Inventory
Adventuring Gear
Backpack
Type: Adventuring Gear / Standard
Weight: 5
Cost: 2 GP
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
Bedroll
Type: Adventuring Gear / Standard
Weight: 7
Cost: 1 GP
Location: backpack
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).
Healer's Kit (10 use)
Type: Adventuring Gear / Standard
Weight: 3
Cost: 5 GP
Location: belt
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.
Oil (Flask) (×2)
Type: Adventuring Gear / Standard
Weight: 1
Cost: 1 SP
Location: backpack
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.
Rations (1 day) (×10)
Type: Adventuring Gear / Standard
Weight: 2
Cost: 5 SP
Location: backpack
Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See "Malnutrition" in the rules glossary for the risks of not eating.
Rope
Type: Adventuring Gear / Standard
Weight: 5
Cost: 1 GP
Location: backpack
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.
Tinderbox
Type: Adventuring Gear / Standard
Weight: 1
Cost: 5 SP
Location: backpack
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 (×10)
Type: Adventuring Gear / Standard
Weight: 1
Cost: 1 CP
Location: backpack
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.
Waterskin
Type: Adventuring Gear / Standard
Weight: 5
Cost: 2 SP
Location: belt
A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see the rules glossary).
Tools
Herbalism Kit
Type: Tools / Kits / Sets
Weight: 3
Location: backpack
Ability: Wisdom
Weight: -
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
Variants: Dice (1 SP), dragonchess (1 GP), playing cards (5 SP), three-dragon ante (1 GP)
Ability: Intelligence
Weight: 3 lb.
Utilize: Identify a plant (DC 10)
Craft: Antitoxin, Candle, Healer's Kit, Potion of Healing
Other
Belt
Type: Other
Herbal Potion (1d4+6) (×18)
Type: Other
Weight: 0.1
Location: backpack
Vial of Medusa's Poison (×2)
Type: Other
Weight: 0.5
Location: belt
Wondrous Item
Amulet of Health
requires attunement
Type: Wondrous Item (magic object)
Cost: 4,000 GP
Wondrous Item, Rare (Requires Attunement)
Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
Bracers of Defense
requires attunement
Type: Wondrous Item (magic object)
Cost: 4,000 GP
Wondrous Item, Rare (Requires Attunement)
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
Circlet of Blasting
Type: Wondrous Item (magic object)
Cost: 400 GP
Wondrous Item, Uncommon
While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn.
Clothes of Mending
Type: Wondrous Item (magic object)
Weight: 2
Cost: 50-100 gp
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
Slippers of Spider Climbing
requires attunement
Type: Wondrous Item (magic object)
Cost: 400 GP
Wondrous Item, Uncommon (Requires Attunement)
While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Weapon
Shortsword
Type: Weapon / Martial Melee Weapons
Damage: 1d6 Piercing
Properties: Finesse, Light
Mastery: Vex
Weight: 2
Cost: 10 GP
Ring
Ring of Elvenkind
requires attunement
Type: Ring / Templates (magic object)
Cost: 101-500 gp
While you wear this ring, you have Darkvision in 60 feet
Records
Pin of Haven DragonKnights
Type: Records / Marks
Weight: 0.01
Cost: 101-500
This silver pin show the symbol of Haven DragonKnights, a white dragon rided by his knight.
Treasure
Nithian Silver Bracelet
Type: Treasure
Weight: 0.5
Cost: 501-5000
Location: backpack
This bracelet of Nithian manifacture is crafted in form of a flying flock of flamingos
Potion
Potion of Invulnerability
Type: Potion (magic object)
Cost: 2,000 GP
Location: belt
Potion, Rare
For 1 minute after you drink this potion, you have Resistance to all damage.
This potion's syrupy liquid looks like liquefied iron.
Potion of Poison Resistance
Type: Potion (magic object)
Cost: 200 GP
Location: belt
Potion, Uncommon
When you drink this potion, you have Resistance to poison damage for 1 hour.
Wand
Wand of Enemy Detection
Type: Wand (magic object)
Cost: 4,000 GP
Location: belt
Wand, Rare (Requires Attunement)
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.