Shops & Vendors

Fence - Shady Illicit Goods

Hard Sell (daily) at 375 gp (Cheap: 281 gp, Expensive: 500)
Selling Cap (daily) at 750 gp (Cheap: 562 gp, Expensive: 1000 gp)



unofficial submissionDenotes unofficial or user created items. Check with your DM first.

Low Cost Multiplier:
High Cost Multiplier:
Item
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
Limited
Stock
Rural
Locale
Urban
Locale
Prem.
Locale
Adventuring Gear
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 1 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
Cost: 2 sp
Cheap: 16 cp
Expensive: 4 sp
Weight: 1 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
Aniseed is a simple plant-derived natural flavoring that smells and tastes like pungent licorice. It is often used in liqueurs and cooking. A small quantity of aniseed extract can be used to ruin any effort to have dogs track a scent. Dropping a vial of aniseed will ensure that a dog's sense of smell is utterly ruined for 1d4+1 hours if they reach the spot where the substance was dropped. A dog can make a Constitution save to avoid the aniseed to some extent, but on a success the sense of smell is still lost for 1d4+1 turns. The effect of aniseed on any other kind of trained tracking animal is up to the DM, but aniseed should have a detrimental effect on almost anything's sense of smell.
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Cost: 30 gp
Cheap: 24 gp
Expensive: 60 gp
Weight: 1 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
This very tight-fitting garment is made of black silk. It is used by rogues and infiltrators when sneaking around at night. Wearing the suit allows you to try to hide when you are lightly obscured from the creature from which you are hiding. However, the bodysuit provides no benefit if you wear other clothing or armor, other than belts, pouches, scabbards, or bandoleers, on top of it.
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight: 1 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A highly abrasive, powdered substance that is extremely irritating to the eyes. Blinding powder can be made from many ingredients such as powdered glass, dust soaked in onion juice, or strong ammonium salts. Blinding powder is thrown into the eyes of the victim. To do so, the player must make a "called shot" attack roll (d20 + Dexterity modifier, at Disadvantage [Called Shot, Eyes]).

If the blinding powder strikes a victim, the victim has disadvantage on attack rolls for 1d4+2 rounds, or until they spend an action rubbing the substance out of their eyes. They also have disadvantage on Perception checks that require sight until the effect ends. Although the powder can contain some unpleasant ingredients, it does no permanently damaging effect on the eyes.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 2 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
Cost: 5 gp
Cheap: 4 gp
Expensive: 10 gp
Weight: 4 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
This set of clothes is fashioned after a particular costume, typically meant for entertaining.
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight: 1 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
Similar to aniseed, but less potent, dog pepper can be used in a pursuit to throw dogs off the scent. When a dog comes within 10 feet of a pouch of dog pepper, the dog will need to make a Constitution save (DC 12) to avoid the effects absolutely. If the save is failed, though, the dog is unable to continue pursuit for 1d4+1 turns.

Alternatively, dog pepper may be scattered into the air — a small packet holds enough to fill a 10-foot cube. The dog pepper will hang in the air for 1d4 rounds after being flung. A dog entering the area during this time gets no saving throw to avoid the effects.
Cost: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
These are very short razor-sharp blades that fit over the fingers. They are used to cut through purse strings or garments and grant advantage on Dexterity (Sleight of Hand) checks to do so. They are too short to be used as effective weapons, causing only scratches at most.
Cost: 120 gp
Cheap: 96 gp
Expensive: 240 gp
Weight: 1 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A small diamond set into a suitable handle, or even set into a ring (+5 gp). The diamond must be cut to a fine point, and if used in a ring, a hinged top should be used to protect the gem. A glass-cutter will cut to glass fairly quickly.
Cost: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight: 1 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
This device is made for listening through doors and other solid surfaces. It provides advantage on Wisdom (Perception) checks made to listen through a door or some other relatively thin, solid obstacles. The DM can decide if the cone is ineffective on certain surfaces, such as solid stone.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight: 6 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight: 1 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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 fire 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.
Cost: 2 gp
Cheap: 16 sp
Expensive: 4 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A simple ring with a flip-up lid, below which is a needle capable of delivering a dose of poison (or drug) to the target. Stealthily sticking an unaware target would require a sleight of hand check vs the victim's passive Perception. If stuck, the victim would know they've been scatched/poked, but may not know where it came from (especially in a crowded area). It is up to the DM how to handle the situation. If a victim is aware of the assassin, then an attack roll would be needed.

