5e24:Adventuring Gear

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Adventuring Gear

[1] The Adventuring Gear table in this section includes gear that adventurers often find useful. These items are described here in alphabetical order, with an item’s price appearing after its name.

Adventuring Gear [2] 
Item Weight Cost
Acid 1 lb. 25 GP
Alchemist's Fire 1 lb. 50 GP
Ammunition Varies Varies
Antitoxin 50 GP
Arcane Focus Varies Varies
Backpack 5 lb. 2 GP
Ball Bearings 2 lb. 1 GP
Barrel 70 lb. 2 GP
Basket 2 lb. 4 SP
Bedroll 7 lb. 1 GP
Bell 1 GP
Blanket 3 lb. 5 SP
Block and Tackle 5 lb. 1 GP
Book 5 lb. 25 GP
Bottle, Glass 2 lb. 2 GP
Bucket 2 lb. 5 CP
Burglar's Pack 42 lb. 16 GP
Caltrops 2 lb. 1 GP
Candle 1 CP
Case, Crossbow Bolt 1 lb. 1 GP
Case, Map or Scroll 1 lb. 1 GP
Chain 10 lb. 5 GP
Chest 25 lb. 5 GP
Climber's Kit 12 lb. 25 GP
Clothes, Fine 6 lb. 15 GP
Clothes, Traveler's 4 lb. 2 GP
Component Pouch 2 lb. 25 GP
Costume 4 lb. 5 GP
Crowbar 5 lb. 2 GP
Diplomat's Pack 39 lb. 39 GP
Druidic Focus Varies Varies
Dungeoneer's Pack 55 lb. 12 GP
Entertainer's Pack 58½ lb. 40 GP
Explorer's Pack 55 lb. 10 GP
Flask 1 lb. 2 CP
Grappling Hook 4 lb. 2 GP
Healer's Kit 3 lb. 5 GP
Holy Symbol Varies Varies
Holy Water 1 lb. 25 GP
Hunting Trap 25 lb. 25 GP
Ink 10 GP
Ink Pen 2 CP
Jug 4 lb. 2 CP
Ladder 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 1/2 lb. 5 GP
Net 3 lb. 1 GP
Oil 1 lb. 1 SP
Paper 2 SP
Parchment 1 SP
Perfume 5 GP
Poison, Basic 100 GP
Pole 7 lb. 5 CP
Pot, Iron 10 lb. 2 GP
Potion of Healing 1/2 lb. 50 GP
Pouch 1 lb. 5 SP
Priest's Pack 29 lb. 33 GP
Quiver 1 lb. 1 GP
Ram, Portable 35 lb. 4 GP
Rations 2 lb. 5 SP
Robe 4 lb. 1 GP
Rope 5 lb. 1 GP
Sack 1/2 lb. 1 CP
Scholar's Pack 22 lb. 40 GP
Shovel 5 lb. 2 GP
Signal Whistle 5 CP
Spell Scroll (Cantrip) 30 GP
Spell Scroll (Level 1) 50 GP
Spikes, Iron 5 lb. 1 GP
Spyglass 1 lb. 1,000 GP
String 1 SP
Tent 20 lb. 2 GP
Tinderbox 1 lb. 5 SP
Torch 1 lb. 1 CP
Vial 1 GP
Waterskin 5 lb. (full) 2 SP


Acid

Cost: 25 GP

Ability:
Weight: 1 lbs.
Utilize:
When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage

Alchemist's Fire

Cost: 50 GP

Ability:
Weight: 1 lbs.
Utilize:
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning.

Ammunition

Cost: Varies

Ability:
Weight: Varies lbs.
Utilize:
Ammunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

Ammunition [3] 
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

Antitoxin

Cost: 50 GP

Ability:
Weight:
Utilize:
As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour

Arcane Focus

Cost: Varies

Ability:
Weight: Varies lbs.
Utilize:
An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.

Arcane Focuses [3] 
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

Backpack

Cost: 2

Ability:
Weight: 5 lbs.
Utilize:
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.

Ball Bearings

Cost: 1

Ability:
Weight: 2 lbs.
Utilize: As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-footsquare area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.

