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Stealth checks can let you hide behind something in the area. How stupid would it be if you could just crouch slightly?
Attributes
Notes
  • Abacus Adventuring Gear
    2 gp
    2 lbs
    Utility,
    +

    A standard tool used to make calculations.

  • Acid (vial) Adventuring Gear
    25 gp
    1 lb
    Combat, Damage, Utility,
    +

    As an action, you can splash the contents of this vial onto 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.

  • Alchemist's Fire (flask) Adventuring Gear
    50 gp
    1 lb
    Combat, Consumable, Damage, Utility,
    +

    This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

  • 50 gp
    8 lbs
    Utility,
    +

    These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

  • Alms Box Adventuring Gear
    gp
    lb
    Utility,
    +

    A small box for alms, typically found in a priest’s pack.

  • Amulet Holy Symbol
    5 gp
    1 lb
    Utility,
    +

    A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

  • Antimatter Rifle Firearms Ranged Weapon
    gp
    10 lbs
    Reload (2 shots)
    +
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  • Antitoxin Adventuring Gear
    50 gp
    lb
    Healing, Utility,
    +

    A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

  • Arcane Focus Arcane Focus
    gp
    lb
    Utility,
    +

    An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in the Spellcasting section.

  • Arrows Ammunition
    1 gp
    1 lb
    Combat, Damage,
    +

    Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

  • 150 gp
    lb
    Consumable, Damage,
    +

    A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.

    Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

  • Backpack Adventuring Gear
    2 gp
    5 lbs
    Container,
    +

    A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.

    You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

  • Bagpipes Tool
    30 gp
    6 lbs
    Instrument,
    +

    If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use bagpipes as a spellcasting focus.

  • Ball Bearings (bag of 1,000) Adventuring Gear
    1 gp
    1 lb
    Combat, Control, Utility,
    +

    As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.

  • Barding Adventuring Gear
    gp
    lb
    Cost x4, Weight x2
    +

    Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

    Notes: Cost x4, Weight x2
  • Barrel Adventuring Gear
    2 gp
    70 lbs
    Container,
    +

    A barrel can hold 40 gallons of liquid, or 4 cubic feet of solid material.

  • Basket Adventuring Gear
    4 sp
    2 lbs
    Container,
    +

    A basket can hold 2 cubic feet/40 pounds of gear.

  • Battleaxe Martial Melee Weapon
    10 gp
    4 lbs
    Slashing
    Combat, Damage,
    +

    Proficiency with a battleaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Name Cost Damage Weight Properties
    Battleaxe 10 gp 1d8 Slashing 4 lbs
  • Bedroll Adventuring Gear
    1 gp
    7 lbs
    Utility,
    +

    You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

  • Bell Adventuring Gear
    1 gp
    lb
    Communication, Utility,
    +

    A standard bell that rings, typically used for signaling.

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