Equipment Packs
The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.
Burglar’s Pack (฿160,000). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Diplomat's Pack (฿390,000). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
Dungeoneer’s Pack (฿120,000). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Entertainer’s Pack (฿400,000). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.
Explorer’s Pack (฿100,000). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Pirate's Pack (฿320,000). Includes a chest, 2 cases for maps and scrolls, a set of traveler's clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a tankard, 20 days of rations, fishing tackle, soap, a hammer, and a small knife. The pack also has 50 feet of hempen rope strapped to the side of it.
Stars
Stars are special types of ammo that deal additional damage compared to ordinary ammo or have some form of additional effect when fired. These can be crafted by a tinkerer or marksman, or found and purchased throughout the adventure.
Crafting a star requires any type of appropriate artisan's tools (such as Mason's tools or smith's tools), proficiency in the Investigation or Sleight of Hand skills, and proficiency in at least one type of ranged weapon. The rarity, cost, and time it takes to make a batch of 5 for each type of star is listed in the Star Cost Table. Machine gun ammo, sniper rifle ammo, and bazooka ammo require double the time and money to make. Sling bullets require half the time and money to make.
Star Batch Cost
Star Type Time Cost
Uncommon 1 work week ฿1,000,000
Rare 4 work weeks ฿5,000,000
Very Rare 8 work weeks ฿25,000,000
Each batch of stars created from the table above comes with 5 of the desired type of ammo. Once a star is used or fired, it cannot be used again. If a star misses a target after being fired, it has no effect and becomes useless.
Types of Stars
Individual batches of stars can come in many forms, depending on their rarity. Below are the different types of stars you can create.
Metallic Star
This type of star is much heavier and more destructive than ordinary ammo. Uncommon metallic stars have a +1 to attack and damage rolls when fired, rare metallic stars have a +2 to attack and damage rolls when fired, and very rare metallic stars have a +3 to attack and damage rolls when fired. Additionally, targets that are medium or smaller that are hit by a metallic star must succeed on a Strength save against a DC equal to 10 + (attack/damage bonus of the star x 2), or be knocked prone.
Flame Star
A flame star ignites mid-air, igniting anything it hits on contact. Uncommon flame stars deal an addition 1d6 fire damage when fired, rare flame stars deal an additional 2d6 fire damage when fired, and very flame metallic stars deal an additional 3d6 fire damage when fired.
Smoke Star
This star creates a sphere of smoke centered on a point within range on impact with a target. An uncommon smoke star creates a sphere radius of 10 feet, a rare smoke star creates a sphere radius of 20 feet, and a very rare smoke star creates a sphere radius of 30 feet. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Cactus Star.
This star explodes upon hitting a target, piercing nearby targets with flying spikes. If this star hits a target, it will damage all creatures within 5 feet of the target for 1d4 piercing damage if it is uncommon. If it is rare, it will damage all creatures within 5 feet of the target for 2d4 piercing damage. If it is very rare, it will damage all creatures within 5 feet of the target for 3d4 piercing damage.
Terror Star.
When this star hits a target, a terrifying vision appears in front of them. Until the end of their next turn, they are frightened of you for the duration. If it is a rare terror star, they also take 1d4 additional psychic damage. If it is a very rare terror star, they take 2d4 additional psychic damage instead.
Item Cost Weight
Abacus ฿20,000 2 lb.
Acid (vial) ฿250,000 1 lb.
Arrows (20) ฿10,000 1 lb.
Bazooka Rounds (20) ฿100,000 5 lb.
Blowgun Needles (50) ฿10,000 1 lb.
Gun Bullets (20) ฿10,000 1 1/2 lb.
Sling Bullets (20) ฿400 1 1/2 lb.
Antitoxin (vial) ฿500,000 -
Attack Cuisine ฿500,000 2 lb.
Backpack ฿20,000 5 lb.
Ball bearings (1k Total) ฿10,000 2 lb.
Barrel ฿20,000 70 lb.
Basket ฿4,000 2 lb.
Bedroll ฿10,000 7 lb.
Bell ฿10,000 -
Blanket ฿5,000 3 lb.
Block and tackle ฿10,000 5 lb.
Book ฿250,000 5 lb.
Bottle, glass ฿20,000 2 lb.
Bucket ฿500 2 lb.
Caltrops (bag of 20) ฿10,000 2 lb.
Candle ฿100 -
Case, gun bullets ฿10,000 1 lb.
