Starting Equipment

When you create your character, you receive equipment based on a combination of your class and archetype. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. If you choose to determine your starting items in this way, you start with 4d4 x 10 or 100 gp to spend.

You decide how your character came by this starting equipment. It may have been an inheritance, or goods that the character purchased during their upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s adventurous footsteps.


Wealth appears in many forms in this world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the ruling class trade either in legal rights, such as the rights to mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins.


The value of common coins is based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece(cp).

With one gold piece, a character can buy a belt pouch, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.

One gold piece is worth ten silver pieces, the most prevalent coin coin among commoners. A silver piece buys a laborer’s work for a day, a flask of lamp oil, or a night’s rest in a poor inn.

One silver piece is worth ten common pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.

Each of the nations mints their own coins, but the value remains the same across nations. Occasionally, adventurers come across unusual coins in treasure hoards. These coins could be from secret or lost civilizations, or unknown lands, and they sometimes arouse suspicion and skepticism when used in transactions, but the true value lies in the metal, and there is always a willing buyer somewhere for a rare artifact.

A standard coin weighs about a third of an ounce, so fifty coins weighs a pound.

Standard Exchange Rates
Copper (cp)11/101/1001/1000
Silver (sp)1011/101/100
Gold (gp)1001011/10
Platinum (pp)1000100101

Selling Treasure

Opportunities abound to find treasure, equipment, weapons, armor, and more in the places you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.

Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.

Empowered Items. Selling empowered items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest. Likewise, aside from a few common empowered items, you won’t normally come across empowered items or scrolls to purchase. The value of such items is far beyond simple gold and should always be treated as such.

Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.

Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods--bars of iron, bags of salt, livestock, and so on--retain their full value in the market and can be used as currency.

Armor and Shields

The Elemental Worlds are a vast tapestry of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor and chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield.

The Armor table shows the cost, weight, and other properties of the common types of armor worn within the Elemental Worlds.

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 use bending moves.

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 shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces thee 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 Dexterity (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.

Light Armor

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

Padded. Padded armor consists of quilted layers of cloth and batting.

Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Medium Armor

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

Hide. This crude armor consists of thick furs and pelts. It is commonly worn by outlanders and other folk who lack access to the tools and materials needed to create better armor.

Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good prtection for the wearer’s vital organs while leaving the wearer relatively unencumbered.

Half Plate. Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Heavy Armor

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.

Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it’s usually worn only by those who can’t afford better armor.

Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

ArmorCostArmor Class (AC)StrengthStealthWeight
Light Armor
     Padded5 gp11 + Dex modifier--Disadvantage8 lb.
     Leather10 gp11 + Dex modifier----10 lb.
     Studded leather45 gp12 + Dex modifier----13 lb.
Medium Armor
     Hide10 gp12 + Dex modifier (max 2)----12 lb.
     Chain shirt50 gp13 + Dex modifier (max 2)----20 lb.
     Scale mail50 gp14 + Dex modifier (max 2)--Disadvantage45 lb.
     Breastplate400 gp14 + Dex modifier (max 2)----20 lb.
     Half plate750 gp15 + Dex modifier (max 2)--Disadvantage40 lb.
Heavy Armor
     Ring mail30 gp14--Disadvantage40 lb.
     Chain mail75 gp16Str 13Disadvantage55 lb.
     Splint200 gp17Str 15Disadvantage60 lb.
     Plate1,500 gp18Str 15Disadvantage65 lb.
     Shield10 gp+2----6 lb.

Getting Into and Out of Armor

The time it takes to put on or take off armor depends on the armor’s category.

Putting on and Taking off Armor
Light Armor1 minute1 minute
Medium Armor5 minutes1 minute
Heavy Armor10 minutes5 minutes
Shield1 action1 action


Your class grants you 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 Elemental 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 nation, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and plearms, 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. 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 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. See the rules for two-weapon fighting in chapter 9.

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 shown 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 maximum 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.

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 can 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 to use.

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 close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a rock.

In many cases, 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 their 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.

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.