Barrel

Cost: 2 GP

Ability:
Weight: 70 lbs.
Utilize:
A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.

Basket

Cost: 4 SP

Ability:
Weight: 2 lbs.
Utilize:
A Basket holds up to 40 pounds within 2 cubic feet.

Bedroll

Cost: 1 GP

Ability:
Weight: 7 lbs.
Utilize:
A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see “Gameplay Toolbox”).

Bell

Cost: 1 GP

Ability:
Weight:
Utilize: When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.

Blanket

Cost: 5 SP

Ability:
Weight: 3 lbs.
Utilize:
While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see “Gameplay Toolbox”).

Block and Tackle

Cost: 1 GP

Ability:
Weight: 5 lbs.
Utilize:
A Block and Tackle allows you to hoist up to four times the weight you can normally lift.

Block and Tackle

Cost: 1 GP

Ability:
Weight: 5 lbs.
Utilize:
A Block and Tackle allows you to hoist up to four times the weight you can normally lift.

Book

Cost: 25 GP

Ability:
Weight: 5 lbs.
Utilize:
A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.

Bottle, Glass

Cost: 2 GP

Ability:
Weight: 2 lbs.
Utilize:
A Glass Bottle holds up to 1 1/2 pints.

Bucket

Cost: 5 CP

Ability:
Weight: 2 lbs.
Utilize:
A Bucket holds up to half a cubic foot of contents.

Burglar's Pack

Cost: 16 GP

Ability:
Weight: 42 lbs.
Utilize:
A Burglar’s Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 Flask of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin.

Caltrops

Cost: 1 GP

Ability:
Weight: 2 lbs.
Utilize: As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.

Candle

Cost: 1 CP

Ability:
Weight:
Utilize:
For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.

Case, Crossbow Bolt

Cost: 1 GP

Ability:
Weight: 1 lbs.
Utilize:
A Crossbow Bolt Case holds up to 20 Bolts.

Case, Map or Scroll

Cost: 1 GP

Ability:
Weight: 1 lbs.
Utilize:
A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment.

Chain

Cost: 5 GP

Ability:
Weight: 10 lbs.
Utilize: As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action.

Chest

Cost: 5 GP

Ability:
Weight: 25 lbs.
Utilize:
A Chest holds up to 12 cubic feet of contents.

Climber's Kit

Cost: 25 GP

Ability:
Weight: 12 lbs.
Utilize: As a Utilize action, you can use the Climber’s Kit to anchor yourself; when you do, you can’t fall more than 25 feet from the anchor point, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action.
A Climber’s Kit includes boot tips, gloves, pitons, and a harness.

Clothes, Fine

Cost: 15 GP

Ability:
Weight: 6 lbs.
Utilize:
Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.

Clothes, Traveler's

Cost: 2 GP

Ability:
Weight: 4 lbs.
Utilize:
Traveler’s Clothes are resilient garments designed for travel in various environments.

Component Pouch

Cost: 25 GP

Ability:
Weight: 2 lbs.
Utilize:
A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells.

Crowbar

Cost: 2 GP

Ability:
Weight: 5 lbs.
Utilize:
Using a Crowbar gives you Advantage on Strength checks where the Crowbar’s leverage can be applied.

Diplomat's Pack

Cost: 39 GP

Ability:
Weight: 39 lbs.
Utilize:
A Diplomat’s Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox.

Druidic Focus

Cost: Varies

Ability:
Weight: Varies lbs.
Utilize:
Druidic Focus (Varies) A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.

Druidic Focuses [4] 
Focus Weight Cost
Sprig of mistletoe 1 GP
Wooden staff (also a Quarterstaff) 4 lb. 5 GP
Yew wand 1 lb. 10 GP

Dungeoneer's Pack

Cost: 12

Ability:
Weight: 55 lbs.
Utilize:
A Dungeoneer’s Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.

Entertainer's Pack

Cost: 40

Ability:
Weight: 58½ lbs.
Utilize:
An Entertainer’s Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin.