The pin will not administer poison through any significant thickness of clothing. A strike.
Cost: 10 gp
Cheap: 8 gp
Expensive: 20 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A simple ring with a flip-up lid, below which is a needle capable of delivering a dose of poison (or drug) to the target. Stealthily sticking an unaware target would require a sleight of hand check vs the victim's passive Perception. If stuck, the victim would know they've been scatched/poked, but may not know where it came from (especially in a crowded area). It is up to the DM how to handle the situation. If a victim is aware of the assassin, then an attack roll would be needed.

The pin will not administer poison through any significant thickness of clothing. A strike.
Cost: 4 gp
Cheap: 3 gp
Expensive: 8 gp
Weight: 35 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
Cost: 1 gp
Cheap: 8 sp
Expensive: 2 gp
Weight: 5 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
Standard iron spikes typically used with a hammer.
Cost: 20 gp
Cheap: 16 gp
Expensive: 40 gp
Weight: ½ lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
This stick produces a thick plume of smoke when ignited with flame. You can hold on to the stick or throw it to a point up to 20 feet away as part of the action used to ignite it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The smoke persist for 1 minute and then dissipates.
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight: 1 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A piece of heavy paper or cloth which has been soaked in tar, honey, or anything suitably sticky. The thief usually used it by slapping it on a window pane before breaking the glass. The sticky surface keeps all the fragments together as the glass breaks. Noise is considerably reduced, both from cushioning the impact of a hammer on glass, and by preventing broken glass from scattering all over the floor. Anyone listening would make a perception check with disadvantage. Passive perception for hearing the broken glass gets a -5.

Tar paper can also be used with a glass-cutter, being affixed to the center of the glass to be cut, so that it can simply be pulled out once the glass is cut out. In this case, the DM can decide if a perception roll is needed at all.
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight: 2 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A small leather sheath made to hold a knife or dagger, that is strapped to the forearm (below the sleeve of a garment) so that the weapon can be flipped to the hand by a subtle arm movement.

Most DMs allow a player to use a free action to either put a weapon away, or drawn a weapon, but not both. However, with a wrist sheath, a player can put away one weapon and use the wrist sheath to also draw a dagger, all as a single free action. However, the player must use a full action to reset the wrist sheath and slide the dagger back into it's concealed place.

A dagger in a wrist sheath is considered a concealed weapon. Perception checks to notice the dagger are made with a -5, against the player's stealth (based on how well the sheath was concealed and how "naturally" the rogue moves). If searched and padded down, the searching creature makes a DC 10 Investigation check.
Weapons
Martial Melee Weapons
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 4 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
While sheathed, this weapon appears to be just a regular, if slightly heavier than normal, gentleman's cane. However, by releasing a hidden catch, the user can draw the blade hidden inside (1d6 piercing, finesse, light).

Optionally (DM's discretion), while sheathed this weapon can be used as a heavy club. When unsheathed, the handle and blade form a shortsword while the reinforced sheath can be used as a club (1d4 buldgeoning, finesse, light). Sheathing and unsheathing the blade requires a bonus action.
Optional Metal Types
Cost
(Norm)
Cost
(Low)
Cost
(High)
WeightWt
25 gp
20 gp
50 gp
4 lb.
Critical fails with Copper weapons occur on a 1 or 2. When a creature critically fails to make an attack with a copper weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a copper weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Copper typically costs half as much as iron weapons.
38 gp
30 gp
75 gp
4 lb.
When a creature critically fails to make an attack with a bronze weapon, the weapon gains a -1 modifier to both attack and damage (min damage = 1). This modifer is cumulative. Once a bronze weapon acquires a -5 modifier, the weapon is destroyed. A blacksmith can repair 1 dmg/att per hour, provided the smith has the proficiency, tools and a viable heat source. Bronze weapons typically costs 75% the price of iron weapons.
50 gp
40 gp
100 gp
4 lb.
Iron is the default metal to make weapons.
63 gp
50 gp
125 gp
4 lb.
When a creature lands a critical hit with a steel weapon, double the modifier added to the damage roll.
150 gp
140 gp
200 gp
4 lb.
Silvered weapons bypass resistances/immunities to nonmagical weapons for certain creatures.
550 gp
540 gp
600 gp
4 lb.
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
850 gp
840 gp
900 gp
2 lb.
Weapon made of mithral that have the heavy property, no longer has the heavy property.
Poison
Cost: 100 gp
Cheap: 80 gp
Expensive: 200 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
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.
Cost: 150 gp
Cheap: 120 gp
Expensive: 300 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
[poison, ingested]
Cost: 500 gp
Cheap: 400 gp
Expensive: 1,000 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
[poison, inhaled]
Cost: 200 gp
Cheap: 160 gp
Expensive: 400 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
[poison, contact]
Cost: 200 gp
Cheap: 160 gp
Expensive: 400 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
[poison, injury]
Cost: 300 gp
Cheap: 240 gp
Expensive: 600 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
[poison, inhaled]
Cost: 250 gp
Cheap: 200 gp
Expensive: 500 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.

