Abacus. A manual aid to calculating that consists of beads or disks that can be moved up and down on a series of sticks or strings within a usually wooden frame.
Animal Call. Crafted out of bone, metal, or wood, these special whistles are designed to mimic a specific animal voice —usually game animals and birds. An animal call provides a +1 bonus on Survival (Wisdom) checks when hunting for food. Calls exist only for creatures that are type “animal.”
Arcane Focus. An arcane focus is a special item— an orb, a crystal, a rod, a specially constructed staff, a wand-like length o f 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.
Armor Maintenance Kit. Composed of polishes, rags, replacement fasteners, wire brushes, and leather strips, this kit is indispensable in keeping armor in top form. An armor maintenance kit allows you to make minor alterations and repairs to armor.
Ascender/Slider. This cleverly designed ratchet wraps around ropes and assists climbing and descending. By clicking a small switch, the ratchet prevents movement either up or down the rope. This grants a +1 bonus on Athletics (Strength) checks using a single rope. You can also slide down a rope with this device, which allows rapid movement— basically a controlled fall. It requires a successful Strength Check (DC 15) to hold on when performing this maneuver. A failure means you fall.
Backpack. A backpack is a leather pack carried on the back, typically with straps to secure it.
Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. 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 saving throw.
Banner/Standard. A banner is a large cloth emblazoned with a heraldic device. It is used to display a personal, family, or royal crest, or as identification on the battlefield. The price given is for a simple banner made from cotton and cheaper materials—the fancier the banner, the higher the cost. A banner grants advantage to anyone trying to spot you.
Barbed Wire. This is a roll of barbed steel wire designed to keep things in or out. A creature trying to cross barbed wire must make a successful DC 10 Acrobatics (Dexterity) check or take 1d3 points of damage and fall prone. A pair of thick gloves is necessary to set up barbed wire. A handler who does not have gloves needs to succeed on a DC 5 Dexterity check each round or take 1d2 points of damage. Building a barbed wire obstacle takes 1d4+6 hours, including anchor posts.
Bedroll. You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.
Bell. A hollow instrument of cast metal, typically cup shaped with a flaring mouth, suspended from the vertex and rung by the strokes of a clapper, hammer, or the like.
Blanket, Winter. A thick, quilted, wool blanket made to keep you warm in cold weather.
Candle Mold. There are several different versions of these large wooden molds. A single mold can form eight tapers, two pillar candles, or twelve votive candles. The mold does not come with wax. It requires Craft (candle making) to use properly.
Canvas. An extremely durable plain-woven fabric used for making sails, tents, marquees, backpacks, and other items for which sturdiness is required. It is also popularly used by artists as a painting surface, typically stretched across a wooden frame.
Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts.
Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
Chalk. A piece of chalk or a substance like chalk, sometimes coloured, used for writing and drawing on surfaces.
Climber’s Kit. 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.
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).
Crane, Portable. This small crane can be broken down into several parts for easy transportation. It must be assembled and bolted into place to be used effectively. There are different “strengths” available to purchase "Low" (lift/drag 1,040 lb.), "Medium" (lift/drag 1,400 lb.), or "High" (lift/drag 2,400 lb.).
Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.
Druidic Focus. 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.
Earplugs. Made from solid sponge or cork, earplugs grant advantage on being deafened but disadvantage on Perception (Wisdom) checks for listening.
Finger Blades. These are very short razor-sharp blades that fit over the fingers. They are used to cut through purse strings or garments and grant a +1 bonus on Sleight of Hand (Dexterity) checks. They are too short to be used as effective weapons, causing only scratches at most.
Firewood (per day). A bundle of firewood that can keep a fire going for roughly eight hours.
Fishhook. A simple iron hook.
Fishing Net. A large net made of hempen rope, designed to be set in place over a period of time as a fishing aid or for catching large numbers of fish in open waters.
Fishing Tackle. This kit includes a wooden rod, silken line, cork wood, bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Healer’s Kit. 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.
Heat Mat. This 1-foot-by-1-foot square mat is made of heat absorbing materials. It can withstand temperatures of up to 1,200 degrees Fahrenheit, even when a hot item is placed directly on it, and will not catch fire. The mat does get uncomfortably hot and is not suitable as a protective layer of clothing. It is mostly found in alchemists’ and wizards’ laboratories.
