Adventuring Gear

Gear that adventurers commonly find useful — listed alphabetically with rules and descriptions.


Quick Reference Table

ItemWeightCostItemWeightCost
Acid (vial)1 lb.25 gpParchment1 sp
Alchemist’s Fire (flask)1 lb.50 gpPerfume5 gp
Antitoxin50 gpPoison, Basic100 gp
Arcane FocusVariesVariesPole (10 ft)7 lb.5 cp
Backpack5 lb.2 gpPot, Iron10 lb.2 gp
Ball Bearings2 lb.1 gpPotion of Healing½ lb.50 gp
Barrel70 lb.2 gpPouch1 lb.5 sp
Basket2 lb.4 spQuiver1 lb.1 gp
Bedroll7 lb.1 gpRam, Portable35 lb.4 gp
Bell1 gpRations (1 day)2 lb.5 sp
Blanket3 lb.5 spRobe4 lb.1 gp
Block and Tackle5 lb.1 gpRope (50 ft)5 lb.1 gp
Book5 lb.25 gpSack½ lb.1 cp
Bottle, Glass2 lb.2 gpShovel5 lb.2 gp
Bucket2 lb.5 cpSignal Whistle5 cp
Caltrops2 lb.1 gpSpell Scroll (Cantrip)30 gp
Candle1 cpSpell Scroll (Level 1)50 gp
Case, Crossbow Bolt1 lb.1 gpSpikes, Iron (10)5 lb.1 gp
Case, Map or Scroll1 lb.1 gpSpyglass1 lb.1,000 gp
Chain (10 ft)10 lb.5 gpString (10 ft)1 sp
Chest25 lb.5 gpTent20 lb.2 gp
Climber’s Kit12 lb.25 gpTinderbox1 lb.5 sp
Clothes, Fine6 lb.15 gpTorch1 lb.1 cp
Clothes, Traveler’s4 lb.2 gpVial1 gp
Component Pouch2 lb.25 gpWaterskin5 lb. (full)2 sp
Costume4 lb.5 gp
Crowbar5 lb.2 gp
Flask1 lb.2 cp
Grappling Hook4 lb.2 gp
Healer’s Kit (10 uses)3 lb.5 gp
Holy Water1 lb.25 gp
Hunting Trap25 lb.5 gp
Ink (1 oz bottle)10 gp
Ink Pen2 cp
Jug4 lb.2 cp
Ladder (10 ft)25 lb.1 sp
Lamp1 lb.5 sp
Lantern, Bullseye2 lb.10 gp
Lantern, Hooded2 lb.5 gp
Lock1 lb.10 gp
Magnifying Glass100 gp
Manacles6 lb.2 gp
Map1 gp
Mirror½ lb.5 gp
Net3 lb.1 gp
Oil (flask)1 lb.1 sp
Paper (sheet)2 sp

Ammunition

TypeAmountStorageWeightCost
Arrows20Quiver1 lb.1 gp
Bolts20Case1½ lb.1 gp
Bullets, Firearm10Pouch2 lb.3 gp
Bullets, Sling20Pouch1½ lb.4 cp
Needles50Pouch1 lb.1 gp

Arcane Focuses

Sorcerer, Warlock, or Wizard spellcasting focus.

FocusWeightCost
Crystal1 lb.10 gp
Orb3 lb.20 gp
Rod2 lb.10 gp
Staff (also a Quarterstaff)4 lb.5 gp
Wand1 lb.10 gp

Druidic Focuses

Druid or Ranger spellcasting focus.

FocusWeightCost
Sprig of mistletoe1 gp
Wooden staff (also a Quarterstaff)4 lb.5 gp
Yew wand1 lb.10 gp

Holy Symbols

Cleric or Paladin spellcasting focus.

SymbolWeightCost
Amulet (worn or held)1 lb.5 gp
Emblem (borne on fabric or Shield)5 gp
Reliquary (held)2 lb.5 gp

Pre-Made Packs

PackContentsWeightCost
Burglar’s PackBackpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days Rations, Rope, Tinderbox, Waterskin42 lb.16 gp
Diplomat’s PackChest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map/Scroll Cases, 4 flasks of Oil, 5 Paper, 5 Parchment, Perfume, Tinderbox39 lb.39 gp
Dungeoneer’s PackBackpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days Rations, Rope, Tinderbox, 10 Torches, Waterskin55 lb.12 gp
Entertainer’s PackBackpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days Rations, Tinderbox, Waterskin58½ lb.40 gp
Explorer’s PackBackpack, Bedroll, 2 flasks of Oil, 10 days Rations, Rope, Tinderbox, 10 Torches, Waterskin55 lb.10 gp
Priest’s PackBackpack, Blanket, Holy Water, Lamp, 7 days Rations, Robe, Tinderbox29 lb.33 gp
Scholar’s PackBackpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 Parchment, Tinderbox22 lb.40 gp

Item Descriptions

Acid (25 gp) — As part of the Attack action, replace one attack: throw at a target within 20 ft. DEX save (DC 8 + DEX mod + proficiency) or take 2d6 Acid damage.

