Adventuring Gear

This section describes items that have special rules or require further explanation.

Acid. 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. 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. 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. An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Ball Bearings. 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.

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 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).

Caltrops. 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. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

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 Strength check.

Climber’s Kit. 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.

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

Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

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

Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Holy Symbol. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Holy Water. 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 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

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 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.

Lamp. 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. 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. 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. 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. 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. 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.

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.

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 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.

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 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.

Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

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 Strength 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 Strength check.

Scale, Merchant’s. 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.

Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

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 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.

Adventuring Gear

ItemCostWeight
Abacus2 gp2 lb.
Acid (vial)25 gp1 lb.
Alchemist’s fire (flask)50 gp1 lb.
Ammunition
Arrows (20)1 gp1 lb.
Blowgun needles (50)1 gp1 lb.
Crossbow bolts (20)1 gp1½ lb.
Sling bullets (20)4 cp1½ lb.
Antitoxin (vial)50 gp
Arcane focus
Crystal10 gp1 lb.
Orb20 gp3 lb.
Rod10 gp2 lb.
Staff5 gp4 lb.
Wand10 gp1 lb.
Backpack2 gp5 lb.
Ball bearings (bag of 1,000)1 gp2 lb.
Barrel2 gp70 lb.
Basket4 sp2 lb.
Bedroll1 gp7 lb.
Bell1 gp
Blanket5 sp3 lb.
Block and tackle1 gp5 lb.
Book25 gp5 lb.
Bottle, glass2 gp2 lb.
Bucket5 cp2 lb.
Caltrops (bag of 20)1 gp2 lb.
Candle1 cp
Case, crossbow bolt1 gp1 lb.
Case, map or scroll1 gp1 lb.
Chain (10 feet)5 gp10 lb.
Chalk (1 piece)1 cp
Chest5 gp25 lb.
Climber’s kit25 gp12 lb.
Clothes, common5 sp3 lb.
Clothes, costume5 gp4 lb.
Clothes, fine15 gp6 lb.
Clothes, traveler’s2 gp4 lb.
Component pouch25 gp2 lb.
Crowbar2 gp5 lb.
Druidic focus
Sprig of mistletoe1 gp
Totem1 gp
Wooden staff5 gp4 lb.
Yew wand10 gp1 lb.
Fishing tackle1 gp4 lb.
Flask or tankard2 cp1 lb.
Grappling hook2 gp4 lb.
Hammer1 gp3 lb.
Hammer, sledge2 gp10 lb.
Healer’s kit5 gp3 lb.
Holy symbol
Amulet5 gp1 lb.
Emblem5 gp
Reliquary5 gp2 lb.
Holy water (flask)25 gp1 lb.
Hourglass25 gp1 lb.
Hunting trap5 gp25 lb.
Ink (1 ounce bottle)10 gp
Ink pen2 cp
Jug or pitcher2 cp4 lb.
Ladder (10-foot)1 sp25 lb.
Lamp5 sp1 lb.
Lantern, bullseye10 gp2 lb.
Lantern, hooded5 gp2 lb.
Lock10 gp1 lb.
Magnifying glass100 gp
Manacles2 gp6 lb.
Mess kit2 sp1 lb.
Mirror, steel5 gp½ lb.
Oil (flask)1 sp1 lb.
Paper (one sheet)2 sp
Parchment (one sheet)1 sp
Perfume (vial)5 gp
Pick, miner’s2 gp10 lb.
Piton5 cp¼ lb.
Poison, basic (vial)100 gp
Pole (10-foot)5 cp7 lb.
Pot, iron2 gp10 lb.
Potion of healing50 gp½ lb.
Pouch5 sp1 lb.
Quiver1 gp1 lb.
Ram, portable4 gp35 lb.
Rations (1 day)5 sp2 lb.
Robes1 gp4 lb.
Rope, hempen (50 feet)1 gp10 lb.
Rope, silk (50 feet)10 gp5 lb.
Sack1 cp½ lb.
Scale, merchant’s5 gp3 lb.
Sealing wax5 sp
Shovel2 gp5 lb.
Signal whistle5 cp
Signet ring5 gp
Soap2 cp
Spellbook50 gp3 lb.
Spikes, iron (10)1 gp5 lb.
Spyglass1,000 gp1 lb.
Tent, two-person2 gp20 lb.
Tinderbox5 sp1 lb.
Torch1 cp1 lb.
Vial1 gp
Waterskin2 sp5 lb. (full)
Whetstone1 cp1 lb.

Container Capacity

ContainerCapacity
Backpack*1 cubic foot/30 pounds of gear
Barrel40 gallons liquid, 4 cubic feet solid
Basket2 cubic feet/40 pounds of gear
Bottle1½ pints liquid
Bucket3 gallons liquid, ½ cubic foot solid
Chest12 cubic feet/300 pounds of gear
Flask or tankard1 pint liquid
Jug or pitcher1 gallon liquid
Pot, iron1 gallon liquid
Pouch1/5 cubic foot/6 pounds of gear
Sack1 cubic foot/30 pounds of gear
Vial4 ounces liquid
Waterskin4 pints liquid

* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.