System Reference Document 5.2.1
100
Spikes, Iron (1 GP)
Iron Spikes come in bundles of ten. As a Utilize 
action, you can use a blunt object, such as a Light 
Hammer, to hammer a spike into wood, earth, or a 
similar material. You can do so to jam a door shut or 
to then tie a Rope or Chain to the Spike.
Spyglass (1,000 GP)
Objects viewed through a Spyglass are magnified to 
twice their size.
String (1 SP)
String is 10 feet long. You can tie a knot in it as a Uti -
lize action.
Tent (2 GP)
A Tent sleeps up to two Small or Medium creatures.
Tinderbox (5 SP)
A Tinderbox is a small container holding flint, fire 
steel, and tinder (usually dry cloth soaked in light 
oil) used to kindle a fire. Using it to light a Candle, 
Lamp, Lantern, or Torch—or anything else with 
exposed fuel—takes a Bonus Action. Lighting any 
other fire takes 1 minute.
Torch (1 CP)
A Torch burns for 1 hour, casting Bright Light in 
a 20-foot radius and Dim Light for an additional 
20 feet. When you take the Attack action, you can 
attack with the Torch, using it as a Simple Melee 
weapon. On a hit, the target takes 1 Fire damage.
Vial (1 GP)
A Vial holds up to 4 ounces.
Waterskin (2 SP)
A Waterskin holds up to 4 pints. If you don’t drink 
sufficient water, you risk dehydration (see “Rules 
Glossary”).
Mounts and Vehicles
A mount can help you move more quickly through 
the wilderness, but its primary purpose is to carry 
gear that would otherwise slow you down. The 
Mounts and Other Animals table shows each ani -
mal’s carrying capacity. See “Monsters” for the ani -
mals’ stat blocks.
Mounts and Cargo
An animal pulling a carriage, cart, chariot, sled, or 
wagon can move weight up to five times its base 
carrying capacity, including the weight of the vehi -
cle. If multiple animals pull the same vehicle, add 
their carrying capacities together.
Barding
Barding is armor designed for a mount. Any type 
of armor on the Armor table in “Equipment” can 
be purchased as barding. The cost is four times the 
normal cost, and it weighs twice as much.
Saddles
A saddle comes with a bit, a bridle, reins, and any 
other equipment needed to use the saddle. A Mil -
itary Saddle gives Advantage on any ability check 
you make to remain mounted. An Exotic Saddle is 
required for riding an aquatic or a flying mount.
Mounts and Other Animals
Item Carrying Capacity Cost
Camel 450 lb. 50 GP
Elephant 1,320 lb. 200 GP
Horse, Draft 540 lb. 50 GP
Horse, Riding 480 lb. 75 GP
Mastiff 195 lb. 25 GP
Mule 420 lb. 8 GP
Pony 225 lb. 30 GP
Warhorse 540 lb. 400 GP
Tack, Harness, and Drawn Vehicles
Item Weight Cost
Carriage 600 lb. 100 GP
Cart 200 lb. 15 GP
Chariot 100 lb. 250 GP
Feed per day 10 lb. 5 CP
Saddle
Exotic 40 lb. 60 GP
Military 30 lb. 20 GP
Riding 25 lb. 10 GP
Sled 300 lb. 20 GP
Stabling per day — 5 SP
Wagon 400 lb. 35 GP
Large Vehicles
The Airborne and Waterborne Vehicles table pro -
vides statistics for various types of large vehicles. 
The following notes apply.
Speed
A ship sailing against a strong wind moves at half 
speed. In a dead calm (no wind), waterborne ships 
can’t move under sail and must be rowed. Keelboats 
and Rowboats are used on lakes and rivers. If going 
downstream, add the speed of the current (typically 
3 miles per hour) to the speed of the vehicle. These 
vehicles can’t be rowed against any significant cur -
rent, but they can be pulled upstream by draft an -
imals on the shores. A Rowboat can be carried and 
weighs 100 pounds.