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Ulther’s Guide
to Adventuring Gear
rg content for expanding
adventuring gear in the Player's HandbookDUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft
‘ampersand, and all other Wizards of the Coast product names, and their
trademarks of Wizards of the Coast in the USA and other countries,
This work contains material that is copyright Wizards of the Coast and / or other authors. Such m
‘used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2017 by Ulther and published under the Community
Content Agreement for Dungeon Masters Guild,
Ulther’s Guide to Adventuring Gear
Version 1.0
Design by UltherAdventuring Gear Expanded
‘This section will provide details forall of the items
In the Adventuring Gear section of the 5th Edition
Player's Handbook: (Pages 148 - 153).
Many of the items have already been given details and
they have been included for easier reference.
Abacus. This counting frame is used by merchants
and shopkeepers to more easily make caleulations.
Using an abacus grants advantage to Intelligence checks
involving mathematies or calculations.
‘Acid, vial. 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 hil, the
target takes 2d6 acid damage
Alchemist’s fire. This sticky, adhesive uid ignites
\when exposed fo ait. AS an action, you can throw this.
flask up to 20 feet, shattering it on impact. Make a
ringed attack against a ereature or object, treating the
alchemists fire as an improvised weapon, On a hit, the
target takes 104 fire damage at the start of each ofits
‘urns. A creature ean end this damage by using its
action to make a DC 10 Dexterity check to extingsish
the flames,
Ammunition, arrows. Arrows typically have a metal
head, wood shaft and feather fletching and come in
bundles of 20.
Ammunition, blowgun needles. Blowsunn needles are
typically a small wooden dart with a metal tip. They are
small and easy to conceal and come in bundles of 50.
Ammunition, crossbow bolts. Crossbow bolts are
typically made from wood with a metal tip, They are
slightly heavier than arrows and come in bundles of 20.
Ammunition, sling bullets. Sling bullets are often
nothing more than small, smooth stones or occasionally
‘metal balls. They come in bundles of 20.
Antitoxin. & creature that drinks this vial of li
gains advantage on saving throws against poisor
hour. It confers no benefit to undead or constructs.
“Arcane focus. An arcane focus is @ special item = an
orb a erystal, a rod, a specially constructed staff, a
‘wand-like length of wood, or some similar item -
designed fo channel the power of arcane spells. A
sorcerer, warlock or wizard can use such an item as a
spelicasting focus.
Backpack. A backpack is the cornerstone of any
adventurer’s gear, it ean carry up to 80 pounds of gear
and whilst being worn reduces the effective weight of
anything within it by half, this reduction only applies
‘when calculating carrying eapacity.
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 movinyg across the covered area must
succeed on a DC 10 Dexterity saving throw or fll prone,
‘Acreature moving through the area at half speed doesn't
need to make the saving throw.
Barrel. An average barrel is usually constructed from
‘wood, sometimes with metal trim oF parts. Itean contain
up to 8 gallons of water or similar liquid or up to 4 cubic
feet of solid. Barrels typically can be rolled and may be
able to hold a small or smaller creature.
id
for 1
A medium sized barrel weighs 25 pounds empty and can
hold around 45 pounds, Barrels can usually be found
a variety of sizes.
Basket. Typically made from wood or fibers, this can
hold 2 eubie feet or 40 pounds of gear.
‘Bedroll. A bedroll consists of bedding and a blanket
which can be rolled up and tied, it may be used to sleep
‘on most solid surfaces with redkiced discomfort. When
attached to.a worn backpack, it only counts as hall its
weight when calculating carrying capacity.
Bell. Usually made oust of metal, a bell may be used to
create a loud noise that can be heard up to 60 feet away.
Itean also be used with some string to make a makeshift
alarm, which can be heard at the same distance.
Blanket. A thick blanket may be made from cloth or
furs andl is used for staying warm at night. A character
using a blanket in an extreme cold environment
automatically succeeds on extreme cold Const
saving throws during rests,
Block and tackle. 4 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 lif.
