Equipment Packs
Equipment Packs
The starting equipment gained from your class includes a collection of useful adventuring gear put together in a pack. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.
Assassin's Pack (175 gp). Includes a chest, a vial of advanced poison, 3 vials of basic poison, a set of fine clothes, a bottle of ink, an ink pen, a lantern, 2 flasks of oil, 5 sheets of paper, a vial of perfume, a costume, and a flash bomb.
Burglar's Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 Supply, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Demolitions Pack (250 gp). Includes a backpack, a vial of unstable arcanum, 10 feet of string, a bell, 5 candles, 3 black powder charges, a hooded lantern, 3 flasks of oil, a tinderbox, and 10 sand bags.
Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lantern, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
Dungeoneer's Pack (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Entertainer's Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 Supply, a waterskin, and a disguise kit.
Explorer's Pack (10 gp). Includes a backpack, a bedroll, a mess tin, a tinderbox, 10 torches, 10 Supply, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Pirate's Pack (70 gp). Includes a backpack, a bedroll, an eyepatch, a compass, a distant map, 10 days of rations, and a waterskin.
Priest's Pack (19 gp). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 Supply, and a waterskin.
Scholar's Pack (40 gp). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
Miscellaneous Adventuring Gear
Miscellaneous Adventuring Gear
The many essentials that make adventuring into the unknown possible:
Acid. You can use an action to splash the contents of this vial onto a target within 5 feet of you, or throw the vial up to 20 feet where it shatters on impact. In either case, make a ranged weapon attack against the target, treating the acid as an improvised weapon. On a hit, the target takes 2d4 ongoing acid damage. This damage persists for 3 rounds. A creature ends all ongoing damage from mundane acid by using its action to wipe away the corrosive liquid.
Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. You can use an action to throw this flask up to 20 feet where it shatters on impact. Make a ranged weapon attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d6 ongoing fire damage. This damage persists for 1 minute. A creature can end all ongoing damage being dealt by alchemist’s fires by using its action to either make a DC 14 Dexterity check to extinguish the flames or by dousing the target with at least 1 gallon of water.
Ball Bearings. You can use an action to spill these tiny metal balls from their pouch and cover a level, square area that is 10 feet on each side. A creature moving across the covered area makes a DC 12 Dexterity saving throw or falls prone . A creature moving through the area at half speed doesn't need to make the save.
Black Powder Charge. A pound of black powder inside a wooden shell with a fuse can make a simple but potent explosive. You can use an action to set and light one or more black powder charges which explode at the beginning of your next turn. Any creatures or objects within 10 feet of the exploding charge must make a DC 14 Dexterity saving throw , taking 1d6 force damage and 1d6 fire damage on a failed save, or half as much on a successful one. Increase the explosion’s damage by 1d6 force and 1d6 fire for each doubling of the number of charges set beyond the first. For example, 4 black powder charges deal 3d6 force and 3d6 fire damage, 8 black powder charges deal 4d6 force and 4d6 fire damage, 32 black powder charges deal 6d6 force damage and 6d6 fire damage, and so on.
For each charge beyond the first, the area increases as follows: 2 charges—20-foot radius, 4 charges—30-foot radius, 8 charges—40-foot radius, 16 charges—50-foot radius, 32 charges—60-foot radius.
Black powder charges become useless and are destroyed when submerged in water or left exposed to rain.
Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle along with a length of rope allows you to hoist up to four times the weight you can normally lift.
Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). Any book of masterwork quality covers in detail one specialty (see Specialties in Chapter 6: Using Ability Scores). You gain an expertise die on checks made regarding the specialty detailed in the last masterwork book you’ve read.
Cage. This metal cage can comfortably contain a creature of the size it is designed to hold. The cage has a simple door held with a latch that requires an Intelligence score of 5 or more to open.
Medium: The cage (AC 16, 25 hit points) can be burst open with a DC 22 Strength check.
Large: The cage (AC 17, 40 hit points) can be burst open with a DC 24 Strength check.
Huge: The cage (AC 18, 55 hit points) can be burst open with a DC 26 Strength check.
Caltrops. You can use an action to spread a bag of caltrops that covers a square area 5 feet on a side. Any creature that enters the area makes a DC 15 Dexterity saving throw or it stops moving this turn and takes 1d4 piercing damage. Taking this damage reduces the creature's base Speed by 10 feet until it regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Candle. A lit candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet for up to 1 hour.
Chain. A chain (AC 16, 10 hit points) can be burst with a DC 20 Strength check.
Clothes (Any). Clothes of varying styles can be appropriate to any number of cultures or social situations and can be worn over light armor. A DC 14 Perception check is required to notice light armor hidden underneath clothes.
Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
Crowbar. You gain advantage on Strength checks when you are able to apply leverage with this hooked metal bar.
