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games:academy_of_magic:stores:campus

Campus Store

Basic Items

Souvenirs

Item Cost Description
Academy Dagger $10 A fine dagger (d4 piercing damage) with the Academy logo.
Academy Hatchet $30 A fine handaxe (d6 slashing damage) with the Academy logo.
Academy Longsword $60 A fine longsword (d8 slashing, d10 Versatile) with the Academy logo.
Academy Notebook $5 A 180-page three subject notebook with the Academy logo.
Academy Penknife $1 A small pen-knife (d3 piercing damage) with the Academy logo.
Academy Penlight $2 A small penlight (10 foot illuminating beam) with the Academy logo.
Academy Postcard $0.20 A postcard with an image of the Academy.
Academy Robe Set $10 A full set of Academy attire (robes, tunic, knit hat, and scarf), available in most Major colors.
Academy Shield $40 A shield (+2 AC) with the Academy logo.
Student Aid $50 A budget healing potion that restores 1d4+1 hit points and traditionally tastes like grape juice. No grapes are used in its manufacture.
La Vida Soda $1 The finest soda available at the Academy. Available in six fun flavors: cola, cherry cola, orange, grape, diet cola, and lemon lime.

Tools

Item Cost Weight
Alchemist's supplies $100 8 lb. A collection of crucibles and glass vials, mortar and pestle, an alcohol-burning lamp, and other supplies. These come in a box with velvet-lined cut-outs designed to hold the delicate instruments safely in place.
Brewer's supplies $40 9 lb. Measuring bowls, scales, hops bags made of muslin, spices, hoses, a funnel, and other equipment suitable for brewing alcoholic beverages. Depending on the type of beverage crafted, kegs, casks, pitchers or other liquid storage devices may also be required for practicing this trade.
Calligrapher's supplies $20 5 lb. A set of fine pens, colorful inks, and fancy sheets of parchment. Also included are sealing waxes of various colors and qualities and an array of wax stamps. These supplies frequently include a specialized subset of tools used with more durable mediums, like the long-handled wood-burning styluses or fine paintbrushes used for sign-making.
Carpenter's tools $16 6 lb. Mallets, nails, measuring cords, cutting templates or triangles, smoothing planes, and a small saw. Carpenter’s tools are used to shape wood on a large scale, crafting furniture, buildings, large agricultural tools, and the like.
Cartographer's tools $30 6 lb. This satchel contains templates of maps and large, blank parchments suitable for map-making. It includes special inks and writing tools, particularly tools for drawing objects to scale relative to one another. Cartographer’s tools also include collapsible surveying rods, the measuring tools used to calculate overland distances and geographic features.
Cobbler's tools $10 5 lb. These tools come in a box, the lid of which is reversible and supports a cobbler’s “last.” The tools include a mallet and nails, sturdy sewing needles and thread, rolls of soft leather, stamped pieces of hard leather, molding implements, and other devices that aid in the construction and repair of footwear.
Cook's utensils $2 8 lb. Pans, knives, bottles of assorted seasonings, a journal of recipes, and tools used to produce food.
Glassblower's tools $60 5 lb. This kit contains crimps and clamps, a pouring block, shears, and a blowpipe, items used to manipulate glass with a kiln or another source of high heat. It also contains rods of glass in various colors.
Jeweler's tools $50 2 lb. This kit contains chisels, brushes, polish, and other tools used to prepare or enhance gemstones, plus small-scale metalworking tools used to shape precious metals into jewelry of various kinds. A small jeweler’s loupe is included for examining jewelry and gemstones.
Leatherworker's tools $10 5 lb. This kit contains cutting and edging tools, grommet setters and punches, a mallet, needles and awls, and other miscellaneous tools used to craft processed leather into clothing and accessories.
Mason's tools $20 8 lb. This satchel contains the tools used to craft masonry. In addition to the trowels and joint molders, used to apply mortar, the kit includes telescoping pole braces and measuring blocks used to measure and precisely align stone and brickwork of various kinds.
