Adventuring Gear

General Equipment

Acid, Vial (25GP, 2lbs). 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 (50GP, 1lbs). 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.


Antitoxin, Vial (50GP, 1lbs).A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to constructs.


Ball Bearings, Bag of 1,000 (1GP, 2lbs). 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.


Battle Standard (10GP, 13lbs). A battle standard bears some emblem, such as the insignia of a noble house or draconic order, which you can use to inspire your allies.

When a friendly creature fails a Wisdom Saving Throw while you are holding a battle standard, you can use your reaction to have the creature reroll the Saving Throw and take the second result.


Book (25GP, 5lbs). 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.


Caltrops, Bag of 20 (1GP, 2lbs). 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.


Candle (1CP, 1/4lbs). For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.


Case, Map or Scroll (1GP, 1lbs). This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.


Chain, 10 feet (5GP, 10lbs). A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.


Holy Water, Flask (25GP, 1lbs). 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 an evil aligned highling or undead, it takes 2d6 radiant damage.


Hunting Trap (5GP, 25lbs). 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.


Incense (2SP, 1/4lbs). A stick of incense can be lit and burn for 10 minutes, or 1 hour if put in a censer first. It gives off a strong smell out to a range of 60ft. Creatures in this range have disadvantage on Wisdom (Perception) checks involving smell relating to anything other then the Incense, and advantage on Wisdom (Perception) checks in relation to the Incense.


Lamp (5SP, 1lbs). 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 (10GP, 2lbs). 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 (5GP, 2lbs). 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 (10GP, 1lbs). 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 DM may decide that better locks are available for higher prices.


Manacles (2GP, 6lbs). 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.


Oil, Flask (1SP, 1lbs). 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.


Rope, Hempen, 50 feet (1GP, 10lbs). Hempen rope has 2 hit points and can be burst with a DC 17 Strength check.


Rope, Silk, 50 feet (10GP, 5lbs). Silk rope has 5 hit points and can be burst with a DC 23 Strength check.


Torch (1CP, 1lbs). 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.


War Horn (5GP, 3lbs). As an action you can blow a war horn and make a Constitution check, all other creatures within 15ft of must make a Constitution Saving Throw with the result of your check as the DC. On a failed save, a creature is deafened for 1 minute and cannot use its reaction while deafened. If the creature fails the save by 5 or more, it also falls prone. The creature can repeat the saving throw at the end of each of its turns, ending the deafness on a success.

Tools

Musical Instruments (15GP, 3lbs)

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A Bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency and the most common of which are the Bagpipe, Drum, Dulcimer, Flute, Lute, Lyre, Horn, Pan Flute, Shawm, Viol.


Artisan’s Tools

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

You can also spend an hour as a rest activity and make a check with a set of artisan's tools, you can then expend raw materials associated with the tools up to a number of GP in value equal to the number they rolled for their check. After the hour of work, you will have made a product with a market value equal to 2 times the amount of GP the raw materials were worth.

You can also make progress towards a single, expensive item, such as a set of Plate Armor, rather then make an entire item over the course of a single hour. The details of each set of artisan's tools are listed below. (Notice: I have never preformed any of these activities much at all in my life, if you have or know someone who has and see an inaccuracy, please let me know.)

Brewer’s Supplies (20GP, 9lbs). Brewer's Supplies are used to make beer, wine, mead, cider, juice, and other liquid products. To make these products you need water, and either grains or fruits. Brewer's Supplies use either Constitution and Wisdom.
Calligrapher’s Supplies (10GP, 5lbs). Calligrapher's Supplies are used to write letters, runes, or some other form of inscription. To make these products you need either paper, parchment, or some other medium, and ink or some other, generally viscous liquid, or graphite, to use in making the calligraphy. Calligrapher's Tools use either Dexterity and Intelligence.
Carpenter’s Tools (8GP, 6lbs). Carpenter's Tools are used to make wooden furniture or other finishings, like ladders or shelves. To make these products you need wood. Carpenter's Tools use either Dexterity and Wisdom.
Cartographer’s Tools (15GP, 6lbs). Cartographer's Tools are used to make maps. To make these products you need either paper, parchment, or some other medium, and ink or some other, generally viscous liquid, or graphite, to use in making the calligraphy. Calligrapher's Tools use either Dexterity and Wisdom.
Cobbler’s Tools (5GP, 5lbs). Cobbler's Tools are used to make shoes. To make these products you need either some form of wood or leather, and string. Cobbler's Tools use either Strength and Wisdom.
Cook’s Utensils (1GP, 8lbs). Cook's Utensils are used to prepare and cook food such as rations. To make these products, you need food, and depending on what you are making, some form of heat to cook it, you can also use salt as a preservative. Cook's Utensils use Dexterity and Wisdom.
Glassblower’s Tools (30GP, 5lbs). Glassblower's Tools are used to make a variety or glass, such as plain, hard, stained, etc. To make these products you need a source of heat, some sand and/or glass, and dyes if you are making stained glass. Glassblower's Tools use Constitution and Wisdom.
Jeweler’s Tools (25GP, 2lbs). Jeweler's Tools are used to make jewelry such as rings and necklaces. To make these products you need fine metals and gems. Jeweler's Tools use Dexterity and Intelligence.
Leatherworker’s Tools (5GP, 5lbs). Leatherworker's Tools are used to make armor and certain types of clothes. To make these products you need leather, you may also need string, buttons, and other such materials. Leatherworker's Tools use Dexterity and Wisdom.
Mason’s Tools (10GP, 8lbs). Mason's Tools are used to make stone blocks, bricks, and the like. To make these products you need heat, and depending what you are making, either stone, clay, or some other material. Mason's Tools use Strength and Wisdom.
Painter’s Supplies (10GP, 5lbs). Painter's Supplies are used to make paintings, drawings, and the like. To make these products you need canvas, paper, parchment, or some other medium, and a variety of pigments to use to create the product. Painter's Supplies use Dexterity and Wisdom.
Potter’s Tools (10GP, 3lbs). Potter's Supplies are used to make pottery, such as vases, mugs, bowls, etc. To make these products you need water, and either clay, or some other substitute. Potter's Tools use Dexterity and Wisdom.
Smith’s Tools (20GP, 8lbs). Smith's Tools are used to make metal armor and weapons. To make these products you need heat, metal, and other necessary materials such as hilts, straps to hold armor together, and the like. Smith's Tools use Strength and Wisdom.
Tinker’s Tools (50GP, 10lbs). Tinker's Tools are used to make rudimentary machinery and crossbows. To make these products you need metal, string, rope, and/or wood. Tinker's Tools use Dexterity and Intelligence.
Weaver’s Tools (1GP, 5lbs). Weaver's Tools are used to make clothes, robes, and other such items. To make these products you need string, potentially of a variety of colors. Weaver's Tools use Dexterity and Wisdom.
Woodcarver’s Tools (1GP, 3lbs). Woodcarver's Tools are used to make carvings, crossbow bolts, arrows, and other wooden weapons. To make these products you need wood. Woodcarver's Tools use Dexterity and Wisdom.


