ed\|Finesse]], [[Items#^8a2006\|Light]] | | [[Trident]] | 5 gp | 1d8 piercing | 4 lb. | [[Items#^61599c\|Thrown]] (range 20/60), [[Items#^d0bb1b\|Versatile]] (1d10) | | [[War Pick]] | 5 gp | 1d8 piercing | 2 lb. | [[Items#^d0bb1b\|Versatile]] (1d10) | | [[Warhammer]] | 15 gp | 1d8 bludgeoning | 2 lb. | [[Items#^d0bb1b\|Versatile]] (1d10) | | [[Whip]] | 2 gp | 1d4 slashing | 3 lb. | [[Items#^e391ed\|Finesse]], [[Items#^738aec\|Reach]] | | *Martial Ranged Weapons* | | | | | | [[Blowgun]] | 10 gp | 1 piercing | 1 lb. | [[Items#^3e92c4\|Ammunition]] (range 25/100), [[Items#^c974eb\|Loading]] | | Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | [[Items#^3e92c4\|Ammunition]] (range 30/120), [[Items#^8a2006\|Light]], [[Items#^c974eb\|Loading]] | | Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | [[Items#^3e92c4\|Ammunition]] (range 100/400), [[Items#^75a994\|Heavy]], [[Items#^c974eb\|Loading]], [[Items#^8a2909\|Two-Handed]] | | [[Longbow]] | 50 gp | 1d8 piercing | 2 lb. | [[Items#^3e92c4\|Ammunition]] (range 150/600), [[Items#^75a994\|Heavy]], [[Items#^8a2909\|Two-Handed]] | #### Weapon Types Most weapons fall into one of two types; simple and martial. Most people can wield simple weapons as they have more basic designs while martial weapons require notably more training to use effectively. While you can be proficient with specific weapons, proficiency with a type of weapon counts as proficiency for all weapons it encompasses. While there is no penalty to attacking with a weapon you are not proficient with. Proficiency with a weapon allows you to add your proficiency to attack rolls you make with the weapon. <br> ^f570fc ### Weapon Properties Many weapons have special properties that augment how you make attacks with them. They are listed in the table above and explained below. ***Ammunition.*** You can use a weapon that has the ammunition property to make a ranged attack only if you have [[Items#Ammunition|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. ^3e92c4 %% Storage [[Items#^3e92c4\|Ammunition]] [[Items#^e391ed\|Finesse]] [[Items#^75a994\|Heavy]] [[Items#^8a2006\|Light]] [[Items#^c974eb\|Loading]] [[Items#^82ff00\|Range]] [[Items#^738aec\|Reach]] [[Items#^61599c\|Thrown]] [[Items#^8a2909\|Two-Handed]] [[Items#^d0bb1b\|Versatile]] %% ***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. ^e391ed ***Heavy.*** Small and Tiny creatures have disadvantage on attack rolls with heavy weapons as their size and bulk make it too cumbersome to wield effectively. ^75a994 ***Light.*** Light weapons are small and easy to handle, ideal for use in [[Combat#Two-Weapon Fighting|two-weapon fighting.]] ^8a2006 ***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. ^c974eb ***Range.*** A weapon that can be used to make a ranged/thrown attack has a range shown in parentheses after the ranged 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. ^82ff00 ***Reach.*** This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for [[Combat#Opportunity Attacks|opportunity attacks]] with it. ^738aec ***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. ^61599c ***Two-Handed.*** You must hold this weapon in two hands when you attack with it. ^8a2909 ***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. <br> ^d0bb1b --- %%#### Improvised Weapons%% ## Armor & Shields ***Armor Proficiency.*** Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells. ***Armor Class (AC).*** Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. ***Heavy Armor.*** Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows "Str 13" or "Str 15" in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. ***Stealth.*** If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Stealth checks. ***Shields.*** A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. ##### Armor | Armor Name | Cost | Armor Class (AC) | Strength | Stealth | Weight | | --------------- |:--------:| ------------------------- |:--------:|:------------:|:------:| | *Light Armor* | | | | | | | Padded | 5 gp | 11 + Dex modifier | - | Disadvantage | 8 lb. | | Leather | 10 gp | 11 + Dex modifier | - | - | 10 lb. | | Studded Leather | 45 gp | 12 + Dex modifier | - | - | 13 lb. | | *Medium Armor* | | | | | | | Hide | 10 gp | 12 + Dex modifier (max 2) | - | - | 12 lb. | | Chain Shirt | 50 gp | 13 + Dex modifier (max 2) | - | - | 20 lb. | | Scale Mail | 50 gp | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lb. | | Breastplate | 400 gp | 14 + Dex modifier (max 2) | - | - | 20 lb. | | Half Plate | 750 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lb. | | *Heavy Armor* | | | | | | | Ring Mail | 30 gp | 14 | - | Disadvantage | 40 lb. | | Chain Mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. | | Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. | | Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. | | *Shield* | | | | | | | Shield | 10 gp | +2 | - | - | 6 lb. | #### Armor Types Most armor sets fall into one of three types of armor each with their own commonalities and characteristics. While you can be proficient with specific sets of armor, proficiency with a type of armor counts as proficiency for all sets of armor it encompasses. ***Light Armor.*** Made from supple and thin materials, light armor excels in its mobility. Includes: Padded, Leather, and Studded Leather. ***Medium Armor.*** More protective than light at the cost of limited mobility. Includes: Chain Shirt, Scale Mail, Breastplate, and Half Plate. ***Heavy Armor.