Painter's supplies $20 5 lb. Small pots of paints in various colors, alchemical mixtures for paint thinning, a painter’s palette, and an array of paintbrushes. This set of tools typically includes brushes sized for the sort of work the painter intends, from artistic to functional. These include the small, intricate brushes used to put paint on canvas, or the larger type of brushes suitable to painting buildings or murals.
Potter's tools $20 3 lb. These tools are used to craft and repair pottery. They include molds, knives, sponges, and styluses for decorating pottery, alchemical glues for repairing shattered pottery pieces, and the dyes and glazes for finishing or resurfacing them.
Sculptor's tools $30 7 lb. This satchel contains chisels, mallets, files, and finishing polishes for sculpting statues out of minerals (typically stone or clay), or applying decorative engraving to the mineral surfaces of walls, doors, and other edifices.
Smith's tools $40 8 lb. Hammers, dollies, and tongs of various kinds used to shape metal, as well as the crimps used for creating rivets or repairing links of chain.
Tattoo artist's tools $30 2 lb. This set of tools includes a variety of needles and inks as well as ointments and various treatments used to create tattoos on the skin of animals and humanoids.
Tinker's tools $100 10 lb. Various tools for used for crafting or repairing intricate machines. These look like smith’s tools or thieves’ tools, but in a tiny scale. The hammers, chisels, picks, and other implements are typically suitable for application to small projects like clockwork devices. Most tool sets also include an array of mundane materials to repair almost any simple object.
Weaver's tools $2 5 lb. A small, collapsible loom and shuttle used for weaving, plus various dies and tools used to treat and store wool and other types of thread. These materials are suitable to the creation of clothbased of clothing.
Woodcarver's tools $2 5 lb. A set of chisels, files, carving knives, small lathes, and other instruments for making fine impressions on wooden pieces.
Dice set $0.20
Playing card set $1
Bagpipes $60 6 lb.
Drum $12 3 lb.
Dulcimer $50 10 lb.
Flute $4 1 lb.
Lute $70 2 lb.
Lyre $60 2 lb.
Horn $6 2 lb.
Pan flute $24 2 lb.
Shawm $4 1 lb.
Viol $60 1 lb.
Appraiser's tools $16 5 lb. A satchel containing a multitiered scale with a set of weights, a jeweler’s loupe, vials of substances for identifying minerals through alchemical reactions, and a set of thick manuals to classify materials and index market values.
Disguise kit $50 3 lb. A box containing cosmetics, hair dyes, and adhesive-mounted facial prosthetics used to create a variety of disguises.
Forgery kit $30 5 lb. A forgery kit is a satchel that has many of the same components as calligrapher’s supplies, including a variety of pens and inks. It also boasts a variety of styluses used to impersonate signet marks in wax seals.
Fortune teller's kit $12 4 lb. This kit comes in a box. It includes a crystal ball, fortune telling cards, and other tools of the trade.
Harvesting kit $60 7 lb. This kit contains everything the average harvester needs to prepare and harvest a carcass for usable parts including a skinning knife, a bonesaw, 2 glass vials, pouches of salt, and tweezers. Proficiency with this kit lets you add your proficiency to any check made to harvest a creature.
Herbalism kit $10 3 lb. This kit comes in a satchel compartmentalized for storing myriad herbs. It includes various tools for safely harvesting plants as well as the grinding tools, mixing tools, and additives needed to make potions, salves, and similar curative products.
Navigator's tools $50 2 lb. This satchel holds sounding lines, a sand glass, an astrolabe or telescoping back staff, a ring dial, or similar instruments needed for navigation. It also contains a number of relevant sea charts.
Poisoner's kit $100 2 lb. A poisoner’s kit blends some of the components of alchemist’s supplies and an herbalism kit, the tools needed to create poisons using alchemical and herbal techniques. It also includes tools for collecting poisons from live (or recently slain) monster specimens.