Explorer's Pack

Cost: 10

Ability:
Weight: 55 lbs.
Utilize:
An Explorer’s Pack contains the following items: Backpack, Bedroll, Bell, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.

Flask

Cost: 2

Ability:
Weight: 1 lbs.
Utilize:
Flask holds up to 1 pint.

Grappling Hook

Cost: 2

Ability:
Weight: 4 lbs.
Utilize: As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it.

Healer's Kit

Cost: 5

Ability:
Weight: 3 lbs.
Utilize: As a Utilize action, you can expend one of its uses to sstabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check.
A Healer’s Kit has ten uses.

Holy Symbol

Cost: Varies

Ability:
Weight: Varies lbs.
Utilize:
A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus. The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield

Holy Symbols
Symbol Weight Cost
Amulet (worn or held) 1 lb. 5 GP
Emblem (borne on fabric or a Shield) 5 GP
Reliquary (held) 2 lb. 5 GP

Holy Water

Cost: 25 GP

Ability:
Weight: 1 lbs.
Utilize:
When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead.

Hunting Trap

Cost: 25 GP

Ability:
Weight: 25 lbs.
Utilize: As a Utilize action, you can set a Hunting Trap, which is a sawtooth 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 have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.

Ink

Cost: 10 GP

Ability:
Weight:
Utilize:
Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.

Ink Pen

Cost: 2 CP

Ability:
Weight:
Utilize:
Using Ink, an Ink Pen is used to write or draw.

Jug

Cost: 2 CP

Ability:
Weight: 4 lbs.
Utilize:
A Jug holds up to 1 gallon.

Ladder

Cost: 1 SP

Ability:
Weight: 25 lbs.
Utilize:
A Ladder is 10 feet tall. You must climb to move up or down it.

Lamp

Cost: 5 SP

Ability:
Weight: 1 lbs.
Utilize:
A Lamp burns Oil as fuel to cast Bright Light in a 15- foot radius and Dim Light for an additional 30 feet.

Lantern, Bullseye

Cost: 10 GP

Ability:
Weight: 2 lbs.
Utilize:
A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.

Lantern, Hooded

Cost: 5 GP

Ability:
Weight: 2 lbs.
Utilize:
A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.

Lock

Cost: 10 GP

Ability:
Weight: 1 lbs.
Utilize:
A Lock comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check.

Magnifying Glass

Cost: 100 GP

Ability:
Weight:
Utilize:
A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. 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.

Manacles

Cost: 2 GP

Ability:
Weight: 6 lbs.
Utilize: As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check.
While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action. Each set of Manacles comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles’ lock with a successful DC 15 Dexterity (Sleight of Hand) check.

Map

Cost: 1 GP

Ability:
Weight:
Utilize:
If you consult an accurate Map, you gain a +5 bonus to Wisdom (Template:5e2e4) checks you make to find your way in the place represented on it.

Mirror

Cost: 5 GP

Ability:
Weight: 1/2 lbs.
Utilize:
A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.

Net

Cost: 1 GP

Ability:
Weight: 3 lbs.
Utilize:
When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger. To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.

Oil

Cost: 1 SP

Ability:
Weight: 1 lbs.
Utilize:
You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.

Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.

Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.

Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.

Paper

Cost: 2 SP

Ability:
Weight:
Utilize:
One sheet of Paper can hold about 250 handwritten words.

Parchment

Cost: 1 SP

Ability:
Weight:
Utilize:
One sheet of Parchment can hold about 250 handwritten words.

Perfume

Cost: 5 GP

Ability:
Weight:
Utilize:
Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.

Poison, Basic

Cost: 100 GP

Ability:
Weight:
Utilize:
As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.

Pole

Cost: 5 CP

Ability:
Weight: 7 lbs.
Utilize:
A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.

Potion of Healing

Cost: 50 GP

Ability:
Weight: 1/2 lbs.
Utilize:
This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4+2 Hit Points.

Pouch

Cost: 5 SP

Ability:
Weight: 1 lbs.
Utilize:
A Pouch holds up to 6 pounds within one-fifth of a cubic foot.

Priest's Pack

Cost: 33 GP

Ability:
Weight: 29 lbs.
Utilize:
A Priest’s Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox.

