Runarcana

Chapter 6 · Equipment

Adventuring Gear

Adventuring Gear

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.

Equipment
ItemPriceWeight ItemPriceWeight
Abacus2 gp1 kg Healing Kit5 gp1.5 kg
Acid (bottle)25 gp0.5 kg Healing potion50 gp0.25 kg
Ammunition   Hemp Rope (50 Feet)1 gp5 kg
⠀⠀⠀Arrows (20)1 gp0.5 kg Holy water (bottle)25 gp0.5 kg
⠀⠀⠀Blowpipe darts (50)1 gp0.5 kg Hourglass25 gp0.5 kg
⠀⠀⠀Crossbow bolts (20)1 gp0.5 kg Hunting trap5 gp12 kg
⠀⠀⠀Sling bullets (20)4 cp0.75 kg Ink (30 ml bottle)10 gp-
Antitoxin (vial)25 gp- Iron pan2 gp5 kg
Aqua Regia25 gp0.5 kg Iron stakes (10)1 gp2.5 kg
Arcane Focus   Jar or amphora2 cp2 kg
⠀⠀⠀Baton10 gp1 kg Jar or mug2 cp0.5 kg
⠀⠀⠀Bunch of mistletoe1 gp- Ladder (10 feet)1 sp12 kg
⠀⠀⠀Crystal10 gp0.5 kg Lantern5 sp0.5 kg
⠀⠀⠀Orb20 gp1.5 kg Lock/padlock10 gp0.5 kg
⠀⠀⠀Staff5 gp2 kg Magic book/Grimoire50 gp1.5 kg
⠀⠀⠀Totem1 gp- Magnifying glass100 gp-
⠀⠀⠀Wand10 gp0.5 kg Map or parchment case1 gp0.5 kg
⠀⠀⠀Wooden stick5 gp2 kg Meal case2 sp0.5 kg
⠀⠀⠀Yew wand10 gp0.5 kg Merchant scale5 gp1.5 kg
Backpack20 gp2.5 kg Metal spheres (bag of 1,000)1 gp1 kg
Sack1 gp0.25 kg Miner's pickaxe2 gp5 kg
Barrel2 gp30 kg Oil (bottle)1 sp0.5 kg
Basic poison (bottle)100 gp- Paper (1 sheet)2 sp-
Basket4 sp1 kg Parchment (1 sheet)1 sp-
Bell1 gp- Perfume (bottle)5 gp-
Blanket5 sp1.5 kg Portable ram4 gp16 kg
Book25 gp2.5 kg Pouch5 sp0.5 kg
Bucket5 cp1 kg Pulley1 cp2.5 kg
Caltrops (bag of 20)1 gp1 kg Pyrofluid50 gp0.5 kg
Candle1 cp- Piton5 cp0.125 kg
Canteen (capacity 2 l - 2.5 kg full)2 sp0.5 kg Quiver1 gp0.5 kg
Capsule Case20 gp2 kg Rations (1 day)5 cp1 kg
Chain (10 feet)5 gp5 kg Sacred symbol  
Chalk (1 piece)1 cp- ⠀⠀⠀Amulet5 gp0.5 kg
Climbing case25 gp6 kg ⠀⠀⠀Emblem5 gp-
Clothes (common)5 sp1.5 kg ⠀⠀⠀Reliquary5 gp1 kg
Clothing (costume)5 gp2 kg Sealing wax5 sp-
Clothing (fine)15 gp3 kg Shovel2 gp2.5 kg
Clothing (travel)2 gp2 kg Signal whistle5 cp-
Component bag25 gp1 kg Signet ring5 gp-
Covered lantern5 gp1 kg Silk Rope (50 Feet)10 gp2.5 kg
Crossbow bolt case1 gp0.5 kg Sledgehammer2 gp5 kg
Crowbar2 gp2.5 kg Sleeping bag1 gp3.5 kg
Tinderbox5 sp0.5 kg Soap2 gp-
Fishing equipment1 gp2 kg Spyglass1,000 gp0.5 kg
Fountain pen2 cp- Steel mirror5 gp0.25 kg
Focused-Beam Lantern10 gp1 kg Pole (10 feet)5 cp3.5 kg
Glass bottle1 gp- Tent (for two people)2 gp10 kg
Glass bottle2 gp2.5 kg Torch1 cp0.5 kg
Grappling hook2 gp2 kg Chest5 gp12 kg
Hammer1 gp1.5 kg Tunic1 gp2 kg
Handcuffs2 gp3 kg Whetstone1 cp0.5 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).
  Tinderbox. 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.

Equipment Sets The starting equipment you start your class with includes a useful selection of adventuring gear, packaged into a set. The contents of these sets are listed here. If you purchase your starting equipment, you can purchase a set for the price shown, which may be cheaper than buying the items individually.

Adventurer’s Set (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days’ rations, and a waterskin. The set also contains 50 feet of hemp rope attached to the side of it.

Burglar’s Set (16 gp). Includes a backpack, a bag of 1,000 metal spheres, 3 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a covered lantern, 2 flasks of oil, 5 days’ rations, a tinderbox, and a canteen. The set also contains 50 feet of hemp rope attached to the side of it.

Diplomat’s Set (39 gp). Includes a chest, 2 map and scroll cases, a set of fine clothes, a bottle of ink, a fountain pen, a lamp, 2 vials of oil, 5 sheets of paper, a bottle of perfume, sealing wax, and soap.