Surgeon's tools $100 4 lb. This set of instruments includes the blades, saws, and sutures needed to remove shrapnel or stitch up wounds. Proficiency with these tools lets you add your proficiency bonus to any checks you make to stabilize a creature or perform other surgery.
Thieves' tools $50 1 lb. A complex set of picks and tools used to disable locks and traps, rolled into a leather satchel. These tools resemble a highly specialized segment of tinker’s tools and can be disguised as such.
Engineering kit $100 8 lb. This kit includes a soldering gun, wires, clips, wire cutters and various diagnostic tools. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to repair electrical devices and to disarm planted explosives.
Forensics kit $100 8 lb. This kit includes bindle paper, sterile swabs, distilled water, evidence seals/tape, footwear casting materials, personal protective equipment, test tubes and various other tools for collecting evidence at crime scenes without contaminating it. Proficiency with this kit lets you add your proficiency bonus to any ability check you make to investigate any area or body considered as a crime scene.
Hacking tools $160 6 lb. This kit contains the hardware and software necessary to allow access into most computer systems and electronic devices such as automatic port scanning, banner grabbing, footprinting, SQL Injection, web application vulnerability search, DDoS tools and data sniffing. Proficiency with hacking tools lets you add your proficiency bonus to any Intelligence checks you make to connect to or make use of a computer system or electronic device. The kit fits snugly in a backpack or toolbox. You might need a computer, a smartphone or a tablet to use some elements of this kit.
Mechanic tools $100 8 lb. This kit includes basic tools for repairing cars and motorcycles.
Spy kit $200 12 lb This kit includes items such as camera detectors, sound amplifier, small cameras and microphones, noise generators, frequency and cell phone detectors and tracers. You might need a computer, a smartphone or a tablet to use some elements of this kit.
Item Cost Weight
Abacus $4 2 lb.
Acid (vial) $50 1 lb.
Alchemist's Fire (flask) $100 1 lb.
Antitoxin (vial) $100
Arcane Focus, Crystal $20 1 lb.
Arcane Focus, Orb $40 3 lb.
Arcane Focus, Rod $20 2 lb.
Arcane Focus, Staff $10 4 lb.
Arcane Focus, Wand $20 1 lb.
Backpack $4 5 lb.
Ball Bearings (bag of 1,000) $2 2 lb.
Barrel $4 70 lb.
Basket $0.80 2 lb.
Bedroll $2 7 lb.
Bell $2
Blanket $1 3 lb.
Block and Tackle $2 5 lb.
Book, textbook $50 5 lb.
Book, guide $20 5 lb.
Book, fiction $10 5 lb.
Book, pulp $5 5 lb.
Bottle, Glass $1 2 lb.
Bucket $0.10 2 lb.
Caltrops (bag of 20) $2 2 lb.
Candle $0.02
Case, Crossbow Bolt $2 1 lb.
Case, Map or Scroll $2 1 lb.
Chain (10 feet) $10 10 lb.
Chalk (1 piece) $0.02
Chest $10 25 lb.
Climber's Kit $50 12 lb.
Clothes, Common $1 3 lb.
Clothes, Costume $10 4 lb.
Clothes, Fine $30 6 lb.
Clothes, Traveler's $4 4 lb.
Component Pouch $50 2 lb.
Crowbar $4 5 lb.
Druidic Focus, Sprig of Mistletoe $2
Druidic Focus, Totem $2
Druidic Focus, Wooden Staff $10 4 lb.
Druidic Focus, Yew Wand $20 1 lb.
Fishing Tackle $2 4 lb.
Flask or Tankard $0.04 1 lb.
Grappling Hook $4 4 lb.
Hammer $2 3 lb.
Hammer, Sledge $4 10 lb.
Healer's Kit $10 3 lb.
Holy Symbol, Amulet $10 1 lb.
Holy Symbol, Emblem $10
Holy Symbol, Reliquary $10 2 lb.
Holy Water (flask) $50 1 lb.
Hourglass $10 1 lb.
Hunting Trap $10 25 lb.
Ink (1 ounce bottle) $2
Ink Pen $0.04
Jug or Pitcher $0.04 4 lb.
Ladder (10-foot) $0.20 25 lb.
Lamp $1 1 lb.
Lantern, Bullseye $20 2 lb.
Lantern, Hooded $10 2 lb.
Lock $20 1 lb.
Magnifying Glass $20
Manacles $4 6 lb.
Mess Kit $0.40 1 lb.
Mirror, Steel $2 ½ lb.
Oil (flask) $0.20 1 lb.
Paper (one sheet) $0.04
Parchment (one sheet) $0.01
Perfume (vial) $10
Pick, Miner's $4 10 lb.
Piton $0.10 ¼ lb.
Poison, Basic (vial) $100
Pole (10-foot) $0.10 7 lb.
Pot, Iron $4 10 lb.
Potion of Healing $100 ½ lb.
Pouch $1 1 lb.
Quiver $2 1 lb.
Ram, Portable $8 35 lb.
Rations (1 day) $1 2 lb.
Robes $2 4 lb.
Rope, Hempen (50 feet) $2 10 lb.
Rope, Silk (50 feet) $20 5 lb.
Sack $0.02 ½ lb.
Scale, Merchant's $10 3 lb.
Sealing Wax $0.80
Shovel $4 5 lb.
Signal Whistle $0.10
Signet Ring $10
Soap $0.04
Spellbook $100 3 lb.
Spikes, Iron (10) $2 5 lb.
Spyglass $10 1 lb.
Tent, two-person $4 20 lb.
Tinderbox $1 1 lb.
Torch $0.02 1 lb.
Vial $2
Waterskin $0.40 5 lb. (full)
Whetstone $0.02 1 lb.

