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Basic Items

Basic items cover a range of objects which most adventurers and travelers find useful. This includes carrying implements such as backpacks, satchels, and waterskins, to survival gear like bedrolls, cookware, and tents, to more specific gear like chains, candles, locks, and whistles.

Basic gear entries have the following selections.

Price is the amount, in silver pieces, that the item is worth.

Bulk is the weight of the object. If there is a ‘-‘ in the entry, the item’s weight is so light as to not be necessary to track. If there is an ‘L,’ the object in question is considered of ‘Light’ weight, where ten light weight objects add up to 1 Bulk.

Wielding indicates the number of hands you need available to use the object. This means if you are using an item with 1 in this entry, you must have one hand holding the item and are therefore not able to use it for other actions. If the item has a 2 for the wielding entry it means you are using both your hands to use the item and you do not have a free hand for other actions. Some items can be used normally without requiring a hand and these have a ‘-‘ in the entry. An example of this would be a backpack.

Item (Quantity, if applicable)PriceBulkWielding
Backpack1 silver
Bedroll1 copperL
Belt Pouch4 copper
Caltrops (5 square feet worth)3 silversL1
Candle1 copper1
Chain (10 feet)20 silvers12
Chalk (10 Sticks)5 copper1
Chest6 silvers22
Compass60 silvers1
Cookware10 silvers22
Crowbar5 silversL2
Grappling Hook1 silverL1
Hourglass50 silversL1
Ladder (10 feet)3 copper32
Lantern
     Basic: Hooded
     Expert: Bull’s Eye

7 silvers
10 silvers

L
1
1
Lock
     Lesser
     Basic
     Expert
     Master

10 silvers
20 silvers
100 silvers
150 silvers
2
Magnifying Glass200 silvers1
Manacles
     Basic
     Expert
     Master

30 silvers
150 silvers
230 silvers



L
2
Mirror10 silvers1
Mug1 copper1
Oil (1 Pint)1 copperL2
Piton1 copperL1
Pole (10 feet)1 copper12
Rations (24 hours)5 copperL1
Rope (50 feet)
     Basic: Hemp
     Expert: Silk

1 silver
10 silvers

1
L
2
Sack1 copperL1
Satchel1 silver2
Scroll Case1 silver2
Sheath1 copper
Signal Whistle8 copper1
Spyglass200 silversL2
Tent
     Basic: Pup
     Expert: Four Person
     Master: Pavilion

8 silvers
40 silvers
250 silvers

L
3
12
2
Torch (10)1 copperL1
Vial5 copper1
Waterskin5 copperL1

Fantasy

Item (Quantity, if applicable)PriceBulkWielding
Flint and Steel5 coppers2
Material Component Pouch5 coppers1

Steampunk

Item (Quantity, if applicable)PriceBulkWielding
Goggles3 silvers
Hat1 silver
Lighter8 silvers1
Match (12 Sticks)5 coppers2
Parasol25 silvers1+
Photo Plate (1 Sheet)10 silvers
Photographic Camera500 silvers12
Pocket Watch50 silvers1
Steamer Trunk15 silvers32
Utility Belt2 silvers
Wristwatch70 silvers


Item Descriptions

Backpack. A backpack can hold up to 4 Bulk worth of items. If you are carrying or stowing a backpack rather than wearing it on your back, it has light Bulk instead of negligible. It takes a double action to retrieve items from it.

Bedroll. A rolled-up mat with a simple pillow. Choosing not to use a bedroll, mattress, or other sleeping item imparts the Fatigued condition.

Belt Pouch. A belt pouch can hold up to 6 items of Light Bulk. It is a free action to retrieve items from a belt pouch.

Caltrops. These four-pronged metal spikes can cause damage to a creature’s feet. You can scatter caltrops in an empty square adjacent to you with a single Interact action. The first creature that moves into that square must succeed at a DC 15 Acrobatics check or take 1d4 piercing damage and 1 Persistent Damage. A creature taking the persistent damage from caltrops is Hampered 5. Spending an Interact action to pluck the caltrops free removes the Persistent Damage condition. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe from the danger. Deployed caltrops can be salvaged to be used again if no creatures took damage from them. Otherwise, enough caltrops are ruined that they cannot be salvaged.

Candle. A lit candle sheds dim light in a 5-foot radius. A single candle burns for 12 hours. This item has the consumable tag.

Chain. Chain has Hardness 10 and Toughness 5. It can be burst with a DC 26 Athletics check.

Chalk. A white piece of chalk, excellent to mark either rock or wood. This item has the consumable tag.

Chest. A wooden chest can hold up to 8 Bulk worth of items.

Compass. A compass gives you advantage to Survival checks to navigate, provided you are in a location with uniform magnetic north.

Cookware. This includes a nice iron frying pan, steel pot, a large spoon, a chef’s knife, a paring knife, and a wooden cutting board.

Crowbar. This item grants you advantage to Athletics checks to Break Open anything that can be pried open.

Flint and Steel (Fantasy). Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be possible during an encounter. Even in ideal conditions, using flint and steel to light a flame requires at least 3 actions, and often significantly longer.

Goggles (Steampunk). Protective eyewear, these can prevent the Blinding and Dazzling conditions from effects that also have the visual tag.

Grappling Hook. Throwing a grappling hook requires an Athletics check, with a DC 5 for every 10 feet it is thrown.