Alchemist’s Fire (50 gp) — As part of the Attack action, replace one attack: throw at target within 20 ft. DEX save or take 1d4 Fire damage and start burning. Burns for 1d4 Fire at start of each turn. Extinguish: take the Prone condition and roll on the ground, or douse/submerge/suffocate.

Antitoxin (50 gp) — Bonus Action: drink to gain Advantage on saves to avoid or end the Poisoned condition for 1 hour.

Backpack (2 gp) — Holds up to 30 lb within 1 cubic foot. Can also serve as a saddlebag.

Ball Bearings (1 gp) — Utilize action: spill to cover a 10-ft square within 10 ft. DC 10 DEX save or Prone on first entry. Takes 10 minutes to recover.

Barrel (2 gp) — Holds up to 40 gallons of liquid or 4 cubic feet of dry goods.

Basket (4 sp) — Holds up to 40 lb within 2 cubic feet.

Bedroll (1 gp) — Sleeps one Small or Medium creature. Auto-succeeds on saves against extreme cold while in it.

Bell (1 gp) — Utilize action: produces sound heard up to 60 ft away.

Blanket (5 sp) — Advantage on saves against extreme cold while wrapped in it.

Block and Tackle (1 gp) — Allows hoisting up to 4× the weight you can normally lift.

Book (25 gp) — Fiction or nonfiction. Consulting an accurate nonfiction book grants +5 to INT (Arcana, History, Nature, or Religion) checks on that topic.

Bottle, Glass (2 gp) — Holds up to 1½ pints.

Caltrops (1 gp) — Utilize action: spread to cover 5-ft square within 5 ft. DC 15 DEX save or 1 Piercing damage and Speed 0 until next turn. 10 minutes to recover.

Candle (1 cp) — Burns 1 hour: Bright Light in 5-ft radius, Dim Light for another 5 ft.

Case, Crossbow Bolt (1 gp) — Holds up to 20 bolts.

Case, Map or Scroll (1 gp) — Holds up to 10 sheets of paper or 5 of parchment.

Chain (5 gp) — Utilize action: wrap around an unwilling creature within 5 ft that is Grappled, Incapacitated, or Restrained (STR Athletics DC 13). Legs bound = Restrained. Escape: DC 18 DEX Acrobatics. Burst: DC 20 STR Athletics.

Chest (5 gp) — Holds up to 12 cubic feet.

Climber’s Kit (25 gp) — Boot tips, gloves, pitons, harness. Utilize action to anchor yourself: cannot fall more than 25 ft from anchor point or move more than 25 ft without undoing the anchor (Bonus Action).

Clothes, Fine (15 gp) — Expensive fabrics. Required for some events and locations.

Clothes, Traveler’s (2 gp) — Resilient garments designed for various environments.

Component Pouch (25 gp) — Watertight, compartmentalized. Holds all free material components for your spells.

Costume (5 gp) — Advantage on ability checks to impersonate the person or type of person it represents.

Crowbar (2 gp) — Grants Advantage on STR checks where its leverage applies.

Flask (2 cp) — Holds up to 1 pint.

Grappling Hook (2 gp) — Utilize action: throw at a catch within 50 ft (DC 13 DEX Acrobatics to catch). Tie a Rope to climb.

Healer’s Kit (5 gp) Healer's Kit 10 uses. Utilize action: expend 1 use to stabilize an Unconscious creature at 0 HP (no WIS Medicine check required).

Holy Water (25 gp) — As part of Attack action, replace one attack: throw at target within 20 ft. DEX save or take 2d8 Radiant if target is a Fiend or Undead.

Hunting Trap (5 gp) — Utilize action to set. DEX save or 1d4 Piercing + Speed 0 until next turn. Trapped creature limited by chain (~3 ft). Escape: DC 13 STR Athletics as an action (each failure deals 1 Piercing).

Ink (10 gp) — 1-oz bottle; enough ink for ~500 pages.

Ink Pen (2 cp) — For writing or drawing with ink.

Jug (2 cp) — Holds up to 1 gallon.

Ladder (1 sp) — 10 feet tall. Must climb to move up or down.

Lamp (5 sp) Lamp Bright Light 15-ft radius, Dim Light 30 ft more. Burns 6 hours per flask of oil.

Lantern, Bullseye (10 gp) — Bright Light in 60-ft cone, Dim Light 60 ft more. Burns 6 hours per flask.

Lantern, Hooded (5 gp) — Bright Light 30-ft radius, Dim Light 30 ft more. Bonus Action: lower/raise hood (reduces to 5-ft radius Dim Light). Burns 6 hours per flask.

Lock (10 gp) — Comes with a key. Without the key: DC 15 DEX Sleight of Hand with Thieves’ Tools to pick.

Magnifying Glass (100 gp) — Advantage on checks to appraise or inspect highly detailed items. Can start fires if in bright sunlight (takes ~5 min).