Eyepatch. Eyepatches can be used to prepare one eye for lower light vision, especially for working on deck and in the relative darkness of a ship. When you are wearing an eyepatch and enter an area of darkness or dim light from a brightly lit area, you can use a bonus action to swap it from one eye to the other to gain an expertise die on Perception checks until you enter an area of bright light or for the next 10 minutes.
Fishing Tackle. This includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Flash Bomb. You can use an action to throw this glass bauble, making a ranged weapon attack against a creature within 20 feet and treating the flash bomb as an improvised weapon. The target makes a DC 14 Constitution saving throw or it is blinded until the end of your next turn.
Hook Hand. Prosthetic hook hands are common replacements for missing hands. You cannot gain advantage or expertise dice on Sleight of Hand checks made with a hook hand. In addition, a hook is a natural weapon which you can use to make unarmed strikes that deal piercing damage equal to 1d6 + your Strength modifier.
Holy Water. You can use an action to splash the contents of this flask on an adjacent creature. Alternatively, you can throw it up to 20 feet where it shatters on impact. Make a ranged weapon attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage and becomes
slowed
until the end of your next turn.
A cleric or herald can create holy water by performing a special ritual that takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Lantern. Once lit, a lantern burns for 6 hours on a flask of oil (1 pint).
Standard: Casts bright light in a 15-foot radius and dim light for an additional 30 feet.
Bullseye: Casts bright light in a 60-foot cone and dim light for an additional 60 feet.
Hooded: Casts bright light in a 30-foot radius and dim light for an additional 30 feet. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Lock. A key is provided with the lock. Without the key, a DC 15 thieves’ tools check can pick this lock. At the Narrator’s discretion, there may be better locks available for higher prices.
Magnifying Glass. This lens allows a closer look at small objects. When you use a magnifying glass to appraise or inspect an item that is Tiny or highly detailed, you gain an expertise die . A magnifying glass is also useful for starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and 5 minutes of remaining stationary.
Manacles. These metal restraints (AC 16, 20 hit points) can restrain a Small or Medium creature. You can restrain an unwilling creature which requires an action, and for the creature to be either restrained, or both grappled and prone . Escaping the manacles requires a DC 20 Dexterity check, and breaking them requires a DC 20 Strength check. Each set of manacles comes with one key. Without the key, a DC 15 thieves’ tools check can pick this lock.
Merchant's Scale. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. You can use a scale to measure the exact weight of Tiny objects, such as raw precious metals or trade goods, to help determine their worth.
Mess Tin. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan while the other is used as a plate or shallow bowl.
Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask up to 20 feet, shattering it on impact. Make a ranged weapon attack against a target 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 an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square level area. When lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Paint Pot. This small clay pot contains about a pint of a single color of paint, enough to cover 50 square feet. Alternatively, as an action, you can splash the contents of this pot up to 20 feet, shattering it on impact. Make a ranged weapon attack against a creature within 20 feet, treating the paint pot as an improvised weapon. On a hit, the target is covered in bright paint. The paint can only be removed with at least 1 minute of vigorous scrubbing. While covered in paint, a creature has disadvantage on Stealth checks.
Portable Ram. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. When another creature helps you use the ram, you gain an expertise die (as well as advantage , as normal).
Prosthetic. Prosthetics are usually metal and custom made to replace whatever portion of a limb has been lost.
Arm or Hand: You cannot gain advantage or expertise dice on Sleight of Hand checks made with this prosthetic. However, prosthetics can provide an unexpected block, and when you use it defensively you gain a +1 bonus to your AC as if you were wielding a hands-free light shield with the prosthetic. Prosthetics used defensively in this way cannot wield weapons.
Leg or Foot: While you are standing on your prosthetic, you cannot gain advantage or expertise dice on saving throws made to resist being knocked prone, and you take half damage from caltrops, spikes, and difficult terrain that deals damage. Depending on how your prosthetic is constructed, you can use it to store up to one concealed Tiny item (DC 15 Investigation or Perception check to notice).
Rope. Rope, whether made of hemp or silk, has an AC of 10, 2 hit points, and can be burst with a DC 17 Strength check.
Smoke Bomb. This metal sphere’s casing is pockmarked with holes and capped with a thick fuse. When lit, it spews suffocating black smoke that heavily obscures a 10-foot cube for 1 minute. Air-breathing creatures within the smoke must make a DC 10 Constitution saving throw , or have disadvantage on ability checks, attack rolls , and saving throws made while breathing the fumes. A wind of moderate or greater speed suppresses the smoke effect for 1 round.
Spellbook. Essential for wizards, a spellbook is a leather bound tome with 100 blank vellum pages suitable for recording spells.
Spyglass. Objects viewed through a spyglass are magnified to twice their size. You can use a spyglass to make Perception checks on areas you can see that are more than a quarter mile away.
Tanglefoot Bag. Unguents and adhesives fill this airtight sack. You can use an action to throw this bag at a target within 20 feet, treating it as a ranged weapon attack with an improvised weapon. On a hit, rapidly hardening sap covers the target and it makes a DC 13 Strength check or becomes grappled . At the start of each of its turns, the target repeats the check, ending the effect on itself on a success. The sap can also be destroyed (AC 13, 6 hit points).
Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
Travel Enclosure. This fine wire mesh bag is reinforced with metal beams, making a durable but flexible enclosure. Creatures of an appropriate size can comfortably reside within the enclosure if provided with some appropriate substrate (soft bedding for rodents, loamy soil for toads, and so on).
Tiny: A single Tiny creature residing within the enclosure has total cover while inside it and automatically succeeds on saving throws to resist area effects.
Small: Up to 3 Tiny creatures or a single Small creature residing with the enclosure have total cover while inside it and automatically succeed on saving throws to resist area effects.
Unstable Arcanum (Vial). This small vial of unstable magical waste can make for a powerful explosive. You can set and light one or more vials of unstable arcanum as an action, causing each to explode at the start of your next turn. Any creatures or objects within 10 feet of the exploding charge make a DC 14 Dexterity saving throw , taking 2d10 force damage on a failure, or half damage on a success. Increase this damage by 2d10 for each charge set beyond the first. Whenever a creature carrying unstable arcanum takes damage from a spell or cantrip, it must roll a d4. On a result of a 1 the unstable arcanum instantly explodes as if set and lit.
Wheelchair. This durable device provides tactical mobility without requiring use of the legs. While mounted on a wheelchair you are considered to be wearing the wheelchair as a piece of gear. The wheelchair is mechanically complex, and can ascend stairs and ramps slowly, or provide a boost of speed on the descent. You have a movement speed of 30 feet while mounted on a wheelchair and treat inclines and stairs as difficult terrain, but while moving down slopes, stairs, or other significant declines you may take the Dash action as a bonus action. At the Narrator's discretion, more advanced and tactical wheelchairs may be available.
Table: Miscellaneous Adventuring Gear
Item |
Cost |
Weight |
Abacus |
2 gp |
2 lbs. |
Acid (vial) |
25 gp |
1 lb. |
Alchemist’s fire (flask) |
35 gp |
1 lb. |
Ball bearings (bag of 1,000) |
1 gp |
2 lbs. |
Bell |
1 gp |
— |
Black powder charge |
35 gp |
1 lb. |
Block and tackle |
1 gp |
5 lbs. |
Book |
25 gp |
5 lbs. |
Cage (Medium) |
5 gp |
25 lbs. |
Cage (Large) |
20 gp |
100 lbs. |
Cage (Huge) |
120 gp |
500 lbs. |
Caltrops (bag of 20) |
1 gp |
2 lbs. |
Candle |
1 cp |
— |
Chain (10 feet) |
5 gp |
10 lbs. |
Chalk (1 piece) |
1 cp |
— |
Clothes (common) |
5 sp |
3 lbs. |
Clothes (costume) |
5 gp |
4 lbs. |
Clothes (fine) |
15 gp |
6 lbs. |
Clothes (traveler's) |
2 gp |
4 lbs. |
Component pouch |
25 gp |
2 lbs. |
Crowbar |
2 gp |
5 lbs. |
Eyepatch |
2 sp |
— |
Fishing tackle |
1 gp |
4 lbs. |
Flash bomb |
50 gp |
3 lbs. |
Grappling hook |
2 gp |
4 lbs. |
Hammer |
1 gp |
3 lbs. |
Hook hand |
15 gp |
1 lb. |
Holy water (flask) |
25 gp |
1 lb. |
Hourglass |
25 gp |
1 lb. |
Ink (1 ounce bottle) |
10 gp |
— |
Ink pen |
2 cp |
— |
Incense (block) |
5 gp |
½ lb. |
Ladder (10 foot) |
1 sp |
25 lbs. |
Lantern (standard) |
5 sp |
1 lb. |
Lantern (bullseye) |
10 gp |
2 lbs. |
Lantern (hooded) |
5 gp |
2 lbs. |
Lock |
10 gp |
1 lb. |
Magnifying glass |
25 gp |
— |
Manacles |
2 gp |
6 lbs. |
Merchant’s scale |
5 gp |
3 lbs. |
Mess tin |
2 sp |
1 lb. |
Mirror, steel |
5 gp |
1/2 lb. |
Oil (flask) |
1 sp |
1 lb. |
Paint pot |
1 gp |
1/4 lb. |
Paper (one sheet) |
2 sp |
— |
Parchment (one sheet) |
1 sp |
— |
Perfume (vial) |
5 gp |
— |
Pick, miner's |
2 gp |
10 lbs. |
Piton |
5 cp |
1/4 lb. |
Pole (10-foot) |
5 cp |
7 lbs. |
Portable ram |
4 gp |
35 lbs. |
Prosthetic (arm/hand) |
125 gp |
4 lbs. (varies) |
Prosthetic (leg/foot) |
75 gp |
8 lbs. (varies) |
Robes |
1 gp |
4 lbs. |
Rope, hempen (50 feet) |
1 gp |
10 lbs. |
Rope, silk (50 feet) |
10 gp |
5 lbs. |
Sand bag |
2 cp |
1 lb. |
Sealing wax |
5 sp |
— |
Shovel |
2 gp |
5 lbs. |
Signal whistle |
5 cp |
— |
Signet ring |
5 gp |
— |