Simple Melee Weapons
     Club1 sp1d4 bludgeoning2 lb.Light
     Dagger2 gp1d4 piercing1 lb.Finesse, light, throwing (range 20/60)
     Greatclub2 sp1d8 bludgeoning10 lb.Two-handed
     Handaxe5 gp1d6 slashing2 lb.Light, thrown (range 20/60)
     Javelin5 sp1d6 piercing2 lbThrown (range 30/120)
     Light hammer2 gp1d4 bludgeoning2 lb.Light, thrown (range 20/60)
     Mace5 gp1d6 bludgeoning4 lb.--
     Quarterstaff2 sp1d6 bludgeoning4 lb.Versatile (1d8)
     Sickle1 gp1d4 slashing2 lb.Light
     Spear1 gp1d6 piercing3 lb.Thrown (range 20/60), versatile (1d8)
     Unarmed strike--1 bludgeoning----
Simple Ranged Weapons
     Crossbow, light25 gp1d8 piercing5 lb.Ammunition (range 80/320), loading, two-handed
     Dart5 cp1d5 piercing¼ lb.Finesse, thrown (range 20/60)
     Shortbow25 gp1d6 piercing2 lb.Ammunition (range 80/320), two-handed
     Sling1 sp1d4 bludgeoning--Ammunition (range 30/120)
Martial Melee Weapons
     Battleaxe10 gp1d8 slashing4 lb.Versatile (1d10)
     Flail10 gp1d8 bludgeoning2lb.--
     Glaive20 gp1d10 slashing6 lb.Heavy, reach, two0-handed
     Greataxe30 gp1d12 slashing7 lb.Heavy, two-handed
     Greatsword50 gp2d6 slashing6 lb.Heavy, two-handed
     Halberd20 gp1d10 slashing6 lb.Heavy, reach, two-handed
     Lance10 gp1d12 piercing6 lb.Reach, special
     Longsword15 gp1d8 slashing3 lb.Versatile (1d10)
     Maul10 gp2d6 bludgeoning10 lb.Heavy, two-handed
     Morningstar15 gp1d8 piercing4 lb.--
     Pike5 gp1d10 piercing18 lb.Heavy, reach, two-handed
     Rapier25 gp1d8 piercing2 lb.Finesse
     Scimitar25 gp1d6 slashing3 lb.Finesse, light
     Shortsword10 gp1d6 piercing2 lb.Finesse, light
     Trident5 gp1d6 piercing4 lb.Thrown (range 20/60), versatile (1d8)
     War pick5 gp1d8 piercing2 lb.--
     Warhammer15 gp1d8 bludgeoning2 lb.Versatile (1d10)
     Whip2 gp1d4 slashing3 lb.Finesse, reach
Martial Ranged Weapons
     Blowgun10 gp1 piercing1 lb.Ammunition (range 25/100), loading
     Crossbow, hand75 gp1d6 piercing3 lb.Ammunition (range 30/120), light, loading
     Crossbow, heavy50 gp1d10 piercing18 lb.Ammunition (range 100/400), heavy, loading, two-handed
     Longbow50 gp1d8 piercing2 lb.Ammunition (range 150/600), heavy, two-handed
     Net1 gp--3 lb.Special, thrown (range 5/15)

Adventuring Gear

This section describes items that have special rules or require further explanation

