Gear

Artisan’s Tools

NameCostWeight
Brewer’s supplies20 sp4 kg
Calligrapher’s supplies10 sp2 kg
Carpenter’s tools8 sp3 kg
Cartographer’s tools15 sp3 kg
Cobbler’s tools5 sp2 kg
Cook’s utensils1 sp4 kg
Glassblower’s tools30 sp2 kg
Jeweler’s tools25 sp1 kg
Leatherworker’s tools5 sp2 kg
Mason’s tools10 sp4 kg
Painter’s supplies10 sp2 kg
Potter’s tools10 sp1.5 kg
Smith’s tools20 sp4 kg
Weaver’s tools1 sp2 kg
Woodcarver’s tools1 sp2 kg

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft.

Clothes

NameCostWeight
Common clothes½ sp1.5 kg
Costume5 sp2 kg
Explorer’s slothes10 sp3 kg
Fine clothes15 sp3 kg
Noble’s clothes75 sp4 kg
Robes1 sp2 kg
Traveler’s clothes2 sp2 kg
Vestments1 sp2 kg

Common clothes

(½ sp, 1.5 kg)

This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Costume

(5 sp, 2 kg)

This set of flashy—perhaps even gaudy—clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).

Explorer’s slothes

(10 sp, 3 kg)

This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

Fine clothes

(15 sp, 3 kg)

This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

Noble’s clothes

(75 sp, 4 kg)

These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewelry (worth at least 100 sp) to accessorize this outfit.

Traveler’s clothes

(2 sp, 2 kg)

This set of clothes consists of boots, a skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

Comfort

NameCostWeight
Bedroll1 sp3 kg
Blanket½ sp1.5 kg
Mess kit⅕ sp½ kg
Soap0.02 sp
Tent, large30 sp25 kg
Tent, medium15 sp9 kg
Tent, small10 sp5 kg

Bedroll

(1 sp, 3 kg)

A bedroll consists of two sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

Blanket

(½ sp, 1.5 kg)

A blanket is a warm, woven piece of material that has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.

Mess kit

(⅕ sp, ½ kg)

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.

Soap

(0.02 sp, )

You can use this thick block of soap to scrub clothes, pots, linens, or anything else that might be dirty. A bar of soap has approximately 50 uses.

Tent, large

(30 sp, 25 kg)

A simple and portable canvas shelter that sleeps four Medium creatures and takes 45 minutes to assemble. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.

Tent, medium

(15 sp, 9 kg)

A simple and portable canvas shelter that sleeps two Medium creatures and takes 30 minutes to assemble. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.

Tent, small

(10 sp, 5 kg)

A simple and portable canvas shelter that sleeps one Medium creature and takes 20 minutes to assemble. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.

Containers

NameCostWeight
Backpack2 sp2 kg
Barrel2 sp30 kg
Basket0.4 sp1 kg
Bottle, glass2 sp1 kg
Bucket0.05 sp1 kg
Case1 sp½ kg
Case, crossbow bolts1 sp½ kg
Chest5 sp11 kg
Flask or tankard0.02 sp kg
Jug or Pitcher0.02 sp2 kg
Pot, Iron2 sp5 kg
Pouch½ sp½ kg
Quiver1 sp½ kg
Sack0.01 sp¼ kg
Vial1 sp

Backpack

(2 sp, 2 kg)

A backpack can hold half a cubic meter or 15 kilos of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Barrel

(2 sp, 30 kg)

A barrel can hold 150 liters.

Basket

(0.4 sp, 1 kg)

A basket can hold half a cubic meter or 20 kilos of gear.

Bottle, glass

(2 sp, 1 kg)

A bottle can hold a liter of liquid.

Bucket

(0.05 sp, 1 kg)

A bucket can hold 12 liters

Case (map or scroll)

(1 sp, ½ kg)

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Case, crossbow bolts

(1 sp, ½ kg)

This wooden case can hold up to twenty crossbow bolts.

Chest

(5 sp, 11 kg)

A chest can hold 1 cubic meter or 150 kilos of gear.

Flask or tankard

(0.02 sp, kg)

A flask can hold half a liter of liquid.

Jug or Pitcher

(0.02 sp, 2 kg)

A jug can hold 4 liters of liquid.

Pot, Iron

(2 sp, 5 kg)

A pot can hold 4 liters of liquid.

Pouch

(½ sp, ½ kg)

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles. It can hold 3 kilos of gear

Quiver

(1 sp, ½ kg)

A quiver can hold up to 20 arrows.

Sack

(0.01 sp, ¼ kg)

A sack can hold half a cubic meter or 15 kilos of gear.

Vial

(1 sp, )

A vial can hold 100 ml of liquid.