Sledgehammer | 2 gp | 10 lbs. |
Smoke bomb |
50 gp |
3 lbs. |
Soap |
1 cp |
— |
Spellbook |
50 gp |
3 lbs. |
Spikes, iron (10) |
1 gp |
5 lbs. |
Spyglass |
150 gp |
1 lb. |
String (10 feet) |
1 sp |
— |
Tanglefoot bag |
50 gp |
3 lbs. |
Tinderbox |
5 sp |
1 lb. |
Travel enclosure (Tiny) |
10 gp |
2 lbs. |
Travel enclosure (Small) |
35 gp |
15 lbs. |
Unstable arcanum |
120 gp |
— |
Vestments |
1 gp |
4 lbs. |
Wheelchair |
100 gp |
25 lbs. |
Whetstone |
1 cp |
1 lb. |
Containers
Containers
Adventuring means surviving the elements, desperately searching for your next meal after rations have run out while traveling far from civilization, and overcoming other rigorous obstacles that are part of any epic journey. In games where the minutiae of travel is an integral part to the adventure, the Narrator may want players to keep track of where they are keeping all of their various equipment. Table: Containers has the most common types of containers, though it's typical for many adventurers to get by with just a backpack and a waterskin.
Table: Containers
Container |
Capacity |
Cost |
Weight |
Backpack* |
30 pounds of gear or 1 cubic foot |
2 gp |
5 lbs. |
Barrel |
40 gallons liquid or 4 cubic feet solid |
2 gp |
70 lbs. |
Basket |
40 pounds of gear or 2 cubic feet |
4 sp |
2 lbs. |
Bottle, glass |
1 1/2 pints liquid |
2 gp |
2 lbs. |
Bucket |
3 gallons liquid or 1/2 cubic foot solid |
5 cp |
2 lbs. |
Case, crossbow bolt |
20 crossbow bolts |
1 gp |
1 lb. |
Case, map or scroll |
10 paper sheets or 5 parchment sheets |
1 gp |
1 lb. |
Chest |
300 pounds gear or 12 cubic feet |
5 gp |
25 lbs. |
Flask or tankard |
1 pint liquid |
2 cp |
1 lb. |
Jug or pitcher |
1 gallon liquid |
2 cp |
4 lbs. |
Pot, iron |
1 gallon liquid |
2 gp |
10 lbs. |
Pouch |
6 pounds of gear or 1/5 cubic foot |
5 sp |
1 lb. |
Quiver |
20 arrows |
1 gp |
1 lb. |
Sack |
30 pounds of gear or 1 cubic foot |
1 cp |
½ lb. |
Vial |
4 ounces liquid |
1 gp |
— |
Waterskin |
4 pints liquid |
2 sp |
5 lbs. (full), ½ lb. (empty) |
* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Bulky Items
Bulky Items
A bulky item weighs 40 pounds or more (for example a bag with 2,000 or more gold coins) or is greater than 4 feet in any direction (like a large ornate rug). Any creature can carry one bulky item plus one additional bulky item for every point of its Strength modifier. When a creature is not carrying any Supply, it can carry one additional bulky item.
Survival Gear
Survival Gear
Adverse weather and gnawing hunger can claim just as many lives as monsters and traps. The following items are necessities when facing inhospitable environments and harsh journeys:
Bedroll. This essential commodity provides insulation and comfortable sleep on rocky, wet, or uneven terrain.
Blanket. Provides warmth while resting in cold environments.
Climbing Gear. A climbing gear set includes special pitons, boot tips, gloves, and a harness. You can use the climbing gear as an action to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't climb more than 25 feet away from that point without undoing the anchor.
Cold Weather Gear. Cold weather gear includes special boots, gloves, warm padding, and face protection. This gear can be worn over or under any armor and takes 5 minutes to don or remove. While wearing cold weather gear you automatically succeed on saving throws against effects caused by an environment of extreme cold, but have disadvantage on saving throws against effects from environments of extreme heat and spells or effects that deal fire damage. This gear can also be worn to provide warmth while resting in cold environments.
Compass. This device has a free-turning needle that always points towards the magnetic north.
Fishing Trap. Whenever you retrieve this arrangement of netting, wires, and weights from a body of water with aquatic life, roll a d20 and add a bonus equal to the number of hours the trap has been set. On a 21 or higher the trap has captured fish or other aquatic animals totaling 1d4 Supply.
