System Reference Document 5.2.1
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Craft: Any Melee weapon (except Club, Greatclub, 
Quarterstaff, and Whip), Medium armor (except Hide), 
Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, 
Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, 
Iron Spikes, Sling Bullets
Tinker’s Tools (50 GP)
Ability: Dexterity  Weight: 10 lb.
Utilize: Assemble a Tiny item composed of scrap, which 
falls apart in 1 minute (DC 20)
Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, 
Hooded Lantern, Hunting Trap, Lock, Manacles, Mir -
ror, Shovel, Signal Whistle, Tinderbox
Weaver’s Tools (1 GP)
Ability: Dexterity  Weight: 5 lb.
Utilize: Mend a tear in clothing (DC 10), or sew a Tiny 
design (DC 10)
Craft: Padded Armor, Basket, Bedroll, Blanket, Fine 
Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler’s 
Clothes
Woodcarver’s Tools (1 GP)
Ability: Dexterity  Weight: 5 lb.
Utilize: Carve a pattern in wood (DC 10)
Craft: Club, Greatclub, Quarterstaff, Ranged weapons 
(except Pistol, Musket, and Sling), Arcane Focus, Ar -
rows, Bolts, Druidic Focus, Ink Pen, Needles
Other Tools
Disguise Kit (25 GP)
Ability: Charisma  Weight: 3 lb.
Utilize: Apply makeup (DC 10)
Craft: Costume
Forgery Kit (15 GP)
Ability: Dexterity  Weight: 5 lb.
Utilize: Mimic 10 or fewer words of someone else’s 
handwriting (DC 15), or duplicate a wax seal (DC 20)
Gaming Set (Varies)
Ability: Wisdom  Weight: —
Utilize: Discern whether someone is cheating (DC 10), 
or win the game (DC 20)
Variants: Dice (1 SP), dragonchess (1 GP), playing cards 
(5 SP), three-dragon ante (1 GP)
Herbalism Kit (5 GP)
Ability: Intelligence Weight: 3 lb.
Utilize: Identify a plant (DC 10)
Craft: Antitoxin, Candle, Healer’s Kit, Potion of Healing
Musical Instrument (Varies)
Ability: Charisma  Weight: Varies
Utilize: Play a known tune (DC 10), or improvise a song 
(DC 15)
Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dul-
cimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, 2 
lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan flute (12 
GP, 2 lb.), shawm (2 GP, 1 lb.), viol (30 GP, 1 lb.)
Navigator’s Tools (25 GP)
Ability: Wisdom  Weight: 2 lb.
Utilize: Plot a course (DC 10), or determine position by 
stargazing (DC 15)
Poisoner’s Kit (50 GP)
Ability: Intelligence Weight: 2 lb.
Utilize: Detect a poisoned object (DC 10)
Craft: Basic Poison
Thieves’ Tools (25 GP)
Ability: Dexterity  Weight: 1 lb.
Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
Adventuring Gear
The Adventuring Gear table in this section includes 
gear that adventurers often find useful. These items 
are described here in alphabetical order, with an 
item’s price appearing after its name.
Acid (25 GP)
When you take the Attack action, you can replace 
one of your attacks with throwing a vial of Acid. 
Target one creature or object you can see within 
20 feet of yourself. The target must succeed on a 
Dexterity saving throw (DC 8 plus your Dexterity 
modifier and Proficiency Bonus) or take 2d6 Acid 
damage.
Alchemist’s Fire (50 GP)
When you take the Attack action, you can replace 
one of your attacks with throwing a flask of Al -
chemist’s Fire. Target one creature or object you 
can see within 20 feet of yourself. The target must 
succeed on a Dexterity saving throw (DC 8 plus 
your Dexterity modifier and Proficiency Bonus) or 
take 1d4 Fire damage and start burning (see “Rules 
Glossary”).
Ammunition (Varies)
Ammunition is required by a weapon that has the 
Ammunition property. A weapon’s description spec -
ifies the type of ammunition used by the weapon. 
The Ammunition table lists the different types and 
the amount you get when you buy them. The table 
also lists the item that is typically used to store 
each type; storage must be bought separately.