Adventuring Items
These adventuring items are available as part of the PHB'24.
See "Carrying Capacity" calculation to determine inventory slots.
Acid
Adventuring gear, 25 GP, 1 lb.
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
Adventuring gear, 50 GP, 1 lb.
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
Adventuring gear, 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.
Assassin's Blood
Adventuring gear, poison (ingested), 150 GP
A creature subjected to Assassin's Blood makes a DC 10 Constitution saving throw. On a failed save, the creature takes 6 (1d12) Poison damage and has the Poisoned condition for 24 hours. On a successful save, the creature takes half as much damage only.
Ball Bearings
Adventuring gear, 1 GP, 2 lb.
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.
Barrel
Adventuring gear, 2 GP, 70 lb.
A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.
Basic Poison
Adventuring gear, poison, 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.
Bedroll
Adventuring gear, 1 GP, 7 lb.
A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master's Guide).
Bell
Adventuring gear, 1 GP
When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.
Blanket
Adventuring gear, 5 SP, 3 lb.
While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master's Guide).
Block and Tackle
Adventuring gear, 1 GP, 5 lb.
A Block and Tackle allows you to hoist up to four times the weight you can normally lift.
Book
Adventuring gear, 25 GP, 5 lb.
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.
Bucket
Adventuring gear, 5 CP, 2 lb.
A Bucket holds up to half a cubic foot of contents.
Bullseye Lantern
Adventuring gear, 10 GP, 2 lb.
A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.
Burnt Othur Fumes
Adventuring gear, poison (inhaled), 500 GP
A creature subjected to Burnt Othur Fumes must succeed on a DC 13 Constitution saving throw or take 10 (3d6) Poison damage, and it must repeat the save at the start of each of its turns. On each successive failed save, the creature takes 3 (1d6) Poison damage. After three successful saves, the poison ends.
Caltrops
Adventuring gear, 1 GP, 2 lb.
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.
Candle
Adventuring gear, 1 CP
For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
Carrion Crawler Mucus
Adventuring gear, poison (contact), 200 GP
A creature subjected to Carrion Crawler Mucus must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 minute. The creature also has the Paralyzed condition while Poisoned in this way. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Chain
Adventuring gear, 5 GP, 10 lb.
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.
Chest
Adventuring gear, 5 GP, 25 lb.
A Chest holds up to 12 cubic feet of contents.
Climber's Kit
Adventuring gear, 25 GP, 12 lb.
A Climber's Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the anchor as a Bonus Action.
Component Pouch
Adventuring gear, 25 GP, 2 lb.
A Component Pouch is watertight and filled with compartments that hold all the free Material components of your SPells.
Costume
Adventuring gear, 5 GP, 4 lb.
While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.
Crowbar
Adventuring gear, 2 GP, 5 lb.
Using a Crowbar gives you Advantage on Strength checks where the Crowbar's leverage can be applied.
Essence of Ether
Adventuring gear, poison (inhaled), 300 GP
A creature subjected to Essence of Ether must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 8 hours. The creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Fine Clothes
Adventuring gear, 15 GP, 6 lb.
Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.
Flask
Adventuring gear, 2 CP, 1 lb.
A Flask holds up to 1 pint.
Glass Bottle
Adventuring gear, 2 GP, 2 lb.
A Glass Bottle holds up to 1½ pints.
Grappling Hook
Adventuring gear, 2 GP, 4 lb.
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
Adventuring gear, 5 GP, 3 lb.
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.
Holy Water
Adventuring gear, 25 GP, 1 lb.
When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature 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 2d8 Radiant damage if it is a Fiend or an Undead.
Hooded Lantern
Adventuring gear, 5 GP, 2 lb.
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.
Hunting Trap
Adventuring gear, 5 GP, 25 lb.
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.
Ink
Adventuring gear, 10 GP
Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.
Ink Pen
Adventuring gear, 2 CP
Using Ink, an Ink Pen is used to write or draw.
Iron Pot
Adventuring gear, 2 GP, 10 lb.
An Iron Pot holds up to 1 gallon.
Iron Spikes
Adventuring gear, 1 GP, 5 lb.
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.
Jug
Adventuring gear, 2 CP, 4 lb.
A Jug holds up to 1 gallon.
Ladder
Adventuring gear, 1 SP, 25 lb.
A Ladder is 10 feet tall. You must climb to move up or down it.
Lamp
Adventuring gear, 5 SP, 1 lb.
A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.
Lock
Adventuring gear, 10 GP, 1 lb.
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.
Lolth's Sting
Adventuring gear, poison (injury), 200 GP
A creature subjected to Lolth's Sting must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour. If the creature fails the save by 5 or more, the creature also has the Unconscious condition while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Magnifying Glass
Adventuring gear, 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.