Hunting Snare. This simple arrangement of stakes, wires, and ropes can be set for catching small game in woodlands, forests, or other hunting grounds. Whenever you retrieve the snare, roll a d20 and add a bonus equal to the number of hours the snare has been set. On a 21 or higher the snare has captured and killed a Tiny game animal with 1d4 Supply.
Hunting Trap. Once you use your action to set it, this trap forms a saw-toothed 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 makes a DC 13 Dexterity saving throw or it takes 2d4 piercing damage and stops moving. On a failed save, until the creature breaks free of the trap its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1d4 piercing damage to the trapped creature. Hunting traps of higher quality are more complex and effective, increasing the DC of each saving throw and ability check (by 2 for fine hunting traps, or by 4 for masterwork hunting traps).
Map. When using a map, you may travel at a fast pace without taking a penalty to your passive Perception while within the area it depicts. If you also use a compass in conjunction with a map, you gain an expertise die on checks made to avoid becoming lost.
Local: This map depicts an area that is well known to its makers and shows the full details as well as routes within the realm, including the names of hamlets, villages, and towns.
Distant: This map depicts a region far-flung from those that made it, and it only shows the major geographical features and best known routes within the realm.
Frontier: This map depicts an area only recently explored by those that made it and the information is often incorrect or incomplete. When consulting this map, the Narrator rolls a secret d20. On a result of 5 or less, the outdated or false information wastes travel time turning around and doubling back and the party only progresses half as much distance towards their destination.
Mosquito Netting. This thin mesh cloth provides protection from small insects while sleeping in jungles, swamps, or similar environments.
Marshland Gear. Marshland gear includes special boots, gloves, and clothes designed to repel moisture and muck. This gear can be worn over light armor and takes 5 minutes to don or remove. While you are wearing marshland gear, you can move at a normal pace through nonmagical swamps and marshes, but you have disadvantage on Dexterity checks and saving throws made on dry or rocky terrain.
Rations. Rations can vary wildly depending on the culture, but they usually consist of a day’s worth of water and dry foods suitable for extended travel like jerky, dried fruit, hardtack, or nuts. One unit of rations provides 1 Supply.
Tent. These stitched together canvases, hides, or tarps provide protection from the elements so long as there is a flat space for them to be deployed.
One Person: Suitable for a Medium-sized creature. Occupies a 5-foot by 10-foot space when set up.
Two Person: Suitable for up to 2 Medium-sized creatures. Occupies a 10-foot by 10-foot space when set up.
Communal: Suitable for up to 6 Medium-sized creatures. Occupies a 15-foot by 15-foot space when set up.
Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. When you use a burning torch as a club to make a melee attack, it deals an extra 1 fire damage on a hit.
Torch (Alchemical). The rough, sticky tar at the end of this torch burns through even the most adverse conditions. An alchemical torch burns for 1 hour even in heavy rains, strong winds, and underwater (albeit poorly when submerged, shedding only dim light in a 5-foot radius). Dimmer than a normal torch, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Rations and Supply
Basic rations include food and water, typically costing 5 silver for 1 Supply. At the Narrator’s discretion, food and water may cost more or less than this, especially if an adventurer is choosing to purchase finer foodstuffs or in a locale where resources are scarce.
Table: Survival Gear
Item |
Cost |
Weight |
Bedroll |
1 gp |
7 lbs. |
Blanket |
5 sp |
3 lbs. |
Climbing gear |
25 gp |
12 lbs. |
Cold weather gear |
15 gp |
12 lbs. |
Compass |
60 gp |
½ lb. |
Fishing trap |
5 gp |
10 lbs. |
Hunting snare |
5 gp |
5 lbs. |
Hunting trap |
5 gp |
25 lbs. |
Map (local) |
20 gp |
— |
Map (distant) |
75 gp |
— |
Map (frontier) |
200 gp |
— |
Marshland gear |
10 gp |
6 lbs. |
Mosquito netting |
2 gp |
½ lb. |
Rations (1 Supply) |
5 sp |
2 lb. |
Tent (one person) |
1 gp |
10 lbs. |
Tent (two person) |
2 gp |
20 lbs. |
Tent (communal) |
15 gp |
40 lbs. |
Torch |
1 cp |
1 lb. |
Torch (alchemical) |
25 gp |
1 lb. |
Common Poisons
Common Poisons
While some poisons require exotic or expensive ingredients, many effective concoctions can be obtained or made with little effort. The following poisons may be commonly available from apothecaries and herbalists, at the Narrator’s discretion.
Applying a poison takes an action. A creature immune to the poisoned condition is immune to any effects from poisons.
Curare. You can use the poison in this vial to coat one slashing or piercing weapon, or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or is stunned until the end of its next turn.
Ether. You can use the chemicals in this flask to soak a rag or other small cloth item. An open flask of ether or an ether-soaked rag retains its potency for 1 minute or until you hit with it. While you are grappling a creature, you may make a special melee weapon attack against it using ether. On a hit, the creature makes a DC 12 Constitution saving throw or fall unconscious . The creature remains unconscious for 1 minute, until it takes damage, or until an action is used to shake or slap the creature awake.