Adventuring Gear
Abacus2 gp2 lb.Hourglass25 gp1 lb.
Acid (vial)25 gp1 lb.Hunting trap5 gp25 lb.
Alchemist’s fire (flask)50 gp 1 lb.Ink (1 ounce bottle)10 gp--
AmmunitionInk pen2 cp--
     Arrows (20)1 gp1 lb.Jug or pitcher2 cp4 lb.
     Blowgun needles (50)1 gp1 lb.Ladder (10-foot)1 sp25 lb.
     Crossbow bolts (20)1 gp1 ½ lb.Lamp5 sp1 lb.
     Sling bullets (20)4 cp1 ½ lb.Lantern, bullseye10 gp2 lb.
Antitoxin (vial)50 gp--Lantern, hooded5 gp2 lb.
Backpack2 gp5 lb.Lock10 gp1 lb.
Ball bearings (bag of 1,000)1 gp2 lb.Magnifying glass100 gp--
Barrel2 gp70 lb.Manacles2 gp6 lb.
Basket4 sp2 lb.Mess kit2 sp1 lb.
Bedroll1 gp7 lb.Mirror, steel5 gp½ lb.
Bell1 gp--Oil (flask)1 sp1 lb.
Blanket5 sp3 lb.Paper (one sheet)2 sp--
Block and tackle1 gp5 lb.Parchment (one sheet)1 sp--
Book25 gp5 lb.Perfume (vial)5 gp--
Bucket5 cp2 lb.Pick, miner’s2 gp10 lb.
Caltrops (bag of 20)1 gp2 lb.Piton5 cp¼ lb.
Candle1 cp--Poison, basic (vial100 gp--
Case, crossbow bolt1 gp1 lb.Pole (10-foot)5 cp7 lb.
Case, map or scroll1 gp1 lb.Pot, iron2 gp10 lb.
Chain (10 feet)5 gp10 lb.Pouch5 sp1 lb.
Chiending FocusQuiver1 gp1 lb.
     Crystal10 gp1 lb.Ram, portable4 gp35 lb.
     Glass orb20 gp==Rations (1 day)5 sp2 lb.
     Headband5 gp--Robes1 gp4 lb.
     Prayer beads1 gpRope, hempen (50 feet)1 gp10 lb.
     Staff5 fp4 lb.Rope, silk (50 feet)10 gp5 lb.
Chalk (1 piece)1 cp--Sack1 cp½ lb.
Chest5 gp25 lb.Scale, merchant’s5 gp3 lb.
Climber’s kit25 gp12 lb.Sealing wax5 sp--
Clothes, common5 sp3 lb.Shovel2 gp5 lb.
Clothes, costume5 gp4 lb.Signal whistle5 cp--
Clothes, fine15 gp6 lb.Signet ring5 gp--
Clothes, traveler’s2 gp4 lb.Soap2 cp--
Component pouch25 gp2 lb.Spikes, iron (10)1 gp5 lb.
Crowbar2 gp5 lb.Spiritual Symbol
Empath Focus     Amulet5 gp1 lb.
     Bone, claw, or fang1 gp--     Emblem5 gp--
     Scented sprig1 gp==     Reliquary5 gp2 lb.
     Small totem1 gp--Spirit water (flask)25 gp1 lb.
     Wooden staff5 gp4 lb.Spyglass1,000 gp1 lb.
     Wreath2 gp1 lb.Tent, two-person2 gp20 lb.
Fishing tackle1 gp4 lb.Tinderbox5 sp1 lb.
Flask or tankard2 cp1 lb.Torch1 cp1 lb.
Grappling hook2 gp4 lb.Vial1 gp--
Hammer1 gp3 lb.Waterskin2 sp5 lb. (full)
Hammer, sledge2 gp10 lb.Whetstone1 cp1 lb.
Healing potion50 gp½ lb.

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 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. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to spirits or constructs.

            Ball Bearings. As an action, you can spill these tiny metal 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.

Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach 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 contraptions, or just about anything else that can be represented using text or pictures.

Caltrops. 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.

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.

Chibending Focus. A bending focus is an item that amplifies your ability to manipulate chi. The items listed are commonly used chibending foci, but your character may have a chibending focus that is unique to them, at the discretion of your GM. Any class can use a chibending focus to fulfill the focus requirement of a bending move, as described in chapter 10.

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 perform special bending techniques.

Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.

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.

Spiritual Symbol. A spiritual symbol is a representation of a spirit or group of spirits. It might be an amulet depicting a symbol representing a spirit, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a spiritual relic. Appendix B lists the symbols commonly associated with many spirits in the Elemental Worlds. A disciple or mystic can use a spiritual symbol as a bending focus. To use the symbol in this way, the bender must hold it in hand, wear it visibly, or bear it on a shield.

Spirit 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 spirit water as an improvised weapon. If the creature is a dark spirit, it takes 2d6 spirit damage.

Alternatively, if a waterbender uses this water to perform a healing move, the move heals for double the amount of hit points it normally would, and the water is consumed.

