--Equipment Packs--
Captain's Pack Ⓑˣ
Cost: 4500 Berri.
Contents: 1 Toolkit (pick one), Commoner’s clothes, an empty book, writing utensils, 7 days of field rations, a compass, 30 ft Rope pouch and a thermos.
Explorer's Pack Ⓑˣ
Costs: 4500 Berri.
Contents: 1 bedroll, 5 glow rods, 5 heating pads, 1 Den Den Mushi, Commoner’s clothes, 7 days of field rations, a Backpack, and 50 feet of rope.
Crafter's Pack Ⓑˣ
Costs: 8000 Berri.
Contents: 3 Toolkits (Pick three).
Traveler's Pack Ⓑˣ
Costs: 3000 Berri.
Contents: Commoner’s clothes, Fanny Pack, 20 ft rope, 1 bedroll, 2 glow rods, 1 blank map.
Mariner's Pack Ⓑˣ
Costs: 4000 Berri.
Contents: Marine Uniform, 60 ft rope, 1 bedroll, 1 Bandage.
Pharmacist's Pack Ⓑˣ
Costs: 6500 Berri.
Contents: Commoner's Clothes, Cola, Bandage, Medicine Kit
Scout's Pack Ⓑˣ
Costs: 6000 Berri.
Contents: Den Den Mushi, Tracker's Clothes, Cola, Bandage, Compass, (x2) Blank Map
Mundane Equipment
Bedroll Ⓑ ·²⁰
Cost: 250 Berri
Allows a creature to gain the benefits of a Short or long rest while not indoors or within a comfortable environment.
Caltrops Ⓑ ·¹⁰
Cost: 500 Berri
These four-pronged metal spikes can cause damage to a creature's feet. You can scatter caltrops in an empty adjacent space, with a bonus action. The first creature that moves into that square must succeed at a DC 14 acrobatics check or take 1d4 piercing damage and gain 1 rank of bleed. A creature who has gained the bleeding condition from caltrops takes a 5-foot penalty to its Speed. Spending an action to pluck the caltrops free removes the speed penalty, but not the bleeding condition. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the same space are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can't be salvaged.
Diving Helmet Ⓑ¹
Cost: 1000 Berri
This helmet must be connected to a ship with its 200 ft cord. While wearing this helmet you gain the ability to breath underwater.
Swimming Fins Ⓑ¹
Cost: 1000 Berri
While wearing these fins you gain a swimming speed equal to your normal land movement speed, but while trying to move on land with them on your speed is reduced by 20ft.
Glow Rods Ⓑ ·¹⁰
Cost: 1000 Berri
A small stick the side of a mechanical pen or pencil. When bent, it snaps and gives off a soft neon green light. The glow rod creates 20 feet of bright light and an additional 10 feet of Dim light.
Parachute Ⓑ ²
Cost: 15,000 Berri
The Parachute is a lightweight and compact device designed for adventurers to ensure a safe and controlled descent from great heights. When deployed, it slows the descent of its user to a rate of 60 feet per round until they land on the ground, similar to the effect of a Feather Fall. The parachute can be activated as a reaction when falling, allowing the user to land gently on the ground. It is adorned with a unique Jolly Roger, symbolizing the adventurous spirit of its user.
Grappling Hook Ⓑ¹
Cost: 2,500 Berri
You can throw a grappling hook with a rope tied to it to make a climb easier, when wall walking is out of the question. To anchor a grappling hook, make a Strength or Dexterity (Survival) check vs the anchors DC, which is based on the target anchoring condition. On a success, your hook has a firm hold, but if you fail by 5 or more, the hook seems like it will hold but actually falls when you're partway up. (edited)
Grappling Hook DCs
DC Anchoring Condition
15 Complete 90-degree angle with a clear and obvious anchoring point that provides adequate support for the climbers weight.
