Equipment · 2024 rules

Adventuring Gear

ItemWeightCost
Arrows (20)1 lb.1 GP
Backpack5 lb.2 GP
Ball Bearings2 lb.1 GP
Barrel70 lb.2 GP
Basket2 lb.4 SP
Bedroll7 lb.1 GP
Bell—1 GP
Blanket3 lb.5 SP
Block and Tackle5 lb.1 GP
Bolts (20)1.5 lb.1 GP
Book5 lb.25 GP
Bottle, Glass2 lb.2 GP
Bucket2 lb.5 CP
Bullets, Firearm (10)2 lb.3 GP
Bullets, Sling (20)1.5 lb.4 CP
Burglar’s Pack42 lb.16 GP
Caltrops2 lb.1 GP
Candle—1 CP
Case, Crossbow Bolt1 lb.1 GP
Chain10 lb.5 GP
Chest25 lb.5 GP
Clothes, Fine6 lb.15 GP
Clothes, Traveler’s4 lb.2 GP
Component Pouch2 lb.25 GP
Costume4 lb.5 GP
Crowbar5 lb.2 GP
Diplomat’s Pack39 lb.39 GP
Druidic Focus, Sprig of Mistletoe—1 GP
Druidic Focus, Wooden Staff4 lb.5 GP
Druidic Focus, Yew Wand1 lb.10 GP
Dungeoneer’s Pack55 lb.12 GP
Entertainer’s Pack58 lb.40 GP
Explorer’s Pack55 lb.10 GP
Feed (per day)10 lb.5 CP
Flask1 lb.2 CP
Grappling Hook4 lb.2 GP
Holy Symbol, Amulet)1 lb.5 GP
Holy Symbol, Emblem)—5 GP
Holy Symbol, Reliquary2 lb.5 GP
Hunting Trap25 lb.5 GP
Ink—10 GP
Ink Pen—2 CP
Jug4 lb.2 CP
Ladder25 lb.1 SP
Lamp1 lb.5 SP
Lantern, Bullseye2 lb.10 GP
Lantern, Hooded2 lb.5 GP
Lock1 lb.10 GP
Magnifying Glass—100 GP
Manacles6 lb.2 GP
Map—1 GP
Mirror0.5 lb.5 GP
Needles (50)1 lb.1 GP
Paper—2 SP
Parchment—1 SP
Perfume—5 GP
Poison, Basic—100 GP
Pole7 lb.5 CP
Pot, Iron10 lb.2 GP
Pouch1 lb.5 SP
Priest’s Pack29 lb.33 GP
Quiver1 lb.1 GP
Ram, Portable35 lb.4 GP
Rations2 lb.5 SP
Robe4 lb.1 GP
Rope5 lb.1 GP
Sack0.5 lb.1 CP
Saddle (Exotic)40 lb.60 GP
Saddle (Military)30 lb.20 GP
Saddle (Riding)25 lb.10 GP
Scholar’s Pack22 lb.40 GP
Shovel5 lb.2 GP
Signal Whistle—5 CP
Spikes, Iron5 lb.1 GP
Spyglass1 lb.1000 GP
String—1 SP
Tent20 lb.2 GP
Tinderbox1 lb.5 SP
Vial—1 GP
Waterskin5 lb.2 SP

Arrows (20)

Ammunition for weapons that use arrows. Comes in a pack of 20. Typically stored in a quiver.

Backpack

A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.

Ball Bearings

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

A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.

Basket

A Basket holds up to 40 pounds within 2 cubic feet.

Bedroll

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

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

Blanket

While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see “Gameplay Toolbox”).

Block and Tackle

A Block and Tackle allows you to hoist up to four times the weight you can normally lift.

Bolts (20)

Ammunition for weapons that use bolts. Comes in a pack of 20. Typically stored in a case.

Book

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

A Glass Bottle holds up to 1 0.5 pints.

Bucket

A Bucket holds up to half a cubic foot of contents.

Bullets, Firearm (10)

Ammunition for weapons that use bullets, firearm. Comes in a pack of 10. Typically stored in a pouch.

Bullets, Sling (20)

Ammunition for weapons that use bullets, sling. Comes in a pack of 20. Typically stored in a pouch.

Burglar’s Pack

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

Caltrops

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

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

A Crossbow Bolt Case holds up to 20 Bolts.

Chain

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

A Chest holds up to 12 cubic feet of contents.

Clothes, Fine

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

Traveler’s Clothes are resilient garments designed for travel in various environments.

Component Pouch

A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells.

Costume

While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.

Crowbar

Using a Crowbar gives you Advantage on Strength checks where the Crowbar’s leverage can be applied.

Diplomat’s Pack

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, Sprig of Mistletoe

A Druidic Focus 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 Focus, Wooden Staff

A Druidic Focus is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus. This staff can also be used as a Quarterstaff.

Druidic Focus, Yew Wand

A Druidic Focus is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.

Dungeoneer’s Pack

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

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

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

Feed (per day)

Daily feed for a mount.

Flask

A Flask holds up to 1 pint.

Grappling Hook

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.

Holy Symbol, Amulet)

A Holy Symbol Amulet is bejeweled or painted to channel divine magic. A Cleric or Paladin can use it as a Spellcasting Focus. It can be worn around the neck or held in hand.

Holy Symbol, Emblem)

A Holy Symbol Emblem is bejeweled or painted to channel divine magic. A Cleric or Paladin can use it as a Spellcasting Focus. It must be borne on fabric (such as a tabard or banner) or a Shield.

Holy Symbol, Reliquary

A Holy Symbol Reliquary is bejeweled or painted to channel divine magic. A Cleric or Paladin can use it as a Spellcasting Focus. It must be held in hand.

Hunting Trap

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 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

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

Ink Pen

Using Ink, an Ink Pen is used to write or draw.

Jug

A Jug holds up to 1 gallon.

Ladder

A Ladder is 10 feet tall. You must climb to move up or down it.

Lamp

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

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

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

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

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

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

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

Mirror

A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.

Needles (50)

Ammunition for weapons that use needles. Comes in a pack of 50. Typically stored in a pouch.

Paper

One sheet of Paper can hold about 250 handwritten words.

Parchment

One sheet of Parchment can hold about 250 handwritten words.

Perfume

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

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 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.

Pole

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.

Pot, Iron

An Iron Pot holds up to 1 gallon.

Pouch

A Pouch holds up to 6 pounds within one-fifth of a cubic foot.

Priest’s Pack

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

Quiver

A Quiver holds up to 20 Arrows.

Ram, Portable

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

Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in “Rules Glossary” for the risks of not eating.

Robe

A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.

Rope

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

A Sack holds up to 30 pounds within 1 cubic foot.

Saddle (Exotic)

A saddle designed for unusual mounts, such as aquatic or flying creatures.

Saddle (Military)

A saddle designed for combat, providing advantage on checks to remain mounted.

Saddle (Riding)

A standard saddle for riding mounts.

Scholar’s Pack

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

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

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

Spikes, Iron

Iron Spikes come in bundles of ten. 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.

Spyglass

Objects viewed through a Spyglass are magnified to twice their size.

String

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

Tent

A Tent sleeps up to two Small or Medium creatures.

Tinderbox

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.

Vial

A Vial holds up to 4 ounces.

Waterskin

A Waterskin holds up to 4 pints. If you don’t drink sufficient water, you risk dehydration (see “Rules Glossary”).

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits