Money comes in two forms in this world, the paper-like note called the Jin, and the old coins used in the towns and villages outside of the cities divided into gold, silver, and bronze pieces. Gold pieces are worth 100 Jin, Silver 10 Jin, and Bronze 1 Jin.
|Arrows (5)||25 J||0.25 lb.|
|Bullets (20)||300 J||0.25 lb.|
|Backpack||200 J||5 lb.|
|Ball Bearings (bag)||100 J||2 lb.|
|Barrel||200 J||70 lb.|
|Basket||40 J||2 lb.|
|Bedroll||100 J||7 lb.|
|Blanket||50 J||3 lb.|
|Book||250 J||5 lb.|
|Bottle, glass||20 J||2 lb.|
|Bucket||5 J||2 lb.|
|Caltrops (bag of 20)||100 J||2 lb.|
|Case, map or scroll||100 J||1 lb.|
|Chain (10 feet)||500 J||10 lb.|
|Chalk (1 piece)||1 J||—|
|Chest||500 J||25 lb.|
|Climber's kit||2500 J||12 lb.|
|Crowbar||200 J||5 lb.|
|Fishing tackle||100 J||4 lb.|
|Flask or tankard||20 J||1 lb.|
|Grappling hook||200 J||4 lb.|
|Hammer||100 J||3 lb.|
|Hammer, sledge||200 J||10 lb.|
|Healer's kit||500 J||3 lb.|
|Hunting trap||500 J||25 lb.|
|Ink pen||2 J||—|
|Jug or pitcher||2 J||25 lb.|
|Lantern||1000 J||2 lb.|
|Lock||1000 J||1 lb.|
|Magnifying glass||100 J||—|
|Manacles||200 J||6 lb.|
|Mess kit||20 J||1 lb.|
|Mirror, steel||500 J||1/2 lb.|
|Oil (flask)||10 J||1 lb.|
|Perfume (vial)||500 J||—|
|Pick, miner's||200 J||10 lb.|
|Piton||5 J||1/4 lb.|
|Pole (10-foot)||5 J||7 lb.|
|Pot, iron||200 J||10 lb.|
|Pouch||50 J||1 lb.|
|Quiver||100 J||1 lb.|
|Ram, portable||400 J||35 lb.|
|Rations (1/day)||50 J||2 lb.|
|Robes||100 J||4 lb.|
|Rope, hempen (50 ft)||100 J||10 lb.|
|Rope, silken (50 ft)||1000 J||5 lb.|
|Sack||1 J||1/2 lb.|
|Shovel||20 J||5 lb.|
|Signal whistle||5 J||—|
|Spikes, iron (10)||100 J||5 lb.|
|Tent, two-person||200 J||20 lb.|
|Tinderbox||50 J||1 lb.|
|Watch||2500 J||1 lb.|
|Waterskin||20 J||5 lb.|
|Whetstone||1 J||1 lb.|
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, 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.
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.
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.
Lantern. 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.
|Alchemist's supplies||5000 J||8 lb.|
|Brewer's supplies||2000 J||9 lb.|
|Calligrapher's supplies||1000 J||5 lb.|
|Carpenter's tools||800 J||6 lb.|
|Cartographer's tools||1500 J||6 lb.|
|Cobbler's tools||500 J||5 lb.|
|Cook's utensils||100 J||8 lb.|
|Glassblower's tools||3000 J||5 lb.|
|Jeweler's tools||2500 J||2 lb.|
|Leatherworker's tools||500 J||5 lb.|
|Mason's tools||1000 J||8 lb.|
|Painter's supplies||1000 J||5 lb.|
|Potter's tools||1000 J||3 lb.|
|Smith's tools||2000 J||8 lb.|
|Tinker's tools||5000 J||10 lb.|
|Weaver's tools||100 J||5 lb.|
|Woodcarver's tools||100 J||5 lb.|
|Disguise kit||2500 J||3 lb.|
|Forgery kit||1500 J||5 lb.|
|Navigator's tools||2500 J||2 lb.|
|Poisoner's kit||5000 J||2 lb.|
|Thieves' tools||2500 J||1 lb.|
|Dice set||10 J||—|
|Playing card set||50 J||—|
|Herbalism kit||50 J||3 lb.|
|Bagpipes||3000 J||6 lb.|
|Drum||600 J||3 lb.|
|Dulcimer||2500 J||10 lb.|
|Flute||200 J||1 lb.|
|Lute||3500 J||2 lb.|
|Lyre||3000 J||2 lb.|
|Horn||300 J||2 lb.|
|Pan flute||1200 J||2 lb.|
|Shawm||200 J||1 lb.|
|Viol||3000 J||1 lb.|
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 (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. Each type of gaming set 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 potions of healing.