Holy Symbol. 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. 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.
Holy Text. This is a non-magical religious text, containing scripture, stories, and teachings of a particular faith. The price given is for a very simple copy, with few, if any, illuminations. Fancier versions increase drastically in price.
Hourglass. A device used to measure the passage of time. It comprises two glass bulbs connected vertically by a narrow neck that allows a regulated trickle of material (generally sand) from the upper bulb to the lower one.
Housebreaker Harness. Designed exclusively for second story breaking and entering, this harness is made of pliable black leather and reduces the amount of noise made from loose metal items clanging together. It grants a advantage to Athletics (Strength) and Stealth (Dexterity) checks while climbing. However it imposes disadvantage of Acrobatics (Dexterity) and Sleight of Hand (Dexterity) checks.
Hunting Trap. 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 o f 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.
Ice Axe. More tool than weapon, the ice axe has a sharp metal head that is perpendicular to the shaft and has a spiked handle. It grants a +1 circumstance bonus on Athletics (Strength) checks in mountainous and/or icy terrain. If used as a weapon, treat as a hand axe with a –2 penalty on attack rolls.
Ink. This is black ink. You can buy ink in other colors, but it costs twice as much.
Ink pen. An ink pen is a wooden stick with a special tip on the end. The tip draws ink in when dipped in a vial and leaves an ink trail when drawn across a surface.
Insect Netting. This is a 10-foot-by-20-foot rectangle of very light woven fabric designed to keep small insects from getting through. If properly set up, it keeps away mosquitoes, bees, and other ordinary vermin. It does not prevent monstrous vermin from getting through.
Marbles. About two dozen assorted glass, flawed rock crystal, or clay spheres in a leather pouch. They are commonly used as toys but are also useful for checking the slope in a dungeon corridor (just set one down and see which way it rolls), or as a non-damaging alternative to caltrops. One bag covers an area 5 feet square. Creatures moving through or fighting in the area must make a DC 15 Dexterity saving throw. A creature that fails is unable to move for 1 round. The DM judges the effectiveness of marbles against unusual opponents. Creatures that are Huge or larger tend to crush the marbles into dust, while those with multiple legs, like carrion crawlers, can scramble along without falling.
Mess Kit. 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.
Mill, Hand. This small handheld device grinds up grains, beans, and spices.
Mirror, Small Steel. A polished steel mirror is handy when you want to look around corners, signal friends with reflected sunlight, keep an eye on a medusa, make sure that you look good enough to present yourself to the queen, or examine wounds that you’ve received on hard-to-see parts of your body.
Money Belt. This cloth pouch is designed to be worn under clothing and can hold up to 50 coins. Anyone attempting a Sleight of Hand (Dexterity) check to steal from the belt makes their check at disadvantage.
Music Box. A tiny box with a small handle that, when turned, produces delicate music (a single song). The precise skill to create one usually means that it is made from the finest metals and covered with gems.
Net, Butterfly. This is a slender rod with a metal hoop on one end, covered by a sack made from insect netting. It’s used to capture ordinary flying insects, vermin, and small birds without harming them. It requires no proficiency to use a butterfly net, which grants a +2 bonus on attack rolls to capture creatures that are Tiny or smaller. Treat this as a net in all respects.
Oil. 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. A sheet of standard paper is made from cloth fibers.
Parchment. A sheet of parchment is a piece of goat hide or sheepskin that has been prepared for writing on.
Percolator. Considered the most important part of a mess kit, a percolator boils water to make coffee and other, more exotic hot drinks. If used in desperation as a weapon, the contents of a full boiling percolator deal 1d3 points of fire damage (max range 5 feet).
Perfume (Vial). A mixture of fragrant essential oils or aroma compounds, fixatives and solvents, used to give the human body, animals, food, objects, and living-spaces an agreeable scent.
Scale, Merchant’s. 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.
Shoes, Silent. These are soft, padded shoes that absorb sound effectively. Despite the padding, the soles are made from tough, stretchy leather that holds up to abuse. They grant a +1 on Stealth (Dexterity) checks.
Shriek Rock. Created by halfling artisans, these flat stones have carefully drilled holes that cause a loud, high-pitched “shriek” when thrown hard. This sound is as loud as a human screaming in a shrill voice. A shriek rock has a 50% chance to be destroyed or lost when thrown.