Poison. You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.
Basic: When a creature takes damage from the coated weapon or ammunition, it makes a DC 12 Constitution saving throw or takes 2d4 poison damage and is poisoned until the end of your next turn.
Advanced: When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Constitution saving throw or takes 2d6 poison damage and is poisoned until the end of your next turn.
Potent: When a creature takes damage from the coated weapon or ammunition, it makes a DC 14 Constitution saving throw or takes 2d8 poison damage and is poisoned until the end of your next turn.
Table: Simple Poisons
Item | Coat | Weight |
Curare (vial) |
100 gp |
— |
Ether (flask) |
20 gp |
1 lb. |
Poison, basic (vial) |
25 gp |
— |
Poison, advanced (vial) |
50 gp |
— |
Poison, potent (vial) |
100 gp |
— |
Spellcasting Foci
Spellcasting Foci
Many spellcasters rely on a magical focus, an item that allows them to channel their power. Using a spellcasting focus allows a spellcaster to forgo many material components for their spells. A wide variety of items can be turned into magical foci, which fall into three primary categories:
- Arcane Focus: These foci are soaked in arcane power and often engraved or painted with eldritch symbols and cosmic iconography. Orbs, crystals, grimoires, staves, or wands are often used as spellcasting foci by sorcerers, warlocks, and wizards.
- Divine Focus: These foci (often called holy symbols) are representations of a deity, pantheon, or ideal. They usually depict the crest or icon of a specific god or are of symbolic importance to a particular faith. Reliquaries, censers, amulets, emblems, or tattoos are often used as spellcasting foci by clerics and heralds.
- Nature Focus: These foci typically incorporate furs, feathers, living plants, sacred wood, or the bones or teeth of sacred animals. Staves, wands, wonders, fetishes, or totems are typically used as spellcasting foci by druids and rangers.
Table: Spellcasting Foci
Item |
Cost |
Weight |
Amulet |
5 gp |
1 lb. |
Censer |
15 gp |
2 lbs. |
Crystal |
10 gp |
3 lbs. |
Emblem |
5 gp |
— |
Focus tattoo |
75 gp |
— |
Grimoire |
25 gp |
5 lbs. |
Orb |
10 gp |
3 lbs. |
Reliquary |
5 gp |
2 lbs. |
Rod |
10 gp |
2 lbs. |
Staff |
5 gp |
4 lbs. |
Totem |
1 gp |
— |
Wand |
10 gp |
1 lb. |
Wonder |
30 gp |
— |
Focus Tattoo. Some spellcasters permanently mark their bodies with symbols of their deity, eldritch runes, or ritualistic symbols. You can apply a focus tattoo over the course of a long rest , after which it functions as a spellcasting focus. Focus tattoos draw on a bearer’s own magics, and must be attuned like a magic item in order to function and require an attunement slot. When you cast spells with a focus tattoo in this way, you must briefly touch your focus tattoo with your free hand.
Grimoire. These large and imposing tomes can function both as a spellbook and as a spellcasting focus.
Staff. In addition to its use as a spellcasting focus, a staff can also be used as a quarterstaff.
Wonder. A wonder is an unusual spellcasting focus such as a sacred flower that never wilts, a prismatic crystalized skull, or a polished burl that whispers with the language of the trees. If you lose a wonder, you can replace it as a ritual that takes 10 minutes and requires 5 gold worth of rare materials. You must be able to cast ritual spells to restore a lost wonder in this way. When you do so, any previous wonders created this way are destroyed.
Medicinals
Medicinals
Not everyone has access to magical healing spells. The following herbal remedies and potions may be commonly available from apothecaries and herbalists, at the Narrator’s discretion.
Drinking or administering a potion or remedy takes an action.
Expertise dice granted by the use of medicine can only be gained from that type of medicine once between long rests .
Adderwort Roots. Chewing these dark roots bolsters your body’s natural defenses, and after you eat it you gain an expertise die on Constitution saving throws for 1 hour.
Antitoxin. Consuming the dark bitter liquid in this vial removes the poisoned condition and you gain advantage on saving throws against poison for 1 hour.
Bandage. These strips of sterilized cloth staunch bleeding and cover wounds. You can use an action to apply a bandage to yourself or another creature to end ongoing piercing or slashing damage. When using improvised bandages there is a 50% chance of exposure to a disease .
Dried Yewclaw Bark. Eating strips of this dried yellow bark calms and clarifies the mind, and after consuming this bark you gain an expertise die on Intelligence saving throws for 1 hour.
Fairy Cap. Consuming this small red mushroom cap removes inhibitions and creates confidence, and after you eat it you gain an expertise die on Charisma saving throws for 1 hour.
Healer's Satchel. This leather pouch contains medical implements used to patch up wounds. As an action, you can expend one use of this item to stabilize a creature that has 0 hit points, without needing to make a Medicine check.