Dungeoncrawler’s Set (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days’ rations, and a waterskin. The set also has 50 feet of hemp rope attached to the side of it.

Entertainer’s Set (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days’ rations, a canteen, and a makeup case.

Priest’s Set (19 gp). Includes a backpack, a blanket, 10 candles, a tinderbox, an almsbox, 2 blocks of incense, a censer, vestments, 2 days’ rations, and a waterskin.

Scholar’s Set (40 gp). Includes a backpack, a history book, a bottle of ink, a fountain pen, 10 sheets of parchment, a small bag of sand, and a small knife.

Container Capacity
ContainerCapacity
Backpack30 liters or 15 kg of equipment
Barrel160 liters of liquid or 0.16 m³ of solid
Basket60 liters or 20 kg of equipment
Bottle750 milliliters of liquid
Bucket12 liters of liquid or 0.012 m³ of solid
Canteen2 liters of liquid
Chest360 liters or 150 kg of equipment
Glass bottle150 milliliters of liquid
Iron pan4 liters of liquid
Jar or amphora4 liters of liquid
Jar or mug500 milliliters of liquid
Pouch6 liters or 3 kg of equipment
Sack30 liters or 15 kg of equipment
* You can also tie items, such as a sleeping bag or a roll of rope, to the outside of a backpack
Craft Sets
SetPriceWeight
Major Craft Sets:
⠀⠀⠀Alchemist Set50 gp4 kg
⠀⠀⠀Apothecary Set5 gp1.5 kg
⠀⠀⠀Armorer Set20 gp4 kg
⠀⠀⠀Brewer Set15 gp5 kg
⠀⠀⠀Cook Set5 gp4 kg
⠀⠀⠀Enchanter Set50 gp5 kg
⠀⠀⠀Fashionista Set5 gp2.5 kg
⠀⠀⠀Fletcher Set5 gp2.5 kg
⠀⠀⠀Jeweler's Set50 gp2.5 kg
⠀⠀⠀Locksmith Set25 gp0.5 kg
⠀⠀⠀Mason Set10 gp4 kg
⠀⠀⠀Techmaturge Set50 gp5 kg
⠀⠀⠀Vehiclewright Set25 gp5 kg
⠀⠀⠀Gunsmith Set50 gp5 kg
⠀⠀⠀Weaponsmith Set20 gp4 kg
Minor Crafts Sets:
⠀⠀⠀Artist Set
⠀⠀⠀ ⠀⠀⠀Makeup Artist Set25 gp1.5 kg
⠀⠀⠀ ⠀⠀⠀Musician Set2 gp1 kg
⠀⠀⠀ ⠀⠀⠀Painter Set10 gp2.5 kg
⠀⠀⠀ ⠀⠀⠀Scribe Set10 gp2.5 kg
⠀⠀⠀ ⠀⠀⠀Tattoo Artist Set10 gp2.5 kg
⠀⠀⠀Collector Set
⠀⠀⠀ ⠀⠀⠀Biologist Set15 gp2.5 kg
⠀⠀⠀ ⠀⠀⠀Lumberjack Set5 gp5 kg
⠀⠀⠀ ⠀⠀⠀Miner Set5 gp5 kg
⠀⠀⠀ ⠀⠀⠀Tanner Set5 gp2.5 kg
⠀⠀⠀Forger Set
⠀⠀⠀ ⠀⠀⠀Art Forger Set10 gp2.5 kg
⠀⠀⠀ ⠀⠀⠀Book Forger Set15 gp5 kg
⠀⠀⠀ ⠀⠀⠀Chemical Forger Set25 gp5 kg
⠀⠀⠀ ⠀⠀⠀Jewelry Forger Set25 gp2.5 kg
⠀⠀⠀ ⠀⠀⠀Magic Item Forger Set25 gp5 kg
⠀⠀⠀Guide Set
⠀⠀⠀ ⠀⠀⠀Cartographer Set15 gp3 kg
⠀⠀⠀ ⠀⠀⠀Navigator Set15 gp3.kg
⠀⠀⠀ ⠀⠀⠀Pilot Set15 gp3 kg
⠀⠀⠀Handworker Set
⠀⠀⠀ ⠀⠀⠀Carpenter Set2 gp4 kg
⠀⠀⠀ ⠀⠀⠀Glassmaker Set30 gp25 kg
⠀⠀⠀ ⠀⠀⠀Musical Instrumentator Set2 gp2.5 kg
⠀⠀⠀ ⠀⠀⠀Potter Set10 gp1.5 kg
⠀⠀⠀ ⠀⠀⠀Sculptor Set2 gp2.5 kg
⠀⠀⠀Player Set
⠀⠀⠀ ⠀⠀⠀Chess1 gp0.5 kg
⠀⠀⠀ ⠀⠀⠀Deck1 gp0.5 kg
⠀⠀⠀ ⠀⠀⠀Tellstone1 gp0.5 kg
Musical Instruments
ItemPriceWeight
Bagpipes30 gp3 kg
Drum6 gp1.5 kg
Electric Guitar (Zaun)120 gp4 kg
Flute2 gp0.5 kg
Guitar45 gp3 kg
Lira30 gp1 kg
Lute35 gp1 kg
Oboe2 gp0.5 kg
Pan flute12 gp1 kg
Trumpet3 gp1 kg
Violin30 gp0.5 kg
Xylophone25 gp5 kg