Signet Ring. Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.
Skis and Poles. Skis allow full movement across snow and icy surfaces but cannot be used at all on any other terrain. Downhill speed can be as a run (×4) on slight grades or as run (×5) on severe grades. It takes a minute to don and to remove skis.
Slate Board. This is a 1-foot-square piece of slate, used for writing on with chalk.
Snorkel. A 1-foot-long slender tube that allows you to breathe while submerged. You can remain underwater indefinitely as long as you stay just under the surface.
Snow Goggles. These wooden goggles have a thin horizontal slit in the middle. They grant a +2 bonus on saves to resist blinding effects, including snow blindness, extremely bright light, or spells that target vision indirectly (such as sunburst but not blindness). While wearing snow goggles, you are at disadvantage to Investigate (Intelligence) and Perception (Wisdom) checks.
Snowshoes. These allow the wearer to move at normal speed across snow and ice. Snowshoes take 1 minute to don and an action to remove.
Soap. Highly perfumed block of solidified animal fats and oils. Used for the cleaning of clothes or oneself.
Sparker. This consists of flint and steel set in a wire hinge. Lighting a torch with a sparker takes a standard action. A sparker can be used ten times before it needs replacing.
Spellbook. Essential for wizards, a spellbook is a leather bound tome with 100 blank vellum pages suitable for recording spells.
Spider Poles. This assortment of metal poles can be collapsed into a small, lightweight bundle. Each pole is hollow, 1 foot long and 3/4 inch thick. When unfolded, the poles snap into a variety of positions, forming a semi-rigid ladder 10 feet high or an articulated frame 5 feet square. The poles can withstand up to 200 pounds of weight before the structure collapses and is ruined. Using spider poles as a ladder grants advantage to Athletics (Strength) checks. They may also grant a bonus in other situations if assembled in an appropriate manner (DM’s discretion).
Spikes, iron. A simple spike made from solid iron, many possible uses.
Tree Stand. This portable platform gives hunters a stable surface above the ground. In dense leaves, the tree stand provides advantage on Stealth (Dexterity) checks against anyone on the ground and doubles the range of vision.
Tree Tent, Elven. A cleverly designed and very comfortable one-person tent that suspends itself in the branches of trees. Due to its coloration and shape, it grants advantage on Stealth (Dexterity) checks against being spotted from the ground.
Twine, Roll. A roll of sturdy twine. It has 1 hp. When tightly wrapped around an object, it has the same strength as hemp rope (2 hp per inch).
Vial. This ceramic, glass, or metal vial is fitted with a tight stopper and holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.
Water, Lawful/Chaotic. Groups that worship deities dedicated to the concepts of Law and Chaos also create water that mimics the effect of holy or unholy water. Lawful water is identified by its utter stillness, while chaotic water constantly bubbles and froths. Lawful water damages chaotic outsiders almost as if it were acid. Typically, a flask of lawful water deals 2d4 points of damage to a chaotic outsider on a direct hit or 1 point of damage if it splashes such a creature. In addition, lawful water is considered blessed, which means it has special effects against certain creatures. A flash of lawful water can be thrown as an improvised weapon. A flask breaks if thrown against the body of a corporeal creature, but against an incorporeal creature, the flask must be opened and the lawful water poured onto it. Thus, you can douse an incorporeal creature with lawful water only if you are adjacent to it. Doing so is a ranged touch attack. Chaotic water is identical to lawful water, except that it affects lawful outsiders.
Water Clock. This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water. It is primarily an amusement for the wealthy and a tool for the student of arcane lore. Most people have no way to tell exact time, and there’s little point in knowing that it is 2:30 p.m. if nobody else does.
Waterskin. A waterskin is a leather pouch with a narrow neck that is used for holding water.
Wick, Candle. This is treated wick for creating candles. In addition, it can be used as a timing device or fuse. One inch of wick burns in 30 seconds. The flame is as strong as that of a candle, so it is easily snuffed out by wind, rain, and the like.
Whetstone. A simple block of coarse stone used for sharpening bladed tools and weapons.
Block and Tackle. 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.