Container Capacity

Container Capacity
Backpack[1] 1 cubic foot/30 pounds of gear
Barrel 40 gallons liquid, 4 cubic feet solid
Basket 2 cubic feet/40 pounds of gear
Bottle 1½ pints liquid
Bucket 3 gallons liquid, 1/2 cubic foot solid
Chest 12 cubic feet/300 pounds of gear
Flask or tankard 1 pint liquid
Jug or pitcher 1 gallon liquid
Pot, iron 1 gallon liquid
Pouch 1/5 cubic foot/6 pounds of gear
Sack 1 cubic foot/30 pounds of gear
Vial 4 ounces liquid
Waterskin 4 pints liquid

[1]: You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Item Cost Description
Pathfinder Boots $100 These high boots are insulated and waterproof, keeping your feet warm and dry under the worst weather or conditions. Includes a steel toe cap.
Silent Shoes $20 Much stray sound comes from poor shoes. These soft leather shoes are coated with a thick stretchy substance. The silent shoes work well in thick forests as well as wet dungeons. +1 to Stealth to move silently.
Silk Bodysuit $20 Any noise not made by shoes must come from clothes. This black, tight-fitting bodysuit, made from resilient silk, helps rogues hide in shadows. +1 to Stealth to move silently or hide in shadows.
Drinker Potion Koozie Helmet $30 This special drink holder holds two vials of whatever potion the user wants, allowing the user to choose to drink either of them as an object interaction (free action), or both using a Use an Action action and free action. However, the ridiculous contraption can be targeted as an object; it has AC 14 and 5 HP. Potion miscibility may result if potions are from two different types or sources. Can also be used with normal beverages.
Double Drinker Potion Koozie Helmet $60 This special drink holder holds two large vials that each hold two doses of whatever potion the user wants, allowing the user to choose to sip one dose of either of them as an object interaction. However, the ridiculous contraption can be targeted as an object; it has AC 13 and 8 HP. Potion miscibility may result if potions are from two different types or sources. Can also be used with normal beverages.
Colby Super Drinker Potion Koozie Helmet $150 This massive drink holder holds two flagons that each hold four doses of whatever potion the user wants, allowing the user to choose to sip one dose of either of them as an object interaction. However, the ridiculous contraption can be targeted as an object; it has AC 12 and 10 HP. Potion miscibility may result if potions are from two different types or sources. Can also be used with normal beverages.
Hearth Stone $6 1 lb. One of the greatest dangers faced by explorers the world over is cold. The traditional way of fighting back against cold, the fire, is not always available in many environments. High in the mountains, underground and on many of the great grasslands there is little fuel to create life-protecting fire. Hearth stones are one of the many ways that people over the years have responded to this difficulty. Each stone is a specially treated charcoal capable of providing the warmth of a normal campfire for up to five hours. The stone can be used as the starter for a normal fire or can take the place of a fire if need be.
Fire Logs $20 for a pack of 6 5 lb. Perfect for a fireplace, this log is specially treated to provide the warmth of a normal campfire for up to three hours.

Tier 1 Items (req. Adventure Seal 1)

New Goods: Unlike items sold by the Future Entrepreneurs, items sold from the Campus Store are always New Goods; they perform as expected, and do not have any signs of damage or flaws. They have normal chances of sustaining damage, when such is relevant.