Spirit water can only be found in special spirit oases.

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 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 healing red liquid 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 bending 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.

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.

Container Capacity
Backpack*1 cubic foot/30 pounds of gear
Barrel40 gallons of liquid, 4 cubic feet solid
Basket2 cubic feet/40 pounds of gear
Bottle1 ½ pints liquid
Bucket3 gallons liquid, ½ cubic foot solid
Chest12 cubic feet/300 pounds of gear
Flask or tankard1 pint liquid
Jug or pitcher1 gallon liquid
Pot, iron1 gallon liquid
Pouch⅕ cubic foot/6 pounds of gear
Sack1 cubic foot/30 pounds of gear
Vial4 ounces liquid
Waterskin4 pints liquid
* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack


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 nation, class, archetype, 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
     Alchemist’s supplies50 gp8 lb.
     Brewer’s supplies20 gp9 lb.
     Calligrapher’s supplies10 gp5 lb.
     Carpenter’s tools8 gp6 lb.
     Cartographer’s tools15 gp6 lb.
     Cobbler’s tools5 gp5 lb.
     Cook’s utensils1 gp8 lb.
     Glassblower’s tools30 gp5 lb.
     Jeweler’s tools25 gp2 lb.
     Leatherworker’s tools5 gp5 lb.
     Mason’s tools10 gp8 lb.
     Painter’s tools10 gp5 lb.
     Potter’s tools10 gp3 lb.
     Smith’s tools20 gp8 lb.
     Tinker’s tools50 gp10 lb.
     Weaver’s tools1 gp5 lb.
     Woodmaker’s tools1 gp5 lb.
Disguise kit25 gp3 lb.
Forgery Kit15 gp5 lb.
Gaming set
     Dice set1 sp--
     Pai Sho set1 gp½ lb.
     Playing card set5 sp--
Herbalism kit5 gp3 lb.
Musical instruments
     Bell12 gp1 lb.
     Drum8 gp3 lb.
     Fiddle15 gp1 lb.
     Flute2 gp1 lb.
     Horn10 gp2 lb.
     Lute35 gp2 lb.
     Lyre30 gp2 lb.
     Mandolin25 gp2 lb.
     Veena30 gp2 lb.
     Zither25 gp10 lb.
Navigator’s tools25 gp1 lb.
Poisoner’s kit50 gp2 lb.
Thieves’ tools25 gp2 lb.
Vehicles (land or water)**
*See the “Mounts and Vehicles” section.

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.

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.

Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards. 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 each ability check you make to play a game with that set. Each type of game requires a separate proficiency.

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 healing potions.

Musical Instrument. 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. An artist can use a musical instrument as a bending focus, as described in chapter 10. Each type of musical instrument requires a separate proficiency.

Navigator’s Tools. This set of instruments is used for navigation, typically at sea. Proficiency with navigator’s tools lets you chart a course and follow maps. Ina addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost.

Poisoner’s Kit. A poisoner's kit includes vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability check 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.

Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.

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 vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Mounts other than those listed here are available in the Elemental World, but they are rare and not normally available for purchase. These include flying mounts (eagle horses, lion eagles, flying bison, and similar animals) and even aquatic mounts (sea horse horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

Barding. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Saddles. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Rowed Vessels. 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 current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

Mounts and Other Animals
ItemCostSpeedCarrying Capacity
Camelephant50 fp40 ft.640 lb.
Eel Hound25 gp40 ft.580 lb.
Elephant200 gp40 ft.1,320 lb.
Goat Llama15 gp40 ft.320 lb.
Horse50 gp40 ft.540 lb.
Komodo Rhino400 gp50 ft.780 lb.
Ostrich horse60 gp60 ft.480 lb.
Poodle Pony30 gp40 ft.225 lb.
Sloth Mule5 gp20 ft.420 lb.
Tack, Harness, and Drawn Vehicles
Bit and bridle2 gp1 lb.
Carriage100 gp600 lb.
Cart15 gp200 lb.
Chariot250 gp100 lb.
Feed (per day)5 cp10 lb.
     Exotic60 gp40 lb.
     Military20 gp30 lb.
     Pack5 gp15 lb.
     Riding10 gp25 lb.
Saddlebags4 gp8 lb.
Sled20 gp300 lb.
Stabling (per day)5 sp--
Wagon35 gp400 lb.
Waterborne Vehicles
Galley30,000 gp4 mph
Keelboat3,000 gp1 mph
Longship10,000 gp3 mph
Rowboat50 gp1 ½ mph
Sailing ship10,000 gp2 mph
Warship25,000 gp2 ½ mph

Trade Goods

Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).

