Adventuring Gear

This page is devoted to various, non-magical items. Make as much use out of these as you can.

## Abacus

**Gold Cost :** 2gp

**Resource Cost :** N/A

**Weight :** 2 Pounds

Used to make calculations and counting easier.

## Acid, Vial of

**Gold Cost :** 25gp

**Resource Cost :** 3 Herb Points

**Weight :** 1 Pounds

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

## Alchemist's Fire, Flask of

**Gold Cost :** 50gp

**Resource Cost :** 5 Herb Points

**Weight :** 1 Pounds
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, 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.

## Amulet

**Gold Cost :** 5gp

**Resource Cost :** 2 Metal Points

**Weight :** 1 Pounds

An amulet can serve as anything from a family heirloom, a beautiful piece of jewellery, or a symbol of holiness.

## Animal Feed

**Gold Cost :** 5cp

**Resource Cost :** 3 Herb Points

**Weight :** 10 Pounds

Can be used to feed animals, from mounts to farm animals to wild animals. Can feed an animal for a day.

## Anti-Toxin, Vial of

**Gold Cost :** 50gp

**Resource Cost :** 5 Herb Points

**Weight :** X

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.

## Arcane Focus

Arcane Focuses are used by certain spellcasters, such as the Mage, in order to allow them to focus and cast their spells against their foes. There are several types of focuses, each with separate costs.

### Crystal

**Gold Cost :** 10gp

**Resource Cost :** 4 Herb Points, 2 Essence

**Weight :** 1 Pound

### Orb

**Gold Cost :** 20gp

**Resource Cost :** 5 Metal Points, 3 Essence

**Weight :** 3 Pounds

### Rod

**Gold Cost :** 10gp

**Resource Cost :** 4 Metal Points, 2 Essence

**Weight :** 2 Pounds

### Staff

**Gold Cost :** 5gp

**Resource Cost :** 3 Herb Points, 3 Essence

**Weight :** 4 Pounds

### Wand

**Gold Cost :** 10gp

**Resource Cost :** 4 Herb Points, 2 Essence
**Weight :** 1 Pound

## Backpack

**Gold Cost :** 2gp

**Resource Cost :** N/A

**Weight :** 5 Pounds
A *backpack* can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a *backpack*.

## Ball Bearings (Bag of 1000)

**Gold Cost :** 1gp

**Resource Cost :** N/A

**Weight :** 2 Pounds
As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.

## Barrel

**Gold Cost :** 2gp

**Resource Cost :** N/A

**Weight :** 70 Pounds
A *barrel* can hold 40 gallons of liquid or 4 cubic feet of solids.

## Basket

**Gold Cost :** 4sp

**Resource Cost :** N/A

**Weight :** 2 Pounds
A *basket* holds 2 cubic feet or 40 pounds of gear.

## Bear Trap

**Gold Cost :** 5gp

**Resource Cost :** 4 Metal Points

**Weight :** 25 Pounds

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 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.

## Bedroll

**Gold Cost :** 1gp

**Resource Cost :** N/A

**Weight :** 7 Pounds

Used for sleeping when a bed is unavailable.

## Bell

**Gold Cost :** 1gp

**Resource Cost :** N/A

**Weight :** X

Can be rung to make a loud noise.

## Blanket

**Gold Cost :** 5sp

**Resource Cost :** N/A

**Weight :** 3 Pounds

Used to keep warm.

## Block and Tackle

**Gold Cost :** 1gp

**Resource Cost :** N/A

**Weight :** 5 Pounds
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

**Gold Cost :** 25gp

**Resource Cost :** N/A

**Weight :** 5 Pounds

A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).

## Bottle, Glass

**Gold Cost :** 2gp

**Resource Cost :** N/A

**Weight :** 2 Pounds

A bottle holds 1½ pints of liquid.

## Bucket

**Gold Cost :** 5cp

**Resource Cost :** N/A

**Weight :** 2 Pounds
A *bucket* holds 3 gallons of liquid or ½ cubic foot of solids.

## Caltrops, Bag of 20

**Gold Cost :** 1gp

**Resource Cost :** N/A

**Weight :** 2 Pounds

As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.

## Chains, 10 Feet of

**Gold Cost :** 5gp

**Resource Cost :** 3 Metal Points

**Weight :** 10 Pounds

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

## Chalk, 1 Piece of

**Gold Cost :** 1cp

**Resource Cost :** N/A

**Weight :** X

A simple piece of chalk that you can use to write on any solid surface.

