Adventuring Gear | Homebrew Directory

This page was last edited on September 04, 2026, at 01:53 PM ↻

Adventuring gear encompasses all the items and gear that would prove helpful to an adventurer on their journey across the lands slaying dragons and stopping the powers that be from destroying the world. From bedrolls to lanterns, and caltrops to ropes, there is a wide variety of equipment your average explorer will not leave home without.

Adventuring Gear Bulk

Adventuring gear normally falls into general categories that determines how much Bulk and item takes up, with specific rules ultimately overriding general ones. Weapons and armor are detailed on their appropriate pages, but the guidelines for other items, as well as some adventuring packs, are found below.

Table: Item Bulk Categories
CategoryBulkNotes
Ammunition1Includes any ammunition for various weapons, such as arrows, bolts, and stones. One Bulk is considered to be adequate ammunition of a single type. When a character carrying ammunition rolls a natural 1 on an Attack Roll using that ammunition, a DM can declare they have exhausted that Bulk of ammunition, but must award the character a Willpower if they do so. Individual special ammunition has a Bulk of 0.
Books & Papers0+Includes items such as journals, letters, spellbooks, and other items that would be classified as paper goods. Some heavier tomes may have individual Bulk.
Jewelry0Includes rings, necklaces, pendants, tiaras, and other light pieces of jewelry.
Clothing0+Includes anything that is worn on the person, such as cloaks, boots, general outfits, or other attire. Some more cumbersome outfits, such as winter gear or fancy dresses, may have individual Bulk, even while worn.
Kits2Includes items such as adventuring gear packs, toolkits, and other specialized collections of gear.
Potions, Liquids & Tinctures0Includes anything contained within a vial, such as healing potions, poisons, liquid samples, and likewise.
Harvesting Caches0+Includes useful items harvested from creatures of various rarity. More details can be found on the harvesting page, but Bulk can vary based on the size of the harvested creature and the cache received.
Trinkets0Includes miscellaneous collectables, small trinkets, and anything that doesn't fit in the other categories.

Gear Kits

Gear kits represent narrative collections of items that are classified under one item for the sake of abstraction and ease, and it is assumed a character has access to everything in the kit whenever they feasibly need it. Excessive use of a kit may "exhaust" it depending on DM discretion, meaning the kit is left depleted and needs to be refreshed, usually by purchasing the kit again at 50% of the original cost. If a gear kit is exhausted while it is already depleted, it is destroyed, and must be replaced. Gear Kits count as 2 Bulk, and are ideal items to be placed in a backpack or pouch.

Gear Kits come in two main varieties: Tool Kits and Adventuring Kits. Tool Kits are associated with their respective Artisan Tool, Frontier Tool, Roguish Tool, Performance Art, or Game Set, and are required in order to make checks with them. Adventuring Kits are instead associated with different vocations, and have myriad items to help characters on their adventure.

Table: Gear Kits
NameTypeCostGeneral Contents
Artisan KitsTool Kit20?? gpContents vary based on the kit, but contain everything one might need for crafting purposes with the toolkit proficiency.
Frontier KitsTool Kit?? gpContents vary based on the kit, but contain everything one might need to use each toolkit proficiency.
Roguish KitsTool Kit?? gpContents vary based on the kit, but contain everything one might need to use each toolkit proficiency.
Gaming SetsTool Kit?? gpContents vary based on the set, but contain everything one might need to play the game.
Performance KitsTool Kit?? gpContents vary based on the art, but contain everything one might need to create or put on a performance.
Burglar's KitAdventuring Kit16 gpContains anything a thief may need to ply their dubious trades, such as ball bearings, string, rope, bells, candles, pitons, lanterns, oil, or anything else that would help someone get into somewhere they aren't supposed to be.
Diplomat's KitAdventuring Kit40 gpContains anything a politician or noble may need for their work, such as ink, quills, parchment, sealing wax, maps, books on various cultures, a lantern and oil, perfume, soaps, and other gear useful for warriors of the social battlefield.
Explorer's KitAdventuring Kit12 gpContains anything an adventurer may need on their journeys, such as torches, lanterns, oil, rope, pitons, weights, and other general survival gear for exploring dungeons and the wilderness alike.
Healer's KitAdventuring Kit10 gpContains anything a healer may need to treat the wounded, such as bandages, salves, ointments, splints, disinfectants, gloves, emergency blankets, tweezers, and other gear useful to for first aid and convalescence.
Priest's KitAdventuring Kit20 gpContains anything a priest may need for their sacraments, such as scripture, candles, incense, chalices, a censure, holy vessels, an alms box, and other gear to help them perform sacred rites and spread their faith.
Scholar's KitAdventuring Kit40 gpContains anything a scholar may need for their studies, such as ink, quills, parchment, research materials, rubbing charcoal, string, measuring devices, and other gear useful to gather and record information.