Quiver

Cost: 1 GP

Ability:
Weight: 1 lbs.
Utilize:
A Quiver holds up to 20 Arrows.

Ram, Portable

Cost: 4 GP

Ability:
Weight: 35 lbs.
Utilize:
You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.

Rations

Cost: 5 SP

Ability:
Weight: 2 lbs.
Utilize:
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” for the risks of not eating.

Robe

Cost: 1 GP

Ability:
Weight: 4 lbs.
Utilize:
A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.

Rope

Cost: 1 GP

Ability:
Weight: 5 lbs.
Utilize: As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check.
The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.

Sack

Cost: 1 CP

Ability:
Weight: 1/2 lbs.
Utilize:
A Sack holds up to 30 pounds within 1 cubic foot.

Scholar's Pack

Cost: 40 GP

Ability:
Weight: 22 lbs.
Utilize:
A Scholar’s Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox.

Shovel

Cost: 2 GP

Ability:
Weight: 5 lbs.
Utilize:
Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.

Signal Whistle

Cost: 5 CP

Ability:
Weight:
Utilize: When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.

Spell Scroll

Cost: Varies

Ability:
Weight:
Utilize:
Variants: Cantrip, 30 GP; Level 1, 50 GP
A Spell Scroll (Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll’s creator. If the spell is on your class’s spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed.

Spike, Iron

Cost: 1 GP

Ability:
Weight: 5 lbs.
Utilize: As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike.
Iron Spikes come in bundles of ten.

Spyglass

Cost: 1,000 GP

Ability:
Weight: 5 lbs.
Utilize:
Objects viewed through a Spyglass are magnified to twice their size.

String

Cost: 1 SP

Ability:
Weight:
Utilize: You can tie a knot in it as a Utilize action.
String is 10 feet long.

Tent

Cost: 2 GP

Ability:
Weight: 20 lbs.
Utilize:
A Tent sleeps up to two Small or Medium creatures.

Tinderbox

Cost: 5 SP

Ability:
Weight: 1 lbs.
Utilize:
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch — or anything else with exposed fuel — takes a Bonus Action. Lighting any other fire takes 1 minute.

Torch

Cost: 1 CP

Ability:
Weight: 1 lbs.
Utilize:
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.

Vial

Cost: 1 GP

Ability:
Weight:
Utilize:
A Vial holds up to 4 ounces.

Waterskin

Cost: 2 SP

Ability:
Weight: 5 (full) lbs.
Utilize:
A Waterskin holds up to 4 pints. If you don’t drink sufficient water, you risk dehydration.