*** Sturdy and resilient, tough but notably impairs movement. Includes: Ring Mail, Chain Mail, Splint, and Plate. <br> ## Ammunition | Item | Cost | Weight | | -------------------- | ---- | ------- | | Arrows (20) | 1 gp | 1 lb. | | Blowgun Needles (50) | 1 gp | 1 lb. | | Crossbow Bolts (20) | 1 gp | 1.5 lb. | | Sling Bullets (20) | 4 cp | 1.5 lb. | <br> ## Spellcasting Focus | Item | Cost | Weight | Utilized by | | -------------------- |:------:|:------:|:---------------------------:| | *Spellcasting Focus* | | | Any | | Component Pouch | 25 gp | 2 lb. | | | Crystal | 15 gp | 1 lb. | | | *Arcane Focus* | | | Astrologer, Warlock, Wizard | | Orb | 20 gp | 3 lb. | | | Rod | 10 gp | 2 lb. | | | Staff | 5 gp | 4 lb. | | | Wand | 10 gp | 1 lb. | | | *Druidic Focus* | | | Druid, Ranger | | Sprig of Mistletoe | 1 gp | - | | | Totem | 1 gp | - | | | Wooden Staff | 5 gp | 4 lb. | | | Yew Wand | 10 gp | 1 lb. | | | *Holy Symbol* | | | Cleric, Paladin | | Amulet | 5 gp | 1 lb. | | | Emblem | 5 gp | - | | | Reliquary | 5 gp | 2 lb. | | | *Other Foci* | | | | | Astrolabe | | | Astrologer | | Instrument | Varies | Varies | Bard | | Pocket Orrery | | | Astrologer | | Timepiece | | | Astrologer | %% "Utilized by" section is currently for information and tracking, may be removed further into development, in addition to the Other Foci section. %% #### Spellcasting Foci and Common Types Spellcasting foci can be used to replace the material components and to perform the somatic components of spells. While some items are inherently spellcasting focuses able to meet the needs of any spellcasters, some creatures gain the ability to utilize other items as spellcasting foci. Three groups of items reflected in the table above are Arcane Foci, Druidic Foci, and Holy Symbols. Each being favored by Arcane, Primal, and Divine casters respectively. Other examples of spellcasting foci you gain as part of a class includes bards being able to use instruments, and astrologers gaining astrolabes. %% Could be cool to look at different types of timepieces; such as nocturnals, watches, sundials, etc. %% ***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. - Sorcerers and Warlocks are both gain the ability to use an arcane focus as a spellcasting focus. ***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. - Druids are a class that gain the ability to use a druidic focus as a spellcasting focus. ***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. - Clerics and Paladins are both classes that gain the ability to use a holy symbol as a spellcasting focus. Unlike other focuses holy symbols may be worn visibly or shown on a shield. When a holy symbol is worn but not held in hand, it cannot be used to perform somatic components. #### Notable Foci ###### Component Pouches A component pouch is a small, watertight leather pouch to hold all the material components and other special items needed to cast your spells. They are often sold with a minor enchantment granting a small holding capacity so mages do not need to worry about the amount of components in the bag- just that they have the components. Casting a spell while holding any component pouch will use or consume the material components as required, without needing to reach into it. > Component Pouches may come fully stocked with a functionally unlimited supply of non-costed spell components. An empty component pouch can be purchased for 1 gp. One with the minor enchantment are typically sold for 5 gp, and a fully stocked pouch (of non-costly materials) it would cost a total of 25 gp. However, some adventurers choose to collect materials as they travel. If you are ever looking to purchase the material components for a specific spell it hardly ever costs more than a gold to gain a sufficient supply given that it is available at all. ###### Staffs Staffs are a common arcane focus option for Wizards, and are multi-purpose items. They are frequently enchanted to hold spells in them, and unlike wands, can carry multiple spells at once. In addition, they have the same properties as a *Quarterstaff* (1d6 bludgeoning, Versatile (1d8)), and may be used as a weapon in combat. <br> ## 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. 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. #### Tools | Item | Cost | Weight | | --------------------------- |:-----:|:-------:| | *Artisan's Tools* | | | | [[Alchemist's Tools]] | 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 Tools]] | 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* | | | | Dice Set | 1 gp | - | | Dragonchess Set | 1 gp | 0.5 lb. | | Playing Card Set | 5 sp | - | | Three-Dragon Ante Set | 1 gp | - | | *Musical Instruments* | | | | 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* | | | | Disguise Kit | 25 gp | 3 lb. | | Forgery Kit | 15 gp | 5 lb. | | Herbalism Kit | 5 gp | 3 lb. | | Navigator's Tools | 25 gp | 2 lb. | | Poisoner's Kit | 50 gp | 2 lb. | | Thieves' Tools | 25 gp | 1 lb. | | Vehicles (land or water) | * | * | ***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. ***Gaming Sets.*** This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools 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. ***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. A sample set of instruments typically seen in medieval settings is in the tool chart above. A larger list of expanded instruments, including instrument families, can be found on the page [[Musical Instruments]]. ***Disguise Kit.*** 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.*** 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.*** 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.*** 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.*** 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.*** 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. %%Vehicles (land or water), Neep info for this%% ## Adventuring Supplies #### Equipment Packs Many adventurer's pride themselves on keeping a well stocked pack. Having all that they need at arm's reach. Below are some examples of packs many adventurers take with them when they set out on their journys. |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.|