Enhance checks

NameCostWeight
Climber’s kit25 sp5 kg
Crowbar2 sp2 kg
Healer’s kit5 sp1.5 kg
Hempen rope1 sp5 kg
Ram4 sp16 kg
Silk rope10 sp2 kg
Sledgehammer2 sp5 kg
Spyglass1,000 sp½ kg

Climber’s kit

(25 sp, 5 kg)

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 5 meters from the point where you anchored yourself, and you can’t climb more than 5 meters away from that point without undoing the anchor.

Crowbar

(2 sp, 2 kg)

Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.

Healer’s kit (10 uses)

(5 sp, 1.5 kg)

This kit is a leather pouch containing bandages, salves, and splints. When you make a Medicine check to Stabilize, you can expend one use of the kit to gain advantage on the check.

Hempen rope (10 meters)

(1 sp, 5 kg)

Using rope grants advantage to Athletics checks to climb. Rope has 2 health and can be burst with a Difficulty 17 Brawn check.

Ram

(4 sp, 16 kg)

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Brawn check. One other character can help you use the ram, giving you advantage on this check.

Silk rope (10 meters)

(10 sp, 2 kg)

Using rope grants advantage to Athletics checks to climb. Rope has 2 health and can be burst with a Difficulty 17 Brawn check.

Sledgehammer

(2 sp, 5 kg)

Using a sledgehammer grants advantage to Strength checks to break objects.

Spyglass

(1,000 sp, ½ kg)

Objects viewed through a spyglass are magnified to twice their size. Using a spyglass grants you advantage on Perception checks to see objects at a distance.

Gaming set

NameCostWeight
Dice set⅒ sp
Dragonchess set1 sp¼ kg
Playing card set½ sp
Three-Dragon Ante set1 sp

Gaming sets encompass a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear below, but other kinds of gaming sets exist.

Holy symbols

NameCostWeight
Amulet5 sp½ kg
Emblem5 sp
Reliquary5 sp1 kg

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. An acolyte 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.

Illumination

NameCostWeight
Bullseye lantern10 sp1 kg
Candle0.01 sp
Hooded lantern5 sp1 kg
Lamp½ sp½ kg
Tinderbox½ sp½ kg
Torch0.01 sp¼ kg

Bullseye lantern

(10 sp, 1 kg)

A bullseye lantern casts bright light in a 10-meter cone and dim light for an additional 10 meters. Once lit, it burns for 6 hours on a flask (half a liter) of oil.

Candle

(0.01 sp, )

For 1 hour, a candle sheds bright light in a 1-meter radius and dim light for an additional meter.

Hooded lantern

(5 sp, 1 kg)

A hooded lantern casts bright light in a 4-meter radius and dim light for an additional 4 meters. Once lit, it burns for 6 hours on a flask (half a liter) of oil. As an action, you can lower the hood, reducing the light to dim light in a 1-meter radius.

Lamp

(½ sp, ½ kg)

A lamp casts bright light in a 4-meter radius and dim light for an additional 4 meters. Once lit, it burns for 6 hours on a flask (half a liter) of oil.

Tinderbox

(½ sp, ½ kg)

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.

Torch

(0.01 sp, ¼ kg)

A torch burns for 1 hour, providing bright light in a 2-meter radius and dim light for an additional 3 meters. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Miscellaneous

NameCostWeight
Abacus2 sp1 kg
Alms box
Bell1 sp
Block and Tackle1 sp2 kg
Book25 sp2 kg
Censer
Chain5 sp½ kg
Chalk0.01 sp
Fishing Tackle1 sp
Formula book50 sp1.5 kg
Hammer1 sp1.5 kg
Incense
Ink½ sp
Ink pen1 sp
Little bag of sand
Lock10 sp½ kg
Magnifying Glass100 sp
Manacles2 sp3 kg
Mirror, steel5 sp¼ kg
Paper⅕ sp
Parchment⅒ sp
Pick, Miner’s2 sp5 kg
Piton0.05 sp kg
Pole0.05 sp3 kg
Scale, merchant’s5 sp1.5 kg
Sealing wax½ sp
Shovel2 sp2 kg
Signal whistle0.05 sp
Signet ring5 sp
Small knife1 sp
Spellbook50 sp1.5 kg
Spikes, iron1 sp2 kg
String⅒ sp
Whetstone0.01 sp½ kg

Block and Tackle

(1 sp, 2 kg)

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.

Book

(25 sp, 2 kg)

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.

Chain (2 meters)

(5 sp, ½ kg)

A chain has 10 health. It can be burst with a successful Difficulty 20 Brawn check.

