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Adventuring Gear

___Item___WeightCostFunction
Acid1 lb.25 GPWhen you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.
Alchemist's Fire1 lb.50 GPWhen you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the rules glossary).
AmmunitionVariesVariesAmmunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them.
Antitoxin-50 GPAs a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
Backpack5 lb.2 GPA Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
Ball Bearings2 lb.1 GPAs an action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.
Barrel70 lb.2 GPA Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.
Basket2 lb.4 SPA Basket holds up to 40 pounds within 2 cubic feet.
Bedroll7 lb.1 GPA Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master’s Guide).
Bell-1 GPWhen rung as an action, a Bell produces a sound that can be heard up to 60 feet away.
Blanket3 lb.5 SPWhile wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master’s Guide).
Block and Tackle5 lb.1 GPA Block and Tackle allows you to hoist up to four times the weight you can normally lift.
Bright Fungal Cloak-25 GPWhile wearing a Bright Fungal Cloak, you can take a Bonus Action to furl or unfurl it. When the cloak is unfurled, it sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet. One pound of fungus is sewn into a Bright Fungal Cloak. This fungus can be eaten as food. Once all the fungus is consumed, the cloak becomes a mundane set of Traveler’s Clothes.
Book5 lb.25 GPA Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.
Bottle, Glass2 lb.2 GPA Glass Bottle holds up to 1½ pints.
Bucket2 lb.5 CPA Bucket holds up to half a cubic foot of contents.
Burglar's Pack42 lb.16 GPA Burglar’s Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin.
Caltrops2 lb.1 GPAs an action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.
Candle-1 CPFor 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
Case, Crossbow Bolt1 lb.1 GPA Crossbow Bolt Case holds up to 20 Bolts.
Case, Map or Scroll1 lb.1 GPA Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment.
Chain10 lb.5 GPAs an action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action.
Chest25 lb.5 GPA Chest holds up to 12 cubic feet of contents.
Climber's Kit12 lb.25 GPA Climber’s Kit includes boot tips, gloves, pitons, and a harness. As an action, you can use the Climber’s Kit to anchor yourself; when you do, you can’t fall more than 25 feet from the anchor point, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action.
Clothes, Fine6 lb.15 GPFine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.
Clothes, Traveler's4 lb.2 GPTraveler’s Clothes are resilient garments designed for travel in various environments.
Component Pouch2 lb.25 GPA Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells.
Costume4 lb.5 GPWhile wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.
Crowbar5 lb.2 GPUsing a Crowbar gives you Advantage on Strength checks where the Crowbar’s leverage can be applied.
Desert Clothing-5 GPWhen you are wearing Desert Clothing and not wearing Medium or Heavy armor, you automatically succeed on saving throws against the effects of extreme heat. See chapter 3 of the Dungeon Master’s Guide for rules on extreme heat.
Devil Mask-25 GPWhile you are wearing a Devil Mask, other creatures have Disadvantage on Intelligence (Investigation) and Wisdom (Insight) checks made to discern your true identity or intentions.
Diplomat's Pack39 lb.39 GPA Diplomat’s Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox.
Dungeoneer's Pack55 lb.12 GPA Dungeoneer’s Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.
Entertainer's Pack58½ lb.40 GPAn Entertainer’s Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin.
Explorer's Pack55 lb.10 GPAn Explorer’s Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.
Flask1 lb.2 GPA Flask holds up to 1 pint.
Garb of Light and Shadow-50 GPThis garb appeals to Fey from one Domain of Delight, such as the Gloaming Court or the Summer Court. While wearing the garb, you have Advantage on ability checks to influence Fey associated with that Domain of Delight.
Genie Robe-50 GPThis robe appeals to Elementals associated with a particular Elemental Plane (Air, Earth, Fire, Water). While wearing a Genie Robe, you have Advantage on ability checks made to influence Elementals associated with that plane.
Grappling Hook4 lb.5 GPAs an action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it.
Holy Water1 lb.25 GPWhen you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead.
Hookshot5 lb50 gpThis handheld, crossbow-like device can fire a grappling hook attached to a length of rope. While holding this device, you can use a bonus action, or a reaction when you’re falling, to shoot the hook at a fixed surface within 30 feet of you. The hook then attaches to that surface until a bonus action is used to reel it back in or the rope is destroyed. The rope is an object with AC 10 and 10 hit points.
Alternatively, you can fire the hook at another creature at least two sizes larger than you, making an attack roll with the hookshot. You’re considered proficient with the attack, which uses your Strength or Dexterity modifier for the attack roll. On a hit, it deals no damage, but the hook attaches to the target. A creature within 5 feet of the hook can use an action to forcefully detach the hook with a successful DC 10 Strength or Dexterity check.
While the hook is attached, you have advantage on ability checks made to move along the rope, such as to climb a vertical surface, swim against a current, or walk against a strong wind, and you can’t move or be moved more than the hookshot’s range away from the point to which the hook is attached. If you’re falling, you stop falling and become suspended from the surface the hook is attached to.