Healing Potion. These potions have auras of evocation magic invisible to mundane eyes.
Basic: When you drink the bright red liquid in this flask, you regain 2d4 + 2 hit points.
Greater: When you drink the pure red concoction in this flask, you regain 4d4 + 4 hit points.
Superior: Requiring rare ingredients, the recipes for these potions are jealously guarded by master herbalists. When you drink the glowing crimson liquid in this vial, you regain 8d4 + 8 hit points.
Supreme: Only a few herbalists every generation master the precise artistry required to brew these serums. When you drink the iridescent liquid in this vial you regain 10d4 + 20 hit points.
Ironwood Acorn. This tough acorn must be swallowed whole to fortify your muscles and sinews, and after you eat it you gain an expertise die on Strength saving throws for 1 hour.
Jar of Leeches. This jar contains bloodthirsty medicinal worms useful for curing many maladies. You can expend one use of this jar during a
short rest
to administer leeches to yourself or a willing creature. A creature who has leeches administered to them cannot regain hit points during this short rest due to blood loss, but it may repeat a saving throw to remove the poisoned condition or a blood-borne disease (DC equal to the original effect).
Alternatively, as an action you can throw this jar up to 20 feet, shattering it on impact.
Make a ranged attack
against a creature or object, treating the jar as an improvised weapon. On a hit, if the target is a Large or smaller creature it takes 1d4 ongoing damage. A creature can end this damage by using its action to remove the leeches.
Laudanum. This mixture of ambergris, saffron, and other rare ingredients can calm the nerves and ease mental pain. When you drink the bitter reddish-brown concoction in this vial you recover a level of strife. Roll 1d10. On a 1, you gain a short-term mental stress effect . Once a creature benefits from laudanum, it cannot do so again until it finishes a long rest .
Lavender Paste. Mixing lavender petals with herbs creates a natural insect repellent. You can use an action to apply the paste to yourself or a willing creature, granting immunity to insect-based hazards in swampy terrain. In addition, the creature gains benefits equivalent to mosquito netting for the next 24 hours.
Medicinal Salve. Made from herbal ingredients, this tin of soothing salve can help mend grievous injuries. You can apply medicinal salve to your or a willing creature’s wounds during a short rest . A creature treated with medicinal salve rolls a bonus Hit Die and adds the result to the total number of hit points regained during the short rest. When used with a bandage, the bonus Hit Die from a medicinal salve restores the maximum amount of hit points. Once a creature benefits from a medicinal salve, it cannot do so again until it finishes a long rest .
Pressed Spiderbulb. Consuming this dried flower grants you energy and tightens your reflexes, and after you eat it you gain an expertise die on Dexterity saving throws for 1 hour.
Sycamore Petal Poultice. Consumption of these pulped petals heightens your senses, and after you eat it you gain an expertise die on Wisdom saving throws for 1 hour.
Table: Medicinals
Item |
Cost |
Weight |
Adderwort roots |
10 gp |
— |
Antitoxin |
75 gp |
— |
Bandage |
1 sp |
— |
Dried yewclaw bark |
5 gp |
— |
Fairy cap |
5 gp |
— |
Healer’s satchel (10 uses) |
5 gp |
3 lbs. |
Healing potion (basic) |
50 gp |
½ lb. |
Healing potion (greater) |
150 gp |
½ lb. |
Healing potion (superior) |
550 gp |
¼ lb. |
Healing potion (supreme) |
1,500 gp |
¼ lb. |
Ironwood acorn |
5 gp |
— |
Jar of leeches (5 uses) |
25 gp |
1 lb. |
Laudanum |
35 gp |
¼ lb. |
Lavender paste (5 uses) |
10 gp |
½ lb. |
Medicinal salve (3 uses) |
75 gp |
½ lb. |
Pressed spiderbulb |
10 gp |
— |
Sycamore petal poultice |
10 gp |
— |
Traditionalist
Traditionalist
These wizards embody the traditional ideals of a mage, studying the eight classical schools of magic and their methods. They usually come to their magics by way of a mentor or schooling, where they learned the arcane arts from a pragmatic, historical lens.
Scholarly Specialty
When you choose this archetype at 2nd level, choose one classical school of magic as your Scholarly Specialty: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. The gold and time you must spend to copy spells from this school into your spellbook is halved. If a feature refers to your chosen school, it refers to the school selected in this feature.
Esoteric Talent
Also at 2nd level, you gain one of the following benefits, which represents a minor talent you’ve picked up over the course of your studies.
Bend Magic
When you cast a wizard spell that deals damage to an area, you can choose a number of creatures equal to your Intelligence modifier in the area that you can see. The chosen creatures take no damage from the spell.
Flash of Insight
You can use a bonus action to roll a d20, record the result, and choose a creature you can see within 30 feet. The next time that creature makes an ability check, attack roll , or saving throw , it takes that d20 result instead of rolling. If you use this feature again before finishing a short rest , you must sacrifice a spell slot of 1st-level or higher to do so.