Hat (Steampunk). This can be anything from a cap to tricorn to a lady’s hat and likewise varies in price, with 1 silver being an average cost. Hats can help to protect against weather.

Hourglass. A time keeping device made from glass, sand, and a wooden frame.

Ladder. A simple wooden ladder.

Lantern. A lantern sheds bright light and requires 1 pint of oil to function for 6 hours. A bull’s-eye lantern emits its light in a 60-foot cone. A hooded lantern sheds light in a 30-foot radius and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action and requires you to have one hand free.

Lock. Picking a lesser lock requires one successful DC 15 Thievery checks. A basic lock requires one success at DC 20, an expert lock requires two successes at DC 25, and a master lock requires three successes at DC 30.

Lighter (Steampunk). A lighter is useful in creating a fire as it takes a Single action to create a flame and another Single action to catch a flammable item on fire.

Magnifying Glass. This handheld lens gives you advantage to Perception checks to notice minute details of documents, fabric, and the like.

Manacles. Binding a creature in manacles requires a successful Melee Strike to bind each wrist or ankle. A creature normally takes disadvantage with these attacks. A two-legged creature with its legs bound is Hampered 15 and a two-handed creature with its wrists bound has to succeed at a DC 10 flat check any time it uses an action with the manipulate tag or else that action fails. A creature bound to a stationary object is Immobile. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from manacles requires one successful DC 22 Thievery check to Pick the Lock. Expert manacles require two successes at DC 27, and master manacles require three successes at DC 32.

Matches (Steampunk). Matches are useful in creating a fire. It takes a Single action to light a match, more in less-than-ideal conditions, but the match lasts for only a round before dying out.

Material Component Pouch (Fantasy). This pouch contains material components for those spells that require them. Though the components are used up over time, you can refill spent components during your daily preparations.

Mirror. A reflective surface made with either highly polished steel or glass fitted over a polished metal backing.

Mug. A metal tankard.

Oil. You can use oil to fuel lanterns, but you can also set a pint of oil aflame and throw it. You must first spend an Interact action preparing the oil then throw it with a second action as a Ranged Strike. If you hit, it splatters on the creature or in a single 5-foot square you target. You must succeed at a DC 7 flat check for the oil to ignite successfully when it hits. If the oil ignites, the target takes 1d8 fire damage. This item has the consumable tag.

Parasol (Steampunk). These can help protect against sun and light weather.

Photo Plate (Steampunk). This is required to take a photo with a photographic camera. One photo plate is necessary for each new photo.

Photographic Camera (Steampunk). A device capable of taking black and white photos using a photo plate. To use this camera, it and the scene it focuses on must be steady for at least 3 rounds, or else the resulting image ranges from blurry to indistinguishable.

Piton. These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer, basic tool, to drive it in with your other hand.

Pocket Watch (Steampunk). A time keeping device kept in a pocket or pouch. More elaborately designed watches are worn by the wealthy.

Pole. When wielding this long pole, you can use Seek to search a square up to 10 feet away. The pole is not sturdy enough to use as a weapon.

Rations. Potable, dry food intended to last for weeks. This item has the consumable tag.

Rope. Hemp rope has Toughness 2 and can be burst with a DC 21 Athletics check. Silk rope has Toughness 4 and can be burst with a DC 26 Athletics check.

Sack. A sack can hold up to 6 Bulk worth of items. A sack containing 2 Bulk or less can be worn on the body, usually tucked into a belt. You can carry a sack with one hand, but you must use two hands to transfer items in and out and it takes a double action to retrieve items from a sack.

Satchel. A satchel can hold up to 2 Bulk worth of items. If you are carrying or stowing a satchel rather than wearing it over your shoulder, it counts as Light Bulk instead of negligible. It takes a single action to retrieve items from it.

Scroll Case. Scrolls, maps, and other rolled documents are stored in scroll cases for safe transport. It takes a double action to retrieve items from it. Paper stored in a scroll case has a 75% chance of surviving water and a 50% chance of surviving fire.

Sheath. A sheath or scabbard lets you easily carry a weapon on your person. All bladed weapons, when purchased at market, come with a sheath but many found blades do not.

Signal Whistle. When sounded, a signal whistle can be heard clearly up to half a mile away in open country.

Spyglass. A typical spyglass lets you see things eight times farther than normal. A spyglass adds advantage to Perception checks to notice details at a distance.

Steamer Trunk (Steampunk). A steamer trunk can hold up to 15 Bulk worth of items but is clumsy to carry and inflict anything from disadvantage to an automatic failure on all checks while being carried. A lock can be used to secure a steamer trunk, otherwise it takes a double action to open and a triple action to retrieve items from it.

Tent. Made up of canvas and light wooden poles, a pup tent can shelter one person, a four-person can shelter up to four people, and a pavilion can shelter up to twelve people.

Torch. A torch sheds bright light in a 20-foot radius for an hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage. This item has the consumable tag.

Utility Belt (Steampunk). This can be used to hold up to 2 Bulk of items. It is a free action to retrieve items from it.

Vial. A simple glass vial holds up to 1 ounce of liquid.

Waterskin. A flask made of animal hide intended to carry water or other liquids.

Wristwatch (Steampunk). A time keeping device worn on a wrist which requires no hands to use or reference.