Equipment

After 10 minutes of assembly, this collection of wooden slats provides support for a cylindrical watertight canvas cloth. It can hold enough water to allow 1 Medium creature to bathe in comfort without any of the risks that might come from entering lakes, rivers, or other bodies of water.

#### Bedroll

Price 1 gp; Weight 7 lbs.

This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

#### Blanket

Price 5 sp; Weight 3 lbs.

This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.

#### Winter blanket

Price 10 sp; Weight 5 lbs.

This is a fur blanket large enough for one person. It adds additional heat beyond what a normal blanket gives.

#### Chair, Folding

Price 2 gp; Weight 10 lbs.

This simple folding chair has a wooden frame and canvas seat and back, making it easy to transport and set up wherever you wish. It folds up easily and fits in a handy carrying bag. The chair can support up to 250 pounds with ease.

#### Ladder, Folding

Price 2 gp; Weight 16 lbs.

The hook, pole, and rungs of this 10-foot ladder are hinged, allowing you to fold it into a 3-foot-by-1-foot-by-1-foot bundle. Folding or unfolding it is a standard action.

#### Cot

Price 1 gp; Weight 30 lbs.

This elevated camp bed is made of wood and canvas, and is particularly useful when the ground is wet or rocky. It is large enough for a full-grown human, but folds down into a 4-foot-by-9-inch cylindrical bag.

#### Hammock

Price 1 sp; Weight 3 lbs.

This blanket or net is attached to strong ropes, allowing you to hang it from a heavy branch or two trees and sleep above the ground. Climbing into or out of a hammock is a full-round action. A successful DC 5 Dexterity check reduces this to a move action.

#### Soap

Price 3 cp; Weight .25 lbs.

You can use this thick block of soap to scrub clothes, pots, linens, or anything else that might be dirty. A bar of soap has approximately 50 uses.

#### Tent

Tents come in a variety of sizes and accommodate between one and 10 people. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.

 Medium
 Large
 Pavilion
 Hanging

### Hunting and Fishing

#### Fishhook

Price 5 cp; Weight —

This metal hook is little more than a stiff, bent needle.

#### Fishing Tackle

Price: 20 gp; Weight: 5 lb.

More than a mere fishhook, this set includes birch poles, silk line, sinkers, hooks, lures, and tackle box. It grants a +1 bonus on Survival checks when gathering food in bodies of water that contain fish.

#### Net

 Butterfly Net
 Fishing Net
 Camoflauge Netting
* When you hide under the netting in the appropriate terrain, you gain advantage on Stealth checks as long as you remain still and prone. Covering up with camouflage netting is a full-round action requiring a DC 10 Survival check (failure means you do not cover yourself correctly with the netting and do not gain its bonus on Stealth checks). Taking off camouflage netting is a bonus action.
* You may spend 1 minute covering an object with camouflage netting. Make a Stealth (Wisdom) check to determine how well you cover the object and set the DC to this result. Creatures who fail a Perception check against this Stealth DC do not recognize what the object is and usually treat it as a natural part of the terrain.
* Covering a Large object requires two nets. Covering a Huge object requires five nets and takes 10 minutes of work, and you have disadvantage on your Stealth (Wisdom) save.
* A creature attempting a Perception check with nasal organs ignores the effect of camouflage netting and makes checks against your actual Stealth roll when in scent range. Any creature within 10 feet of a Large or larger object hidden by camouflage netting automatically recognizes it as an object covered in camouflage.

### Outdoor Gear

#### Air Bladder

Price 1 gp; Weight 1/2 lb.

Used by swimmers for longer dives, this bladder is similar to a waterskin, but is relatively airtight. If inflated, it holds enough air to double the length of a single Medium creature or a Small creature for 2 times as long.

#### Flotation Device

Price 1 gp; Weight 1/2 lb.

Usually composed of an inflated animal bladder sealed with pitch, a held flotation device that gives you advantage on skill checks to remain on the surface of heavier-than-air liquids.

#### Heatstone

Price 50 gp; Weight 1 lb.