Quick Step
After you cast a wizard spell of 1st-level or higher, you can immediately move up to 15 feet without provoking opportunity attacks or spending any of your normal movement.
Refined Learning
At 6th level, you’ve developed an impressive expertise in spells of your chosen school. Choose one of the following benefits:
Arcane Armor
When you cast a wizard spell of 1st-level or higher, you store some of its magic to protect yourself, gaining temporary hit points equal to twice the level of the spell, or three times the spell’s level if the spell is from your chosen school. Instead of gaining these temporary hit points yourself, you can use your reaction to grant them to a creature within 30 feet.
Energy Retention
When you expend a spell slot of 2nd-level or higher to cast a wizard spell from your chosen school, you regain one expended spell slot. The regained spell slot must be of a level no more than half the level of the expended spell slot.
War Magic
When you deal damage with a wizard spell from your chosen school, you deal additional damage equal to your Intelligence modifier on the first damage roll for that spell.
Superior Talent
At 10th level, you’ve discovered even greater ways to use your magic to your advantage. Choose one of the following benefits:
Perfect Control
When concentrating on a wizard spell of your chosen school, you only need to roll to maintain concentration when you take damage from an attack, effect, or spell equal to or greater than your Intelligence score + your wizard level.
Secondary Learning
Choose a second school to count as your Scholarly Specialty, and an additional feature from either Esoteric Talent or Refined Learning.
Splinter Spell
When you cast a wizard spell from your chosen school that only affects one creature, you can have it affect an additional creature within range. Once you have used this feature, you cannot do so again until you finish a short or long rest .
Specialized Mastery
At 14th level, you’ve reached the pinnacle of your chosen magics. Choose one of the following benefits:
Battle Hardiness
When concentrating on a wizard spell from your chosen school, you reduce incoming bludgeoning, piercing, and slashing damage by an amount equal to the level of the spell.
Heightened Potency
When you cast a wizard spell from your chosen school, it is always treated as though it were cast with a spell slot one level higher than the one you used, so long as you expended a spell slot to cast it. The slot you use to cast the spell must still be at least equal to the level of the spell.
Precise Understanding
When you see a creature cast a spell from your chosen school, you automatically know what spell it’s casting. You also have advantage on saving throws against spells.
Firemage
Firemage
The wizard most classically associated with war, firemages can manipulate powerful conflagrations against their foes. Despite its roots in battle however, these mages are often far more complex than many expect—much like how fire destroys but also gives warmth, firemages tend to be highly spiritual and understand the cycle of creation and destruction more intimately than any other wizard.
Cleansing Fire
When you choose this archetype at 2nd level, you learn how to use flame to not just harm but heal. When you cast a spell of 1st-level or higher that deals fire damage, you can choose one creature that would take damage from the spell. Instead of taking damage from the spell, it is healed for a number of hit points equal to the spell’s level plus your proficiency bonus.
Rituals of Fire
Also at 2nd level, you can peer into flames to learn of what lies ahead. By spending 10 minutes meditating while staring into a flame that fills at least a 5-foot cube, you can cast augury without spending any spell slots.
At 6th level, by burning an object with a connection to a creature and spending 10 minutes in meditation, you can cast locate creature in this way.
At 10th level, by creating a fire large enough to fully immerse yourself in and stepping into it (taking no damage), you can cast dream , with yourself as the messenger. If the fire goes out before you end the spell, you take 4d6 psychic damage and the spell ends. After casting it in this way, you cannot do so again until you finish a short or long rest .
Clinging Flames
At 6th level, when you cast a spell that deals fire damage and forces a saving throw , creatures that fail their first saving throw against it suffer ongoing fire damage equal to your Intelligence modifier. At the start of each of its turns a creature repeats the saving throw, ending the ongoing fire damage on a success.
Blazing Mastery
At 10th level, your flames can scorch even those typically resilient to them. Fire damage from your spells treats immunity to fire as though it were fire resistance , and ignores fire resistance entirely. Additionally, you gain resistance to fire damage, and you ignore fire damage dealt by your own spells.
Offerings in Kind
At 14th level, you can seek the aid of higher powers in your time of need. As an action, you urge the spirits of fire to intervene, and roll 1d100. If the result is equal to or lower than your wizard level, the intervention comes immediately. If not, the spirits make a demand in turn (which may be a high price) and do not intervene until the price is paid. The Narrator determines the price, and the exact nature of the intervention, though a wizard spell of any level is usually appropriate. If intervention occurs, this feature can’t be used again for 7 days. Otherwise, you can try again after a long rest. The complete scope of this power is dependent on the Narrator’s discretion—for a high enough price, anything is possible.
Finally, your insight into fire magic deepens as a result of your connection to fire spirits. If you can find a written record of it, you can copy any fire spell into your spellbook as if it were a wizard spell. Once you do, it is a wizard spell for you.