## Chest

**Gold Cost :** 5gp

**Resource Cost :** N/A

**Weight :** 25 Pounds
A *chest* holds 12 cubic feet or 300 pounds of gear.

## Climber's Kit

**Gold Cost :** 25gp

**Resource Cost :** N/A

**Weight :** 12 Pounds
A *climber's kit* includes special pitons, boot tips, gloves, and a harness. You can use the *climber's kit* as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

## Clothes, Common

**Gold Cost :** 5sp

**Resource Cost :** N/A

**Weight :** 3 Pounds

A simple set of clothes commonly worn by villagers.

## Clothes, Costume

**Gold Cost :** 5gp

**Resource Cost :** N/A

**Weight :** 4 Pounds

A costume of something else.

## Clothes, Fine

**Gold Cost :** 15gp

**Resource Cost :** N/A

**Weight :** 6 Pounds

A simple set of clothes often worn by those of nobility.

## Clothes, Traveler's

**Gold Cost :** 2gp

**Resource Cost :** N/A

**Weight :** 4 Pounds

A simple set of clothes worn by those making great treks across the land.

## Component's Pouch

**Gold Cost :** 25gp

**Resource Cost :** 2 Herb Points, 2 Metal Points, 4 Leather Points

**Weight :** 2 Pounds

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description).

## Crowbar

**Gold Cost :** 2gp

**Resource Cost :** 2 Metal Points

**Weight :** 5 Pounds
Using a *crowbar* grants advantage to Strength checks where the *crowbar*'s leverage can be applied.

## Druidic Focus

A special focus similar to the Arcane Focus, but used more by those whose spells are casted from more natural sourced, such as nature itself or the elements. There are several types of focuses, each with separate costs.

### Misletoe

**Gold Cost :** 1gp

**Resource Cost :** 3 Herb Points, 2 Essence

**Weight :** X

### Totem

**Gold Cost :** 1gp

**Resource Cost :** 2 Herb Points, 3 Essence

**Weight :** X

### Wooden Staff

**Gold Cost :** 5gp

**Resource Cost :** 3 Herb Points, 2 Essence

**Weight :** 4 Pounds

### Yew Wand

**Gold Cost :** 10gp

**Resource Cost :** 5 Herb Points, 3 Essence
**Weight :** 1 Pound

## Fishing Tackle

**Gold Cost :** 1gp

**Resource Cost :** N/A

**Weight :** 4 Pounds

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

## Flask/Tankard

**Gold Cost :** 1cp

**Resource Cost :** N/A

**Weight :** 1 Pound
A *flask* holds 1 pint of liquid.

## Grappling Hook

**Gold Cost :** 2gp

**Resource Cost :** N/A

**Weight :** 4 Pounds

Used to make reaching higher places easier, and makes climbing better.

## Hammer

**Gold Cost :** 1gp

**Resource Cost :** N/A

**Weight :** 3 Pounds

Used for hammering things into other things.

## Holy Water, Vial of

**Gold Cost :** 25gp

**Resource Cost :** 4 Essence

**Weight :** 3 Pounds
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

## Hourglass

**Gold Cost :** 25gp

**Resource Cost :** N/A

**Weight :** X

Used for keeping track of time, usually by the hour.

## Ink, 1 Ounce Bottle of

**Gold Cost :** 10gp

**Resource Cost :** N/A

**Weight :** X

Used as a resource for writing.

## Ink Pen

**Gold Cost :** 2cp

**Resource Cost :** N/A

**Weight :** X

Used for writing, powered by ink.

## Iron Pot

**Gold Cost :** 2gp

**Resource Cost :** N/A

**Weight :** 10 Pounds
An *iron pot* holds 1 gallon of liquid.

## Jug

**Gold Cost :** 2cp

**Resource Cost :** N/A

**Weight :** 4 Pounds
A *jug* holds 1 gallon of liquid.

## Ladder (10-Feet)

**Gold Cost :** 1sp

**Resource Cost :** N/A

**Weight :** 25 Pounds

A 10-Foot Ladder that can be folded.

## Lamp

**Gold Cost :** 5sp

**Resource Cost :** N/A

**Weight :** 1 Pound

A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

## Lantern, Bullseye

**Gold Cost :** 10gp

**Resource Cost :** N/A

**Weight :** 2 Pounds

A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

## Lantern, Hooded

**Gold Cost :** 5gp

**Resource Cost :** N/A

**Weight :** 2 Pounds

A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

## Lock & Key

**Gold Cost :** 10gp

**Resource Cost :** N/A

**Weight :** 1 Pound

A key is provided with the lock. Without the key, a creature proficient with thieves’ tools 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

**Gold Cost :** 100gp

**Resource Cost :** N/A

**Weight :** X

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, 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

**Gold Cost :** 2gp

**Resource Cost :** N/A

**Weight :** 6 Pounds

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.