Heatstones are pieces of volcanic glass formed naturally in deserts that have the ability to keep an area pleasantly warm even in otherwise frigid conditions. Though these stones are often traded away to colder regions or used to keep tents comfortable during the desert nights, magicians and scientists both routinely find new ways to put heatstones to use.

A single heatstone is activated by striking it against any hard surface, after which point it continues to provide heat for 24 hours. An active heatstone does not give off enough heat to cook food or cause damage. One heatstone keeps a 20-foot-square area comfortably warm even in extreme cold, or a 40-foot-square in chilly conditions.

#### Horn, signal

Price 20 gp; Weight 2 lb.

Sounding a horn requires a DC 10 Performance check and can convey concepts such as “Attack!”, “Help!”, “Advance!”, “Retreat!”, “Fire!”, and, “Alarm!” The report of a signal horn can be clearly heard (Perception DC 0) up to a half-mile distant. For each quarter-mile beyond, Perception checks to hear the horn increase the DC by 1.

#### Nature climbing harness

Price 60 gp; Weight 4 lb.

A nature climbing harness is a series of buckles, straps, and trusses that can be worn over clothing or light armor. As a standard action, you can secure yourself in place on a vertical surface so that both your hands are free. You can remain in this position without needing to attempt any skill checks, and you don’t lose your Dexterity bonus to your AC as long as you remain anchored. As long as you are anchored in this way, you cannot move, however you gain advantage on any save that would prevent you falling from the surface. You can release yourself to start moving again as a bonus action.

### Illumination

#### Thurible

Price 50 gp; Weight 3 lbs.

When filled with coal and common herbs worth 2 sp, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Fortitude saves to resist inhaled diseases.

#### Candle, Helmet

Price 2 gp; Weight 4 lbs.

This device consists of a helmet with a short, thin spike on top upon which a candle is stuck, freeing your hands for other tasks.

#### Waterproof Lantern

Price +10 gp to a standard lantern;

Meant to shelter its flame from both water and wind, this lantern treats severe winds as strong winds, windstorms as severe winds, and hurricanes as windstorms for the purpose of determining whether they extinguish its flame. It holds enough air to burn underwater for 5 rounds before going dark.

### Chains, Keys, Locks, Manacles

#### Chain, Breakaway

Price 65 gp; Weight 2 lbs.

These masterwork chains are easy to break, even though they look like normal chains (Perception DC 25 to notice the difference). A DC 10 Strength check breaks them instantly.

#### Chain Belt

Price 15 gp; Weight 1/4 lbs.

While Xotls dress sparingly, they often wear 10-foot-long belts of fine linked chain about their waists. The belts contain hinged links to which the wearer can affix various objects such as tools, small weapons, and other valuables, including links of silver and platinum, or small hammered plates of gold set with gems. If worn properly, the belt can hold up to 30 pounds of small items. A swimming Xotl can unwrap the belt as swift action if they needs to remove it to decrease her weight load.

#### Key, Wax Blank

Price 1 gp; Weight 1/2 lb

This two-sided case contains a soft wax that readily takes and keeps an impression of an object pressed between the two halves, creating an excellent mold of the item. A skilled artisan may then make a copy of the item from the mold (and destroying the mold in the process). Making an impression surreptitiously requires a DC 25 Sleight of Hand check.

#### Key, Copy

Price 1 gp; Weight -

A craftsman can make a working copy of a key in an hour (making a duplicate that looks exactly like the original requires a skilled smith, a DC 25 Craft check, and one day).

#### Manacles

Price 15 gp; Weight 2 lb

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.

#### False Manacles

Price 65 gp; Weight 2 lb

These manacles are nearly indistinguishable from standard manacles upon inspection (Perception DC 25). A wearer who knows the location of the secret catch can open them as a standard action; otherwise they act like masterwork manacles. Some appear to be of common quality, though false manacles are always masterwork.

#### Manacles, Quickcatch

Price 180 gp; Weight 3 lbs.

These masterwork manacles are designed to swiftly secure a restrained creature. The price includes a quick-release mechanism that, when attached to a belt or pack, allows you to retrieve the quickcatch manacles with one hand as a swift action.

