This selection of equipment lists collections of tools assembled for specific uses. Some, such as Climbing Kits, Fishing Tackle, and Repair Kits, are just tools that rarely, if ever, need to be replaced. Other kits include consumable parts, such as Disguise Kits, Healer’s Kits, and Writing Kits. These consumables can be replaced with extra supplies worth less than the original, full kit.
Price is the amount, in silver pieces, that the item is worth.
Bulk is the weight of the tool or kit. 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 item 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 tool or kit. 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. Tools or kits that require no hands are limited to replacement sets or supplies and use the original kits entry.
Item (Uses, if applicable) | Price | Bulk | Wielding |
Alchemists’ Kit Basic (30) Expert (40) | 50 silvers 180 silvers | 2 | 2 |
Alchemists’ Kit, Extra Supplies Basic Expert | 12 silvers 30 silvers | – | – |
Artisans’ Tools Basic Expert | 40 silvers 200 silvers | 8 | 2 |
Climbing Kit Basic Expert | 5 silvers 45 silvers | 2 | 2 |
Disguise Kit Basic (10) Expert (12) | 15 silvers 55 silvers | L | 2 |
Disguise Kit, Extra Supplies Basic Expert | 1 silver 5 silvers | – | – |
Fishing Tackle Basic Expert | 8 silvers 30 silvers | 1 | 2 |
Healer’s Kit Basic (15) Expert (20) | 35 silvers 175 silvers | 1 | 2 |
Healer’s Kit, Extra Supplies Basic Expert | 5 silvers 25 silvers | – | – |
Merchant’s Scale | 2 silvers | L | 2 |
Musical Instrument Lesser Basic Expert Master | 5 coppers 8 silvers 150 silvers 400 silvers | L 1 1 1 | 2 |
Religious Symbol Basic: Wooden Expert: Metal | 1 silver 20 silvers | L | 1 |
Religious Text | 10 silvers | L | 1 |
Repair Kit Basic Expert | 10 silvers 70 silvers | 1 | 2 |
Snare Kit Basic Expert | 15 silvers 35 silvers | 6 | 2 |
Thieves’ Tools Basic Expert | 30 silvers 170 silvers | L | 2 |
Thieves’ Tools, Replacement Picks Basic Expert | 6 silvers 50 silvers | – | – |
Tool Basic: Simple Expert: Complicated | 4 silvers 20 silvers | 1 | 2 |
Writing Kit Basic (20) | 15 silvers | L | 2 |
Writing Kit, Extra Supplies Basic | 1 silver | – | – |
Steampunk
Item (Uses, if applicable) | Price | Bulk | Wielding |
Mechanics’ Tools Basic Expert | 50 silvers 250 silvers | 3 2 | 2 2 |
Tool and Kit Descriptions
Alchemist’s Kit. These beakers, vials, and chemicals can be used for making bombs, elixirs, and extracts. A basic alchemist’s kit grants advantage while an expert alchemist’s kit grants double advantage to Crafting checks to create bombs, elixirs, extracts, poisons, or other items under the Alchemical Items page.
Artisan’s Tools. You can create items from raw materials using artisan’s tools. This involves using the Crafting skill to create the items. Artisan’s tools give you advantage to the check while expert artisans’ tools give double advantage. Different sets might be needed for various kinds of work, as determined by the GM. For example, blacksmiths’ tools differ from woodworker’s tools.
Climbing Kit. This satchel includes 50 feet of hemp rope, some pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Climbing kits allow you to attach yourself to the wall you are climbing, moving half as quickly as usual, minimum 5 feet, but letting you attempt a Flat DC 5 check whenever you critically fail to prevent a fall. You gain advantage to Athletics checks climbing while utilizing a climbing kit and double advantage with an expert climbing kit. A single kit has only enough materials for one climber; each climber needs their own kit.
Disguise Kit. This small wooden box contains cosmetics, false facial hair, spirit gum, and a few simple wigs. You usually need a disguise kit to set up a disguise in order to impersonate someone specifically using the Deception skill. If you have crafted more than ten disguises, you can replenish your cosmetics supply with replacement cosmetics of a level of quality that matches that of your disguise kit. A disguise kit grants advantage to the Deception check while a disguise kit of expert quality grants double advantage to relevant checks and has 12 uses.
Extra Supplies. This entry indicates the cost and general weight of any restocking or replacement a kit needs. Once the original kit or a replacement kit has consumed the listed number of uses, you must purchase the extra supplies to restock those used charges. These extra supplies have the same number of uses as what they are replacing.
Fishing Tackle. This kit includes a collapsible fishing pole, fishhooks, line, lures, and a fishing net. Fishing tackle grants advantage to Acrobatics and Profession checks made to fish while expert quality tackle grants double advantage.
Healer’s Kit. This kit of bandages, herbs, and suturing tools is necessary for Medicine checks for Treat a Disease or Treat a Poison. If you have tended to more than fifteen diseases or poisons, you can replenish your bandages and herbs with replacement supplies of a level of quality that matches that of your healer’s kit. Healer’s kit provide advantage to such checks while an expert healer’s kit provides double advantage and have twenty uses.
Mechanics’ Tools (Steampunk). These wrenches and screwdrivers can be used to build, assemble, or deconstruct engines and machines. Mechanics’ tools give you advantage to the check while expert mechanics’ tools give double advantage.
Merchant’s Scale. These scales allow you to measure anything weighing less than 5 Bulk extremely accurately. They also provide advantage when checking for counterfeit currency.
Musical Instrument. Handheld instruments include bagpipes, a small set of chimes, small drums, fiddles and violas, flutes and recorders, small harps, lutes, trumpets, and similar-sized instruments. The GM might rule that an especially large handheld instrument, like a tuba, has greater Bulk. Heavy instruments such as large drums, a full set of chimes, and keyboard instruments are less portable, and need to be stationary while played. A simple instrument applies disadvantage to the user. An expert instrument gives advantage to Performance checks using that instrument, and a master instrument gives double advantage.
Religious Symbol. This piece of wood or silvers is emblazoned with an image representing a deity. To use some abilities reliant on Devout Follower Trait this item is necessary. A religious symbol must be held in one hand to use it.
Religious Text. This manuscript contains scripture of a particular religion. A religious text can be used instead of a religious symbol to use abilities reliant on Devout Follower Trait. A religious text must be held in one hand to use it.
Repair Kit. A repair kit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair kit to Repair items using the Crafting skill. A repair kit gives you advantage to the check while an expert quality repair kit gives you double advantage.
Snare Kit. This kit contains tools and ingredients for creating snares. A snare kit allows you to Craft snares using the Crafting skill. A snare kit gives you advantage to the check and an expert snare kit gives you double advantage. Crafting this kit requires the General Crafting trait.
Thieves’ Tools. You need thieves’ tools to Pick Locks or Disable Devices using the Thievery skill. Thieves’ tools add advantage to checks to Pick Locks and Disable Devices while expert quality grant double advantage to such Skill Checks. Replacement picks are necessary when your tools break as a result of a critical failure on a Thievery check.
Tool (Simple or Complicated). This entry is a catchall for basic hand tools that do not have a specific adventuring purpose. This includes such tools as hand drills, hoes, ice hooks, shovels, sledgehammers, or trowels. A tool can usually be used as an improvised weapon. The GM determines the damage that is appropriate or adjusts the damage if needed.
Writing Kit. Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, with a variety of paper and parchment, as well as ink, a quill or ink pen, sealing wax, and a simple seal. If you have written a large amount, you can refill your kit with extra ink and paper.