D&D 5e adventuring gear

109 items from the SRD 5.1 equipment list with their cost and weight, and the rules text for items that have any. Where the 2024 rules (SRD 5.2) give an item its own rule, it’s shown too.

Jump to: Standard Gear · Ammunition · Arcane Foci · Druidic Foci · Holy Symbols · Kits · 2024 rules text

Standard Gear

ItemCostWeightRules (2014)
Abacus2 gp2 lb.
Acid (vial)25 gp1 lb.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)50 gp1 lb.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.
Alms box——A small box for alms, typically found in a priest's pack.
Block of incense——A block of incense, typically found in a priest's pack.
Censer——A censer, typically found in a priest's pack.
Antitoxin (vial)50 gp—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.
Backpack2 gp5 lb.
Ball bearings (bag of 1,000)1 gp2 lb.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.
Barrel2 gp70 lb.
Basket4 sp2 lb.
Bedroll1 gp7 lb.
Bell1 gp—
Blanket5 sp3 lb.
Block and tackle1 gp5 lb.A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
Book25 gp5 lb.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).
Bottle, glass2 gp2 lb.
Bucket5 cp2 lb.
Caltrops (20)1 gp2 lb.As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Candle1 cp—For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Case, crossbow bolt1 gp1 lb.This wooden case can hold up to twenty crossbow bolts.
Case, map or scroll1 gp1 lb.This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
Chain (10 feet)5 gp10 lb.A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
Chalk (1 piece)1 cp—
Chest5 gp25 lb.
Clothes, common5 sp3 lb.
Clothes, costume5 gp4 lb.
Clothes, fine15 gp6 lb.
Clothes, traveler's2 gp4 lb.
Component pouch25 gp2 lb.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).
Crowbar2 gp5 lb.Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Fishing tackle1 gp4 lb.This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Flask or tankard2 cp1 lb.
Grappling hook2 gp4 lb.
Hammer1 gp3 lb.
Hammer, sledge2 gp10 lb.
Holy water (flask)25 gp1 lb.As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged 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. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Hourglass25 gp1 lb.
Hunting trap5 gp25 lb.When 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 must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (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 1 piercing damage to the trapped creature.
Ink (1 ounce bottle)10 gp—
Ink pen2 cp—
Jug or pitcher2 cp4 lb.
Ladder (10-foot)1 sp25 lb.
Lamp5 sp1 lb.A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, bullseye10 gp2 lb.A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, hooded5 gp2 lb.A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Little bag of sand——A small bag of sand, typically found in a scholar's pack.
Lock10 gp1 lb.A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.
Magnifying glass100 gp—This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. 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. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
Manacles2 gp6 lb.These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
Mirror, steel5 gp½ lb.
Oil (flask)1 sp1 lb.Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged 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), the target 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 area, provided that the surface is level. If 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.
Paper (one sheet)2 sp—
Parchment (one sheet)1 sp—
Perfume (vial)5 gp—
Pick, miner's2 gp10 lb.
Piton5 cp¼ lb.
Poison, basic (vial)100 gp—You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Pole (10-foot)5 cp7 lb.
Pot, iron2 gp10 lb.
Pouch5 sp1 lb.A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).
Quiver1 gp1 lb.A quiver can hold up to 20 arrows.
Ram, portable4 gp35 lb.You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
Rations (1 day)5 sp2 lb.Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Robes1 gp4 lb.
Rope, hempen (50 feet)1 gp10 lb.Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Rope, silk (50 feet)10 gp5 lb.Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Sack1 cp½ lb.
Scale, merchant's5 gp3 lb.A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
Sealing wax5 sp—
Shovel2 gp5 lb.
Signal whistle5 cp—
Signet ring5 gp—
Small knife——A small knife, typically found in a scholar's pack.
Soap2 cp—
Spellbook50 gp3 lb.Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
Spikes, iron (10)1 gp5 lb.
Spyglass1,000 gp1 lb.Objects viewed through a spyglass are magnified to twice their size.
String (10 feet)——A 10-foot length of string, typically found in a burglar's pack.
Tent, two-person2 gp20 lb.A simple and portable canvas shelter, a tent sleeps two.
Tinderbox5 sp1 lb.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.
Torch1 cp1 lb.A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Vestments——Religious clothing, typically found in a priest's pack.
Vial1 gp—
Waterskin2 sp5 lb.
Whetstone1 cp1 lb.

Ammunition

ItemCostWeightRules (2014)
Arrow (20)1 gp1 lb.
Blowgun needle (50)1 gp1 lb.
Crossbow bolt (20)1 gp1.5 lb.
Sling bullet (20)4 cp1.5 lb.

