# Item Types ## Adventuring Gear _Source: Player's Handbook (2024) p. 222. Available in the Free Rules (2024)_ ## Ammunition _Source: Player's Handbook (2024) p. 222. Available in the Free Rules (2024)_ ## Ammunition _Source: Dungeon Master's Guide (2024) p. 72_ ## 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](3-Mechanics/CLI/rules/variant-rules/proficiency-xphb.md) 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](3-Mechanics/CLI/rules/variant-rules/advantage-xphb.md) on the check too. ## Explosive _Source: Dungeon Master's Guide (2024) p. 72_ ## 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](3-Mechanics/CLI/rules/variant-rules/proficiency-xphb.md) 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](3-Mechanics/CLI/rules/variant-rules/advantage-xphb.md) on the check too. ## 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](3-Mechanics/CLI/rules/variant-rules/proficiency-xphb.md) 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](3-Mechanics/CLI/rules/variant-rules/advantage-xphb.md) on the check too. ## 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)_ ## 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](3-Mechanics/CLI/rules/variant-rules/disadvantage-xphb.md) on the attack roll. You can't attack a target beyond the long range. ## 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](3-Mechanics/CLI/rules/variant-rules/proficiency-xphb.md) 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](3-Mechanics/CLI/rules/variant-rules/advantage-xphb.md) on the check too. ## Trade Bar _Source: Dungeon Master's Guide (2024) p. 213_ Because large numbers of coins can be difficult to transport and account for, many merchants prefer to use trade bars—ingots of precious metals and alloys (usually silver). These bars are valued by weight. ## Trade Good _Source: Dungeon Master's Guide (2024) p. 213_ Merchants commonly exchange trade goods without using currency. ## Treasure (Art Object) _Source: Dungeon Master's Guide (2024) p. 215_ Idols cast of solid gold, necklaces studded with precious stones, paintings of ancient kings, bejeweled dishes—art objects include all these and more. ## 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 (2024) p. 214_ Gemstones are small, lightweight, and easily secured compared to their same value in coins. ## 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](3-Mechanics/CLI/rules/variant-rules/damage-threshold-xphb.md). **Ship Repair.** Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 [Hit Point](3-Mechanics/CLI/rules/variant-rules/hit-points-xphb.md) 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](3-Mechanics/CLI/rules/variant-rules/damage-threshold-xphb.md). **Ship Repair.** Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 [Hit Point](3-Mechanics/CLI/rules/variant-rules/hit-points-xphb.md) 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.