Quickcatch manacles include a good lock that locks automatically when the manacles are applied. When you take the tie up action in a grapple, you can lock your opponent in quickcatch manacles instead of using rope. The quickcatch manacles must be sized appropriately for your opponent. Quickcatch manacles can be constructed for creatures of different sizes using the same multipliers as ordinary manacles.

#### Fetters

Price 15 gp; Weight 2 lb

Fetters are manacles fitted around the ankles rather than the wrists, and use the same rules for breaking, escape, and cost. A creature in fetters is entangled and can only move at half speed. In addition, a fettered creature must succeed at a DC 15 Acrobatics check to move more than its (reduced) speed in a round. If it fails the check by 5 or more, the creature falls prone.

## Special Kits and Tools

### Tools

#### Astrolabe

Price 1,000 gp; Weight 6 lbs.

This device consists of a flat disc upon which two other discs are mounted. The mounted discs can rotate on a central axis, allowing them to spin and move as days pass. The bottom disc represents the latitude of the user; an astrolabe is useless if the user is outside the preset latitude. The upper disc represents the sky, and is filled with astronomical features. Anyone can be shown how to use an astrolabe at night to determine the date and time (which takes 1 minute). When using an astrolabe, you can make a Survival check using your Intelligence modifier instead of your Wisdom modifier to avoid becoming lost.

#### Bridge, Portable

Price 200 gp; Weight 60 lbs.

When staked down with eight pitons (four on each side of the gap), this rope and slat bridge can support up to 1,500 pounds and span a 30-foot gap. It rolls up into a parcel that can be carried slung over the back or by a pack animal. Convincing an animal to cross a portable bridge requires the come or heel trick.

#### Portable Terrarium

Price 100 gp; Weight 4 lbs.

This small glass enclosure is 1 foot wide, 1 foot tall, and reinforced with a wooden or metal frame. Tiny air holes in the lid allow living creatures inside the portable terrarium to breathe, and the interior can be outfitted with a variety of substrates and other materials the creatures might require. A portable terrarium is usually fitted with straps so it can be tied to a pack.

Diminutive and smaller creatures, such as some familiars, can be safely carried within a portable terrarium and have total cover while inside it. Healers and botanists often store living plants in these containers; a successful DC 12 Wisdom (nature) check is required to transplant a plant into a portable terrarium, and most plants can live in a portable terrarium indefinitely so long as they are properly tended.

#### Cap, Tinker’s

Price 200 gp; Weight 4 lbs.

This expertly crafted helmet has several small arms that hold magnifying lenses near the wearer’s face. They’re kept in place by locking hinges and crude gyroscopes that compensate for normal head movements. While the lenses are properly aligned, the wearer gains advantage to Investigation checks involving items that are small or highly detailed, and on sight-based Perception checks when they use an action to inspect something within 5 feet. However, the arms become misaligned if the wearer falls prone or is grappled, or if the helmet is damaged. If the arms are misaligned, they lose their usefulness until readjusted (an action that provokes attacks of opportunity).

#### Filter Hood

Price 10 gp; Weight 4 lbs.

This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes disadvantage on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you advantage on saving throws against inhaled poisons and other airborne attacks that require you to breathe them, and should you fail you take half damage. Moistening the sponges with water is an action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.

#### Tanglefoot Bag

Price 50gp, Weight 4 lbs.

A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged attack with a range of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. If they are on the ground they are stuck in place are Restrained. A creature can break free with a DC17 Strength check. If they are in the air by means of mechanical effort (wings etc) they fall to the ground and are Restrained, but not stuck to the floor.

#### Hollow-Heeled Boot

Price 10gp, Weight 1 lbs.

This boot grants advantage to Sleight of Hand checks to conceal items within the boot while wearing it. The hollow section can hold up to 8 cubic inches. Putting on or removing the boot is a bonus action, as is retrieving or storing an item from the hollow section when the boot is in hand. Adding an item to or removing one from the boot while it is worn is a full action.

