General Items

*Acid*

As an action, you can splash the contents of this vial onto a creature within 1 m of you or throw the vial up to 4 m, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

*Alchemist’s Fire*

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 4 m, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

*Antitoxin*

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

*Backpack*

A backpack can hold 0.03 cubic meter or 15 kg of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

*Banner*

A banner is essentially a quarterstaff with a flag attached to it. Attacking with the banner has disadvantages. As a bonus action, a character can rip off the flag or wrap it around the quarterstaff. Afterwards you can attack with the quarterstaff normally.

*Barrel*

A barrel can hold 150 liters of liquid or 0.1 cubic meter of solids.

*Basket*

A basket holds 0.6 cubic meter or 20 kg of gear.

*Belt*

A strong belt meant for attaching equipment to. It can support up to 5 kg of equipment.

*Block and Tackle*

A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

*Book*

A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on contemporary contraptions, or just about anything else that can be represented using text or pictures.

*Bottle of Glass*

A bottle holds 1 liter of liquid.

*Bucket*

A bucket holds 10 liters of liquid or 0.01 cubic meter of solids.

*Caltrops*

As an action, you can spread a bag of caltrops to cover a square area that is 1 m on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 2 m until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.

*Candle*

For 1 hour, a candle sheds bright light in a 1 meter radius and dim light for an additional 1 meter.

*Case, Crossbow Bolt*

This wooden case can hold up to twenty crossbow bolts.

*Case, Map, or Scroll*

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

*Chain*

A chain has 10 hit points. It can be burst with a successful DC 20 Brawn check.

*Chest*

A chest holds 0.3 cubic meter or 140 kg of gear.

*Climber’s Gear*

A climber’s gear includes special pitons, boot tips, gloves, and a harness. You can use the climber’s gear as an action to anchor yourself; when you do, you can’t fall more than 5 m from the point where you anchored yourself, and you can’t climb more than 5 m away from that point without undoing the anchor.

*Crowbar*

Using a crowbar grants advantage to Brawn checks where the crowbar’s leverage can be applied.

*Fishing Tackle*

This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

*Flask or Tankard*

A flask or tankard holds 0.5 liter of liquid.

*Grappling Hook*

When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion.

*Hunting Trap*

When you use your action to set it, this trap forms a saw-­‐‑toothed 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 stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 1 m long). A creature can use its action to make a DC 13 Brawn check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

*Jug or Pitcher*

A jug holds 4 liters of liquid.

*Lamp*

A lamp casts bright light in a 3 meters radius and dim light for an additional 6 meters. Once lit, it burns for 6 hours on a flask (0.5 l) of oil.

*Lantern, Bullseye*

A bullseye lantern casts Bright Light in a 12 meters cone and dim light for an additional 12 meters. Once lit, it burns for 6 hours on a flask (0.5 l) of oil.

*Lantern, Hooded*

A hooded lantern casts bright light in a 6 meters radius and dim light for an additional 6 meters. Once lit, it burns for 6 hours on a flask (0.5 l) of oil. As an action, you can lower the hood, reducing the light to dim light in a 1 meter radius.

*Lock*

A key is provided with the lock. Without the key, a creature in the possession of thieves’ tools and the knowledge to use them can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.

*Magnifying Glass*

This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, a tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

*Manacles*

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 Brawn check. Each set of manacles comes with one key. Without the key, a creature with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

*Mess Kit*

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

*Notebook*

The notebook has a soft cover and 10 sheets of parchment folded in two, giving the notebook 20 pages.

*Oil*

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 1 meter of you or throw it up to 4 meters, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 1 meter square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

*Poison, Basic*

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Vitality saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

*Pot, Iron*

An iron pot holds 4 liters of liquid.General Items TableGeneral Items Table

*Pouch*

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things.

*Quiver*

A quiver can hold up to 20 arrows.

*Ram, Portable*

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Brawn check. One other character can help you use the ram, giving you advantage on this check.

*Rations*

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

*Rope*

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Brawn check.

*Rucksack*

A rucksack can hold 0.10 cubic meter or 50 kg of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

*Sack*

A sack can hold up to 0.03 cubic meter or 15 kg of gear.

*Satchel*

A backpack can hold 0.02 cubic meter or 10 kg of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

*Scale, Merchant’s*

A scale includes a small balance, pans, and a suitable assortment of weights up to 1 kg. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

*Spyglass*

Objects viewed through a spyglass are magnified to twice their size.

*Tent*

A simple and portable canvas shelter, a tent sleeps two.

*Tinderbox*

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.

*Torch*

A torch burns for 1 hour, providing bright light in a 4 meter radius and dim light for an additional 4 meter. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

*Vial*

A vial can hold up to 100 ml of liquid.

*Waterskin*

A waterskin can hold up to 2 liters of liquid.