Bolt Cutters. This cutting tool can cut through chains, thin metal, and iron bars. When used against objects (usually metal) that are no thicker than 1 inch in diameter, bolt cutters deal 15 points of damage to that item, including any modifier for Strength. Bolt cutters cannot be used effectively as a weapon (other than as a clumsy club).
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).
Book, False. This is a large, well made tome with a hollowed-out middle section. It comes with a clasp and lock (DC 15). The false book forms a very tight seal when closed, making the interior space waterproof and allowing it to float.
Brewmaker, Dwarven. Treasured among dwarven warriors in the field, the brewmaker is a pressurized container that vaguely resembles a percolator. When water, hops, and other ingredients are added, it creates a thin beer in only a week. The taste is dreadful, but thirsty soldiers take what they can get. The Constitution saving throw to resist intoxication from this beer has a DC of 10.
Cage. A typical cage consists of a solid metal or wooden top and bottom, solid metal bars equally spaced around the sides, and a door. It has a latch, but any lock must be purchased separately. The table below shows how many creatures can fit in each size of cage.
Caltrops. As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn’t need to make the saving throw.
Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Candelabra. Candelabras are designed to hold four, eight, or sixteen candles in an aesthetically pleasing arrangement. Four candles illuminate a 10-foot radius, eight candles illuminate a 15-foot radius, while sixteen candles illuminate a 20-foot radius.
Flask, Mug or Tankard. This ceramic, glass, or metal container is fitted with a tight stopper and holds 1 pint of liquid.
Flint and Steel. Striking steel and flint together creates sparks. By knocking sparks into tinder, you can create a small flame. Lighting a torch with flint and steel is an action, and lighting any other fire with them takes at least that long.
Flotation Bags. These are inflatable animal bladders sewn to lightweight leather for strength. Flotation bags grants advantage on Athletics (Strength) checks to remain on the surface. The bags impose disadvantage on Athletic (Strength) checks when underwater, as the swimmer has to fight the bags’ tendency to float. It takes an action to inflate flotation bags and a bonus action to deflate them.
Fowler’s Snare. This is a specially designed snare, used for capturing birds and other small flying game. It grants a +2 bonus on Survival (Wisdom) checks when attempting to trap these sorts of creatures.
Game Board, Portable. This is a small fold-able wooden board and pieces for games such as chess, checkers, backgammon, go, and the like. Higher prices indicate better quality for all the pieces.
Glass Cutter. This special device lets you cut through glass panes without cracking or shattering them in the process. The glass cutter makes a circular hole anywhere from 3 inches to 16 inches in diameter. To use it quietly, make a Sleight of Hand (Dexterity) check (DC 15). If the check fails, the glass shatters with a loud crash.
Grappling Hook. An iron hook usually with multiple prongs that is typically attached to a rope and is used for grabbing, grappling, or gripping.
Grappling Hook, Collapsible. This small grappling hook has flat, retractable tines that fold out to create a working hook. It functions exactly like a normal grappling hook, except that it grants advantage to Sleight of Hand (Dexterity) checks when folded up and hidden among a person’s garments. Grappling Ladder. This is a premade rope ladder with two small grappling hooks on one end. The given price and weight is per 10 feet of ladder. Once the grappling ladder is in place, it reduces the DC for any Athletics (Strength) check for climbing above 10 to 10.
Hacksaw. This blade is designed to cut through thin metal. It can cut through any normal metal (excluding exotic metals like mithral or adamantine) that it is cutting, but deals only 1 point of damage per 2 rounds of sawing. A common blade lasts for 20 rounds, while a superior blade lasts for 40 rounds.
Hammer. This one-handed hammer with an iron head is useful for pounding pitons into a wall. If a hammer is used in combat, treat it as a one-handed improvised weapon that deals 1d4 bludgeoning damage.
Hammer, Sledge. This two-handed, iron-headed hammer is good for smashing open treasure chests.
Hammock. This portable sling is a favorite of sailors and rangers. It is hung up between two posts or trees to create a comfortable bed that is off the ground.
Insectbane, Incense. This heavily scented block of incense smells pleasant to humans and humanoids but is repellent to insects. Non-monstrous vermin will not approach within a 20- foot radius when the block is burning. It burns for 8 hours.
Insectbane, Vial of Salve. The vial contains 20 applications of an odorless, clear, grease. One application protects a small or medium creature against non-monstrous insects for 24 hours. The salve is waterproof so it doesn't wash off in rain.