Charge Use Ideas

Burglar's Kit

  • Throw ball bearings or caltrops
  • Use rope to secure an item or creature

Diplomat's Kit

  • Perfume spritz: For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.
  • Use oil: can power a lamp/torch for 6 hours or throw it on a creature

Explorer's Kit

  • Use oil: can power a lamp/torch for 6 hours or throw it on a creature
  • Give Advantage to a creature on an Athletics check to scale a surface
  • Use rope to secure an item or creature

Healer's Kit

  • Stabilize a creature
  • Use the First Aid Survival action
  • Treat Lingering Injury

Priest's Kit

Scholar's Kit

  • Charcoal rubbing: make a perfect replica of an engraved surface
  • Magnifying Glass: grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.

Adventuring Gear Descriptions

Ammunition

Ammunition is the primary means through which Ranged Weapons do damage and each group of weapons requires its own type of ammunition. The cost of the ammunition assumes enough supply to keep an adventurer stocked for a reasonable amount of use, and individual pieces of ammo (outside special ones) do not need to be tracked. Instead, a character only exhausts a stack of mundane ammunition if they roll a natural 1 on an Attack Roll with that ammunition and the DM declares they have run out of ammunition. If the DM declares this, then the player receives a Willpower.

Ammunition is best stored in an ammo pouch for the most efficient storage.

Table: Ammunition
NameCostBulkDescription
Arrows1 gp1Ammunition used for bows, such as shortbows and longbows.
Bolts1 gp1Ammunition used for crossbows, such as light, heavy, and hand crossbows.
Bullets, Firearm3 gp1Ammunition used for guns, such as pistols and muskets.
Bullets, Sling4 cp1Ammunition used for slings.
Needles1 gp1Ammunition used for blowguns.

Books & Papers

Paper goods are in great demand when it comes to adventuring, from ancient tomes, spellbooks, maps, scrolls, and other supplies that an explorer might find useful on their journey. Loose papers such as maps and scrolls are best stored in a scroll case.

Table: Books & Papers
NameCostBulkDescription
Map1 gp0An expertly drawn map of a specific region, which is used in navigation. If you consult an accurate map, you gain a +5 bonus to Investigation checks you make to find your way in the place represented on it.
Spell Scroll30+ gp0A magical spell scroll that can be used to cast the spell written upon it as long as the spell is on your spell's class list. For a full cost list, view the spell scroll table on the crafting page.
  • Map | 1 gp | If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it.
  • Spell Scroll | Cantrip 30 gp, Level 1 50 gp | A Spell Scroll (Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll's creator. If the spell is on your class's spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components. If the spell requires a saving throw or an attack roll, the spell save DC is 13, and the attack bonus is +5. The scroll disintegrates when the casting is completed.

Potions, Liquids & Tinctures

  • Acid | 25 gp | When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.
  • Alchemist's Fire | 50 gp | When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning.
  • Antitoxin | 50 gp | As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
  • Oil | 1 sp | You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil. Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn. Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.
  • Perfume | 5 gp | Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.
  • Poison, Basic | 100 gp | As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.
  • Potion of Healing | 50 gp | This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.