## Merchant's Scale

**Gold Cost :** 5gp

**Resource Cost :** N/A

**Weight :** 3 Pounds

A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

## Mess Kit

**Gold Cost :** 2sp

**Resource Cost :** N/A

**Weight :** 1 Pound

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.

## Miner's Pick

**Gold Cost :** 2gp

**Resource Cost :** N/A

**Weight :** 10 Pounds

Required for mining ores and collecting Metal Points.

## Oil, Flask of

**Gold Cost :** 1sp

**Resource Cost :** N/A

**Weight :** 1 Pound

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

## Paper, One Sheet of

**Gold Cost :** 2sp

**Resource Cost :** N/A

**Weight :** X

Is Blank. Can be written on.

## Parchment, One Sheet of

**Gold Cost :** 1sp

**Resource Cost :** N/A

**Weight :** X

Is Blank. Can be written on.

## Perfume, Vial of

**Gold Cost :** 5gp

**Resource Cost :** N/A

**Weight :** X

Used to make things, generally people, smell better.

## Piton

**Gold Cost :** 5cp

**Resource Cost :** N/A

**Weight :** 1/4 Pounds

Tiny hooks that can be used to make climbing easier.

## Poison, Vial of

**Gold Cost :** 100gp

**Resource Cost :** N/A

**Weight :** X

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

## Pole (10-foot)

**Gold Cost :** 5cp

**Resource Cost :** N/A

**Weight :** 7 Pounds

A 10-Foot Long pole.

## Portable Ram

**Gold Cost :** 4gp

**Resource Cost :** N/A

**Weight :** 35 Pounds
You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

## Robes

**Gold Cost :** 1gp

**Resource Cost :** N/A

**Weight :** 4 Pounds

Plain-Looking Robes.

## Rope

**Gold Cost :** 1gp

**Resource Cost :** N/A

**Weight :** 10 Pounds

Rope has 2 hit points and can be burst with a DC 17 Strength check. Can be used for climbing, tieing things up or down, and so on. Is 50 Feet long.

## Sack

**Gold Cost :** 1cp

**Resource Cost :** N/A

**Weight :** 1/2 Pounds
A *sack* can hold up to 1 cubic foot or 30 pounds of gear.

## Sealing Wax

**Gold Cost :** 5sp

**Resource Cost :** N/A

**Weight :** X

Mainly used for sealing letters.

## Shovel

**Gold Cost :** 2gp

**Resource Cost :** N/A

**Weight :** 5 Pounds

Use for digging in the dirt.

## Signal Whistle

**Gold Cost :** 5cp

**Resource Cost :** N/A

**Weight :** X

A simple whistle that can be blown to make an audible signal.

## Signet Ring

**Gold Cost :** 5gp

**Resource Cost :** N/A

**Weight :** X

A simple ring.

## Sledgehammer

**Gold Cost :** 2gp

**Resource Cost :** N/A

**Weight :** 10 Pounds

Used for hammering bigger things into other things.

## Soap

**Gold Cost :** 2cp

**Resource Cost :** N/A

**Weight :** X

Used to clean both objects and people.

## Spyglass

**Gold Cost :** 1000gp

**Resource Cost :** N/A

**Weight :** 1 Pound

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

## Tent, Two-Person

**Gold Cost :** 2gp

**Resource Cost :** N/A

**Weight :** 20 Pounds

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

## Tinderbox

**Gold Cost :** 5sp

**Resource Cost :** N/A

**Weight :** 1 Pound

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

**Gold Cost :** 1cp

**Resource Cost :** N/A

**Weight :** 1 Pound

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

## Vial

**Gold Cost :** 1gp

**Resource Cost :** N/A

**Weight :** X
A *vial* can hold up to 4 ounces of liquid. Necessary for making and storing potions.

## Waterskin

**Gold Cost :** 2sp

**Resource Cost :** N/A

**Weight :** 5 Pounds (When Full)
A *waterskin* can hold up to 4 pints of liquid.

## Whetstone

**Gold Cost :** 1cp

**Resource Cost :** N/A

**Weight :** 1 Pound

A sharpening stone.