Book. A book might contain poetry, historical
‘accounts, information pertaining to a particular field of
lore, diagrams and notes on ghomish contraptions, or
just about anything else that ean be represented using,
text or pictures,
Bottle, glass. A glass bottle can hold 1 andl a half
pints of liquid, they can come in many shapes and.
designs and often make for useful improvised weapons.
Bucket. & buicket is ustially made from wood, often
with a metal handle, it can hold up to 3 gallons of liquid
‘or half a eubie foot of solid
Cattrops. As an action, you ean spread a single bag
of caltrops to cover a & 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 ereature regains at least 1 hit point, its walking
speed is reduced by 10 feet. Acreatuire 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 fect.
Case, crossbow bolt. This wootlen case can hold up
to twenty crossbow bolts.
Case, map or scroll. This cylindrical leather ease can
hhold up to ten rolled-up sheets of paper or five rolled up,
sheets of parchment,Chain. A chain has 10 hit points. can be burst with
‘a successful DC 20 Strength check,
Chalk. Thin sticks of chalk are found to be very
‘useful for dungeoneers. There is uswally enowgh challe
{or 10 uses per stick and they can be acquired in a
variety of colors,
Chest. A sturdy chest is typically constructed from
‘wood. with metal hinges. locks andl trim. An average
‘chest can hold 12 eubie feet of year and up to 300
‘pounds. Chests can be found ina variety of sizes.
Climber's kit. A climber’s kit includes special pi
boot tips, gloves and a harness, You can use the
climber's kit as an action to anchor yourself: when you
do, you cant fall more than 25 feet from the point where
you anchored yourself, and you can't climb more than
225 feet away from that point without undoing the
anchor,
Clothes, common. Clothes such as those belonging to
a barkeep, a baker, a lumberjack or a farmer. Wearing
‘such clothing in an appropriate environment (such as a
crowded market). gives creatures disadvantage on.
Perception checks to spot you, as long as you are not
otherwise noticeable.
Clothes, costume. Clothes such as those belonging
toa jester or a bard with an elaborate outfit. Wearing
a costume gives creatures advantage on Perception
‘checks to spot you in any environment in which you
would stand out.
Clothes, fine. Fine clothes are expensive and usually
very decorative or made from luxurious materials
‘Wearing fine elothes gives you advantage on any
Deception or Persuasion check to make other creatures
believe you are wealthy, influential or part of @ nobility.
Clothes, traveter’s. Traveler's clothes are more
durable and suited for adventuring, They usually
contain additional pockets, pouches and belts for more
‘easily accessing equipment. You may have up to six
‘additional items on your person which may be accessed
without having to draw them from your backpack. These
tems must be small enough and positioned reasonably
‘on your character (such as a lantern tied to your belt)
‘Component pouch. A component pouch is a small,
‘watertight leather belt pouch that has compartments (|
hold all the material components and other special items
you need to cast your spells, except for those
‘components that have a specific cost.
(Crowbar. Using a crowbar grants advantage to
‘Strength checks where the crowba’s leverage can be
applied.
Druidie focus. \ druidie foous might be a sprig of
Inistleioe or holly, a wand or scepter made of yew or
another special wood, a staff drawn whole out of a living,
tree, ora totem object incorporating feathers, fur, bones,
and teeth from sacred animals. A dr
‘object as a spelleasting focus.
‘Fishing tackle. This kit includes a wooden rod, silken
line, corkwood bobbers, steel hooks, lead sinkers, velvet
lures, and narrow netting,
Flask or tankard. A flask or tankard can hold 1 pint
of liquid, they can vary wildly in appearance and
‘material and some may have lids or coverings.
Grappling hook. Grappling hooks are an important
part of most thieves’ packs, with their usage only being
ean tise such an
limited by imagination. As an action, you can use the
grappling hook, either by attaching it an appropriate
surface or object, or by throwing it towards one.