Jeweler’s Loupe. This magnifying eyepiece grants a +1 circumstance bonus on Appraise checks when inspecting things very closely, such as gems, jewelry, or artwork.
Jug, Clay. This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.
Keg. A container for liquids, especially wine and ale. One person can easily carry the hand keg, while a cask usually requires two when full.
Ladder, 10-foot. This item is a straight, simple wooden ladder.
Lantern, Bullseye. 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.
Lamp, Common. 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, Fog-Cutter. This bullseye lantern has a special amber lens that allows light to reach farther through mist, fog, and smoke than that from regular lanterns. It illuminates a cone 40 feet long and 10 feet wide at the end, regardless of fog or mist, and it burns for 6 hours on a pint of oil. You can carry a lantern in one hand.
Lantern, Hooded. 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. Lock. 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 DM may decide that better locks are available for higher prices.
Leash and Muzzle. Made to fit creatures of various sizes, this is necessary equipment for training animals.
Lock. A lock is worded with a large, bulky key. The DC to open a lock with a Sleight of Hand (Dexterity) check depends on the lock’s quality.
Magnet, Small. This small magnet can be used to attract loose metal items or stick to ferrous objects. It is only powerful enough to attract metal that weighs 3 ounces or less.
Magnifying Glass. 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.
Manacles. 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. Masterwork versions have their DC increased by 2.
Periscope. This is a small handheld periscope, about a foot long, that allows you to look over obstacles or around corners without exposing yourself to danger.
Pestle and Mortar. A stone bowl and crusher used to grind material down to powder. It is vital for using the Alchemy skill and for creating potions.
Pick, Miner's. The pointed edge is most often used to break up rocky surfaces or other hard surfaces such as hardened dried earth. The chiseled end, if present, is used for purposes including cutting through roots.
Piton. When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.
Pole, 10-foot. When you suspect a trap, you can put the end of your 10-foot pole through that hole in the wall instead of reaching in with your hand.
Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking a potion requires a bonus action (provided the potion is within easy reach) while administering a potion takes an action.
Pouch. 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.
Pouch, Belt. This leather pouch straps to your belt. It’s good for holding small items. Pulley. A sturdy wooden pulley with a metal hook and-eye for hanging. The eye can withstand a load of up to 750 pounds before breaking.
Quiver. A quiver can hold up to 20 arrows.
Quiver Scabbard. Cleverly designed, this quiver (for either arrows or bolts) has a hidden scabbard that can hold a relatively flat weapon of size Small or smaller, such as a shortsword, handaxe, or dagger, granting you advantage on Sleight of Hand (Dexterity) checks to conceal the weapon.
Rain Catcher. A rain catcher is a simple contraption consisting of a 5-foot-square leather tarp and a wooden frame with legs. When the tarp is stretched across the wooden frame, it forms a basin that can catch 2 gallons of drinking water per inch of rainfall and hold up to 8 gallons. The tarp and wooden frame fold up for easy transport.
Ram, Portable. 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. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Rope. Rope whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Rope, Elven. Elven rope is finer than silk. It has 4 hit points and can be burst with a DC 20 Strength check. It is so supple that it grants a +2 bonus on Sleight of Hand (Intelligence) for the purposes of tying knots. Coils of elven rope are sold in 20- foot lengths and are extremely rare outside of elven settlements.
Sack. This item is made of burlap or a similar material and has a drawstring so it can be closed.
Saw, Folding. This camp saw breaks down into one slender package for easy carrying. It cuts through 4 inches of soft wood or 2 inches of hard wood per round. A folding saw is ineffective as a weapon.
Sprayer. This is a small storage drum attached to a large handle and pump. The drum is filled with liquid, usually water, although oil and holy water are commonly used as well (acid is a poor choice, as it eats away the container in a few rounds). When pumped (an action) the sprayer creates a dense cloud of vapor 10 feet long. Because the particles are so fine, the cloud lasts for only a moment and does not drift to adjacent squares. The drum contains enough liquid to last for three pumps before needing to be refilled.