#### Wrist Sheath

Price 1 gp, Weight 1 lbs.

This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm-length item such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As a bonus action, you can bend your wrist to cause some or all of these items to drop into your hand. Someone observing or frisking you regarding items in the sheath has disadvantage on finding the items. You can only wear one wrist sheath per arm.

#### Wrist Sheath, spring loaded

Price 5 gp, Weight 1 lbs.

This item works like a standard wrist sheath, but releasing an item from it is a free action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (an action that provokes an attack of opportunity).

#### Orrery

Price 100-2,000 gp; Weight 2-12 lbs.

This complex mechanism simulates the angles and relative distances between one or more bodies in a solar system in relation to the system’s star with marks or spheres on moving gears or arms. Anyone consulting an orrery gains advantage on checks regarding navigation on bodies it models and on Survival checks to navigate the void of space. An orrery can be used in combination with a sextant on a clear night to determine the time on any of the stellar bodies it models. Any orrery can be used as a focus component for the augury spell in place of that spell’s normal focus.

Orreries come in many shapes and sizes and with a variety of functions in mind.

 Orrery
 Grand Orrery
 Calculating Orrery
 Grand Calculating Orrery

#### Theives Tools Extenders

Price 70 gp, Weight 3 lbs.

These long-reaching extenders can be attached to or detached from thieves’ tools as an action, allowing the user to make checks on devices in any space within 10 feet. High-quality mirrors on the shafts lets them see what they're doing, but they make checks when working on a device more than 5 feet away at disadvantage.

## Clothes, Containers and Outfits

### Outfits

#### Outfit, Artisan’s

Price 1 gp; Weight 5 lbs.

This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.

#### Outfit, Burglar’s

Price 5 gp; Weight 5 lbs.

This outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons.

#### Outfit, Cold-Weather

Price 8 gp; Weight 6 lbs.

This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants advantage on saving throws against exposure to cold weather.

#### Outfit, Companion Cold-Weather

Price 15 gp; Weight 6 lbs.

This vestment works just like a cold-weather outfit, granting advantage on saving throws against exposure to cold weather, except it is custom made for an animal companion. The added cost represents custom tailoring to ensure that the furs used don’t cause unwanted reactions from the animal wearing the outfit.

#### Outfit, Flame-Retardant

Price 50 gp; Weight 10 lbs.

Constructed to resist the effects of hot environments (such as forest fires and areas of volcanic activity), this set of overlapping, heavy leather clothing includes a pair of fire-resistant boots. The outfit grants fire resistance, but exposure to fire damage ruins the outfit after 20 rounds.

#### Outfit, Courtesan’s

Price 8 gp; Weight 4 lbs.

This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.

#### Outfit, Courtier’s

Price 30 gp; Weight 4 lbs.

This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner. With the jewelry, you gain advantage on Charisma checks against nobles and the like.

#### Outfit, Dilettante’s

Price 20 gp; Weight 8 lbs.

These clothes are favored by gnome inventors and wanderers, and consist of sturdy boots, a pair of stout linen pants or skirt, a cloth shirt, leather gloves, a hat and cloak, and numerous belts, straps, and accessories (such as scarves, a vest, bits of rope or twine, and bandoleers). These items are generally mismatched, each having been selected as “superior” from some other set of clothing, and are rife with pockets and small hidey-holes. The wearer has advantage on Sleight of Hand checks made to conceal a small object on their body.

#### Outfit, Doctor’s

Price 150 gp; Weight 6 lbs.

Any creature wearing this outfit gains advantage on saves made to resist contact diseases.

#### Outfit, Entertainer’s

Price 3 gp; Weight 4 lbs.

This set of flashy—perhaps even gaudy—clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).

#### Outfit, Executioner’s

Price 5 gp; Weight 8 lbs.

Typically worn by jailers or executioners, this outfit includes a black woolen shirt, a tunic, pants, a belt, sturdy boots, a balaclava or hood, and a great cloak. This outfit is generally too intimidating and macabre to be worn in polite company. Some executioner’s outfits prominently bear the symbol of the government or law-enforcing institution the wearer serves, while others are left ragged and stained to appear all the more threatening.

