Select one of the following packs. The listed items are considered worn items and do not count against your total available inventory slots. Whenever you complete a long rest, you are considered to recover any used or destroyed items from your bag.
Burglar’s Pack. Includes a backpack, a bedroll, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Diplomat’s Pack. Includes a backpack, a bedroll, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lantern, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, soap, and a waterskin.
Dungeoneer’s Pack. Includes a backpack, a bedroll, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Entertainer’s Pack. Includes a backpack, a bedroll, a 2-person tent, 2 costumes, 5 candle, a paint pot, a paint brush, and a waterskin.
Priest’s Pack. Includes a backpack, a bedroll, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, and a waterskin.
Scholar’s Pack. Includes a backpack, a bedroll, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, a small knife, and a waterskin.
Wanderer's Pack. Includes a backpack, a bedroll, a compass, a frontier map, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Acid. You can use an action to splash the contents of this vial onto a target within 5 feet of you, or throw the vial up to 20 feet where it shatters on impact. In either case, make a ranged weapon attack against the target, treating the acid as an improvised weapon. On a hit, the target takes 2d4 ongoing acid damage. This damage persists for 3 rounds. A creature ends all ongoing damage from mundane acid by using its action to wipe away the corrosive liquid.
Alchemist’s Fire. This sticky, adhesive fluid ignites when exposed to air. You can use an action to throw this flask up to 20 feet where it shatters on impact. Make a ranged weapon attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d6 ongoing fire damage. This damage persists for 1 minute. A creature can end all ongoing damage being dealt by alchemist’s fires by using its action to either make a DC 14 Reflex check to extinguish the flames or by dousing the target with at least 1 gallon of water.
Ball Bearings. You can use an action to spill these tiny metal balls from their pouch and cover a level, square area that is 10 feet on each side. A creature moving across the covered area makes a DC 12 Anchor saving throw or falls prone. A creature moving through the area at half speed doesn’t need to make the save.
Cage. This metal cage can comfortably contain a creature of the size it is designed to hold. The cage has a simple door held with a latch that requires an Intelligence score of 5 or more to open.
Medium: The cage (AC 16, 25 hit points) can be burst open with a DC 22 Power check.
Large: The cage (AC 17, 40 hit points) can be burst open with a DC 24 Power check.
Caltrops. You can use an action to spread a bag of caltrops that covers a square area 5 feet on a side. Any creature that enters the area makes a DC 15 Reflex saving throw or it stops moving this turn and takes 1d4 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until it regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.
Climbing Gear. A set of climbing gear includes special pitons, boot tips, gloves, and a harness. You can use the climbing gear as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the anchor point, and you can’t climb more than 25 feet away from that point without undoing the anchor.
Cold Weather Gear. Cold weather gear includes special boots, gloves, warm padding, and face protection. This gear can be worn over or under any armor and takes 5 minutes to don or remove. While wearing cold weather gear you automatically succeed on saving throws against effects caused by an environment of extreme cold, but have disadvantage on saving throws against effects from environments of extreme heat and spells or effects that deal fire damage. This gear can also be worn to provide warmth while resting in cold environments
Crowbar. You gain advantage on Strength(Power) checks when you are able to apply leverage with this hooked metal bar.
Fishing Trap. Whenever you retrieve this arrangement of netting, wires, and weights from a body of water with aquatic life, roll a d20 and add a bonus equal to the number of hours the trap has been set. On a 21 or higher the trap has captured fish or other aquatic animals totaling 1d4 Supply. Once a trap has caught fish, it is destroyed.
Flash Bomb. You can use an action to throw this glass bauble, making a ranged weapon attack against a creature within 20 feet and treating the flash bomb as an improvised weapon. The target makes a DC 14 Fortitude saving throw or it is blinded until the end of your next turn.
Holy Water. You can use an action to splash the contents of this flask on an adjacent creature. Alternatively, you can throw it up to 20 feet where it shatters on impact. Make a ranged weapon attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage and becomes slowed until the end of your next turn.