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Ability, Ability Check, Ability Modifier, Aboleth, Acid Arrow, Acid Splash, Action, Adult Black Dragon, Adult Blue Dragon, Adult Brass Dragon, Adult Bronze Dragon, Adult Copper Dragon, Adult Gold Dragon, Adult Green Dragon, Adult Red Dragon, Adult Remorhaz, Adult Silver Dragon, Adult White Dragon, Advantage, Adventuring Gear, Aid, Alarm, Alignment, Allosaurus, Alter Self, Ancient Black Dragon, Ancient Blue Dragon, Ancient Brass Dragon, Ancient Bronze Dragon, Ancient Copper Dragon, Ancient Gold Dragon, Ancient Green Dragon, Ancient Red Dragon, Ancient Silver Dragon, Ancient White Dragon, Animal Friendship, Animal Messenger, Animal Shapes, Animate Dead, Animate Objects, Animated Object, Ankheg, Ankylosaurus, Antilife Shell, Antimagic Field, Antipathy/Sympathy, Ape, Aquatic Charge, Arcane Eye, Arcane Hand, Arcane Lock, Arcane Sword, Arcanist's Magic Aura, Archelon, Archmage, Area of Effect, Armor, Armor Training, Assassin/NPC, Astral Projection, Astral Projetion, Attack Roll, Attitude, Augury, Aura of Life, Awaken, Awakened Shrub, Awakened Tree, Axe Beak Common, Azer Sentinel, Baboon, Badger, Balor, Bandit Captain, Bandit Common, Bane, Banishment, Barbarian, Barbed Devil, Bard, Barkskin, Basilisk, Bat, Beacon of Hope, Bearded Devil, Befuddlement, Behir, Berserker Common, Bestow Curse, Black Bear, Black Dragon Wyrmling, Black Tentacles, Blade Barrier, Bless, Blight Spell, Blindness/Deafness, Blink, Blink Dog, Blood Frenzy, Blood Hawk, Blue Dragon Wyrmling, Blur, Boar, Bone Devil, Bronze Dragon Wyrmling, Brown Bear, Bugbear Stalker, Bugbear Warrior, Bulette Common, Burning Hands, Call Lightning, Calm Emotions, Camel, Campaign, Carrying Capacity, Cat, Centaur Trooper, Chain Devil, Chain Lightning, Challenge Rating, Champion, Character, Character Creation, Character Sheet, Charm Monster, Charm Person, Chill Touch, Chimera, Chromatic Orb, Chuul, Circle of Death, Circle of the Land, Clairvoyance, Clay Golem, Cleric, Climbing, Cloaker, Clone, Cloud Giant, Cloudkill, Cockatrice Common, College of Lore, Color Spray, Combat, Combat Encounters, Command, Commoner, Commune, Commune with Nature, Comprehend Languages, Compulsion, Concentration, Condition, Cone of Cold, Confusion, Conjure Animals, Conjure Celestial, Conjure Elemental, Conjure Fey, Conjure Minor Elementals, Conjure Woodland Beings, Constrictor Snake, Contact Other Plane, Contagion, Contingency, Continual Flame, Control Water, Control Weather, Copper Dragon Wyrmling, Couatl, Counterspell, Cover, Crab, Crawling, Create Food and Water, Create or Destroy Water, Create Undead, Creating a Background, Creation, Creature, Creature Trait, Creature Trait/Aberrant Ground, Creature Trait/Acid Absorption, Creature Trait/Adhesive, Creature Trait/Agile, Creature Trait/Amorphous, Creature Trait/Aura of Authority, Creature Trait/Aversion to Fire, Creature Trait/Barbed Hide, Creature Trait/Beast of Burden, Creature Trait/Berserk, Creature Trait/Bloodied Frenzy, Creature Trait/Bloodied Fury, Creature Trait/Blurred Form, Creature Trait/Bubble Dash, Creature Trait/Burst of Ingenuity, Creature Trait/Cacophony, Creature Trait/Captain's Charm, Creature Trait/Constrict, Creature Trait/Consume Life, Creature Trait/Corrosive Form, Creature Trait/Coven Magic, Creature Trait/Deadly Leap, Creature Trait/Death Burst, Creature Trait/Divine Aid, Creature Trait/Draconic Origin, Creature Trait/Earth Glide, Creature