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aliases:
- Item Types
created: 2026-03-09T12:15:34.476-04:00
modified: 2026-03-09T12:15:34.476-04:00
published: 2026-03-09T12:15:34.476-04:00
tags: - ttrpg-cli/compendium/src/5e/dmg
- ttrpg-cli/compendium/src/5e/valdaspire24
- ttrpg-cli/compendium/src/5e/xphb
cssclasses: - json5e-note
obsidianUIMode: preview
Item Types
Adventuring Gear
Source: Player’s Handbook (2024) p. 222. Available in the Free Rules (2024)
Ammunition
Source: Dungeon Master’s Guide p. 267
Ammunition
Source: Player’s Handbook (2024) p. 222. Available in the Free Rules (2024)
Artisan’s Tools
Source: Player’s Handbook (2024) p. 220. Available in the Free Rules (2024)
Artisan’s Tools are each focused on crafting items and pursuing a trade. Each type of Artisan’s Tools tools requires a separate proficiency.
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Explosive
Source: Dungeon Master’s Guide p. 267
Food and Drink
Source: Player’s Handbook (2024) p. 231. Available in the Free Rules (2024)
Gaming Set
Source: Player’s Handbook (2024) p. 221. Available in the Free Rules (2024)
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.
Components
A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.
History
Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
Insight
Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand
Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.
Gaming Set
| Activity | DC |
|---|---|
| Catch a player cheating | 15 |
| Gain insight into an opponent’s personality | 15 |
| ^gaming-set |
Generic Variant
Source: Dungeon Master’s Guide p. 135
Heavy Armor
Source: Player’s Handbook (2024) p. 219. Available in the Free Rules (2024)
Instrument
Source: Player’s Handbook (2024) p. 221. Available in the Free Rules (2024)
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History
Your expertise aids you in recalling lore related to your instrument.
Performance
Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune
As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
| Activity | DC |
|---|---|
| Identify a tune | 10 |
| Improvise a tune | 20 |
| ^musical-instrument |
Light Armor
Source: Player’s Handbook (2024) p. 219. Available in the Free Rules (2024)
Medium Armor
Source: Player’s Handbook (2024) p. 219. Available in the Free Rules (2024)
Melee Weapon
Source: Player’s Handbook (2024) p. 213. Available in the Free Rules (2024)
Monstrous Graft
Source: Valda’s Spire of Secrets (2024)
Body Slots
Each graft takes up one of the following slots: Arms, External, Head, Internal, or Legs. You can’t have more than one graft in the same body slot. For instance, if you already have an Arm graft, you must remove it before you can attach a different Arm graft.
First Installation in a Body Slot
The first installation of a graft in a particular body slot is an invasive procedure that often necessitates removing a body part or organ. This installation, which can be done during a Short Rest, requires one hour of work, a Healer’s Kit and a knife, and someone else to perform the procedure. You lose half of your Hit Points and expend all of your Hit Point Dice when it is completed. Further installations in that body slot have none of these ill effects.
Attaching a Graft
After the first installation in a body slot, you can attach a graft in 10 minutes, which can be done during a Short Rest. A Construct graft is permanent until another graft is provided to replace it.
Harvesting a Graft
Monstrous Grafts can be harvested from the fresh corpses of monsters that have been dead for no longer than 48 hours or preserved by Gentle Repose or a similar spell. Harvesting a graft from a corpse takes 10 minutes. Only one graft can be harvested from each corpse. If the graft is too large or too small for the target creature, it is alchemically enlarged or reduced to fit. Certain grafts can only be harvested from monsters with a specific creature type, attack, or trait, as specified in the graft’s Donor section. The GM decides if a monster is appropriate for a given graft. You can’t harvest grafts from Tiny or Gargantuan creatures.
Other Monstrous Grafts
Other monsters might have organs, weapons, or traits that are well suited to becoming a graft that is not included on this list. In this case, the GM decides what type of graft can be harvested, what body slot it takes up, and the special effects it confers.
Harvesting Extraplanar Creatures
Harvesting grafts from extraplanar creatures is extremely difficult, as these creatures typically return to their home plane once slain. However, it is possible to harvest grafts from a Celestial, Elemental, Fey, or Fiend if it is first affected by a Planar Binding spell, and then slain, harvested, and its graft surgically attached before the spell ends.
Construct Grafts
Construct Grafts from Dark Matter use the same rules as Monstrous Grafts and occupy the same body slots, but can’t generally be harvested from foes. A character can mix and match Construct and Monstrous grafts.
Mount
Source: Player’s Handbook (2024) p. 230. Available in the Free Rules (2024)
Potion
Source: Player’s Handbook (2024) p. 222. Available in the Free Rules (2024)
Ranged Weapon
Source: Player’s Handbook (2024) p. 214. Available in the Free Rules (2024)
Range. A Range weapon has a range 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 is 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 long range.
Ring
Source: Dungeon Master’s Guide p. 139
Rod
Source: Dungeon Master’s Guide p. 139
Scroll
Source: Player’s Handbook (2024) p. 222. Available in the Free Rules (2024)
Shield
Source: Player’s Handbook (2024) p. 219. Available in the Free Rules (2024)
Spellcasting Focus
Source: Player’s Handbook (2024) p. 222. Available in the Free Rules (2024)
Tack and Harness
Source: Player’s Handbook (2024) p. 230. Available in the Free Rules (2024)
Tool
Source: Player’s Handbook (2024) p. 220. Available in the Free Rules (2024)
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Treasure
Source: Dungeon Master’s Guide p. 133
Treasure (Art Object)
Source: Dungeon Master’s Guide p. 133
Treasure (Coinage)
Source: Player’s Handbook (2024) p. 213. Available in the Free Rules (2024)
Characters often find coins on their adventures and can spend those coins in shops, inns, and other businesses. Coins come in different denominations based on the relative worth of their material. The Coin Values table lists coins and how much they’re worth relative to the Gold Piece, which is the game’s main coin. For example, 100 Copper Pieces are worth 1 Gold Piece.
A coin weighs about a third of an ounce, so fifty coins weigh a pound.
Treasure (Gemstone)
Source: Dungeon Master’s Guide p. 133
Vehicle (Air)
Source: Player’s Handbook (2024) p. 230. Available in the Free Rules (2024)
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 current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds.
Crew. A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see ""Services"") to function. The minimum number of skilled hirelings needed to crew a ship depends on the type of ship.
Passengers. The number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day.
Damage Threshold. See the rules glossary.
Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved.
Vehicle (Land)
Source: Player’s Handbook (2024) p. 230. Available in the Free Rules (2024)
Vehicle (Water)
Source: Player’s Handbook (2024) p. 230. Available in the Free Rules (2024)
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 current, but they can be pulled upstream by draft animals on the shores. A Rowboat can be carried and weighs 100 pounds.
Crew. A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see ""Services"") to function. The minimum number of skilled hirelings needed to crew a ship depends on the type of ship.
Passengers. The number of Small and Medium passengers the ship can accommodate using hammocks. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger usually pays 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day.
Damage Threshold. See the rules glossary.
Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 Hit Point of damage requires 1 day and costs 20 GP for materials and labor. If the repairs are made in a location where supplies and skilled labor are abundant, such as a city shipyard, the repair time and cost are halved.
Wand
Source: Dungeon Master’s Guide p. 139