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Mechanics

Adventuring Gear

Common adventuring equipment including pre-made packs, key utility items (healer's kit, thieves' tools, rope), and optional encumbrance rules.

Beyond weapons and armor, adventurers rely on a variety of tools and supplies to survive dungeons, wilderness, and social encounters.

Equipment Packs

Pre-assembled packs speed up character creation:

  • Burglar's Pack (16 gp): Backpack, ball bearings, string, bell, candles, crowbar, hammer, pitons, hooded lantern, flasks of oil, rations, tinderbox, waterskin, rope.
  • Dungeoneer's Pack (12 gp): Backpack, crowbar, hammer, pitons, torches, tinderbox, rations, waterskin, rope.
  • Explorer's Pack (10 gp): Backpack, bedroll, mess kit, tinderbox, torches, rations, waterskin, rope.
  • Priest's Pack (19 gp): Backpack, blanket, candles, tinderbox, alms box, incense, censer, vestments, rations, waterskin.
  • Scholar's Pack (40 gp): Backpack, book of lore, ink, ink pen, parchment, small knife, little bag of sand.

Key Items

  • Rope (50 ft): Hempen (1 gp) or silk (10 gp). 2 HP, burst DC 17.
  • Healer's Kit (5 gp): 10 uses. Stabilize a creature at 0 HP without a Medicine check.
  • Thieves' Tools (25 gp): Required for picking locks and disarming traps. Proficiency adds your bonus to the check.
  • Holy Symbol / Arcane Focus / Component Pouch: Replaces non-consumed, non-costed material components for spellcasting.
  • Torch: Bright light 20 ft, dim light 20 ft more. Burns for 1 hour. 1 fire damage as an improvised weapon.
  • Lamp / Lantern: Hooded lantern provides 30 ft bright, 30 ft dim; can be shuttered to only 5 ft dim. Burns 6 hours on a pint of oil.

Encumbrance (Optional)

If using the encumbrance variant, carrying weight over 5 x STR drops your speed by 10 ft, and over 10 x STR drops it by 20 ft and imposes disadvantage on physical checks, attacks, and STR/DEX/CON saves.