Items

Miscellaneous Items

Equipment Packs

The starting equipment you get from your class includes a collection of useful adevnturing 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 (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 3m 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 15m of hempen rope strapped to the side of it.

Diplomat's Pack (39 gp). 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 (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 15m of hempen rope strapped to the side of it.

Entertainer's Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

Explorer's Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 15m of hempen rope strapped to the side of it.

Priest's Pack (19 gp). Includes a backpack, a blanket, 10 candles a tinderbox an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

Scholar's Pack (40 gp). Includes a backpack, a book of lore, a bottle of ink, and ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Name Cost Weight Notes
Ammo – Arrows (20) 1 gp 0.5 kg
Ammo – Bullets (10) 10 gp 0.5 kg
Ammo – Crossbow Bolts (20) 1 gp 0.5 kg
Backpack 2 gp 2.5 kg
Ball Bearings (bag of 1000) 1 gp 1 kg As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 4m on a side. A creature moving across the covered area must succeed on a DC 10 DEX saving throw or fall Prone. A creature moving through the area at half speed doesn’t need to make the save.
Basket 4 sp 1 kg
Bedroll 1 gp 3.5 kg
Bell 1 gp
Blanket 5 sp 1.5 kg
Book 25 gp 2.5 kg A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on moogle contraptions, or just about anything else that can be represented using text or pictures.
Caltrops (bag of 20) 1 gp 1 kg As an action, you can spread a bag of caltrops to cover a square area that is 2m on a side. Any creature that enters the area must succeed on a DC 15 DEX saving throw or stop moving this turn and take 1 PIERCE damage. Taking this damage reduces the creature’s walking speed by 4m until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.
Candle 1 cp For 1 hour, a candle sheds bright light in a 2m radius and dim light for an additional 2m.
Case – Crossbow Bolt 1 gp 0.5 kg This wooden case can hold up to twenty crossbow bolts.
Case – Map/Scroll 1 gp 0.5 kg This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
Chain (3m) 5 gp 5 kg A chain has 10 HP. It can be burst with a successful DC 20 Strength check.
Chest 5 gp 12.5 kg
Climber's Kit 25 gp 6 kg 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 8m from the point where you anchored yourself, and you can’t climb more than 8m from that point without undoing the anchor.
Clothes – Common 5 sp 1.5 kg
Clothes – Costume 5 gp 2 kg
Clothes – Fine 15 gp 3 kg
Clothes – Traveler's 2 gp 2 kg
Component Pouch 25 gp 1 kg 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 2 gp 2.5 kg Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.
Focus – Arcane ? gp ? kg An arcane focus is a special item — an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item — designed to channel the power of arcane spells. An Arcanist, Black Mage, Red Mage, or Time Mage can use such an item as a spellcasting focus.
Focus – Nature ? gp ? kg A nature 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 Geomancer can use such an object as a spellcasting focus.
Grappling Hook 2 gp 2 kg
Hammer 1 gp 1.5 kg
Hammer – Sledge 2 gp 5 kg
Healer's Kit 10 gp 1.5 kg

This kit is a leather pouch containing bandages, salves, and splints. The kit has 10 uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 HP, without needing to make a Wisdom (Medicine) check.

Also, you can spend 10 minutes and expend one use of the kit to try and treat a creature's wounds. Make a Wisdom (Medicine) check, choosing the DC from the table below depending on how much you want to heal. The creature can't regain HP from this again for 1 hour (starting from when you began treating the wounds).

Skill Level DC Healing Restriction
Trained 10 2d8
Expert 15 2d8 + 10 5th Level
Master 20 2d8 + 25 9th Level
Legendary 25 2d8 + 40 13th Level
Holy Symbol ? gp A holy symbol is a representation of a god or pantheon. A Paladin or White Mage (as well as Sword Saint Samurai) can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. 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 (flask) 25 gp 0.5 kg As an action, you can splash the contents of this flask onto a creature within 2m or throw it up to 8m, 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 HOLY damage. A white mage 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 1 spell slot.
Hunting Trap 2 gp 5 kg 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 PIERCE damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 1m 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 PIERCE damage to the trapped creature.
Ink (30mL bottle) 10 gp
Ink Pen 2 cp
Jug or Pitcher (3L) 2 cp 2 kg
Lantern – Bullseye 10 gp 1 kg A bullseye lantern casts bright light in a 20m cone and dim light for an additional 20m. Once lit, it burns for 6 hours on a flask of oil.
Lantern – Hooded 5 gp 1 kg A hooded lantern casts bright light in a 10m radius and dim light for an additional 10m. Once lit, it burns for 6 hours on a flask of oil. As an action, you can lower the hood, reducing the light to dim light in a 2m radius.
Lock 10 gp 0.5 kg 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 DEX check. Your DM may decide that better locks are available for higher prices.
Manacles 2 gp 3 kg These metal restraints can bind a Small or Medium creatures. Escaping the manacles requires a successful DC 20 DEX check. Breaking them requires a successful DC 20 STR 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 DEX check. Manacles have 15 HP.
Mess Kit 2 sp 0.5 kg 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 (flask) 1 sp 0.5 kg Oil usually comes in a clay flask that holds 0.5L. As an action, you can splash the oil in this flask onto a creature within 2m or throw it up to 8m, 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 becomes Oiled for 1 minute. You can also pour a flask of oil on the ground to cover a 2m-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 (one sheet) 2 sp
Parchment (one sheet) 1 sp
Piton 5 cp 0.1 kg
Poison, basic (vial) 100 gp 0.1 kg You can use the poison in this vial to coat one slashing or piercing weapon or up to 10 pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 CON saving throw or take 1d4 POISON damage and become Poisoned for 1 minute. Once applied, the poison retains potency for 1 minute before drying.
Pouch 5 sp 0.5 kg
Quiver 1 gp 0.5 kg A quiver can hold up to 20 arrows.
Rations (1 day) 5 sp 0.5 kg Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Robes 1 gp 2 kg
Rope – Hempen (15m) 1 gp 5 kg Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Rope – Silk (15m) 10 gp 2.5 kg Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Sack 1 cp 0.25 kg
Tent, two-person 2 gp 10 kg A simple and portable canvas shelter, a tent sleeps two.
Tinderbox 5 sp 0.5 kg 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 1 cp 0.5 kg A torch burns for 1 hour, providing bright light in a 6m radius and dim light for an additional 6m. If you make a melee attack with a burning torch and hit, it deals 1 FIRE damage.
Waterskin 2 sp 2 kg (full)