Malice
Adventuring gear, poison (inhaled), 250 GP
A creature subjected to Malice must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 1 hour. The creature also has the Blinded condition while Poisoned in this way.
Manacles
Adventuring gear, 2 GP, 6 lb.
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.
Map
Adventuring gear, 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.
Map or Scroll Case
Adventuring gear, 1 GP, 1 lb.
A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment.
Midnight Tears
Adventuring gear, poison (ingested), 1,500 GP
A creature that ingests Midnight Tears suffers no effect until the stroke of midnight. Any effect that ends the Poisoned condition neutralizes this poison. If the poison hasn't been neutralized before midnight, the creature makes a DC 17 Constitution saving throw, taking 31 (9d6) Poison damage on a failed save or half as much damage on a successful one.
Mirror
Adventuring gear, 5 GP, ½ lb.
A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.
Net
Adventuring gear, 1 GP, 3 lb.
When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger.
To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.
Oil
Adventuring gear, 1 SP, 1 lb.
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.
Oil of Taggit
Adventuring gear, poison (contact), 400 GP
A creature subjected to Oil of Taggit must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 24 hours. The creature also has the Unconscious condition while Poisoned in this way. It wakes up if it takes damage.
Pale Tincture
Adventuring gear, poison (ingested), 250 GP
A creature subjected to Pale Tincture must succeed on a DC 16 Constitution saving throw or take 3 (1d6) Poison damage and have the Poisoned condition. The Poisoned creature repeats the save every 24 hours, taking 3 (1d6) Poison damage on a failed save. The damage the poison deals can't be healed by any means while the creature remains Poisoned. After seven successful saves against the poison, the creature is no longer Poisoned.
Paper
Adventuring gear, 2 SP
One sheet of Paper can hold about 250 handwritten words.
Parchment
Adventuring gear, 1 SP
One sheet of Parchment can hold about 250 handwritten words.
Perfume
Adventuring gear, 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.
Pole
Adventuring gear, 5 CP, 7 lb.
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.
Portable Ram
Adventuring gear, 4 GP, 35 lb.
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.
Purple Worm Poison
Adventuring gear, poison (injury), 2,000 GP
A creature subjected to Purple Worm Poison makes a DC 21 Constitution saving throw, taking 35 (10d6) Poison damage on a failed save or half as much damage on a successful one.
Rations
Adventuring gear, 5 SP, 2 lb.
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition" for the risks of not eating.
Robe
Adventuring gear, 1 GP, 4 lb.
A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.
Rope
Adventuring gear, 1 GP, 5 lb.
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.
Sack
Adventuring gear, 1 CP, ½ lb.
A Sack holds up to 30 pounds within 1 cubic foot.
Serpent Venom
Adventuring gear, poison (injury), 200 GP
A creature subjected to Serpent Venom must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) Poison damage on a failed save or half as much damage on a successful one.
Shovel
Adventuring gear, 2 GP, 5 lb.
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
Adventuring gear, 5 CP
When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.
SPyglass
Adventuring gear, 1,000 GP, 1 lb.
Objects viewed through a SPyglass are magnified to twice their size.
String
Adventuring gear, 1 SP
String is 10 feet long. You can tie a knot in it as a Utilize action.
Tent
Adventuring gear, 2 GP, 20 lb.
A Tent sleeps up to two Small or Medium creatures.
Tinderbox
Adventuring gear, 5 SP, 1 lb.
A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.
Torch
Adventuring gear, 1 CP, 1 lb.
A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
Torpor
Adventuring gear, poison (ingested), 600 GP
A creature subjected to Torpor poison must succeed on a DC 15 Constitution saving throw or have the Poisoned condition for 4d6 hours. The creature's SPeed is halved while the creature is Poisoned in this way.
Traveler's Clothes
Adventuring gear, 2 GP, 4 lb.
Traveler's Clothes are resilient garments designed for travel in various environments.
Truth Serum
Adventuring gear, poison (ingested), 150 GP
A creature subjected to Truth Serum must succeed on a DC 11 Constitution saving throw or have the Poisoned condition for 1 hour. The Poisoned creature can't knowingly communicate a lie.
Vial
Adventuring gear, 1 GP
A Vial holds up to 4 ounces.
Waterskin
Adventuring gear, 2 SP, 5 lb. (full)
A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration.
Wyvern Poison
Adventuring gear, poison (injury), 1,200 GP
A creature subjected to Wyvern Poison makes a DC 14 Constitution saving throw, taking 24 (7d6) Poison damage on a failed save or half as much damage on a successful one.