Magic Foci

Magic foci are used as a material component in the casting of spells by various classes, and stand in for any material component that does not have a gold cost much in the same way as a component pouch. While foci are typically small objects (with the exception of those that also double as other equipment), they must be held or touched in order to be used, thus either require a free hand or the piece of equipment to be wielded.

Table: Magic Foci
NameCostBulkDescription
Arcane Focus10 gp0+An arcane focus can be any small hand-held object of appropriate theme, such as a crystal, orb, rod, wand, or other implement of the arcane. Alternatively, it can be a magical staff that doubles as a quarterstaff, but it then weighs one Bulk. If the staff option is chosen, increase the cost of the staff by 10 gp.
Druidic Focus10 gp0+A druidic focus can be any small hand-held object of appropriate theme, such as a preserved sprig of mistletoe, a yew wand, a carved bone, or other implement of druidic practice. Alternatively, it can be a druidic staff that doubles as a quarterstaff, but it then weighs one Bulk. If the staff option is chosen, increase the cost of the staff by 10 gp.
Holy Symbol10 gp0+A holy symbol can be any small hand-held or worn object of appropriate theme, such as a heavy amulet, a sacred reliquary, or other implement of religious practice. Alternatively, it can be an emblem emblazoned on a piece of armor such as a shield or breastplate (at which point it is a part of the equipment's Bulk). If the emblem option is chosen, increase the cost of the equipment by 10 gp.

Clothing

  • Clothes, Fine | 15 gp
  • Clothes, Treveler's | 2 gp
  • Costume | 5 gp | While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.
  • Robe | 1 gp

Other

  • Ball Bearings | 1 gp | As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.
  • Block and Tackle | 1 gp | A Block and Tackle allows you to hoist up to four times the weight you can normally lift.
  • Book | 25 gp | A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.
  • Caltrops | 1 gp | As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.
  • Chain | 5 gp | As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action.
  • Crowbar | 2 gp | Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied.
  • Grappling Hook | 2 gp | As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it.
  • Healer's Kit | 5 gp | A Healer's Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check.
  • Hunting Trap | 5 gp | As a Utilize action, you can set a Hunting Trap, which is a sawtooth 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 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.
  • Ladder | 1 sp | A Ladder is 10 feet tall. You must climb to move up or down it.
  • Lamp | 5 sp | A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.
  • Lantern, Bullseye | 10 gp | A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.
  • Lantern, Hooded | 5 gp | A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.
  • Lock | 10 gp | A Lock comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check.
  • Magnifying Glass | 100 gp | A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.
  • Manacles | 2 gp | As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action. Each set of Manacles comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles' lock with a successful DC 15 Dexterity (Sleight of Hand) check.
  • Pole | 5 cp | A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.
  • Ram, Portable | 4 gp | You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.
  • Rations | 5 sp | Just rolled in with exploration via spending gold?
  • Rope | 1 gp | As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.
  • Shovel | 2 gp | Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.
  • Signal Whistle | 5 cp | When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.
  • Spikes, Iron | 1 gp | Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike.
  • Spyglass | 1000 gp | Objects viewed through a Spyglass are magnified to twice their size.

Storage

  • Barrel | 2 gp
  • Basket | 4 sp
  • Bucket | 5 cp
  • Chest | 5 gp
  • Sack | 1 cp

Things that probably don't need separate entries?

  • Bedroll
  • Bell | 1 gp | When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away
  • Blanket
  • Bottle, Glass
  • Candle | For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
  • Flask
  • Ink
  • Ink Pen
  • Jug
  • Mirror
  • Net (under weapons)
  • Paper
  • Parchment
  • Pot, Iron
  • String
  • Tent
  • Tinderbox
  • Torch
  • Vial
  • Waterskin