Trait/Engulf, Creature Trait/Enthralling Panache, Creature Trait/Ethereal Jaunt, Creature Trait/Ethereal Sight, Creature Trait/Etherealness, Creature Trait/Evasion, Creature Trait/Fire Aura, Creature Trait/Fire Form, Creature Trait/Flyby, Creature Trait/Gibbering, Creature Trait/Hasten, Creature Trait/Hold Breath, Creature Trait/Horrific Visage, Creature Trait/Illumination, Creature Trait/Immutable Form, Creature Trait/Incorporeal Movement, Creature Trait/Ink Cloud, Creature Trait/Inscrutable, Creature Trait/Invisibility, Creature Trait/Iron Scent, Creature Trait/Jumper, Creature Trait/Leap, Creature Trait/Light Sensitivity, Creature Trait/Lightning Absorption, Creature Trait/Luring Song, Creature Trait/Magic Resistance, Creature Trait/Mimicry, Creature Trait/Misty Step, Creature Trait/Moan, Creature Trait/Nimble Escape, Creature Trait/Ooze Cube, Creature Trait/Pack Tactics, Creature Trait/Parry, Creature Trait/Petrifying Gaze, Creature Trait/Phantasms, Creature Trait/Possession, Creature Trait/Protective Magic, Creature Trait/Quick Grapple, Creature Trait/Rampage, Creature Trait/Reel, Creature Trait/Reflective Carapace, Creature Trait/Regeneration, Creature Trait/Restoration, Creature Trait/Riposte, Creature Trait/Running Leap, Creature Trait/Sense Magic, Creature Trait/Shadow Stealth, Creature Trait/Shape-, Creature Trait/Shape-Shift, Creature Trait/Shielded Mind, Creature Trait/Shriek, Creature Trait/Siege Monster, Creature Trait/Speak with Beasts and Plants, Creature Trait/Spider Climb, Creature Trait/Spiritual Weapon, Creature Trait/Split, Creature Trait/Standing Leap, Creature Trait/Stench, Creature Trait/Sunlight Sensitivity, Creature Trait/Swallow, Creature Trait/Swarm, Creature Trait/Telepathic Bond, Creature Trait/Teleport, Creature Trait/Training, Creature Trait/Trample, Creature Trait/Trampling Charge, Creature Trait/Treasure Sense, Creature Trait/Tree Stride, Creature Trait/Tunneler, Creature Trait/Undead Fortitude, Creature Trait/Unnerving Gaze, Creature Trait/Vanish, Creature Trait/Water Breathing, Creature Trait/Web, Creature Trait/Web Strand, Creature Trait/Web Walker, Creature Trait/Wishes, Critical Hit, Crocodile, Cultist Common, Cultist Fanatic, Cure Wounds, Curse, D20 Test, Damage, Damage and Healing, Damage and Healing (5e24), Dancing Lights, Darkmantle, Darkness Aura, Darkness Spell, Darkvision, Darkvision Spell, Daylight, Dead, Death Dog, Death Saving Throw, Death Ward, Deer, Delayed Blast Fireball, Demiplane Spell, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Detect Thoughts, Deva, Difficult Terrain, Difficulty Class, Dimension Door, Dire Wolf, Disguise Self, Disintegrate, Dispel Evil and Good, Dispel Magic, Dissonant Whispers, Divination Spell, Divine Favor, Divine Smite, Divine Word, Djinni, Dominate Beast, Dominate Monster, Dominate Person, Doppelganger, Draconic Sorcery, Draft Horse, Dragon Turtle, Dragon's Breath, Dream, Dretch, Drider, Drow, Drow Common, Druid, Druid Common, Druidcraft, Dryad, Dust Mephit, Eagle, Earth Elemental, Earthquake, Efreeti, Eldritch Blast, Elementalism, Elephant, Elk, Encounter, Enemy, Enhance Ability, Enlarge/Reduce, Ensnaring Strike, Entangle, Enthrall, Environmental Effect, Ephemeral, Equipment, Erinyes, Ethereal Sight, Etherealness, Ettercap, Ettin, Evoker, Expeditious Retreat, Experience Point, Expertise, Exploration, Eyebite, Fabricate, Faerie Fire, Faithful Hound, False Life, Fear, Fear Effect, Feather Fall, Fiend