Armor

Clothing

Item Cost Description
Battle Robe $200 AC 11 + Dex modifier, 10 lb. A full-body armored robe, made primarily for masters of arcane arts engaging in combat. They are usually made for high-ranking officials or military spell casters, and some can be as ornate as fine clothing. Free Wear. The battle robe is padded with plates of hardened leather in strategic locations, such that they do not hamper movement any more than a common robe would. As such, anyone can wear a battle robe without penalty, regardless of whether they have light armor proficiency.

Light Armor

Item Cost Description
Wooden Sparring Armor $4
Padded Armor $10 AC 11 + Dex modifier, Stealth Disadvantage, weighs 8 lb.
Leather Armor $20 AC 11 + Dex modifier, weighs 10 lb.
Leather Lamellar $50 AC 12 + Dex modifier, Stealth disadvantage, weighs 12 lb. Leather lamellar consists of thick rawhide pieces lacquered and laced together to form a cuirass and skirt. It's more sturdy than normal leather armor, but less stealthy.
Studded Leather $90 AC 12 + Dex modifier, weighs 13 lb.
Brawler's Armor $200 AC 12 + Dex modifier, Stealth Disadvantage, weighs 13 lb. This suit of leather armor have is specially crafted to be used by brawlers. It has a pair of reinforced bracers, that allow for a better guard, as well as two gloves that increase the harm caused by punches. Defensive Bracers. While you have both hands free, you can use your bonus action to add +2 to your AC. This bonus lasts until the end of your next turn. Brawling Gloves. While you wear this armor, if you have your hands free, you roll a d6 for the damage die of your unarmed strikes.
Camouflage Leather Armor $800 AC 11 + Dex modifier, Str 11, 15 lb. This armor is draped in cloth that is entangled in shrubbery and foliage, allowing the wearer to hide in thick greenery with relative ease. You have advantage on Dexterity (Stealth) checks when attempting to hide in such terrain, and can hide in such terrain even if you don't have cover.
Leather Chef Armor $30 AC 11 + Dex modifier, 5 lb. A thick, lightweight leather outfit designed for a battle chef. It is meant to endure the heat of battle - or oven - and gives the wearer advantage on saving throws against exhaustion due to extreme heat. The armor also has a pair of reinforced gloves, that allow you to pick up heated objects (including by effects like heat metal spell) without taking fire damage.

Medium Armor

Item Cost Description
Hide Armor $20 AC 12 + Dex modifier (max 2), weighs 12 lb.
Breastplate $800 AC 14 + Dex modifier (max 2), weighs 20 lb.
Chain Shirt $100 AC 13 + Dex modifier (max 2), weighs 20 lb.
Half Plate $1500 AC 15 + Dex modifier (max 2), Stealth disadvantage, weighs 40 lb.
Scale Mail $100 AC 14 + Dex modifier (max 2), Stealth disadvantage, weighs 45 lb.

Heavy Armor

Item Cost Description
Ring Mail $60 AC 14, Stealth disadvantage, weighs 40 lb.
Chain Mail $150 AC 16, min Str 13, Stealth disadvantage, weighs 55 lb.
Splint Mail $400 AC 17, min Str 15, Stealth disadvantage, weighs 60 lb.
Plate Mail $3000 AC 18, min Str 15, Stealth disadvantage, weighs 65 lb.

Shields

Item Cost Description
Buckler $10 AC +1, no shield proficiency required, weighs 2 lb.
Shield $20 AC +2, weighs 6 lb.
Tower Shield $60 AC +2, disadvantage to attack while using, provides half cover, spend half move to set shield to provide 3/4 cover to you and others

Weapons

Simple Melee Weapons

Item Cost Damage Weight Features
Club $0.20 d4 bludgeoning 2 lb Light
Dagger $4 d4 piercing 1 lb Finesse, Light, Thrown (20/60)
Baseball Bat $0.40 d6 bludgeoning 10 lb. Versatile (d8)
Handaxe $10 d6 slashing 2 lb. Light, Thrown (20/60)
Javelin $1 d6 piercing 2 lb. Thrown (30/120)
Light Hammer $0.40 d4 bludgeoning 2 lb. Light, Thrown (20/60)
Mace $10 d6 bludgeoning 4 lb.
Quarterstaff $0.40 d6 bludgeoning 4 lb. Versatile (d8)
Sickle $2 d4 slashing 2 lb. Light
Spear $2 d6 piercing 3 lb. Thrown (range 20/60), versatile (d8)