20 Slightly awkward conditions such as heavy winds, rain or awkward anchoring points.
25 Very awkward conditions such Dim light, rain, lightly obscured vision, or uneven anchoring points.
30 Extremely difficult conditions such as Darkness, unfixed anchoring points.
Manacles
Standard Manacles Ⓑ ·²⁵
Cost: 2,000 Berri
Used to restrain a creature. Requires a DC 20 Dexterity check ( Slight of hand ) to escape
Greater Manacles Ⓑ ·²⁵
Cost: 6,000 Berri
Used to restrain a creature. Requires a DC 25 Dexterity check ( slight of hand ) to escape
Sea Prism Stone Manacles Ⓑ ·²⁵
Cost: 35,000 Berri
Used to restrain a creature with Devil Fruit abilities. Requires a DC 25 Dexterity check (slight of hand) to escape.
Additionally, creatures with the Devil Fruit abilities have the "Suppressed" condition effects. Devil Fruit users also roll their check to escape at disadvantage.
Lock Ⓑ ·¹⁰
A mundane but extremely common accessory which is employed all across the world for mechanical and most standard doors or latches. All locks are made of Steel or Iron and have an AC of 20 with a number of hit points equal to 15 x their Quality multiplier. All locks regardless of quality requires a Lock Picking Kit to pick and all has its own lockpick DC, number of allowable failed attempts before the lock jams and breaks, and total time needed to complete the process.
Locks
Lock Quality Lock Pick duration Failed Attempts HP Multiplier Cost
Poor 1 Round 5 1x 500 Berri
Simple 1d4 Rounds 5 2x 2,000 Berri
Average 1 Minute 3 4x 10,000 Berri
Greater 5 Minutes 3 6x 25,000 Berri
Superior 10 Minutes 2 10x 50,000 Berri
Supreme 1 Hour 1 15x 100,000 Berri (edited)
Communication Tools
Den Den Mushi Ⓑ¹
Cost: 2,500 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) Ⓑ³
Cost: 5,000 Berri
These Den Den Mushi are larger than normal and can be mounted onto ships to transmit messages within a region they must know the receiving Den Den Mushi.
Den Den Mushi (Ultimate) Ⓑ²
Cost: 10,000 Berri
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.
Earpiece Den Den Mushi (Ultimate) Ⓑ ·²⁵
Cost: 20,000
This Den Den Mushi variant is a small snail with its shell being below its head. Instead of having a separate speaker or microphone, the snail is held up to the user's ear and can transmit to any Den Den Mushi in the world as long as they know the receiving Den Den Mushi. (edited)
Navigation Tools
Compass Ⓑ ·²⁵
Cost: 250 Berri
When used, so long as the user is not underground or in an extremely elevated location relative to sea level, they gain a +2 bonus to Survival checks made to navigate.
Blank Map Ⓑ ·¹⁰
Cost: 200 Berri
These maps can be used to perform the Mapping DT activity.
Log Pose (Single Needle) Ⓑ ·¹⁰
Cost: 2,500 Berri
This log pose comes attuned to a random island within the region it is acquired. By performing the Log Pose DT activity the Log Pose becomes attuned to a new island within your current region. When performing Travel checks to the island your Log Pose is currently attuned to you have advantage on the roll.
Log Pose (Triple Needle) Ⓑ ·¹⁰
Cost: 7,500 Berri
This log pose comes attuned to three random islands within the region it is acquired. By performing the Log Pose DT activity the Log Pose becomes attuned to three new islands (duplicates can be rolled but provide no benefit) within your current region. When performing Travel checks to the island your Log Pose is currently attuned to you have advantage on the roll.
Eternal Pose Ⓑ ·¹⁰
This log pose comes attuned to an island which can never be changed. When performing a Travel check to head to that island you have advantage on the roll.