Inhaled: These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
[poison, inhaled]
Cost: 1500 gp
Cheap: 1,200 gp
Expensive: 3,000 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
[poison, ingested]
Cost: 400 gp
Cheap: 320 gp
Expensive: 800 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.

Contact: Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
[poison, contact]
Cost: 250 gp
Cheap: 200 gp
Expensive: 500 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
[poison, ingested]
Cost: 2000 gp
Cheap: 1,600 gp
Expensive: 4,000 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
[poison, injury]
Cost: 600 gp
Cheap: 480 gp
Expensive: 1,200 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
[poison, ingested]
Cost: 150 gp
Cheap: 120 gp
Expensive: 300 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.

Ingested: A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
[poison, ingested]
Cost: 1200 gp
Cheap: 960 gp
Expensive: 2,400 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Injury: Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
[poison, injury]
Tools and Kits
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 3 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.

A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.

Deception: In certain cases, a disguise can improve your ability to weave convincing lies.

Intimidation: The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.

Performance: A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.

Persuasion: Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.

Create Disguise: As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.

At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.

DC 10 - Cover injuries or distinguishing marks
DC 15 - Spot a disguise being used by someone else
DC 20 - Copy a humanoid's appearance
Cost: 15 gp
Cheap: 12 gp
Expensive: 30 gp
Weight: 5 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A forgery kit is designed to duplicate documents and to make it easier to copy a person's seal or signature.

A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

Arcana: A forgery kit can be used in conjunction with the Arcana skill to determine if a magic item is real or fake.

Deception: A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie.

History: A forgery kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.

Investigation: When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine.

Other Tools: Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a forgery kit and proficiency with cartographer's tools to make a fake map.

Quick Fake: As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a forgery kit determines the DC for someone else's Intelligence (Investigation) check to spot the fake.

DC 15 - Mimic handwriting
DC 20 - Duplicate a wax seal
Gaming Set
Cost: 1 sp
Cheap: 8 cp
Expensive: 2 sp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
The dice set consists of several evenly weighted (fair) dice that can be used to play a variety of dice games.

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.

DC 15 - Catch a player cheating
DC 15 - Gain insight into an opponent's personality
Cost: 5 sp
Cheap: 4 sp
Expensive: 1 gp
Weight:
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
This gaming set includes a complete set of playing cards.

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.

DC 15 - Catch a player cheating
DC 15 - Gain insight into an opponent's personality
Cost: 50 gp
Cheap: 40 gp
Expensive: 100 gp
Weight: 2 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
A poisoner's kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.

A poisoner's kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.

History: Your training with poisons can help you when you try to recall facts about infamous poisonings.

Investigation, Perception: Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.

Medicine: When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient.

Nature, Survival: Working with poisons enables you to acquire lore about which plants and animals are poisonous.

Handle Poison: Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.

DC 10 - Spot a poisoned object
DC 20 - Determine the effects of a poison
Cost: 25 gp
Cheap: 20 gp
Expensive: 50 gp
Weight: 1 lb.
Limited Stock:
Rural Locale:
Urban Locale:
Premium Locale:
Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

Thieves' tools include 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.

History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

Investigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.


Adapted from tables created by jrobharing for reddit.com/r/DnD users


ADVERTISING - PLEASE SUPPORT THIS SITE
Visit the Thieves Guild for more Resources
www.thievesguild.cc