Simple Ranged Weapons

Item Cost Damage Weight Features
Crossbow, Light $50 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart $0.10 1d4 piercing ¼ lb. Finesse, thrown (range 20/60)
Shortbow $50 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling $0.20 1d4 bludgeoning Ammunition (range 30/120)

Martial Melee Weapons

Item Cost Damage Weight Features
Battleaxe $20 1d8 slashing 4 lb. Versatile (1d10)
Flail $20 1d8 bludgeoning 2 lb.
Glaive $40 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe $60 1d12 slashing 7 lb. Heavy, two-handed
Greatsword $100 2d6 slashing 6 lb. Heavy, two-handed
Halberd $40 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance $20 1d12 piercing 6 lb. Reach, special
Longsword $30 1d8 slashing 3 lb. Versatile (1d10)
Maul $20 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar $30 1d8 piercing 4 lb.
Pike $10 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier $50 1d8 piercing 2 lb. Finesse
Scimitar $50 1d6 slashing 3 lb. Finesse, light
Shortsword $20 1d6 piercing 2 lb. Finesse, light
Trident $10 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War Pick $10 1d8 piercing 2 lb.
Warhammer $30 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip $4 1d4 slashing 3 lb. Finesse, reach

Martial Ranged Weapons

Item Cost Damage Weight Features
Blowgun $20 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, Hand $150 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, Heavy $100 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow $100 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net $2 3 lb. Special, thrown (range 5/15)

Ammunition

Item Cost Weight
Arrows (20) $2 1 lb.
Blowgun Needles (50) $2 1 lb.
Crossbow Bolts (20) $2 1 ½ lb.
Sling Bullets (20) $0.08 1 ½ lb.

Adventuring Gear

Equipment Packs

The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

Burglar's Pack ($32). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Diplomat's Pack ($78). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

Dungeoneer's Pack ($24). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Entertainer's Pack ($80). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

Explorer's Pack ($20). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Priest's Pack ($38). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

Scholar's Pack ($80). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Adventuring Pack ($20). Includes a backpack, a compass, a flashlight, 5 light sticks, a lighter, a plastic bottle, 10 days of rations and a sleeping bag. This pack also has 50 feet of hempen rope strapped to the side of it.

Utility Items

Item Cost Weight
Briefcase $50 2 lb. Made from leather and plastic. It has mechanical locks that require either a key or a combination to open.
Compass $2 A magnetic compass that shows magnetic north anywhere that a magnetic field exists.
Fire extinguisher $50 2 lb. The extinguisher has 10 charges. As an action, you can expend one charge to extinguish a 5-foot area of fire.
Gas mask $1000 1 lb. This mask is used to protect the user from inhaling airborne pollutants and toxic gases. The mask forms a sealed cover over the nose and mouth, but may also cover the eyes and other vulnerable soft tissues of the face. While wearing the mask you are immune to inhaled poisons.
Handbag $4 1 lb. An ordinary handbag.
Light stick $0.40 1/4 lb. A light stick consists of a translucent plastic tube containing isolated substances that, when combined, make light through chemiluminescence, so it does not require an external energy source. The light color can vary (usually red, green or blue). As a bonus action, you can activate the stick, providing bright light in a 20-foot radius and a dim light for an additional 20 feet for one hour. A light stick can only be used once, and when activated it cannot be turned off.
Lighter $1 A lighter has 20 charges. You can expend one charge to create a flame for one minute. The lighter sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Pepper spray $2 1/2 lb. A creature within 10 feet from you must make a Constitution saving throw or be blinded for 1d4 rounds (DC 15). Any creature wearing goggles or something to protect its eyes automatically passes the check. A spray can only be used once.
Plastic bottle $0.40 2 lb. (full) A one-quart plastic bottle that can hold water or other liquids.
Sleeping Bag $10 1 lb. A lightweight sleeping bag that is warm enough for outdoor camping.
Watch $20 A common wristwatch.