Manacles (2 gp) — Utilize action: bind an unwilling Small or Medium creature within 5 ft that is Grappled, Incapacitated, or Restrained (DC 13 DEX Sleight of Hand). Bound: Disadvantage on attack rolls; Restrained if fixed to a wall/hook. Escape: DC 20 DEX Sleight of Hand. Burst: DC 25 STR Athletics. Includes a key (without it: DC 15 to pick).

Map (1 gp) — Consulting an accurate map: +5 to WIS Survival checks to navigate the area it depicts.

Mirror (5 gp) — Handheld steel mirror. Useful for cosmetics, peeking around corners, and signaling.

Net (1 gp) Net Attack action replacement: throw at target within 15 ft. DEX save or Restrained (auto-success for Huge or larger). Escape: DC 10 STR Athletics. Net: AC 10, 5 HP; Immune to Bludgeoning, Piercing, Poison, Psychic.

Oil (1 sp) — Multiple uses:

  • Douse creature/object: DEX save or covered in oil; next Fire damage deals +5 Fire before oil dries (1 min)
  • Douse space: pour on 5-ft square; if lit, burns 2 rounds, dealing 5 Fire to any creature that enters or ends its turn there (once per turn)
  • Fuel: burns 6 hours in a Lamp or Lantern (extinguishable and re-lightable)

Paper (2 sp) — One sheet holds ~250 handwritten words.

Parchment (1 sp) — One sheet holds ~250 handwritten words.

Perfume (5 gp) — 4-oz vial. For 1 hour: Advantage on CHA Persuasion checks to influence an Indifferent Humanoid within 5 ft.

Poison, Basic (100 gp) — Bonus Action: coat one weapon or up to 3 pieces of ammunition. Target that takes Piercing or Slashing damage takes extra 1d4 Poison. Lasts 1 minute or until triggered.

Pole (5 cp) — 10 feet long. Touch things up to 10 ft away. Used as a vaulting pole: Advantage on STR Athletics checks for High or Long Jumps.

Pot, Iron (2 gp) — Holds up to 1 gallon.

Potion of Healing (50 gp)Magic item. Bonus Action: drink or administer to creature within 5 ft. Restores 2d4 + 2 Hit Points.

Pouch (5 sp) — Holds up to 6 lb within ⅕ cubic foot.

Quiver (1 gp) — Holds up to 20 arrows.

Ram, Portable (4 gp) — Use to break down doors: +4 bonus to STR check. One helper grants Advantage.

Rations (5 sp) — Travel food: jerky, dried fruit, hardtack, nuts. See food needs table below.

Robe (1 gp) — Has vocational or ceremonial significance. Some events admit only people wearing appropriate robes.

Rope (1 gp) — Utilize action: tie a knot (DC 10 DEX Sleight of Hand). Burst: DC 20 STR Athletics. Can bind a Grappled/Incapacitated/Restrained creature (legs bound = Restrained). Escape: DC 15 DEX Acrobatics.

Sack (1 cp) — Holds up to 30 lb within 1 cubic foot.

Shovel (2 gp) — 1 hour of work: dig a 5-ft cube in soil.

Signal Whistle (5 cp) — Heard up to 600 ft away.

Spell Scroll (30 / 50 gp)Magic item. Cantrip (30 gp) or Level 1 (50 gp). If on your class’s spell list: cast with normal casting time, no material components. Save DC 13; attack bonus +5. Disintegrates after casting.

Spikes, Iron (1 gp) — Bundle of 10. Utilize action + blunt object: hammer into wood or earth. Use to jam a door shut or anchor a Rope or Chain.

Spyglass (1,000 gp) — Magnifies objects to twice their size.

String (1 sp) — 10 feet. Tie a knot as a Utilize action.

Tent (2 gp) — Sleeps up to two Small or Medium creatures.

Tinderbox (5 sp) — Flint, fire steel, and tinder. Lighting exposed fuel: Bonus Action. Any other fire: 1 minute.

Torch (1 cp) — Burns 1 hour: Bright Light 20-ft radius, Dim Light 20 ft more. Can attack with it as a Simple Melee weapon (1 Fire damage on hit).

Vial (1 gp) — Holds up to 4 ounces.

Waterskin (2 sp) — Holds up to 4 pints. See water needs table below.


Food & Water Needs

Food Needs per Day

SizeFoodSizeFood
Tiny¼ poundLarge4 pounds
Small1 poundHuge16 pounds
Medium1 poundGargantuan64 pounds

Eat less than half the required amount: DC 10 CON save or gain 1 Exhaustion level at day’s end. Zero food for 5 days: automatic Exhaustion, +1 per subsequent day.

Water Needs per Day

SizeWaterSizeWater
Tiny¼ gallonLarge4 gallons
Small1 gallonHuge16 gallons
Medium1 gallonGargantuan64 gallons

Drink less than half the required amount: gain 1 Exhaustion level at day’s end.


See also: 07 - Items & Equipment | Weapons | Tools | Currency & Wealth