Successfully throwing and landing a grappling hook 20
feet requires a DC 10 Dexterity check. increasing the DC
by 5 for cach additional 20 feet thrown.
Hammer, A small hammer, specifically designed as
tool and not a weapon, it grants advantage on Strength
checks in situations where the tool could be used.
‘Hammer, sledge. A sledgehammer is a far heavier tool
designed for causing destruction to objects and the
environment, it grants advantage on Strength checks in
situations where the tool could be used,
Healer's kit. This kit is a leather pouch containing,
bandages, salves, and splints. The kit has ten uses. AS
fan action. you ean expend one use of the kit to stabilize
a creatures that has 0 hil points, without needing to
‘make a Wisdom (Medicine) cherk.
‘Holy Symbol. A holy symbol is a representation of a
god or panthcon. 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 spelleasting focus,
To use the symbol in this way, the easter must hold 1¢
{in hand, wear it visibly, or bear it on a shield.
‘Holy water, flask. As an action, you can splash the
contents of this flask onto a creature within 5 feet of you
fr throw it up to 20 feet, shattering it on impact. In
either case, make a ranged attack against a target
create, fetng te OH ae
radiant damage. ee
‘Hourglase. A dass hourgass Hild wit saad lle
be set down on a flat surface to measure time, the
‘hourglass can be purchased to measure either I,
hues oaHunting 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, sich as a tree or a spike driven into the ground,
‘A creature that steps on the plate must sueceed on a DC
19 Dexterity saving throw or take Idé 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 8 fet long). A creature can use its
actions to make a DC 18 Strength check, freing itself or
another creature within its reach on a success, Each,
failed cheek deals 1 piercing damage to the trapped
creature,
Ink, bottle. 4 glass bottle containing enough ink to
last for approximately § sheets of paper or parchment,
‘ypically ink is black. other colors can be purchased but
they cost twice as mutch
Ink pen. An inks pen is required to use ink precisely,
‘such as with writing in books, on paper or parchment
‘Jug or pitcher. A jug or pitcher can hold 1 gallon
of liquid, they can vary wildly in appearance and
material and some may have lids or coverings.
Ladder. 4 ladder is 10 foot tall and typically made
fom wood, Once set up, a lacder can be elimbed without
‘expending the extra movement usually required when
climbing.
Lamp. \ lamp casts bright light in a 15 foot radius
‘and dim light for an additional 80 feet. Once lit. it bu
for 6 hours on a flask of ol
Lantern, bullseye. A bullseye lantern casts bright
light in a 60 foot cone andl dim light for an additional 60
feet. Once lit, it burns for 6 hours on a flask of ol
Lantern, hooded. A hooded lantern casts bright light
in a 80 foot radius and dim light for an additonal 30 feet.
‘nee lit it burns for 6 hours on a flask of oll. 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 ereature proficient with thieves' tools ean pick this lock.
with a sticcessfal DC 15 Dexterity check.
‘Magnifying glass. This lens allows a closer look at
steel objects. Its also useful as a substitute for flint and
‘steel when starting fires, Lighting a fire with
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 ean pick the
manacles' Jock with a suecessful DC 15 Dexterity check.
Manacles have 15 hit points,
Meee kit. This tin box contain acup and simple fh
ccutlery. The box clamps together; and one side can be '
used as a cooking pan, and the other as a plate or
shallow bow
‘Mirror, steel. A small mirror with a steel frame that
tas a short handle. If used to look around a corner,
grants advantage on the Stealth check if one is required,
it, flask. O11 usually comes in a clay flask that holds
1 pint. Asan action, you can splash the ol in this flask.
onto a creature within 5 feet of you oF throw it up to 20
feet, shattering iLon impact. Make a ranged attack
against a target creature or object, treating the oll as an’
improvised weapon. On a hit, the target is covered in il
Ifthe 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 areca,
provided that the surface is level, It, the oil burns for
2 rounds and deals 5 fire damage fo any creature that
centers the area or ends its turn in the area. A creature
‘can take this damage only once per turn,
Paper. Paper is useful for recording text or imagery. it
is generally of better quality than parchment. Paper is
also suitable for seribing scrolls
Parchment. Parchment is a cheaper material for
rmeording text or imagery and is ideal for cartography.