Patron, Fighter, Find Familiar, Find Steed, Find the Path, Finger of Death, Fire Bolt, Fire Elemental, Fire Giant, Fire Shield, Fire Storm, Fireball, Flame Blade, Flame Strike, Flaming Sphere, Flesh Golem, Flesh to Stone, Floating Disk, Fly Spell, Flying, Flying Snake, Fog Cloud, Forbiddance, Forcecage, Foresight, Freedom of Movement, Freezing Sphere, Frog, Frost Giant, Gameplay Toolbox, Gargoyle Common, Gaseous Form, Gate, Gelatinous Cube, Ghast Common, Ghost, Ghoul Common, Giant Ape, Giant Badger, Giant Bat, Giant Boar, Giant Centipede, Giant Constrictor Snake, Giant Crab, Giant Crocodile, Giant Eagle, Giant Elk, Giant Fire Beetle, Giant Frog, Giant Goat, Giant Hyena, Giant Insect, Giant Insect Creature, Giant Lizard, Giant Octopus, Giant Owl, Giant Rat, Giant Scorpion, Giant Seahorse, Giant Shark, Giant Spider, Giant Toad, Giant Venomous Snake, Giant Vulture, Giant Wasp, Giant Weasel, Giant Wolf Spider, Gibbering Mouther, Glabrezu, Gladiator, Glibness, Globe of Invulnerability, Glyph of Warding, Gnoll Warrior, Goat, Goblin Boss, Goblin Minion, Goblin Warrior, Gold Dragon, Gold Dragon Wyrmling, Goodberry, Gorgon, Gorgon Common, Grappling, Gray Ooze, Gray Ooze Common, Grease, Greater Invisibility, Greater Magic Resistance, Greater Restoration, Green Dragon, Green Dragon Wyrmling, Green Hag, Grick Adult, Griffon, Grimlock, Guard Captain, Guard Common, Guardian Naga, Guardian of Faith, Guards and Wards, Guidance, Guiding Bolt, Gust of Wind, Half-Dragon, Hallow, Hallucinatory Terrain, Harm, Harpy, Haste, Hawk, Hazard, Healing, Healing Word, Heat Aura, Heat Metal, Hell Hound, Hellish Rebuke, Heroes' Feast, Heroic Inspiration, Heroism, Hex, Hezrou, Hideous Laughter, Hill Giant, Hippogriff, Hippopotamus, Hit Point, Hit Point Die, Hobgoblin, Hobgoblin Captain, Hobgoblin Warrior, Hold Monster, Hold Person, Holy Aura, Homunculus, Horned Devil, Humanoid Skeleton, Humanoid Zombie, Hunter, Hunter Shark, Hunter's Mark, Hydra, Hyena, Hypnotic Pattern, Ice Devil, Ice Knife, Ice Mephit, Ice Storm, Ice Walk, Identify, Illusion, Illusory Script, Immunity, Imp, Imprisonment, Improvised Weapon, Incendiary Cloud, Incubus, Inflict Wounds, Initiative, Insect Plague, Instant Summons, Invisibility, Invisible Stalker, Iron Golem, Irresistible Dance, Jackal, Jump, Jump Spell, Killer Whale, Knight, Knight Common, Knock, Knocking Out a Creature, Kobold, Kobold Warrior, Kraken, Lamia, Legend Lore, Lemure, Lesser Restoration, Level, Level Advancement, Levitate, Lich, Life Domain, Lifestyle Expense, Light Spell, Lightning Bolt, Limited Amphibiousness, Lion, Lizard, Locate Animals or Plants, Locate Creature, Locate Object, Longstrider, Lycanthrope, Mage, Mage Armor, Mage Hand, Magic Circle, Magic Item, Magic Jar, Magic Missile, Magic Mouth, Magic Weapon Spell, Magical Contagion, Magical Effect, Magma Mephit, Magmin, Magnificent Mansion, Main, Major Image, Mammoth, Manticore, Marilith, Mass Cure Wounds, Mass Heal, Mass Healing Word, Mass Suggestion, Mastiff, Maze, Medusa, Meld into Stone, Mending, Mental Stress Effect, Mephit, Merfolk, Merfolk Skirmisher, Merrow, Message, Meteor Swarm, Mimic, Mind Blank, Mind Spike, Minor Illusion, Minotaur of Baphomet, Minotaur Skeleton, Mirage Arcane, Mirror Image, Mislead, Misty Step, Modify Memory, Monk, Monster, Moonbeam, Mounts and Vehicles, Move Earth, Mule, Multiclassing, Mummy, Mummy Common, Mummy Lord, Nalfshnee, Night Hag, Nightmare, Noble NPC, Nondetection, Oath of Devotion, Object, Obscured, Occupied