A creature wearing this outfit has advantage on Intimidation checks while in a position of authority over the target.

#### Outfit, Explorer’s

Price 10 gp; Weight 8 lbs.

This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

#### Outfit, Hot Weather

Price 8 gp; Weight 4 lbs.

Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.

#### Outfit, Monk’s

Price 5 gp; Weight 2 lbs.

This simple outfit includes sandals, loose breeches, and a loose shirt, and is bound together with sashes. The outfit is designed to give you maximum mobility, and it’s made of high-quality fabric. You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.

#### Outfit, Noble’s

Price 75 gp; Weight 5 lbs.

These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit.

#### Outfit, Peasant’s

Price 1 sp; Weight 2 lbs.

This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

#### Outfit, Pickpocket’s

Price 5 gp; Weight 3 lbs.

Outfitted with concealed pockets, this clothing gives you advantage on hiding small objects on your person.

#### Outfit, Royal

Price 200 gp; Weight 15 lbs.

This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.

#### Outfit, Scholar’s

Price 5 gp; Weight 6 lbs.

Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.

#### Outfit, Squire’s

Price 5 gp; Weight 8 lbs.

This outfit includes heavy woolen pants, a tunic, leather boots, a belt, sturdy gloves, a cap, and a heavy tabard bearing the colors or sigil of a noble house or organization. Many organizations provide new squires this outfit for free, with the expectation they wear it during their duties.

#### Outfit, Sun Sensitivity

Price 300 gp; Weight 5 lbs.

Dhampirs and other races sensitive to glaring light know a unique hell when traveling under the sun’s vicious rays. To protect against the painful light, members of these races often shield themselves with some combination of heavy cloaks, gloves, tinted glasses, screening salves, and—most importantly—wide-brimmed hats. A sun sensitivity outfit prevents creatures with light sensitivity from being dazzled when walking, traveling, or otherwise performing simple acts in areas of bright natural light. Acclimating to the light still requires a moment of adjustment, so even when wearing this outfit, creatures with light sensitivity are dazzled for 1 minute after entering an area of bright sunlight. Violent activity such as combat (or any other act that might jostle the wearer’s hat) also counters the outfit’s effectiveness, causing the wearer to be subject to light sensitivity as normal. A sun sensitivity outfit offers no protection against magical light, such as the spell daylight.

#### Outfit, Traveler’s

Price 1 gp; Weight 5 lbs.

This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

#### Soldier’s Uniform

Price varies; Weight 5 lbs.

The exact details of this item varies from country to country, but typically includes sturdy boots, leather breeches or a kilt, a belt, a shirt, gloves, a cloak or jacket, and a hat. The belt includes several loops or rings for tying pouches, a waterskin, a scabbard, and similar things a traveling soldier requires.

The cost of this item depends on the quality and availability of uniforms.

#### Dancer’s Garb

Price 100 gp; Weight 5 lbs.

This combination of loose-fitting sashes, veils, and ornamentation accentuates a dancer’s form and movements.

Dancer’s garb provides advantage on Performance (dance) checks, but does not grant this benefit when worn with armor or other concealing clothing.

### Clothes

#### Kilt

Price 2 sp; Weight 1 lb.

This heavy pleated skirt is usually worn by men. Most have a specific design or pattern that represents allegiance to a particular clan or other social group.

#### Poncho

Price 5 sp; Weight 2 lbs.

This circle of water-resistant fabric (typically wool or leather) has a hooded opening in the center, making it easy to slip it on or off and protecting your entire body from rain or snow.

#### Tabard

Price 5 gp; Weight 1 lb.

Often worn over armor, this outer garment is usually sleeveless and open at the sides. The broad front provides a canvas for insignias and coats of arms, making a wearer’s membership in an order readily apparent.

#### Vest

Price 5 gp; Weight 1 lb.

Much like hats, vests appear in almost all cultures. Though the basic design remains the same, they vary wildly in cut, color, and function. The difference between court vests and dancing vests is quite striking.