Fishing Tackle

(1 sp, )

This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Formula book

(50 sp, 1.5 kg)

Essential for alchemists, a formula book is a leather-bound tome with 100 blank vellum pages suitable for recording concoctions. A concoction takes up one page per catalyst cost.

Lock

(10 sp, ½ kg)

A key is provided with the lock. Without the key, a creature capable with Sleight of hand can pick this lock using lock picks with a successful Difficulty 15 Sleight of hand check. Your GM may decide that better locks are available for higher prices.

Magnifying Glass

(100 sp, )

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 skill check made to appraise or inspect an item that is small or highly detailed.

Manacles

(2 sp, 3 kg)

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful Difficulty 20 Nimbleness check. Breaking them requires a successful Difficulty 20 Brawn check. Each set of manacles comes with one key. Without the key, a creature capable with Sleight of hand can pick the manacles’ lock using lock picks with a successful Difficulty 15 Sleight of hand check. Manacles have 15 health.

Scale, merchant’s

(5 sp, 1.5 kg)

A scale includes a small balance, pans, and a suitable assortment of weights up to 1 kilo. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Spellbook

(50 sp, 1.5 kg)

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. A spell takes up one page per mana cost.

Whetstone

(0.01 sp, ½ kg)

A standard whetstone used to sharpen blades.

Musical instruments

NameCostWeight
Bagpipes30 sp3 kg
Drum6 sp1.5 kg
Dulcimer25 sp5 kg
Flute2 sp½ kg
Horn3 sp1 kg
Lute35 sp1 kg
Lyre30 sp1 kg
Pan flute12 sp1 kg
Shawm2 sp½ kg
Viol30 sp½ kg

Musical instruments provide entertainment and often a way to make a living. They bring culture and joy. Several of the most common types of musical instruments are shown on the table as examples.

Bagpipes

(30 sp, 3 kg)

Bagpipes are a woodwind instrument using enclosed reeds fed from a constant reservoir of air in the form of a bag.

Drum

(6 sp, 1.5 kg)

The drum is a percussion instrument that consists of at least one membrane, called a drumhead or drum skin, that is stretched over a shell and struck, either directly with the player’s hands, or with a percussion mallet, to produce sound.

Dulcimer

(25 sp, 5 kg)

The dulcimer is a string instrument that consists of three or four strings, generally played on the lap by strumming.

Flute

(2 sp, ½ kg)

The flute is a woodwind instrument. Unlike woodwind instruments with reeds, a flute is a reedless wind instrument that produces its sound from the flow of air across an opening.

Horn

(3 sp, 1 kg)

The horn is any of a family of musical instruments made of a tube, usually made of animal horn and often curved in various ways, with one narrow end into which the musician blows, and a wide end from which sound emerges.

Lute

(35 sp, 1 kg)

The lute is a plucked string instrument with a neck and a deep round back enclosing a hollow cavity, usually with a sound hole or opening in the body.

Lyre

(30 sp, 1 kg)

The lyre is a string instrument that is similar in appearance to a small harp but with distinct differences.

Pan flute

(12 sp, 1 kg)

The Pan Flute is a musical instrument based on the principle of the closed tube, consisting of multiple pipes of gradually increasing length. Multiple varieties of pan flutes have been popular as folk instruments.

Shawm

(2 sp, ½ kg)

The shawm is a conical bore, double-reed woodwind instrument.

Viol

(30 sp, ½ kg)

The viol is any one of a family of bowed, fretted and stringed instruments with hollow wooden bodies and pegboxes where the tension on the strings can be increased or decreased to adjust the pitch of each of the strings.

Necessities

NameCostWeight
Rations½ sp1 kg
Waterskin⅕ sp2 kg

Rations (1 day)

(½ sp, 1 kg)

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. A Small character needs half as much food so a ration can last twice as long for them.

Waterskin

(⅕ sp, 2 kg)

A water or wineskin holds 2 liters of liquid and weighs 2 kilos when full. A Medium character needs four liters of water per day, or eight liters per day if the weather is hot. A Small character needs half as much water.

Packs

NameCostWeight
Burglar’s pack17.05 sp22 kg
Diplomat’s pack30.72 sp16.6 kg
Dungeoneer’s pack12.5 sp28.5 kg
Entertainer’s pack30.75 sp18 kg
Explorer’s pack10.2 sp27.5 kg
Priest’s pack5.2 sp10 kg
Scholar’s pack30.5 sp4 kg

Burglar’s pack

(17.05 sp, 22 kg)

Contains backpack, ball bearings, string, bell, 5 candle, crowbar, hammer, 10 piton, hooded lantern, 2 oil, 5 rations, tinderbox, waterskin, hempen rope.