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. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
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.
|Vitality One||J 1,000||0 lb||Overdose 1/hr|
|Vitality One: Extra Strength||J 3,000||0 lb||Overdose 1/hr|
|Vitality One: Emergency Exit||J 5,000||0 lb||Overdose 1/hr|
|Sterosis||J 2,000||0.5 lb||Overdose 1/day|
|Sterosis: Max||J 5,000||0.5 lb||Overdose 1/day|
|Herowadren||J 20,000||0 lb||Overdose 1/hr|
|Watt-R||J 1,200||0.5 lb||Overdose 1/hr|
|N-R-G||J 800||0.5 lb||Overdose 1/day|
|Jazz||J 900||0 lb||Addiction 4, Overdose 6/day|
|Gypsy Jazz||J 1200||0 lb||Addiction 2, Overdose 6/day|
|Swing||J 600||0 lb||-|
|Gypsy Swing||J 800||0 lb||Addiction 3, Overdose 4/day|
|Blues||J 1,200||0 lb||Addiction 5, Overdose 5/day|
|Rhythm||J 1,800||0 lb||Addiction 3, Overdose 4/day|
|Dixie||J 2,400||0 lb||Overdose 2|
|Bebop||J 1,400||0 lb||Addiction 4, Overdose 5/day|
Vitality One. This tiny pill fills you with vitality, hastening the healing process. If you have any wounds upon taking these pills you regain 2d6 + 2 health points in one hour.
Vitality One: Extra Strength. This tiny pill fills you with vitality, hastening the healing process. If you have any wounds upon taking these pills you regain 4d6 + 4 health points in one hour.
Vitality One: Emergency Exit. This tiny pill fills you with vitality when you swallow it causing you to immediately regain 2d4 + 4 health points.
Sterosis. This drink gives you a spike of power, changing your Strength score to 21 for 1 hour.
Sterosis: Max. This drink gives you a spike of power, changing your Strength score to 23 for 1 hour.
Herowadren. This patch when applied directly to the skin grants the user resistance to all damage types when their barrier is down for 1 minute.
Watt-R. This specialized sports drink increases your speed by 15 ft. for 1 minute after consumption.
N-R-G. An expensive but revolutionary drink gives you a burst of energy when consumed, forcing your exhaustion level to be reduced one stage for one day. Additional uses of N-R-G do not stack.
Jazz. A white powdery illegal stimulant taken recreationally to stimulate excitement. Usually taken through inhalation, after 1 minute the user's focus is increased as are their reactions. For 1 hour the user receives the following effects: Dexterity Scores +2, Wisdom Scores -2, AC +2. When the effects end the user goes into a crash state and gains one level of exhaustion for the rest of the day.
Gypsy Jazz. A more potent and far more addictive variant of Jazz. Usually taken through inhalation, after 1 minute the user's focus is increased as are their reactions. For 1 hour the user receives the following effects: Dexterity Scores +4, Wisdom Scores -4, AC +2, and Dexterity saving throws +2. When the effects end the user goes into a crash state and gains one level of exhaustion for the rest of the day.
Swing. A psychoactive that is usually seen in a form of condensed plant fibre placed into a a tiny capsule to be consumed. It is well known as a substance that calms nerves and causes brief euphoria. After 1 minute of use the user's senses are dulled. For 1 hour the user's barrier maximum increases by 10, concentration checks gain a +2 bonus, and they gain a sense of euphoria. The user has disadvantage on dexterity saving throws and has a -2 penalty on AC.
Gypsy Swing. A more powerful and illegal variant of Swing that is completely indistinguishable from regular Swing – until consumed. Has all the benefits of swing while reducing the drawbacks but is incredibly addictive. After 1 minute of use and for 1 hour there after, the user's barrier maximum increases by 10, concentration checks gain a +2 bonus, and they gain a sense of euphoria.
Blues. An illegal depressant in the form of a syrup to be consumed in small doses. Immediately upon consumption this drug decreases anxiety and heightens concentration. For 10 minutes the user gains a +1 bonus on all weapon and spell attack rolls and a +2 to Initiative. Once the effect ends the user goes into a state of mild panic for 1 hour, gaining advantage on Dexterity saving throws but all other saving throws are at disadvantage.
Rhythm. An illegal psychoactive taken in pill form. Immediately upon consumption the drug's psychoactive effects begin to take hold causing erratic behaviour in the subject. For 1 minute, Weapon and Spell attack rolls against the subject are done at disadvantage and the user immediately restores all their barrier. While the effect is active, all weapon and spell attack rolls made by the user are done at disadvantage and a DC 20 concentration check must be passed to cast a spell.
Dixie. An illegal depressant taken in pill form, usually as a means to decrease the negative effects of other drugs. Immediately upon consumption and for the next 10 minutes, the user no longer needs to make concentration checks to cast or maintain spells and any effects that temporarily cause disadvantage to attack, saving throw, and skill rolls no longer do so.
Bebop. A psychotic that causes the user to see hallucinations. Usually appears as a blue powder, the drug is consumed to gain the effects. In small doses, this drug causes the user to shrug off pain, gaining DR2 vs everything for an 8 hour period. However during this time the user also has disadvantage on all attack and skill rolls.
Addiction. Addiction determines how many doses can be taken in a week before addiction may occur. After consuming a substance with addiction and you have consumed the listed number within the week, make a DC 10 Constitution Saving Throw. This DC increases by 5 with each additional consumption made over the addiction value within the week.
On a failure, the user becomes addicted to the substance. When addicted, the addict must consume a dose of the substance they are addicted to at least once daily. Failure to do so grants the user one exhaustion level.
Overdose. Overdose determines how many doses can be taken before an overdose may happen. After consuming a substance with overdose and you have consumed the listed number within the listed duration, make a DC 20 Constitution Saving Throw. On failure, the character immediately falls unconscious and must immediately start making death saving throws. Unlike normal death saving throws, any failed death saving throws while unconscious due to an overdose remain on the character until a week has passed.