Parchment is not high enough quality for seribing spells
Perfume, vial. A wide variety of scented perfumes can
be purchased. As an action, you can apply the perfume
to yourself ora creature within 5 fect of you. An
application of perfume lasts for | hour and there is,
‘enough in a vial for 1 application. Wearing perfume gives
you advantage on any Deception or Persuasion check on
‘a non hostile creature which may find itself
attracted to you. Ifyou fail such a check, that creature is
immune to this effeet for 24 hours.
Pick, mining. With a metal head and a wooden,
handle, this tool grants you advantage on any Strength,
checks involved when digging. mining or other similar
situations where the tool could be used,
Piton. 4 piton is a tool typically used for climbing. itis
‘a metal spike which ean be hammered into a erack or
‘seam. On one side of the piton is a ring which rope or
string ean be threaded through.
Poison, vial. You can use the poison in this vial to
coat one slashing or picrcing weapon or up to three
pieces of ammunition. Applying the poison takes an
faction, 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.
Pole. A pole is 10 feet tall and made from wood.
Pot, iron. An iron pot can hold 1 gallon of liquid, they
often have a handle and may have a lid or covering.
Potion of healing, vial. A character who drinks the
‘magical red fluid in this vial regains 244 + 2 hit points.
Drinking oF administering a potion takes an action,Pouch. A cloth or leather pouch ean hold up to 20
‘ling bullets or 50 blowgun needles, among other things.
Quiver. A quiver can hold up to 20 arrows.
Ram, portable. You can use a portable ram to breale
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, druid friend, hardtack,
‘and nuts.
Robes. Robes come in many types and designs, from
religious garments to monastic habits. They are usually
loose-fitting and long flowing, making ther ideal for
concealing items. A robe gives the wearer advantage on,
‘Sleight of Hand checks to conceal a single small,
reasonably concealable ite
Rope, hempen. Hemp rope, has 2 hit points and ean
bbe burst with a DC 17 Strength check.
Rope, silk. Sill pe, has 2 hit points and can be
burst with a DC 17 Strength check.
Sack. A cloth sack can hold 1 cubic foot and 30
pounds of gear, they can usually be tied near the top.
Scale, merchant's. \ 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.
Sealing wax. A small container of sealing wax can be
lightly heated for 1 minute. As an action, it ean be
applied onto a surface or other suitable location, as part
‘of the same action it can be manipulated, such as being
pressed with a signet ring. After it has been applied it
‘quickly sets and must be reheated to be manipulated
‘again. It is not strong enough to hold against any real
application of foree, however it may be used to block
somicthing such as a lock or a drain quite effectively. A
container of sealing wax has enough wax for 5 uses.
‘Shovel. With a metal head anc @ wooden handle, this
tool grants you advantage on any Strength checks
involved when digging soft materials such as dirt or
sand, ITused to dig pits, trenches or similar work.
such materials, it halves the time taken for the activity.
Signal whistle. Usually made out of metal, a signal
Whistle may be used to ereate a loud, high pitched noise
that can be heard up to halfa mile away. With practice
fa range of different noises can be produced
Signet ring. A signet ring is often used as a symbol or
‘mark of identification for its wearer belonging to a
certain house or group. It may be used f0 press its
design into soft sealing wax to leave an identifying mark
Soap. Soap may be scented or unscented and comes
in a wide range of varieties. It may be used with water to
remove or change any persistent scent on a creature.