Modern Weapons

Name Cost Damage Weight Properties Description
Simple Melee Weapons
Baton, expandable 15 gp 1d6 bludgeoning 2 lb. Covert, finesse, light This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton can't be used as a weapon and it gives the conceal property. Extending or collapsing the baton is a free action.
Baton, metal 10 gp 1d6 bludgeoning 2 lb. Finesse, light
Baton, stun 20 gp 1d4 lightning 1 lb. Finesse, light, special A stun baton has 5 charges. When you hit a creature with a stun baton, you can expend one charge. The target must make a Constitution saving throw (DC 10) or be paralyzed until the start of your next turn. The stun baton must be recharged using one battery after expending the last charge.
Ketch-All pole 10 gp 8 lb. Reach, special Ketch-All Pole. A Large or smaller creature hit by a ketch-all pole is restrained until it is freed. A ketch-all pole 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. When you use an action, bonus action, or reaction to attack with a ketch-all pole, you can make only one attack regardless of the number of attacks you can normally make.
Pocket knife 3 gp 1d4 piercing 1 lb. Covert, finesse, light, thrown (range 20/60)
Simple Ranged Weapons
Dart gun 150 gp Special 3 lb. Ammunition (range 40/120), reload 1 This air-dart gun fires a needle via an air compressor. The needle itself inflicts no damage, but it can deliver an injection with any poison to the target. Each dart cost 5 sp, and a vial of poison can coat three darts. You can read more about poisons in the chapter 8 of the Dungeon Master's Guide.
Pistol, light 200 gp 2d6 piercing 3 lb. Ammunition (range 60/180), light, reload 12
Pistol, pocket 250 gp 2d4 piercing 1 lb. Ammunition (range 20/60), covert, light, reload 7
Revolver 250 gp 2d8 piercing 2 lb. Ammunition (range 50/150), reload 6 Since the character must insert every bullet one by one, reloading this weapon takes an action.
Rifle, hunting 500 gp 2d10 piercing 8 lb. Ammunition (range 180/540), reload 1, two-handed
Shotgun, double-barrel 500 gp 2d8 piercing 7 lb. Ammunition (range 30/90), CQB, reload 2, two-handed
Taser gun 100 gp Special 2 lb. Ammunition (range 15/35), special A creature hit by a Taser takes 1d4 lightning damage and it must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn. You can use your action in the following turns to deal 1d4 lightning damage and maintain the target paralyzed for up to 4 turns. The Taser must be recharged using one battery after five shots.
Martial Ranged Weapons
Grenade launcher 750 gp Special 12 lb. Ammunition (range 40/120), heavy, reload 6, two-handed This weapon allows you to propel a fragmentation, smoke or tear gas grenade up to 120 feet away. You can target a creature instead using a grenade launcher. On a hit you deal 1d6 bludgeoning damage to that creature, and then the grenade effect occurs.
Light machinegun 750 gp 2d10 piercing 20 lb. Ammunition (range 100/300), autofire, heavy, reload 120, two-handed
Machine pistol 350 gp 2d6 piercing 3 lb. Ammunition (range 60/180), burst fire, light, reload 20
Pistol, heavy 300 gp 2d8 piercing 3 lb. Ammunition (range 60/180), reload 7
Rifle, sniper 650 gp 2d10 piercing 8 lb. Ammunition (range 180/540), reload 8, two-handed
Rifle, assault 600 gp 2d8 piercing 8 lb. Ammunition (range 100/300), burst fire, reload 30, two-handed
Shotgun, tactical 550 gp 2d8 piercing 7 lb. Ammunition (range 30/90), CQB, reload 6, two-handed
Submachine gun 500 gp 2d8 piercing 6 lb. Ammunition (range 80/240), burst fire, reload 30, two-handed
Ammunition
Pistol bullets (20) 2 gp 1/2 lb. Standard pistol bullets.
Rifle bullets (20) 3 gp 1 lb. Standard rifle bullets.
Shotgun shells (20) 3 gp 1 lb. Standard shotgun shells.
Light machinegun bullets (20) 4 gp 1 lb. Standard LMG bullets.
Special ammunition
Hollow-point bullets (20) +20 gp - These bullets deal normal damage, and on a hit the target must make a Constitution saving throw DC 12 or begin bleeding at the start of their turn. At the start of every turn, they take 1d4 bleeding damage. This effect lasts until they use an action to staunch the wound or they are healed magically. If you hit a creature with multiple hollow bullets, the damage dealt at the beginning of their turn increases by +1 per bullet.
Nonlethal bullets (20) +5 gp - These bullets are designed to deal bludgeoning damage instead of piercing damage. Every time you fire these bullets and knock a creature to 0 hit points, you knock them unconscious instead of killing them.
Tracer bullets (20) +30 gp - These bullets can easily be seen as they flash across the battlefield. On a hit, a creature is illuminated by glowing light and they are easier to be seen. The next attack against them gains advantage and if the creature was invisible, they are visible until the next attack against them.
Acid (10) +100 gp These bullets inflict +d4 acid damage.
Breaching shotgun shells (10) +5 gp Breaching shotgun shells are designed to destroy door deadbolts, locks, and hinges without risking lives by ricocheting or by flying on at lethal speed through the door, as traditional buckshot can. Each one of this shells deals double damage to doors.
Cold (10) +100 gp - These bullets inflict +d4 cold damage.
Fire (10) +100 gp - These bullets inflict +d4 fire damage.
Holy (10) +100 gp - These bullets inflict +d6 radiant damage against undead creatures.
Silvered (10) +100 gp - These bullets count as silvered for purposes of damaging creatures.
XREP shotgun shells (10) +50 gp XREP shotgun shells are a long-range wireless electroshock projectiles. A XREP shell deals lightning damage on a hit and the creature must make a Constitution saving throw (DC 15) or be paralyzed until the start of your next turn.
Caster Shells (1) 100 gp - Caster Shells can be charged with a single spell. This spell may be of any level; spells fired from a gun are cast as if the impact point is the target area. Spells with a range of self or touch can be cast in this fashion, with the target converted to the struck target; likewise, spells with a normal range have it replaced by Touch, with the impact point as the target point of the spell. Other factors (area of spell effect, damage, etc) are not changed. The bullet itself only inflicts 1 point of piercing damage. Charged Caster Shells can be purchased for the price of a Caster Shell plus the relevant spell scroll.

