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Adventurer's Equipment
No adventurer would be able to survive for long without having the right equipment, relying solely on skill may not be enough.
Below are some pieces of equipment that can help characters on their adventures in a variety of environments. In addition, general prices for these products in common markets are also exemplified.
However, this equipment is not always available or even guaranteed to be found at a fair price, after all, the law of supply and demand ends up modifying these prices significantly.
Item | Price | Weight | Item | Price | Weight | |
---|---|---|---|---|---|---|
Abacus | 2 gp | 1 kg | Healing Kit | 5 gp | 1.5kg | |
Acid (bottle) | 25 gp | 0.5kg | Healing potion | 50 gp | 0.25kg | |
Ammunition | Hemp Rope (50 Feet) | 1 gp | 5kg | |||
⠀⠀⠀Arrows (20) | 1 gp | 0.5kg | Holy water (bottle) | 25 gp | 0.5kg | |
⠀⠀⠀Blowpipe darts (50) | 1 gp | 0.5 kg | Hourglass | 25 gp | 0.5kg | |
⠀⠀⠀Crossbow bolts (20) | 1 gp | 0.5kg | Hunting trap | 5 gp | 12kg | |
⠀⠀⠀Sling bullets (20) | 4PC | 0.75 kg | Ink (30 ml bottle) | 10 gp | - | |
Antitoxin (vial) | 25 gp | - | Iron pan | 2 gp | 5 kg | |
Aqua Regia | 25 gp | 0.5kg | Iron stakes (10) | 1 gp | 2.5 kg | |
Arcane Focus | Jar or amphora | 2PC | 2kg | |||
⠀⠀⠀Baton | 10 gp | 1 kg | Jar or mug | 2PC | 0.5 kg | |
⠀⠀⠀Bunch of mistletoe | 1 gp | - | Ladder (10 feet) | 1 PP | 12kg | |
⠀⠀⠀Crystal | 10 gp | 0.5kg | Lantern | 5pp | 0.5 kg | |
⠀⠀⠀Orb | 20 gp | 1.5kg | Lock/padlock | 10 gp | 0.5kg | |
⠀⠀⠀Staff | 5 gp | 2kg | Magic book/Grimoire | 50 gp | 1.5 kg | |
⠀⠀⠀Totem | 1 gp | - | Magnifying glass | 100 gp | - | |
⠀⠀⠀Wand | 10 gp | 0.5kg | Map or parchment case | 1 gp | 0.5kg | |
⠀⠀⠀Wooden stick | 5 gp | 2kg | Meal case | 2 PP | 0.5kg | |
⠀⠀⠀Yew wand | 10 gp | 0.5kg | Merchant scale | 5 gp | 1.5kg | |
Backpack | 20 gp | 2.5 kg | Metal spheres (bag of 1,000) | 1 gp | 1 kg | |
Bag | 1 gp | 0.25kg | Miner's pickaxe | 2 gp | 5 kg | |
Barrel | 2 gp | 30kg | Oil (bottle) | 1 PP | 0.5 kg | |
Basic poison (bottle) | 100 gp | - | Paper (1 sheet) | 2 PP | - | |
Basket | 4 PP | 1 kg | Parchment (1 sheet) | 1 PP | - | |
Bell | 1 gp | - | Perfume (bottle) | 5 gp | - | |
Blanket | 5 PP | 1.5kg | Portable ram | 4 gp | 16 kg | |
Book | 25 gp | 2.5 kg | Pouch | 5 PP | 0.5kg | |
Bucket | 5PC | 1 kg | Pulley/ Pulley | 1PC | 2.5 kg | |
Caltrops (bag of 20) | 1 gp | 1 kg | Pyrofluid | 50 gp | 0.5 kg | |
Candle | 1PC | - | Python | 5PC | 0.125kg | |
Canteen (capacity 2 l - 2.5 kg full) | 2 PP | 0.5kg | Quiver | 1 gp | 0.5kg | |
Capsule Case | 20 gp | 2kg | Rations (1 day) | 5PC | 1 kg | |
Chain (10 feet) | 5 gp | 5kg | Sacred symbol | |||
Chalk (1 piece) | 1PC | - | ⠀⠀⠀Amulet | 5 gp | 0.5kg | |
Climbing case | 25 gp | 6kg | ⠀⠀⠀Emblem | 5 gp | - | |
Clothes (common) | 5 PP | 1.5kg | ⠀⠀⠀Reliquary | 5 gp | 1 kg | |
Clothing (costume) | 5 gp | 2kg | Sealing wax | 5 PP | - | |
Clothing (fine) | 15 gp | 3kg | Shovel | 2 gp | 2.5 kg | |
Clothing (travel) | 2 gp | 2kg | Signal whistle | 5PC | - | |
Component bag | 25 gp | 1 kg | Signet ring | 5 gp | - | |
Covered lantern | 5 gp | 1 kg | Silk Rope (50 Feet) | 10 gp | 2.5 kg | |
Crossbow bolt case | 1 gp | 0.5kg | Sledgehammer | 2 gp | 5 kg | |
Crowbar | 2 gp | 2.5 kg | Sleeping bag | 1 gp | 3.5 kg | |
Fire box | 5 PP | 0.5kg | Soap | 2 gp | - | |
Fishing equipment | 1 gp | 2kg | Spyglass | 1,000 gp | 0.5 kg | |
Fountain pen | 2PC | - | Steel mirror | 5 gp | 0.25kg | |
Focused-Beam Lantern | 10 gp | 1 kg | Stick (10 feet) | 5PC | 3.5 kg | |
Glass bottle | 1 gp | - | Tent (for two people) | 2 gp | 10kg | |
Glass bottle | 2 gp | 2.5 kg | Torch | 1PC | 0.5kg | |
Grappling hook | 2 gp | 2kg | Trunk | 5 gp | 12kg | |
Hammer | 1 gp | 1.5 kg | Tunica | 1 gp | 2kg | |
Handcuffs | 2 gp | 3kg | Whetstone | 1PC | 0.5 kg |
Adventure Gear |
---|
Acid. As an action, you can splash the contents of this vial on 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. |