Space, Ochre Jelly, Ogre, Ogre Common, Ogre Zombie, Oni, Opportunity Attack, Otherworldly Steed, Otyugh, Owl, Owlbear, Owlbear Common, Paladin, Panther, Pass without Trace, Passive Perception, Passwall, Path of the Berserker, Pegasus, Per Day, Phantasmal Killer, Phantom Steed, Phase Spider, Piranha, Pirate, Pirate Captain, Pirate Common, Pit Fiend, Planar Ally, Planar Binding, Plane Shift, Planetar, Plant Growth, Player Character, Plesiosaurus, Poison, Poison Spray, Polar Bear, Polymorph, Pony, Possession, Potion of Healing, Potions of Healing, Power Word Heal, Power Word Kill, Power Word Stun, Prayer of Healing, Prestidigitation, Priest, Priest Acolyte, Priest Common, Prismatic Spray, Prismatic Wall, Private Sanctum, Produce Flame, Proficiency, Proficiency Bonus, Programmed Illusion, Project Image, Protection from Energy, Protection from Evil and Good, Protection from Poison, Pseudodragon, Pteranodon, Purify Food and Drink, Purple Worm, Quasit, Raise Dead, Rakshasa, Ranger, Rat, Raven, Ray of Enfeeblement, Ray of Frost, Ray of Sickness, Reach, Reaction, Red Dragon, Red Dragon Wyrmling, Reef Shark, Regenerate, Reincarnate, Remorhaz, Remove Curse, Resilient Sphere, Resistance, Resistance Spell, Rest, Resurrection, Reverse Gravity, Revivify, Rhinoceros, Rhythm of Play, Riding Horse, Ritual, Roc, Rogue, Rope Trick, Roper, Round Down, Rules Glossary, Rust Monster, Saber-Toothed Tiger, Sacred Flame, Sahaugin, Sahuagin, Sahuagin Warrior, Salamander, Salamander Common, Sanctuary, Satyr, Satyr Common, Saving Throw, Scorching Ray, Scorpion, Scout, Scout Common, Scrying, Sea Hag, Seahorse, Searing Smite, Secret Chest, See Invisibility, Shadow, Shambling Mound, Shape-Shifting, Shark Telepathy, Shield Guardian, Shrieker Fungus, Silver Dragon, Silver Dragon Wyrmlinig, Simultaneous Effect, Size, Skeleton, Skill, Social Interaction, Solar, Sorcerer, Specter, Speed, Spell, Spell Attack, Spell/List, Spellcasting Ability, Spellcasting Focus, Sphinx, Sphinx of Lore, Sphinx of Valor, Sphinx of Wonder, Spider, Spirit Naga, Sprite, Spy Common, SRD 5.2, SRD 5.2/Legal Information, Stable, Starting at Higher Levels, Stat Block, Steam Mephit, Stirge Common, Stone Giant, Stone Golem, Storm Giant, Succubus, Sunlight Weakness, Superior Potion of Healing, Supreme Potion of Healing, Surprise, Svirfneblin Common, Swarm of Bats, Swarm of Crawling Claws, Swarm of Insects, Swarm of Piranhas, Swarm of Rats, Swarm of Ravens, Swarm of Venomous Snakes, Swimming, Target, Tarrasque, Telepathy, Teleportation, Temporary Hit Point, Thief, Tiger, Tool, Tough Boss, Tough Common, Trap, Travel Pace, Treant, Tremorsense, Triceratops, Trinket, Trinkets, Troll Common, Troll Limb, Truesight, Turn, Tyrannosaurus Rex, Umarmed Strike, Unicorn, Unoccupied Space, Vampire Common, Vampire Familiar, Vampire Spawn, Venomous Snake, Violet Fungus, Vrock, Vulnerability, Vulture, Warhorse, Warhorse Skeleton, Warlock, Warrior Infantry, Warrior of the Open Hand, Warrior Veteran, Water Elemental, Water Elemental Common, Water Susceptibility, Weapon, Weapon Attack, Weasel, Werebear, Wereboar, Wererat, Weretiger, Werewolf, White Dragon, White Dragon Wyrmling, Wight, Will-o'-Wisp, Winter Wolf, Wizard, Wolf, Worg, Worg Common, Wraith, Wyvern, Xorn, Young Black Dragon, Young Blue Dragon, Young Brass Dragon, Young Bronze Dragon, Young Copper Dragon, Young Gold Dragon, Young Green Dragon, Young Red Dragon, Young Silver Dragon, Young White Dragon