Alchemical Tools. These tools are used to make poisons, potions, and other similar both magical, and non-magical, generally consumable, items. Most of the products made with these items have specific ingredients, like the blood of a purple worm, or a petal of a jade flower, in addition to the rest of the necessary materials needed, you will need the listed ingredients to make a desired item. Apart from that however, making an item with alchemical tools generally follows the rules of using artisans tool. Alchemical Tools are listed below. The list of items you can make with these is listed in a crafting magical items section (not yet existent).

Alchemy Kit (50GP, 8lbs). An Alchemy Kit contains a variety of vials, measuring utensils, safety gear, and containers used to create potions.
Herbalism Kit (5GP, 3lbs). A Herbalism Kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and identify and apply herbs.
Poisoner’s Kit (50GP, 2lbs). A Poisoner’s Kit includes the vials, chemicals, and other equipment necessary for the creation of poisons.


General Tools

The following are a list of miscellaneous tools not related to one another.

Disguise Kit (25GP, 3lbs). This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Forgery Kit (15GP, 5lbs). This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
Gaming Set (1SP, 1/2lbs). This item encompasses a wide range of game pieces, including dice and decks of cards. A few common examples are Dice, Dragonchess, Three-Dragon Ante, and a Deck of Cards, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.
Navigator’s Tools (25GP, 2lbs). This set of instruments is used for navigation. Proficiency with navigator’s tools lets you chart a ship’s course, follow navigation charts, and create travel plans. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost.
Thieves’ Tools (25GP, 1lbs). This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Containers

Backpack, Leather (2GP, 5lbs). A leather backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot and up to 30 pounds of gear. You can also strap up to three items, such as a bedroll or a coil of rope, to the outside of a backpack. It has an AC of 5 and it has 3HP.


Chest, Wooden (5GP, 25lbs). A wooden chest can hold 12 cubic feet/ 300 pounds of gear. It can also be locked with a Lock or spells that preform the same purpose. For an additional 1GP a chest can be secured with straps for easy carrying. It has an AC of 8 and it has 15HP.


Chest, Stone (10GP, 50lbs). A stone chest can hold 15 cubic feet/ 600 pounds of gear. It can also be locked with a Lock or spells that preform the same purpose. For an additional 1GP a chest can be secured with straps for easy carrying. It has an AC of 15 and it has 30HP.


Survival

The following are a list of items that pertain to the survival aspect of the game, items like rations, tinderboxes, beds, etc. These are not always tracked, ask your DM if they are being used in the game.

Bedroll (1GP, 7lbs). This item must be used when you take a long rest in order to gain the full benefits of the rest. If you do not have a bed roll or item that fulfills a similar purpose, you do not recover levels of exhaustion and must make a DC15 Constitution Saving Throw or take a level of exhaustion.


Blanket (5SP, 3lbs). This item generally must be used when you take a long rest in order to gain the full benefits of the rest. If you do not have a blanket or item that fulfills a similar purpose, you only gain half of your missing health back after the rest.


Mess Kit (2SP, 1lbs). If you do not have a mess kit, you must expend two times the amount of rations in order to gain the full benefits as you mess or waste them.


Ration, One Day (5SP, 2lbs). You must consume one ration a day when traveling at a standard or slow pace, or twice as many while traveling as a fast pace. If you do not have any rations for three days you gain a level of exhaustion, and if you have less then the full amount of rations needed, every two days counts towards the level of exhaustion gained.


Tent, Two-Person (2SP, 20lbs). This item generally must be used when you take a long rest in order to gain the full benefits of the rest. If you do not have a tent or item that fulfills a similar purpose, you do not regain any Hit Dice at the end of the rest.


Tinderbox (5SP, 1lbs). This item allows you to start a fire. If you do not have a Tinderbox and attempt to start a fire you must spend one minute and make a DC13 Survival check, starting a fire on a successful check.