Spyglass Ⓑ ·⁵
Cost: 25,000
The Spyglass is a compact, collapsible telescope designed for seafarers and adventurers. It is crafted with precision optics, allowing users to observe objects and people from up to 500 feet away with remarkable clarity. The spyglass is encased in a durable metal or brass body, protecting its delicate lenses from harsh elements. When extended, it provides a clear, magnified view of distant landscapes, ships, or potential threats, making it an essential tool for navigation and reconnaissance. (edited)
Tools
Tool Set Cost Bulk
Armorsmiths 2,500 Berri Ⓑ¹
Botanists 2,500 Berri Ⓑ¹
Brewer's 2,500 Berri Ⓑ¹
Cartographers 2,500 Berri Ⓑ¹
Chef's 2,500 Berri Ⓑ¹
Disguise 2,500 Berri Ⓑ¹
Lock Picking 2,500 Berri Ⓑ¹
Shipwright's 2,500 Berri Ⓑ¹
Weaponsmith's 2,500 Berri Ⓑ¹
Weaver's 2,500 Berri Ⓑ¹
Medicine Kit 2,500 Berri Ⓑ¹
Disguise Kit 2,500 Berri Ⓑ¹
Anglers 2,500 Berri Ⓑ¹
Gunsmithing Tool's 2,500 Berri Ⓑ¹ (edited)
Kits
Medicine Kit (5 Charges) Ⓑ²
This kit includes all of the necessary implements to perform complex medical inquiries and procedures while not in a medical facility supported by sterilized environments, allowing you to diagnose and even treat issues such as broken bones, open wounds and even providing immediate care to people who are on death's door making death saving throws. Proficiency with this kit lets you add your proficiency bonus to any skill checks you make to perform medical tasks, light healing, condition treatment, stabilization and create Bandages.
Medical Check Up (1 Charge). By spending 1 charge over the course of 10 minutes, you are able to assess the current status of up to 6 creatures informing them of all conditions, diseases, poisons or effects, affecting them at the moment, and how to cure/remove it.
Light Patch up (X Charge(s)). You select one creature within 5 feet of you. For the next 10 minutes, you spend time patching them up. Spend any number of charges. For each charge spent, the creature regains 2d4 hit points.
Full Fix up (2 Charges). You select one creature within 5 feet of you. As an action, you stab them with an adrenal fluid meant to stave off death. Remove one failed death save from them.
Stabilization (3 Charges). Select one creature who is dying or making death saving throws within 5 feet of you. By spending 3 charge, you are able to stabilize them at 0 hit points. Doing this removes up to 2 failed death saves.
Disguise Kit (5 Charges) Ⓑ²
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with Disguise Tools lets you add your proficiency bonus to any skill checks you make to create a disguise. While you have proficiency and access to this Kit you can do the following; Create a Disguise of varying complexity.
When creating a disguise of any type, you spend one charge of this kit and create a small satchel or collection of clothing, materials and whatever else needed to don the disguise. This satchel has a Bulk of 1. You cannot don your disguise and your armor, unless armor is a part of the disguise. When you would don any disguise you've previously made, it takes 30 minutes of preparation and work to apply the disguise.
Creating a disguise will place its wearer into a variety of situations where their identity can be compromised. A creature suspicious of a disguised individual or group of individuals can make a Wisdom (Insight) vs the creator of the Disguises Intelligence or Charisma (Disguise Kit) to see through the disguise. A creature who fails their insight check may lower their suspicions for the moment, but it does not make those wearing the disguise immune to any further checks.
Plain Disguise (1 Charge). A simple change like a superficial scar, a costume change or applying a small temporary tattoo. These are quick to make and only take 10 minutes to develop the disguise.
Elaborate Disguise (2 Charges). Somewhere between being very fast and time consuming to assemble. In 1 hour or over the course of a short rest, you can create a large tattoo, dye your hair, or put on complex dresses like those huge ballroom gowns or craft extremely convincing copies of seemingly exclusive articles of clothing. Doubling the time, it takes to make this type of disguise gives all Insight checks made to see through this disguise disadvantage
Exquisite Disguise (3 Charges). Requiring the most work, taking its creator a minimum of 4 hours to create. These disguises include things like using makeup to give yourself an entirely new face, creating entirely new costumes, or creating a new persona for a performance. Doubling the time, it takes to make this type of disguise gives all Insight checks made to see through this disguise disadvantage.