Hunting Trap25 lb.5 GPAs an action, you can set a Hunting Trap, which is a sawtooth 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 have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.
Ink-10 GPInk comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.
Ink Pen-2 CPUsing Ink, an Ink Pen is used to write or draw.
Jug4 lb.2 CPA Jug holds up to 1 gallon.
Ladder25 lb.1 SPA Ladder is 10 feet tall. You must climb to move up or down it.
Lamp1 lb.5 SPA Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.
Lantern, Bullseye2 lb.10 GPA Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.
Lantern, Hooded2 lb.5 GPA Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.
Lock1 lb.10 GPA Lock comes with a key. Without the key, a creature can use Thieves’ Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check.
Locking Spellbook-35 GPThis 100-page leather-bound tome can be used as a Spellbook. It is closed with a lock that comes with a key. As an action, a creature can try to pick the lock using Thieves’ Tools, doing so with a successful DC 15 Dexterity (Sleight of Hand) check.
Magnifying Glass-100 GPA Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.
Manacles6 lb.2 GPAs an action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action. Each set of Manacles comes with a key. Without the key, a creature can use Thieves’ Tools to pick the Manacles’ lock with a successful DC 15 Dexterity (Sleight of Hand) check.
Map-1 GPIf you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it.
Mirror1/2 lb.5 GPA handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.
Monster Camouflage-50 GPA suit of Monster Camouflage looks like a Beast or Monstrosity, such as an owlbear. To discern that you’re disguised, a creature must take the Study action to inspect your appearance and succeed on a DC 10 Intelligence (Investigation or Nature) check. The creature has Advantage on this check if it is within 30 feet of you and automatically succeeds on this check if you do anything the monster you’re disguised as couldn’t do.
Net3 lb.1 GPWhen you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger. To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.
Oil1 lb.1 SPYou can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can take then action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as an action) and rekindle it again until it has burned for a total of 6 hours.
Paper-2 SPOne sheet of Paper can hold about 250 handwritten words.
Parchment-1 SPOne sheet of Parchment can hold about 250 handwritten words.
Perfume-5 GPPerfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.
Poison, Basic-100 GPAs a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.
Pole7 lb.5 CPA Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.
Pot, Iron10 lb.2 GPAn Iron Pot holds up to 1 gallon.
Potion of Healing1/2 lb.50 GPThis potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.
Pouch1 lb.5 SPA Pouch holds up to 6 pounds within one-fifth of a cubic foot.
Priest's Pack29 lb.33 GPA Priest’s Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox.
Quiver1 lb.1 GPA Quiver holds up to 20 Arrows.
Ram, Portable35 lb.4 GPYou can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.
Rations2 lb.5 SPRations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in the rules glossary for the risks of not eating.
Robe4 lb.1 GPA Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.
Rope5 lb.1 GPAs an action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.
Sack1/2 lb.1 CPA Sack holds up to 30 pounds within 1 cubic foot.
Scholar's Pack22 lb.40 GPA Scholar’s Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox.
Shovel5 lb.2 GPWorking for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.
Signal Whistle-5 CPWhen blown as an action, a Signal Whistle produces a sound that can be heard up to 600 feet away.
Smokebomb(5)1 lb25 gpAs an action, you throw one of these small, spherical pellets to create a 5-foot radius cloud of smoke centred on a point within 30 feet of you. The area of the smoke is heavily obscured and lasts until the end of your next turn or until dispersed by a moderate wind (at least 10 miles per hour).
Spell Scroll (Cantrip)-30 GPA Spell Scroll (Cantrip) is a magic item that bears the words of a cantrip determined by the scroll’s creator. If the spell is on your class’s spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed.
Spell Scroll (Level 1)-50 GPA Spell Scroll (Level 1) is a magic item that bears the words of a level 1 spell, respectively, determined by the scroll’s creator. If the spell is on your class’s spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed.
Spikes, Iron5 lb.1 GPIron Spikes come in bundles of ten. As an action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike.
Spyglass1 lb.1,000 GPObjects viewed through a Spyglass are magnified to twice their size.
String-1 SPString is 10 feet long. You can tie a knot in it as an action.
Tent20 lb.2 GPA Tent sleeps up to two Small or Medium creatures.
Tinderbox1 lb.5 SPA Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.
Torch1 lb.1 CPA Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
Vial-1 GPA Vial holds up to 4 ounces.
Warm Fungal Clothing-15 GPWhen you’re wearing Warm Fungal Clothing, you automatically succeed on saving throws against the effects of extreme cold. See chapter 3 of the Dungeon Master’s Guide for rules on extreme cold. One pound of fungus is sewn into Fungal Clothing. This fungus can be eaten as food. Once all the fungus is consumed, this becomes a mundane set of Traveler’s Clothes.
Waterskin5 lb. (full)2 SPA Waterskin holds up to 4 pints. If you don’t drink sufficient water, you risk dehydration (see the rules glossary).
Winter Camouflage-50 GPWhile you wear Winter Camouflage in an appropriate environment, you have Advantage on Dexterity (Stealth) checks.


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