Case, map or scroll ฿10,000 2 lb.
Chain (10 feet) ฿50,000 10 lb.
Chalk (1 piece) ฿100 -
Chest ฿50,000 25 lb.
Climber's Kit ฿250,000 12 lb.
Clothes, common ฿5,000 3 lb.
Clothes, costume ฿50,000 4 lb.
Clothes, fine ฿150,000 6 lb.
Clothes, traveler's ฿20,000 4 lb.
Component Pouch ฿250,000 2 lb.
Crowbar ฿20,000 5 lb.
Fire Explosive ฿500,000 1 lb.
Fishing tackle ฿10,000 4 lb.
Flask or tankard ฿200 1 lb.
Grappling hook ฿20,000 4 lb.
Hammer ฿10,000 3 lb.
Hammer, sledge ฿20,000 10 lb.
Handcuffs ฿20,000 6 lb.
Healer's Kit ฿50,000 3 lb.
Holy Symbol ฿50,000 1 lb.
Holy water (flask) ฿250,000 1 lb.
Hourglass ฿250,000 1 lb.
Hunting Trap ฿50,000 25 lb
Ink (1 ounce bottle) ฿100,000 -
Ink pen ฿200 -
Ladder (10-foot) ฿1,000 25 lb.
Lamp ฿5,000 1 lb.
Lantern, bullseye ฿100,000 2 lb.
Lantern, hooded ฿50,000 2 lb.
Lock ฿100,000 1 lb.
Log pose ฿500,000 1/4 lb.
Mess Kit ฿2,000 1 lb.
Mirror, steel ฿50,000 1/2 lb.
Oil (flask) ฿1,000 1 lb.
Paper (one sheet) ฿2,000 -
Parchment (one sheet) ฿1,000 -
Perfume (vial) ฿50,000 -
Pick, miner's ฿20,000 10 lb.
Piton ฿500 1/4 lb.
Poison, basic (vial) ฿1,000,000 -
Pole (10-foot) ฿500 7 lb.
Pot, iron ฿20,000 10 lb.
Pouch ฿5,000 1 lb.
Power Source ฿100,000 3 lb.
Quiver ฿10,000 1 lb.
Ram, portable ฿40,000 35 lb.
Rations (1 day) ฿5,000 2 lb.
Robes ฿10,000 4 lb.
Rope, hempen (50 feet) ฿10,000 10 lb.
Rope, silk (50 feet) ฿100,000 5 lb.
Sack ฿100 1/2 lb.
Scale, merchant’s ฿50,000 3 lb.
Sealing wax ฿5,000 -
Ship Blueprint 1/3 ship cost -
Shovel ฿20,000 5 lb.
Signet ring ฿50,000 -
Soap ฿200 -
Spikes, iron (10) ฿10,000 5 lb.
Spyglass ฿1,000,000 1 lb.
Tent, two-person ฿20,000 20 lb.
Tinderbox ฿5,000 1 lb.
Torch ฿100 1 lb.
Vial ฿10,000 -
Waterskin ฿2,000 5 lb. (full)
Whetstone ฿100 1 lb.
Healing items
Bandages Healing Cost
Bandage 2d6+5 20,000 Berri
Greater Bandage 3d6+10 60,000 Berri
Superior Bandage 5d6+15 180,000 Berri
Supreme Bandage 7d6+20 500,000 Berri
Communication Tools
Den Den Mushi
Cost: 250,000 Berri
These small snails are able to communicate words and facial expressions up to 1 mile away. They must know the receiver Den Den Mushi to transmit the message.
Den Den Mushi (Ship Mounted)
Cost: 500,000 Berri
These Den Den Mushi are larger than normal and can be mounted onto ships to transmit messages within a region as long as they must know the receiving Den Den Mushi.
Den Den Mushi (Ultimate) (Plunder Roll Paradise)
These Den Den Mushi are the size of a medium creature and can transmit to any Den Den Mushi in the world as long as they know the receiving Den Den Mushi.
Den Den Mushi
Den Den Mushi are a species of telepathic snails that can be used for vocal communication, similar to telephones. Den Den Mushi are often modified by people to have dials, receivers, and other accessories built into their shells and bodies, allowing for humans and other creatures to utilize their telepathy and use them for long-distance communication with other modified Den Den Mushi.