Hunting Snare. This simple arrangement of stakes, wires, and ropes can be set for catching small game in woodlands, forests, or other hunting grounds. Whenever you retrieve the snare, roll a d20 and add a bonus equal to the number of hours the snare has been set. On a 21 or higher the snare has captured and killed a Tiny game animal with 1d4 Supply. Once a snare has caught game, it is destroyed.
Manacles. These metal restraints (AC 16, 20 hit points) can restrain a Small or Medium creature. You can restrain an unwilling creature which requires an action, and for the creature to be either restrained, or both grappled and prone. Escaping the manacles requires a DC 20 Escape Artist check, and breaking them requires a DC 20 Power check. Each set of manacles comes with one key. Without the key, a DC 15 Thievery check can pick this lock.
Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask up to 20 feet, shattering it on impact. Make a ranged weapon attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute) it takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square level area. When 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.
Paint Pot. This small clay pot contains about a pint of a single color of paint, enough to cover 50 square feet. Alternatively, as an action, you can splash the contents of this pot up to 20 feet, shattering it on impact. Make a ranged weapon attack against a creature within 20 feet, treating the paint pot as an improvised weapon. On a hit, the target is covered in bright paint. The paint can only be removed with at least 1 minute of vigorous scrubbing. While covered in paint, a creature has disadvantage on Stealth checks.
Portable Ram. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the check. When another creature helps you use the ram, you gain an expertise die (as well as advantage, as normal).
Rope. Rope, whether made of hemp or silk, has an AC of 10, 2 hit points, and can be burst with a DC 17 Power check.
Smoke Bomb. This metal sphere’s casing is pockmarked with holes and capped with a thick fuse. When lit, it spews suffocating black smoke that heavily obscures a 10-foot cube for 1 minute. Air-breathing creatures within the smoke must make a DC 10 Fortitude saving throw, or have disadvantage on ability checks, attack rolls, and saving throws made while breathing the fumes. A wind of moderate or greater speed suppresses the smoke effect for 1 round.
Spyglass. Objects viewed through a spyglass are magnified to twice their size. You can use a spyglass to make Awareness checks on areas you can see that are more than a quarter mile away.
Tanglefoot Bag. Unguents and adhesives fill this airtight sack. You can use an action to throw this bag at a target within 20 feet, treating it as a ranged weapon attack with an improvised weapon. On a hit, rapidly hardening sap covers the target and it makes a DC 13 Anchor check or becomes grappled. At the start of each of its turns, the target repeats the check, ending the effect on itself on a success. The sap can also be destroyed (AC 13, 6 hit points).
Tinderbox. 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. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. When you use a burning torch as a club to make a melee attack, it deals an extra 1 fire damage on a hit.
Torch (Alchemical). The rough, sticky tar at the end of this torch burns through even the most adverse conditions. An alchemical torch burns for 1 hour even in heavy rains, strong winds, and underwater (albeit poorly when submerged, shedding only dim light in a 5-foot radius). Dimmer than a normal torch, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
The following herbal remedies and potions are usually available from apothecaries and herbalists, at the Narrator’s discretion. When a number is indicated in parentheses, it indicates the number of ranks in medicine required to administer the item.
Drinking or administering a potion or remedy takes an action.
Expertise dice granted by the use of medicine can only be gained from that type of medicine once between long rests.
Adderwort Roots. Chewing these dark roots bolsters your body’s natural defenses, and after you eat it you gain an expertise die on Fortitude saving throws for 1 hour.
Antitoxin. Consuming the dark bitter liquid in this vial removes the poisoned condition and you gain advantage on saving throws against poison for 1 hour.
Bandage. (1) These strips of sterilized cloth staunch bleeding and cover wounds. You can use an action to apply a bandage to yourself or another creature to end ongoing physical damage.
Dried Yewclaw Bark. Eating strips of this dried yellow bark calms and clarifies the mind, and after consuming this bark you gain an expertise die on Sanity saving throws for 1 hour.
Fairy Cap. Consuming this small red mushroom cap removes inhibitions and creates confidence, and after you eat it you gain an expertise die on Courage saving throws for 1 hour.