Wealthy merchants and the ruling class regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Merchants set prices for the goods or services that they control, and determine who may and may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods

Trade Goods
1 cp1 lb. of wheat
2 cp1 lb. of flour or one chicken
5 cp1 lb. of salt
1 sp1 lb. of iron or 1 sq. yd. Of canvas
5 sp1 lb. of copper or 1 sq. yd. Of cotton cloth
1 gp1 lb. of ginger or one goat
2 gp1 lb. of cinnamon or pepper, or one sheep
3 gp1 lb. of cloves or one pig
5 gp1 lb. of silver or 1 sq. yd. Of linen
10 gp1 sq. yd. Of silk or one cow
15 gp1 lb. of saffron or one ox
50 gp1 lb. of gold
500 gp1 lb. of platinum


When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against encroaching evils, adventurers face more mundane realities. Even in this spiritual world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others.

Lifestyle Expenses

Lifestyle expenses provide you with a simple way to account for the cost of living in the world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career.

Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections.

Lifestyle Expenses
Squalid1 sp
Poor2 sp
Modest1 gp
Comfortable2 gp
Wealthy4 gp
Aristocratic10 gp minimum

Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other adventuring wretched people covet your armor, weapon, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people

Squalid. You live in a leaky stable, a mud-floored hut just outside of town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.

Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles conclude soldiers with families, laborers, students, priests, and the like.

Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

Wealthy. Choosing a wealthy lifestyle means livin a life of luxury, though you might not have achieved the social status associated with the old money of the ruling class. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the ruling class, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.

Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, wealthy merchants, high priests, and rulers. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater chance you will be drawn into political intrigue as a pawn or participant.

Food, Drink, and Lodging

The Food, Drink, and Lodging table gives prices for individual food items and a single night’s lodging. These prices are included in your total lifestyle expenses.

Food, Drink, and Lodging
     Gallon2 sp
     Mug4 cp
Banquet (per person)10 gp
Bread, loaf2 cp
Cheese, hunk1 sp
Inn stay (per day)
     Squalid7 cp
     Poor1 sp
     Modest5 sp
     Comfortable8 sp
     Wealthy2 gp
     Aristocratic4 gp
Meals (per day)
     Squalid3 cp
     Poor6 cp
     Modest3 sp
     Comfortable8 sp
     Wealthy8 sp
     Aristocratic2 gp
Meat, chunk3 sp
     Common (pitcher)2 sp
     Fine (bottle10 gp


Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills.

Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a disciple might commission a carpenter to build an altar for their patron spirit. A firefighter might commission a blacksmith to forge a special sword. An artist might pay a tailor to make exquisite clothing for an upcoming performance.

Other hirelings provide more expert or dangerous services. Mercenary soldiers are paid to help adventurers take on an animal ravishing the countryside, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, they might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-tern contract that includes a place to live within the stronghold as part of the offered compensation

Coach cab
     Between towns3 cp per mile
Within a city1 cp
     Skilled2 gp per day
     Untrained2 sp per day
Messenger2 cp per mile
Road or gate toll1 cp
Ships passage1 sp per mile

Skilled hirelings include anyone hired to perform a service that involves a proficiency ( including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers.

Bending Services

People who are able to bend don’t fall into the category of ordinary hirelings. It might be possible to find someone willing to perform their bending in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher level of the desired bending, the harder it is to find someone who can perform it and the more it costs.

Hiring someone to perform relatively common bending of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any material components). Finding someone able and willing to perform higher-level bending might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the bender might ask for a service instead of payment--the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a predator-infested wilderness to deliver something important to a distant settlement.


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.