Diplomat’s pack

(30.72 sp, 16.6 kg)

Contains chest, 2 case, fine clothes, ink, ink pen, lamp, 2 oil, 5 paper, perfume, sealing wax, soap.

Dungeoneer’s pack

(12.5 sp, 28.5 kg)

Contains backpack, crowbar, hammer, 10 piton, 10 torch, tinderbox, 10 rations, 2 waterskin, hempen rope.

Entertainer’s pack

(30.75 sp, 18 kg)

Contains backpack, bedroll, 2 costume, 5 candle, 5 rations, waterskin, disguise kit.

Explorer’s pack

(10.2 sp, 27.5 kg)

Contains backpack, bedroll, mess kit, 10 torch, tinderbox, 10 rations, 2 waterskin, hempen rope.

Priest’s pack

(5.2 sp, 10 kg)

Contains backpack, blanket, 10 candles, tinderbox, alms box, 2 incense, censer, vestments, 2 rations, waterskin.

Scholar’s pack

(30.5 sp, 4 kg)

Contains backpack, book (of lore), ink, ink pen, 10 parchment, little bag of sand, small knife.

Tools

NameCostWeight
Disguise kit15 sp2 kg
Forgery kit15 sp2 kg
Lock Picks10 sp kg
Navigator’s Tools25 sp1 kg
Trap Disarming Tools15 sp½ kg

Disguise kit (20 uses)

(15 sp, 2 kg)

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance.

Forgery kit (20 uses)

(15 sp, 2 kg)

A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

Lock Picks

(10 sp, kg)

This set of lock picks contain picks, bump keys, and other tools enabling the picking of locks.

Trap Disarming Tools

(15 sp, ½ kg)

This set of tools includes a small file, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. These tools enable disarming traps.

Utility

NameCostWeight
Ball bearings1 sp1 kg
Caltrops1 sp1 kg
Holy Water25 sp½ kg
Hunting Trap5 sp11 kg
Oil⅒ sp½ kg
Perfume5 sp kg
Unholy Water25 sp½ kg

Ball bearings (bag of 1,000)

(1 sp, 1 kg)

As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 2 meters on a side. A creature moving across the covered area must succeed on a Difficulty 10 Reflex saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.

Caltrops (bag of 20)

(1 sp, 1 kg)

As an action, you can spread a bag of caltrops to cover a square area that is 1 meter on a side. Any creature that enters the area must succeed on a Difficulty 15 Reflex saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 2 meters until the creature regains at least 1 health. A creature moving through the area at half speed doesn’t need to make the save.

Holy Water

(25 sp, ½ kg)

As an action, you can splash the oil in this flask onto a creature within 1 meter of you. Make a ranged attack against a target creature or object, treating the water as an improvised weapon. If the target is a fiend or undead, it takes 4d6 radiant damage.

Alternatively, you can throw it up to 3/10 meters, shattering it on impact. Each fiend or undead within 1 meter of that point must succeed on a Reflex saving throw or take 4d6 radiant damage.

Lastly, you can anoint a weapon with holy water. For 5 minutes the weapon deals an extra 1d6 radiant damage to fiends and undead. You can anoint a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The effect ends on a piece of ammunition when it hits or misses.

Hunting Trap

(5 sp, 11 kg)

As an action, you can set this trap which 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 Difficulty 13 Reflex 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 1 meter long). A creature can use an action to make a Difficulty 13 Brawn check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Oil

(⅒ sp, ½ kg)

Oil usually comes in a clay flask that holds half a liter. As an action, you can splash the oil in this flask onto a creature within 1 meter of you. 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.

Alternatively, you can throw it up to 3/10 meters, shattering it on impact. Each creature within 1 meter of that point must succeed on a Reflex saving throw or be covered in oil.

If a creature covered in oil 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 1-meter 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.

Perfume (10 uses)

(5 sp, kg)

Perfume and cologne are common accessories for those who hope to avoid offending through scent. More expensive scents are available in finer quarters of any city. A single dose lasts for 8 hours during which its wearer may gains a +2 bonus on all Charisma checks using a social skill, at the GM’s discretion.

Unholy Water

(25 sp, ½ kg)

As an action, you can splash the oil in this flask onto a creature within 1 meter of you. Make a ranged attack against a target creature or object, treating the water as an improvised weapon. If the target is a celestial, it takes 4d6 necrotic damage.

Alternatively, you can throw it up to 3/10 meters, shattering it on impact. Each celestial within 1 meter of that point must succeed on a Reflex saving throw or take 4d6 necrotic damage.

Lastly, you can desecrate a weapon with unholy water. For 5 minutes the weapon deals an extra 1d6 necrotic damage to celestials. You can anoint a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The effect ends on a piece of ammunition when it hits or misses.