Some Den Den Mushi are modified to serve as makeshift telephones, some are modifed to serve as cameras, or other transmission devices. Very rare Den Den Mushi devices may be used for other specific purposes, such as intercepting other Den Den Mushi. Additionally, some may be modified and painted to resemble their owners.
Standard Den Den Mushi
The most commonly used Den Den Mushi have telepathic abilities that allow them to serve as telephones. When two Den Den Mushi connect to each other, any sound that plays into one will be transmitted and sent over to the other and be perfectly replicated by the receiving Den Den Mushi, and vice versa. This is essentially the same as calling someone with a telephone. There may be limitations to the signal range of most Den Den Mushi, aside from few rare ones that have nearly unlimited range.
Baby Den Den Mushi
Are much smaller audio-based Den Den Mushi that can be concealed in clothing to avoid detection. However, this comes at the cost of having a weaker signal range.
Black Den Den Mushi
Is a Den Den Mushi that intercepts and listens into other audio-based Den Den Mushi communicating, being able to save any messages they record and memorize them for playback. These are often used by government agents and the Marines.
White Den Den Mushi.
Is a very special type of Den Den Mushi that prevents any nearby Black Den Den Mushi from eavesdropping. These are incredibly rare, and are typically used by Revolutionary agents.
Visual Den Den Mushi
Are Den Den Mushi that record and relay visual information in order to play it back later in the form of photographs or videos. These Den Den Mushi can capture photos or record videos and then project them back onto screens by using their powerful flashing eyes for others to see. In other words, they often serve as both cameras and image or video projectors.
Special Den Den Mushi
Are the rarest variety of Den Den Mushi reserved for top world officials. These are used to relay emergency messages to other Den Den Mushi. For example, a Golden Den Den Mushi can be used to send an emergency signal to a Silver Den Den Mushi, which will order a Buster Call assault onto an island or location.
Acid
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.
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.
Attack Cuisine
A character who eats this powerful meal regains 2d4 + 2 hit points. Eating it all takes an action.
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.
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.
Book
A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on dial contraptions, or just about anything else that can be represented using text or pictures.
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.
Case Gun Bullets
This wooden case can hold up to twenty gun bullets or five bazooka rounds.
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
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).
Crowbar
Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.
Fire Explosive
Explosives require a method of being lit using heat or fire, and then being thrown. As an action, you can throw this explosive up to 20 feet, letting it explode where it lands. Make a ranged attack against a creature or object, treating the explosive as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. If it hits a flammable material or object, it will begin to burn away a random 5-foot cube of the material each round. A creature can end this damage or fire spread by using its action to make a DC 10 Dexterity check to extinguish the flames or toss water on it.
Fishing Tackle
This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Handcuffs
These metal restraints can bind a Small or Medium creature. Escaping the handcuffs 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 handcuffs' lock with a successful DC 15 Dexterity check. Handcuffs have 15 hit points.
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.
Holy Symbol
A holy symbol is a representation of a god or pantheon. A Priest can use a holy symbol as a spellcasting focus, as described in chapter 10 of the D&D 5th Edition Player's Handbook. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
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 priest may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses ฿250,000 worth of powdered silver and special salts, and requires the caster to expend a 1st-level spell slot.
Hunting Trap
When you use your action to set it, this trap form s 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.
Lamp
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, 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.
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.
Log Pose
A log pose, similar to a compass, helps navigators find their way to nearby islands or locations. However, log poses are special in that they are the only way to navigate on the Grand Line, since regular compasses don't work there. A log pose is used by spending a certain amount of time on an island (which could take hours, days, or years) to record the magnetic waves required to point it toward the next nearby island. Paradise log poses do not work in the New World, so a New World log pose is required to navigate there. New World log poses are 10 times more expensive than an ordinary log pose.
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.
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.
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.
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 (described earlier in this section).
Power Source
A power source is a special item—a battery, a special dial, an energy crystal, a fuel rod, or a similar item—designed to channel the power of abilities and spells. A tinkerer can use such an item as a spellcasting focus, as described in chapter 10 of the 5th Edition D&D Players Handbook.
Quiver
A quiver can hold up to 20 arrows.
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.
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.
Ship Blueprints
You may buy T1 ship blueprints of a medium or smaller ship that does not require an engine. The cost is equal to one third of the ship cost detailed in "Types of Ships."
Spyglass
Objects viewed through a spyglass are magnified to twice their size.
Tent
A simple and portable canvas shelter, a tent sleeps two.
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.
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.