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.