Arcane Foci

ItemCostWeightRules (2014)
Crystal10 gp1 lb.An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Orb20 gp3 lb.An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Rod10 gp2 lb.An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Staff5 gp4 lb.An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.
Wand10 gp1 lb.An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Druidic Foci

ItemCostWeightRules (2014)
Sprig of mistletoe1 gp—A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Totem1 gp—A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Wooden staff5 gp4 lb.A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.
Yew wand10 gp1 lb.A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

Holy Symbols

ItemCostWeightRules (2014)
Amulet5 gp1 lb.A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Emblem5 gp—A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
Reliquary5 gp2 lb.A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Kits

ItemCostWeightRules (2014)
Climber's Kit25 gp12 lb.A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.
Disguise Kit25 gp3 lb.This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Forgery Kit15 gp5 lb.This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
Herbalism Kit5 gp3 lb.This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
Healer's Kit5 gp3 lb.This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
Mess Kit2 sp1 lb.This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Poisoner's Kit50 gp2 lb.A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

Packs bundle much of this gear: see equipment packs. Tools and kits for trades are on tools.

Items with rules in 2024

The 2024 rules (SRD 5.2) write out what many items do in play, often as a Utilize action or in place of an attack:

ItemRules (2024)
AcidWhen 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 FireWhen 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 (see “Rules Glossary”).
AmuletA 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.
AntitoxinAs 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.
BackpackA Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
Ball bearingsAs 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.
BarrelA Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.
BasketA Basket holds up to 40 pounds within 2 cubic feet.
BedrollA Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see “Gameplay Toolbox”).
BellWhen rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.
BlanketWhile wrapped in a blanket, you have Advantage on saving throws against extreme cold (see “Gameplay Toolbox”).
Block and tackleA Block and Tackle allows you to hoist up to four times the weight you can normally lift.
BookA 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, GlassA Glass Bottle holds up to 11/2 pints.
BucketA Bucket holds up to half a cubic foot of contents.
CaltropsAs 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.
CandleFor 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
Case, Crossbow BoltA Crossbow Bolt Case holds up to 20 Bolts.
Case, Map or ScrollA Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment.
ChainAs 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.
ChestA Chest holds up to 12 cubic feet of contents.
Climber's KitA Climber's Kit includes boot tips, gloves, pitons, and a harness. 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.
Clothes, FineFine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.
Clothes, Traveler'sTraveler's Clothes are resilient garments designed for travel in various environments.
Component PouchA Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells.
CostumeWhile wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.
CrowbarUsing a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied.
EmblemA 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.
FlaskA Flask holds up to 1 pint.
Grappling HookAs 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 KitA Healer's Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check.
Holy WaterWhen 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 TrapAs 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.
InkInk comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.
Ink PenUsing Ink, an Ink Pen is used to write or draw.
JugA Jug holds up to 1 gallon.
LadderA Ladder is 10 feet tall. You must climb to move up or down it. Lamp (5 SP)
LampA Lamp burns Oil as fuel to cast Bright Light in a 15- foot radius and Dim Light for an additional 30 feet
Lantern, BullseyeA Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.
Lantern, HoodedA 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.
LockA 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 GlassA 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.
ManaclesAs 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.
MapIf 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.
MirrorA handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.
NetWhen 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.
OilYou 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
PaperOne sheet of Paper can hold about 250 handwritten words.
ParchmentOne sheet of Parchment can hold about 250 handwritten words.
PerfumePerfume 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, BasicAs 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.
PoleA 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, IronAn Iron Pot holds up to 1 gallon.
Potion of HealingThis 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.
PouchA Pouch holds up to 6 pounds within one-fifth of a cubic foot.
QuiverA Quiver holds up to 20 Arrows.
Ram, PortableYou 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.
RationsRations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition" in "Rules Glossary" for the risks of not eating.
ReliquaryA 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.
RobeA Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.
RopeAs 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.
SackA Sack holds up to 30 pounds within 1 cubic foot.
ShovelWorking 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 WhistleWhen blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.
Spell Scroll, CantripA 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.
Spell Scroll, Level 1A 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.
Spikes, IronIron 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.
SpyglassObjects viewed through a Spyglass are magnified to twice their size.
StringString is 10 feet long. You can tie a knot in it as a Utilize action.
TentA Tent sleeps up to two Small or Medium creatures.
TinderboxA 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.
TorchA 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.
VialA Vial holds up to 4 ounces.
WaterskinA Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see “Rules Glossary”).