Using soap fo maintain personal cleanliness during a
long rest grants the user advantage on the first save
‘against any non magical disease in the next 24 hours.
‘Spellbook. Essential for wizards, a spellbook is
leather-hound tome with 100 blank vellum pages
Suitable for recording spells
‘Spikes, iron. Iron spikes are much larger and heavier
than pitons and do not feature a ring on the end. They
ccan be hay
fa crack or seam in the same way as a piton,
Spyglass. Objects viewed through a spyglass are
magnified to twice their size
Tent, two-person. 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 ol) 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 I hour, providing bright light
in a 20 foot radius and dim light for an additional 20,
fet. Ifyou make a melee attack with a burning torch
and hit, it deals 1 fire damage.
Vial. A glass or clay vial can hold 4 ounces of liquid.
usually enough for one dose of whatever it holds.
Waterskin. A waterskin can hold 4 pints of liquid. It
can be easily reflled at any clean water source.
Whetstone. During a long rest a character may use a
whetstone fo maintain any non magical bladed
equipment. The character may sell equipment
‘maintained by a whetstone for two thirds ofits initial
cost, as long as the items are not broker
ered into materials softer than iron or intoNew Adventuring Gear Options
‘This section will provide additional options for
adventuring gear for player characters. None of the
content in this section exists in the Sth Edition Player's
Handbook. As this is a stand-alone section, you can
‘choose to not include these items in your campaign, but
sill use the additional deseriptions for items in the PHB.
‘As an additional disclaimer, some of these items may not
fit with your setting, the decision to include any or all of
these items rests firmly with the DM.
Compass. A small metal compass which points to the
‘magnetic north pole. Using a compass grants advantage
‘on Survival checks to avoid getting lost. A character with,
a compass always knows which way is north,
Flotation device. An intlated animal bladder which is
firmly sealed. Whilst being held in both hands, a
flotation device grants advantage on Athletics checks ta
stay afloat and to avoid drowning,
Lantern, miner's. A miner's lantern casts bright light
in a 30 foot cone and dim light for an additional 30 fet
(Once lit, it burns for 6 hours on a flask of oil. A miner's
smaller than other lanterns and comes with
straps which may be used to attach it to a helmet or
other piece of suitable headwear:
‘Signal horn. Usually mace out of wood or animal
horns, a signal horn may be used to create deep tones
that can be heard up to L mile away. With practice, a
range of different noises ean be produced.
‘Smoke bomb. Created by an alchemist, a smoke bomb
is a small round glass bottle filled with a swirling black
cloud. As an action, you can throw a smoke bomb up to
20 fect, shattering it on impact. Thick smoke fills an area
‘na 5 foot radius around where the smoke bomb
shatters, this area is heavily obscured. The smoke
disperses after | minute, A strong wind can also
disperse the smoke after 1 round.
‘Smoking pipe. Smoking pipes are usually made from
‘wood. They can be used to smoke a wide range of herbs,
each which could have a different effect, Using a
‘smoking pipe long enough for any herb to take effect
takes 1 minute.
‘An example of a smokable herb is Elfroot, which has a
calming effect, granting advantage on the first saving
throw against being fFightened within 1 hour
lantern
Snowshoes. Frames usualy constructed of wood,
rope, cloth or sinew ean be attached to your feet or
footwear. Wearing snowshoes allows you to ignore
difficult terrain caused by snow.
Timepiece. A small metal timepiece may be worn as a
pendant or as a pocketwatch, ustally attached with a
thin chain, A character with a timepiece always knows
the number of hours left before the next sunrise or
sunset,
New Adventuring Gear Options
Item Cost Weight
Compass 100 gp 1b,
Flotation deviee 2e 3b.
Lantem, miner's 10 gp 1,
‘Signal horn Lep 1b.
‘Smoke bomb 2p 1/4 Ib.
‘Smoking pipe 2p E
“Elfrot (1 use) sp
Snowshoes ssp 20.
Timepiece 100 gp