Holy Water. As an action, you can splash the contents of this vial on 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 the targeted creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. |
Handcuffs. These metal restraints can bind a Small or Medium creature. Escaping from handcuffs requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of handcuffs comes with a key. Without the key, a creature proficient with locksmith's tools can pick the lock on the handcuffs with a successful DC 15 Dexterity check. Handcuffs have 15 hit points. |
Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for storing spell components is called a component bag (described later in this section). |
Quiver. A quiver can hold up to 20 arrows. |
Antitoxin. A creature that drinks the liquid from this vial gains advantage on saving throws against poison for 1 hour. This confers no benefit to undead or constructs. |
Aqua Regia. As an action, you can splash the contents of this vial on 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 the targeted creature, treating the Aqua Regia as an improvised weapon. If the target is a voidborn, it takes 2d4 acid damage, ignoring any resistance the target has if it has one. |
Portable Battering Ram. You can use a portable battering ram to break down doors. When you do so, you gain a +4 bonus on Strength checks. Another character can help you use the ram, giving you advantage on this check. |
Hunting Trap. When you use your action to set it, this trap forms a ring of steel teeth that snap shut when a creature steps on a pressure plate in its center. The trap is attached by a heavy chain to an immovable object, such as a tree or a picket fence embedded in 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 (normally 3 feet long). A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within reach on a success. Each failed save deals 1 piercing damage to the trapped creature. |
Merchant's Scales. A merchant's scale includes a small scale, pans, and a suitable assortment of weights up to 1 kilogram. With it, you can measure the exact weight of small objects, such as raw precious metals or barter goods, to help determine their value. |
Component Bag. A component bag is a small, waterproof leather bag worn on your belt that has compartments for storing all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as noted in the spell description). |
Fire box. This small container contains silica, flint, and a tinderbox (usually a dry cloth soaked in oil) used to start a fire. Using this to light a torch - or anything exposed with plenty of fuel - requires an action. Lighting any other type of fire takes 1 minute. |
Rope. Rope, whether made of hemp or silk, has 2 hit points and can be destroyed with a DC 17 Strength check. |
Chain. A chain has 10 hit points. It can be broken with a successful DC 20 Strength check. |
Fishing Equipment. This set includes a wooden rod, silk line, cork floats, steel hooks, sinkers, velvet baits and narrow nets. |
Metal Spheres. As an action, you can scatter these tiny metal balls from the pouch that contains them to cover a flat, square area that is 10 feet on a side. A creature moving through the covered area must succeed on a DC 10 Dexterity saving throw or be knocked prone. A creature moving through the area at half its speed does not need to make the saving throw. |
Healing Kit. This kit is a leather pouch containing bandages, salves, and splints. The set has ten uses. As an action, you can expend one use of the set to stabilize a creature with 0 hit points, without needing to make a Medicine check. |
Climbing Kit. A climbing kit includes special pitons, boot toe caps, gloves, and a safety harness. You can use the climbing kit as an action to anchor yourself; when you do so, you cannot fall more than 25 feet from the point where you anchored yourself, and you cannot climb more than 25 feet from that point without undoing the anchor. |