#### Skates, Ice

Price 1 gp; Weight 2 lbs.

Each of these calf-high boots bears a vertical blade on the bottom, allowing you to travel swiftly on ice. Wearing ice skates allows you to move on ice at normal speed with a successful DC 5 Acrobatics check (including running and charging), but your movement is reduced to half speed on all other terrain. Donning or removing an ice skate is a full action. Skating with only one is possible, but the DC of the Acrobatics check rises to 15.

#### Skis

Price 5 gp; Weight 20 lb.

Each ski is a flat piece of wood about 5–6 feet long for a Medium wearer, curled up slightly at the front end, with lengthwise grooves along the underside and a wooden or metal bracket with laces on top for holding the wearer’s boot in place. Wearing skis allows you to move on snow and ice at normal speed, but your movement is reduced to 5 feet on all other terrain. You normally use a pair of spiked poles to help you move and maintain balance while skiing, but javelins, shortspears, or even trimmed-down saplings will do if nothing else more suitable is available. Donning or removing a ski is a full-round action, though the laces can be cut as a move action (which requires repairing or replacing the laces if you want to use the skis again).

#### Snowshoes

Price 5 gp; Weight 4 lb.

These high-tension nets of rope or sinew in wooden frames which are lashed to the feet spread your weight across the snow, making you much less likely to break through the crust and rendering walking much easier. Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally reduces your movement to half, snowshoes reduce this to 3/4.

#### Billow Cape

Price 10 gp; Weight 3 lb.

This silk cape is constructed of many carefully arranged overlapping layers that are loosely stitched together. When exposed to a sudden influx of air, like that caused by falling, the cloak unfolds like a crude parachute. When falling, a creature wearing a billow cape is treated as if they had deliberately jumped from the height, and the cape orients them upright and slows them slightly. When worn in areas of strong wind, a billow cape can hamper movement.

#### Neck Guard

Price 1 gp; Weight .5 lb.

Made from hardened leather reinforced with a band of metal, this collar protects the wearer against vampire bites when worn around the throat. It provides a +1 armour bonus to AC against vampire bites or similar attacks that specifically target the wearer’s throat. Unlike most armour bonuses, the neck guard’s +1 bonus stacks with the armour bonus of light or medium armour, but it provides no additional bonus when worn with heavy armour.

#### Scarf, Filter

Price 5 gp; Weight —

Made of heavy material, this scarf filters out dust, sand, smoke, and other airborne contaminants. When drawn over your nose and mouth, this scarf grants you a +1 bonus on saving throws against inhaled poisons and other airborne effects that require breathing.

#### Cloak, Reversible

Price varies; Weight 1 lb.

This cloak has an outer layer of fabric and an inner layer of a different color. They are worn for the sake of fashion, in theater performances, or to aid a quick appearance change as part of a disguise. The price varies depending on the cloak’s quality, with the low end being a simple linen cloak and the high end being made of silk or decorated with fur trim.

#### Cloak, Wing

Price 1200 gp; Weight 1 lb

Looking like a fine silk traveler’s cloak, a wing cloak is secretly reinforced with a series of wooden struts that, when locked into place, stretch the cloak’s fabric into a rudimentary wing. Arranging the struts into a wing or reversing the change is a bonus action. When the cloak is shaped into a wing, the wearer can make a DC 15 acrobatics check to fall safely from any height without taking falling damage, as if using feather fall. When falling, the wearer may make an additional DC 15 Acrobatics check to glide, moving 5 feet laterally for every 20 feet they fall. Readying and using a wing cloak requires two hands and provokes an attack of opportunity.

### Containers

#### Backpack

 Masterwork
 Carrier
 Hydration
 Weaponrack

#### Bag, Waterproof

Price 5 sp; Weight 1/2 lb.

This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.

#### Bandolier

Price 1 gp; Weight —

This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use a free action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).

#### Box, Scroll

Price 5 gp; Weight 1 lb.

This wooden box easily holds 10 scrolls and has small clips or bookmarks for easier indexing. Retrieving a scroll from a held scroll box is a move action. A scroll box has 5 hit points, and a DC of 20 to break it open. A scroll box is water-tight.

