Adventuring Gear
Gear that adventurers commonly find useful — listed alphabetically with rules and descriptions.
Quick Reference Table
| Item | Weight | Cost | Item | Weight | Cost |
|---|---|---|---|---|---|
| Acid (vial) | 1 lb. | 25 gp | Parchment | — | 1 sp |
| Alchemist’s Fire (flask) | 1 lb. | 50 gp | Perfume | — | 5 gp |
| Antitoxin | — | 50 gp | Poison, Basic | — | 100 gp |
| Arcane Focus | Varies | Varies | Pole (10 ft) | 7 lb. | 5 cp |
| Backpack | 5 lb. | 2 gp | Pot, Iron | 10 lb. | 2 gp |
| Ball Bearings | 2 lb. | 1 gp | Potion of Healing | ½ lb. | 50 gp |
| Barrel | 70 lb. | 2 gp | Pouch | 1 lb. | 5 sp |
| Basket | 2 lb. | 4 sp | Quiver | 1 lb. | 1 gp |
| Bedroll | 7 lb. | 1 gp | Ram, Portable | 35 lb. | 4 gp |
| Bell | — | 1 gp | Rations (1 day) | 2 lb. | 5 sp |
| Blanket | 3 lb. | 5 sp | Robe | 4 lb. | 1 gp |
| Block and Tackle | 5 lb. | 1 gp | Rope (50 ft) | 5 lb. | 1 gp |
| Book | 5 lb. | 25 gp | Sack | ½ lb. | 1 cp |
| Bottle, Glass | 2 lb. | 2 gp | Shovel | 5 lb. | 2 gp |
| Bucket | 2 lb. | 5 cp | Signal Whistle | — | 5 cp |
| Caltrops | 2 lb. | 1 gp | Spell Scroll (Cantrip) | — | 30 gp |
| Candle | — | 1 cp | Spell Scroll (Level 1) | — | 50 gp |
| Case, Crossbow Bolt | 1 lb. | 1 gp | Spikes, Iron (10) | 5 lb. | 1 gp |
| Case, Map or Scroll | 1 lb. | 1 gp | Spyglass | 1 lb. | 1,000 gp |
| Chain (10 ft) | 10 lb. | 5 gp | String (10 ft) | — | 1 sp |
| Chest | 25 lb. | 5 gp | Tent | 20 lb. | 2 gp |
| Climber’s Kit | 12 lb. | 25 gp | Tinderbox | 1 lb. | 5 sp |
| Clothes, Fine | 6 lb. | 15 gp | Torch | 1 lb. | 1 cp |
| Clothes, Traveler’s | 4 lb. | 2 gp | Vial | — | 1 gp |
| Component Pouch | 2 lb. | 25 gp | Waterskin | 5 lb. (full) | 2 sp |
| Costume | 4 lb. | 5 gp | |||
| Crowbar | 5 lb. | 2 gp | |||
| Flask | 1 lb. | 2 cp | |||
| Grappling Hook | 4 lb. | 2 gp | |||
| Healer’s Kit (10 uses) | 3 lb. | 5 gp | |||
| Holy Water | 1 lb. | 25 gp | |||
| Hunting Trap | 25 lb. | 5 gp | |||
| Ink (1 oz bottle) | — | 10 gp | |||
| Ink Pen | — | 2 cp | |||
| Jug | 4 lb. | 2 cp | |||
| Ladder (10 ft) | 25 lb. | 1 sp | |||
| Lamp | 1 lb. | 5 sp | |||
| Lantern, Bullseye | 2 lb. | 10 gp | |||
| Lantern, Hooded | 2 lb. | 5 gp | |||
| Lock | 1 lb. | 10 gp | |||
| Magnifying Glass | — | 100 gp | |||
| Manacles | 6 lb. | 2 gp | |||
| Map | — | 1 gp | |||
| Mirror | ½ lb. | 5 gp | |||
| Net | 3 lb. | 1 gp | |||
| Oil (flask) | 1 lb. | 1 sp | |||
| Paper (sheet) | — | 2 sp |
Ammunition
| Type | Amount | Storage | Weight | Cost |
|---|---|---|---|---|
| Arrows | 20 | Quiver | 1 lb. | 1 gp |
| Bolts | 20 | Case | 1½ lb. | 1 gp |
| Bullets, Firearm | 10 | Pouch | 2 lb. | 3 gp |
| Bullets, Sling | 20 | Pouch | 1½ lb. | 4 cp |
| Needles | 50 | Pouch | 1 lb. | 1 gp |
Arcane Focuses
Sorcerer, Warlock, or Wizard spellcasting focus.
| Focus | Weight | Cost |
|---|---|---|
| Crystal | 1 lb. | 10 gp |
| Orb | 3 lb. | 20 gp |
| Rod | 2 lb. | 10 gp |
| Staff (also a Quarterstaff) | 4 lb. | 5 gp |
| Wand | 1 lb. | 10 gp |
Druidic Focuses
Druid or Ranger spellcasting focus.
| Focus | Weight | Cost |
|---|---|---|
| Sprig of mistletoe | — | 1 gp |
| Wooden staff (also a Quarterstaff) | 4 lb. | 5 gp |
| Yew wand | 1 lb. | 10 gp |
Holy Symbols
Cleric or Paladin spellcasting focus.
| Symbol | Weight | Cost |
|---|---|---|
| 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
| Pack | Contents | Weight | Cost |
|---|---|---|---|
| Burglar’s Pack | Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days Rations, Rope, Tinderbox, Waterskin | 42 lb. | 16 gp |
| Diplomat’s Pack | Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map/Scroll Cases, 4 flasks of Oil, 5 Paper, 5 Parchment, Perfume, Tinderbox | 39 lb. | 39 gp |
| Dungeoneer’s Pack | Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days Rations, Rope, Tinderbox, 10 Torches, Waterskin | 55 lb. | 12 gp |
| Entertainer’s Pack | Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days Rations, Tinderbox, Waterskin | 58½ lb. | 40 gp |
| Explorer’s Pack | Backpack, Bedroll, 2 flasks of Oil, 10 days Rations, Rope, Tinderbox, 10 Torches, Waterskin | 55 lb. | 10 gp |
| Priest’s Pack | Backpack, Blanket, Holy Water, Lamp, 7 days Rations, Robe, Tinderbox | 29 lb. | 33 gp |
| Scholar’s Pack | Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 Parchment, Tinderbox | 22 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)
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)
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)
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
| Size | Food | Size | Food |
|---|---|---|---|
| Tiny | ¼ pound | Large | 4 pounds |
| Small | 1 pound | Huge | 16 pounds |
| Medium | 1 pound | Gargantuan | 64 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
| Size | Water | Size | Water |
|---|---|---|---|
| Tiny | ¼ gallon | Large | 4 gallons |
| Small | 1 gallon | Huge | 16 gallons |
| Medium | 1 gallon | Gargantuan | 64 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