Springwall. This gnome-crafted device consists of a very thin wire mesh that is tightly wrapped up into a ball roughly the size of a fist. When the ball is thrown and strikes a hard surface, it springs open, creating a flexible metal mesh wall 10 feet high and 10 feet wide. The extremely thin mesh is difficult to see (DC 15 Perception (Wisdom) check). A creature who walks or runs into the mesh must make a Dexterity saving throw (DC 15) to avoid being entangled as if by a net. Once the springwall has been used in this manner, it cannot be used again.
Spyglass. Objects viewed through a spyglass are magnified to twice their size.
Stilts. These wooden stilts strap to your legs, increasing your height by 2 feet. They require a successful DC 5 Acrobatics (Dexterity) check to use effectively. You can also buy taller stilts: For each additional foot in height, increase the DC by 5 and add 10 gp to the cost. Base speed while using stilts is 20 feet. You cannot run on stilts.
Table Case, Folding. A 2-foot-by-2-foot suitcase that doubles as a folding table, this is commonly used by street performers, fences, and con artists.
Tarp. This is a 10-foot-square piece of sturdy canvas with metal eyelets in the corners and edges.
Tee-pee. Used primarily by nomads, a tee-pee provides excellent shelter against the elements. It takes 1 hour to set up and half an hour to take down. A typical tee-pee provides enough room to comfortably fit eight Medium-size humanoids. It requires a horse, donkey, or mule (or wagon) to transport effectively.
Tent. A simple and portable canvas shelter, comes in a variety of sizes.
Tent, Pavilion. A Huge open-air canopy, plus stakes, poles, and ropes. It can comfortably fit twenty Medium-size humanoids underneath.
Thieving Helmet. This specially designed helmet has metal funnels around the ears, which grant a +1 bonus on Perception (Wisdom) checks for hearing. Of course you look ridiculous wearing it however.
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.
Tongs, Metal. These are 1-foot-long metal tongs used to pick up objects without touching them directly.
Tools, Farming. Typical farming and gardening tools often found in the hands of commoners. They have wooden shafts or handles and iron heads. If used as weapons, they impose a –4 penalty on attack rolls.
Torch. 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.
Arrow, Alchemist. Each of these projectiles carries a deadly load of alchemist’s fire in its hollow shaft. When it strikes a target, the arrow’s shaft shatters, releasing the alchemist’s fire directly onto the target. One round after impact, the alchemist’s fire ignites, dealing 1d4 points of damage. A creature can end this damage by using its action to extinguish the flames. Submerging (such as by leaping into a lake) or magically extinguishing the flames automatically kills the flames.
Arrow, Blunt. These arrows have wooden tips specially crafted to deal non-lethal damage.
Arrow, Signal. This arrow is specially designed to emulate a bird’s call when fired. Elven fletchers craft the arrows to make calls that will be recognized as signals by the elves of the community. For example, a hawk’s cry might signal an attack, and an owl’s screech might signal a stealthy advance. A successful DC 20 Survival (Wisdom) check determines whether the sound comes from a bird or another source. The intricate carving on the arrow shafts makes them clumsy in flight, imposing a –2 penalty on attack rolls.
Arrow, Thunder. Thunder arrows are tipped with thunderstones. A hit from a thunder arrow deals no damage but triggers the thunderstone.
Bolt, Tumbling. A tumbling bolt resembles a standard crossbow bolt except for a few minuscule holes and vents along the shaft. A channel allows air to pass through the bolt, which causes the bolt to tumble when fired. The bolt deals +2 damage but only has one-half its normal range increment due to the way the projectile moves through the air.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet o f 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. 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. Submerging (such as by leaping into a lake) or magically extinguishing the flames automatically kills the flames.
Antitoxin. 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.
Holy Water. 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.
Poison, Basic. 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.
Smokestick. This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
Sunrod. This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.
Tanglefoot Bag. This round leather bag is full of alchemical goo. When you throw a tanglefoot bag at a creature (as a ranged attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. The target must make a DC 15 Dexterity Saving throw or become restrained. The target or another creature within reach of it can use an action to make a DC 12 Strength check; if the check succeeds, the effect on the target ends. Regardless whether the creature saved the space under the target becomes difficult terrain for 1 hour.
Thunderstone. You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang. Each creature within a 10-foot-radius spread must make a DC 15 Constitution saving throw or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a – 4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square.
Tindertwig. The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a bonus action, and lighting any other fire with one is at least a standard action.