#### Coffin

 Ornate

A plain coffin is made of simple wood and has a loose, flat lid that can be nailed onto it. Ornate coffins are favored by aristocratic families for displaying their dead, and include upholstered cloth liners and a hinged lid.

#### Chest, False-bottomed

Price 5 2gp; Weight 25lbs

The secret compartment in this chest is approximately 1 inch thick. Different styles open from the inside, from the underside, or through the back. Detecting the compartment is a DC 20 Perception check.

## Trade Goods and Vehicles

### Trade Goods

#### Spirits

A barrel-shaped container made from hardwood staves and iron hoops. Note that the full weights below have been rounded for convenience and assume an average liquid weight of about 8 lbs per gallon.

* A cask contains 2 gallons of liquid. Full weight: 16 lbs.
* A hogshead holds 88 gallons. Full weight: 750 lbs.
* A keg holds 10 gallons. Full weight: 80 lbs.
* A barrel holds 44 gallons. Full weight: 375 lbs.

You can use these figures for any liquid-based contents.

Containers with dry contents might weigh anywhere from one quarter to two-thirds as much.

### Vehicles

#### Carriage

Price 100 gp; Passage 3 cp

This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.

#### Cart

Price 15 gp; Passage 1 cp

This two-wheeled vehicle can be drawn by a single horse or other beast of burden, and is often used to transport goods across short distances. It comes with a harness.

#### Chariot

Price varies; Passage 2 cp

This two-wheeled vehicle is drawn by a horse. There are three varieties of chariots.

* *Light Chariots*: These chariots are often used for racing or as the platform for a single archer charging across the battlefield at high speed.
* *Medium Chariots*: These chariots are used in battle to break apart infantry formations or as fast-moving fighting platforms.
* *Heavy Chariots*: This type of chariot is typically used as a fighting platform or for transporting material quickly onto the battlefield.

#### Dog Sled

Price 20 gp; Passage 3 cp

This sled is designed to be pulled over snow and ice by a team of trained riding dogs. Most sleds have runners at the back for a musher to stand on. A dog sled can carry up to the capacity of all the dogs that pull it.

#### Galley

Price 30,000 gp; Passage 1 sp

This three-masted ship has 70 oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and can carry 150 tons of cargo or 250 soldiers. For 8,000 gp more, it can be fitted with a ram and firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks close to the coast. It moves about 4 miles per hour when being rowed or under sail.

#### Junk

Price 15,000 gp; Passage 1 sp

This flat-bottomed sailing ship has two or three masts with junk-rigged sails, allowing it to be easily sailed by small crews. Junks typically have a high poop deck and no keel.

#### Keelboat

Price 3,000 gp; Passage 1 sp

This 50- to 75-foot-long ship is 15 to 20 feet wide and has a dozen oars to supplement its single mast with a square sail. It requires a crew of 8 to 15 to sail and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour.

#### Longship

Price 10,000 gp; Passage 5 cp

This 75-foot-long ship with 40 oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.

#### Raft

Price —; Passage 1 cp

The most basic and primitive type of watercraft, a raft is a simple, flat boat with no hull, often made of logs lashed together. It typically uses two to four oars for propulsion.

#### Rowboat

Price 50 gp; Passage 2 cp

This 8- to 12-foot-long boat with two oars holds two or three Medium passengers, and is either carried on the deck of a larger ship or moored to a dock onshore. A rowboat moves about 1-1/2 miles per hour.

#### Sailing Ship

Price 10,000 gp; Passage 2 sp

This large, seaworthy ship is 75 to 90 feet long, 20 feet wide, and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.

#### Ship’s Boat

Price 500 gp; Passage 2 cp

Ship’s boats are usually carried on the decks of larger ships to ferry passengers and cargo.

#### Sleigh

Price 50 gp; Passage 2 cp

This wagon has runners, making it an ideal conveyance for snow and ice travel. In general, two horses (or other beasts of burden) are needed to draw it. A sled comes with the harness required to pull it