Healer’s Satchel. (2) This leather pouch contains medical implements used to patch up wounds. As an action, you can expend one use of this item to stabilize a creature that has 0 hit points, without needing to make a Medicine check. A new pouch contains 10 uses.
Healing Potion. These potions have auras of evocation magic invisible to mundane eyes. Basic: When you drink the bright red liquid in this flask, you roll your hit dice twice without spending them, adding 1 to each roll instead of your constitution modifier, and regain that many hit points.
Ironwood Acorn. This tough acorn must be swallowed whole to fortify your muscles and sinews, and after you eat it you gain an expertise die on Anchor saving throws for 1 hour.
Jar of Leeches. (2) This jar contains bloodthirsty medicinal worms useful for curing many maladies. You can expend one use of this jar during a short rest to administer leeches to yourself or a willing creature. A creature who has leeches administered to them cannot regain hit points during this short rest due to blood loss, but it may repeat a saving throw to remove the poisoned condition, or a blood-borne disease (DC equal to the original effect). Alternatively, as an action you can throw this jar up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the jar as an improvised weapon. On a hit, if the target is a Large or smaller creature it takes 1d4 ongoing damage. A creature can end this damage by using its action to remove the leeches. A new jar contains enough leeches for 5 treatments.
Laudanum. This mixture of ambergris, saffron, and other rare ingredients can calm the nerves and ease mental pain. When you drink the bitter reddish-brown concoction in this vial you recover a level of strife. Roll 1d10. On a 1, you gain a short-term mental stress effect. Once a creature benefits from laudanum, it cannot do so again until it finishes a long rest.
Lavender Paste. (1) Mixing lavender petals with herbs creates a natural insect repellent. You can use an action to apply the paste to yourself or a willing creature, granting immunity to insect-based hazards. In addition, the creature gains benefits equivalent to mosquito netting for the next 24 hours.
Medicinal Salve. (2) Made from herbal ingredients, this tin of soothing salve can help mend grievous injuries. You can apply medicinal salve to your or a willing creature’s wounds during a short rest. A creature treated with medicinal salve rolls twice for every hit die used and adds the result together before adding other modifiers during its short rest. Once a creature benefits from a medicinal salve, it cannot do so again until it finishes a long rest.
Pressed Spiderbulb. Consuming this dried flower grants you energy and tightens your reflexes, and after you eat it you gain an expertise die on Reflex saving throws for 1 hour.
Sycamore Petal Poultice. Consumption of these pulped petals heightens your senses, and after you eat it you gain an expertise die on Composure saving throws for 1 hour.
While some poisons require exotic or expensive ingredients, many effective concoctions can be obtained or made with little effort. The following poisons are usually available from shadier apothecaries and herbalists, at the Narrator’s discretion.
Applying a poison takes an action. Unless otherwise noted, a flask or vial of poison can hold up to three doses, though prices indicated are per dose.
A creature immune to the poisoned condition is immune to any effects from poisons.
Curare. You can use the poison in this vial to coat one slashing or piercing weapon, or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Fortitude saving throw or is stunned until the end of its next turn.
Ether. You can use the chemicals in this flask to soak a rag or other small cloth item. An open flask of ether or an ether-soaked rag retains its potency for 1 minute or until you hit with it. While you are grappling a creature, you may make a special melee weapon attack against it using ether. On a hit, the creature makes a DC 12 Fortitude saving throw or fall unconscious. The creature remains unconscious for 1 minute, until it takes damage, or until an action is used to shake or slap the creature awake.
Poison. You can use the poison in these vials to coat one slashing or piercing weapon or up to three pieces of ammunition. The poison retains its potency for 1 minute or until you hit with the weapon or ammunition.
Basic: When a creature takes damage from the coated weapon or ammunition, it makes a DC 12 Fortitude saving throw or takes 2d4 poison damage and is poisoned until the end of your next turn.
Advanced: When a creature takes damage from the coated weapon or ammunition, it makes a DC 13 Fortitude saving throw or takes 2d6 poison damage and is poisoned until the end of your next turn.
Potent: When a creature takes damage from the coated weapon or ammunition, it makes a DC 14 Fortitude saving throw or takes 2d8 poison damage and is poisoned until the end of your next turn.