For more entries, check out Artifacts and Crafts.

Magic Items

Item Price Description
Academy Pennant $200 This magic pennant bears the symbol of the Academy or one of its colleges. While you wave the pennant, the symbol on it glitters, and the pennant sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Bottle of Boundless Coffee $200 This metal bottle carries delicious, warm coffee. The bottle comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won’t accept any liquid other than the coffee it produces. The coffee inside is always comfortably warm, and none of the heat can be felt through the bottle.

Each time you drink the coffee, roll a d20. On a 1, the bottle refuses to dispense coffee for the next hour. If you pour coffee from the bottle, rather than drinking from it, the coffee vanishes the moment it leaves the bottle.
Cuddly Academy Mascot $200 Representing one of the mascots of the Academy, this soft, Tiny magical toy is perfect for cuddling. If you press it to your arm, shoulder, or leg as an action, the toy stays attached there for one hour or until you use an action to remove it.

This toy can also be used to fight off fear. When you make a saving throw to avoid or end the frightened condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can’t use the toy in this way again until you finish a long rest.
Spellbook $100 Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Student Tablet $600 These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Weapon, +1 $600 These magical weapons are the only used items (aside from textbooks) that the Campus Store sells, and all weapons are carefully checked for quality before being returned to service. They provide a +1 to hit and damage, and are considered magical weapons.
Spell Scroll level 0 $20 This is a common scroll, and allows you to cast a cantrip once.
Ammunition +1 (each) $50 Provides +1 to attack and damage when used.
Cleric in a Bottle - Acolyte $100 This standard healing potion restores 2d4+4 hit points when used.
Paladin's Poultice $20 This easy-apply patch restores 1 hit point when used.
Spell Scroll level 1 $120 This is a common scroll, and allows you to cast a first level spell once or transcribe it into a spellbook.

Specialty Items

Item Price Description
Mirrored Sunglasses $150 These sunglasses are ballistic-proofed, though they can be knocked off, and provide resistance to blinding and immunity to gaze attacks while worn; the mirror is too small to reflect gaze attacks on the user unless they are within close combat, though.
Masterwork Weapon $200 + price of weapon Provides +1 to damage when used. Weapon is much less likely to break.
Silvered Weapon $100 + price of weapon Affects creatures that are affected by silver.
games/academy_of_magic/stores/campus.txt · Last modified: 2024/02/14 22:21 by wizardofaus_doku

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