Map or Parchment Case. This cylindrical leather case can hold up to ten rolled sheets of paper or up to five rolled sheets of parchment. |
Meal Box. This tin box contains a mug and simple cutlery. The box and lid fit together, and one side can be used as a cooking pot and the other as a plate or shallow bowl. |
Crossbow Bolt Case. This wooden case can hold up to twenty crossbow bolts. |
Caltrops. As an action, you spread a bag of caltrops to cover a 5-foot square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or end its movement for this turn and take 1 piercing damage. Taking this damage reduces the creature's speed by 10 feet until it regains at least 1 hit point. A creature moving through the area at half speed doesn't make the saving throw. |
Lock/Padlock. A key is provided with the lock/padlock. Without the key, a creature with locksmith's tools can open this lock with a successful DC 15 Dexterity check. The GM may rule that better locks are available for a higher price. |
Arcane Focus. An arcane focus is a special item—an orb, a crystal, a wand, a specially crafted staff, a stick, or a similar item—designed to channel the power of arcane magic. It may also be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff carved entirely from a living tree, or a totem object with feathers, skins, bones, and teeth of sacred animals incorporated into it. |
Lantern. A lantern sheds bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours in a 1/4-gallon flask of oil. |
Covered Lantern. A covered lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours in a 1-gallon (0.5-liter) flask of oil. As an action, you can lower the lantern's cover, reducing the light to dim light in a 5-foot radius area. |
Focused-Beam Lantern. A focused lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours in a 1/4-gallon (0.5-liter) jar of oil. |
Spellbook/Grimoire. Essential for arcanes, a spellbook is a leather-bound tome with 100 blank vellum pages, suitable for inscribing spells. |
Book. A book can contain poetry, historical accounts, information pertaining to a particular field of knowledge, diagrams and notes about gnome contraptions, or just about anything else that can be represented using text or pictures. A book that contains spells is a spellbook (described later in this section). |
Spyglass. Objects viewed through a spyglass are magnified up to twice their original size. |
Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and tinder when starting a fire. Lighting a fire with a magnifying glass requires a bright light such as sunlight to focus it, a flammable material to burn, and about 5 minutes for the fire to catch fire. A magnifying glass grants advantage on any Attribute check made to assess or inspect an item that is small or highly detailed. |
Oil. Oil usually comes in a clay flask that holds 0.5 liters. As an action, you can splash the contents of this flask on a creature within 5 feet of you or throw the flask up to 20 feet, shattering it on impact. Make a ranged attack against a 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), it takes 5 fire damage from the boiling oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, as long as the surface is level. If it catches fire, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in it. A creature can take this damage only once during its turn. |
Crowbar. Using a crowbar grants advantage on Strength checks where the crowbar's leverage can be applied. |
Pyrofluid. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this vial up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the pyrofluid as an improvised weapon. On a hit, the target takes 1d4 fire damage and is Scorched for the same amount of damage each turn. |
Potion of Healing. A character who drinks the red magical fluid from this vial recovers 2d4+2 hit points. Drinking or administering a potion requires an action. |
Rations. Rations consist of dry foods suitable for long journeys, including beef jerky, dried fruit, dry biscuits, and nuts. |
Pulley. A set of pulleys with a cable placed through them and a hook for attaching to objects, a pulley and pulley system allows you to lift up to four times the weight you could normally lift. |
Sacred Symbol. A sacred symbol is a representation of a god or pantheon. It may be an amulet depicting a symbol of a deity, the same symbol carefully engraved or carved as an emblem on a shield, or a small box containing a fragment of a holy relic. An acolyte may use a sacred symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in his hand, wear it visibly, or carry it on a shield. |
Tent. A simple, portable canvas shelter, a tent can sleep two people. |
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 lit torch and hit, it deals 1 fire damage. |
Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. |
Basic Poison. You can use the poison in this vial to coat a piercing or slashing weapon or up to three pieces of ammunition. Applying the poison requires an action. A creature hit by a poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison maintains its effect for 1 minute before drying. |
Container | Capacity |
---|---|
Backpack | 30 liters or 15 kg of equipment |
Bag | 30 liters or 15 kg of equipment |
Barrel | 160 liters of liquid or 0.16 m³ of solid |
Basket | 60 liters or 20 kg of equipment |
Bottle | 750 milliliters of liquid |
Bucket | 12 liters of liquid or 0.012 m³ of solid |
Canteen | 2 liters of liquid |
Glass bottle | 150 milliliters of liquid |
Iron pan | 4 liters of liquid |
Jar or amphora | 4 liters of liquid |
Jar or mug | 500 milliliters of liquid |
Pouch | 6 liters or 3 kg of equipment |
Trunk | 360 liters or 150 kg of equipment |
* You can also tie items, such as a sleeping bag or a roll of rope, to the outside of a backpack |
Set | Price | Weight |
---|---|---|
Major Craft Sets: | ||
⠀⠀⠀Alchemist Set | 50 gp | 4 kg |
⠀⠀⠀Apothecary Set | 5 gp | 1.5 kg |
⠀⠀⠀Armorer Set | 20 gp | 4 kg |
⠀⠀⠀Brewer Set | 15 gp | 5 kg |
⠀⠀⠀Cook Set | 5 gp | 4 kg |
⠀⠀⠀Enchanter Set | 50 gp | 5 kg |
⠀⠀⠀Fashionista Set | 5 gp | 2.5 kg |
⠀⠀⠀Fletcher Set | 5 gp | 2.5 kg |
⠀⠀⠀Jeweler's Set | 50 gp | 2.5 kg |
⠀⠀⠀Locksmith Set | 25 gp | 0.5 kg |
⠀⠀⠀Mason Set | 10 gp | 4 kg |
⠀⠀⠀Techmaturge Set | 50 gp | 5 kg |
⠀⠀⠀Vehiclewright Set | 25 gp | 5 kg |
⠀⠀⠀Weaponsmith Set | 50 gp | 5 kg |
⠀⠀⠀Weaponsmith Set | 20 gp | 4 kg |
Minor Crafts Sets: | ||
⠀⠀⠀Artist Set | ||
⠀⠀⠀ ⠀⠀⠀Makeup Artist Set | 25 gp | 1.5 kg |
⠀⠀⠀ ⠀⠀⠀Musician Set | 2 gp | 1 kg |
⠀⠀⠀ ⠀⠀⠀Painter Set | 10 gp | 2.5 kg |
⠀⠀⠀ ⠀⠀⠀Scribe Set | 10 gp | 2.5 kg |
⠀⠀⠀ ⠀⠀⠀Tattoo Artist Set | 10 gp | 2.5 kg |
⠀⠀⠀Collector Set | ||
⠀⠀⠀ ⠀⠀⠀Biologist Set | 15 gp | 2.5 kg |
⠀⠀⠀ ⠀⠀⠀Lumberjack Set | 5 gp | 5 kg |
⠀⠀⠀ ⠀⠀⠀Miner Set | 5 gp | 5 kg |
⠀⠀⠀ ⠀⠀⠀Tanner Set | 5 gp | 2.5 kg |
⠀⠀⠀Forger Set | ||
⠀⠀⠀ ⠀⠀⠀Art Forger Set | 10 gp | 2.5 kg |
⠀⠀⠀ ⠀⠀⠀Book Forger Set | 15 gp | 5 kg |
⠀⠀⠀ ⠀⠀⠀Chemical Forger Set | 25 gp | 5 kg |
⠀⠀⠀ ⠀⠀⠀Jewelry Forger Set | 25 gp | 2.5 kg |
⠀⠀⠀ ⠀⠀⠀Magic Item Forger Set | 25 gp | 5 kg |
⠀⠀⠀Guide Set | ||
⠀⠀⠀ ⠀⠀⠀Cartographer Set | 15 gp | 3kg |
⠀⠀⠀ ⠀⠀⠀Navigator Set | 15 gp | 3.kg |
⠀⠀⠀ ⠀⠀⠀Pilot Set | 15 gp | 3kg |
⠀⠀⠀Handworker Set | ||
⠀⠀⠀ ⠀⠀⠀Carpenter Set | 2 gp | 4 kg |
⠀⠀⠀ ⠀⠀⠀Glassmaker Set | 30 gp | 25 kg |
⠀⠀⠀ ⠀⠀⠀Musical Instrumentator Set | 2 gp | 2.5 kg |
⠀⠀⠀ ⠀⠀⠀Potter Set | 10 gp | 1.5 kg |
⠀⠀⠀ ⠀⠀⠀Sculptor Set | 2 gp | 2.5 kg |
⠀⠀⠀Player Set | ||
⠀⠀⠀ ⠀⠀⠀Chess | 1 gp | 0.5 kg |
⠀⠀⠀ ⠀⠀⠀Deck | 1 gp | 0.5 kg |
⠀⠀⠀ ⠀⠀⠀Tellstone | 1 gp | 0.5 kg |
Item | Price | Weight |
---|---|---|
Bagpipes | 30 gp | 3kg |
Drum | 6 gp | 1.5 kg |
Electric Guitar (Zaun) | 120 gp | 4 kg |
Flute | 2 gp | 0.5 kg |
Guitar | 45 gp | 3kg |
Lira | 30 gp | 1 kg |
Lute | 35 gp | 1 kg |
Oboe | 2 gp | 0.5 kg |
Pan flute | 12 gp | 1 kg |
Trumpet | 3 gp | 1 kg |
Violin | 30 gp | 0.5 kg |
Xylophone | 25 gp | 5 kg |