Kit Items

Add Name Description Weight Value Equipable
Add Abacus 2 2 Gp No
Add Acid (vial) As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an Improvised Weapon. On a hit, the target takes 2d6 acid damage. 1 25 Gp No
Add Alchemist's fire (flask) This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attackagainst a creature or object, treating the Alchemist's Fire as an Improvised Weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. 1 50 Gp No
Add Arrows (Ammunition) 0.05 5 Cp No
Add Blowgun Needles (Ammunition) 0.02 2 Cp No
Add Crossbow bolts (Ammunition) 0.075 5 Cp No
Add Sling bullets (Ammunition) 0.075 No
Add Antitoxin (vial) A creature that drinks this vial of liquid gains advantage on Saving Throwsagainst poison for 1 hour. It confers no benefit to Undead or constructs. 0 50 Gp No
Add Crystal (Arcane Focus) An arcane focus is a Special item designed to channel the power of arcane Spells. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting focus. 1 10 Gp No
Add Orb (Arcane Focus) An arcane focus is a Special item designed to channel the power of arcane Spells. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting focus. 3 20 Gp No
Add Rod (Arcane Focus) An arcane focus is a Special item designed to channel the power of arcane Spells. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting focus. 2 10 Gp No
Add Staff (Arcane Focus) An arcane focus is a Special item designed to channel the power of arcane Spells. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting focus. 4 5 Gp No
Add Wand (Arcane Focus) An arcane focus is a Special item designed to channel the power of arcane Spells. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting focus. 1 10 Gp No
Add More Backpack 5 2 Gp No
Add Ball bearings (bag of 1,000) As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. 2 1 Gp No
Add Barrel 70 2 Gp No
Add Basket 2 4 Sp No
Add Bedroll 7 1 Gp No
Add Bell 0 1 Gp No
Add More Blanket 3 5 Sp No
Add Block and tackle A set of pulleys with a cable threaded through them and a hook to attach to Objects, a Block and tackle allows you to hoist up to four times the weight you can normally lift. 5 1 Gp No
Add Book A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on Gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of Spells is a Spellbook(described later in this section). 5 25 Gp No
Add Bottle, glass 2 2 Gp No
Add Bucket 2 5 Cp No
Add Caltrops (bag of 20) As an action, you can spread a bag of Caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. 2 1 Gp No
Add More Candle For 1 hour, a Candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. 0 1 Cp No
Add Case, crossbow bolt This wooden case can hold up to twenty Crossbow bolts. 1 1 Gp No
Add Case, map or scroll This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of Parchment. 1 1 Gp No
Add Chain (10 feet) A chain has 10 Hit Points. It can be burst with a successful DC 20 Strength check. 10 5 Gp No
Add Chalk (1 piece) 0 1 Cp No
Add Chest 25 5 Gp No
Add Clothes, Common 3 5 Sp No
Add Clothes, costume 4 5 Gp No
Add Clothes, fine 6 15 Gp No
Add Clothes, traveler's 4 2 Gp No
Add Component pouch A Component pouch is a small, watertight leather belt pouch that has compartments to hold all the material Components and other Special items you need to cast your Spells, except for those Components that have a specific cost (as indicated in a spell's description). 2 25 Gp No
Add Crowbar Using a Crowbar grants advantage to Strength Checks where the crowbar's leverage can be applied. 5 2 Gp No
Add Sprig of mistletoe (Druid Focus) A druid can use such this as a Spellcasting focus. 0 1 Gp No
Add Totem (Druid Focus) A druid can use such this as a Spellcasting focus. 0 1 Gp No
Add Wooden staff (Druid Focus) A druid can use such this as a Spellcasting focus. 4 5 Gp No
Add Yew wand (Druid Focus) A druid can use such this as a Spellcasting focus. 1 10 Gp No
Add Fishing tackle This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. 4 1 Gp No
Add Flask 1 2 Cp No
Add Tankard 1 2 Cp No
Add Grappling hook 4 2 Gp No
Add Hammer 3 1 Gp No
Add Hammer, sledge 10 2 Gp No
Add Amulet (Holy Symbol) A holy Symbol is a representation of a god or pantheon. A Cleric or Paladin can use a holy Symbol as a Spellcasting focus. To use the Symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a Shield. 1 5 Gp No
Add Emblem (Holy Symbol) A holy Symbol is a representation of a god or pantheon. A Cleric or Paladin can use a holy Symbol as a Spellcasting focus. To use the Symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a Shield. 0 5 Gp No
Add Reliquary (Holy Symbol) A holy Symbol is a representation of a god or pantheon. A Cleric or Paladin can use a holy Symbol as a Spellcasting focus. To use the Symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a Shield. 2 5 Gp No
Add Holy Water (flask) As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged 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. A Cleric or Paladin may create Holy Water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. 1 25 Gp No
Add Hourglass 1 25 Gp No
Add Hunting trap When you use your action to set it, this trap forms a saw-toothed 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 stop moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 25 5 Gp No
Add Ink (1 ounce bottle) 0 10 Gp No
Add Ink pen 0 2 Cp No
Add Jug or Pitcher 4 2 Cp No
Add Kit, climber's 12 25 Gp No
Add Kit, healer's 3 5 Gp No
Add Kit, mess 1 2 Gp No
Add Ladder (10-foot) 25 1 Sp No
Add Lamp A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. 1 5 Sp No
Add Lantern, bullseye A Bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. 2 10 Gp No
Add Lantern, hooded A Hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. 2 5 Gp No
Add Lock A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices. 1 10 Gp No
Add Magnifying glass This lens allows a closer look at small Objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a Magnifying glassrequires light as bright as sunlight to focus, tinder to Ignite, and about 5 minutes for the fire to Ignite. A Magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. 0 100 Gp No
Add Manacles These metal restraints can bind a Small or Medium creature. Escaping the Manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of Manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 Hit Points. 6 2 Gp No
Add Mirror, steel 0.5 5 Gp No
Add Oil (flask)  Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged 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), the target 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 area, provided that the surface is level. If 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. 1 1 Sp No
Add Paper (one sheet) 0 2 Sp No
Add Parchment (one sheet) 0 1 Sp No
Add Perfume (vial) 0 5 Gp No
Add Pick, miner's 10 2 Gp No
Add Piton 0.25 5 Gp No
Add Poison, basic (vial) You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of Ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or Ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. 0 100 Gp No
Add Pole (10-foot) 7 5 Cp No
Add Pot, iron 10 2 Gp No
Add Pouch A cloth or leather pouch can hold up to 20 Sling bullets or 50 Blowgun Needles, among other things. A compartmentalized pouch for holding spell Components is called a Component pouch (described earlier in this section). 1 5 Sp No
Add Quiver A Quiver can hold up to 20 Arrows. 1 1 Gp No
Add Ram, portable You can use a Portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. 35 4 Gp No
Add More Rations (1 day)  Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. 2 5 Sp No
Add Robes 4 1 Gp No
Add Rope, hempen (50 feet) Rope, whether made of hemp, has 2 Hit Points and can be burst with a DC 17 Strength check. 10 1 Gp No
Add Rope, silk (50 feet) Rope, whether made of silk, has 2 Hit Points and can be burst with a DC 17 Strength check. 5 10 Gp No
Add Sack 0.5 1 Cp No
Add Scale, merchant's A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small Objects, such as raw precious metals or Trade Goods, to help determine their worth. 3 5 Gp No
Add Sealing wax 0 5 Sp No
Add Shovel 5 2 Gp No
Add Signal whistle 0 5 Cp No
Add Signet ring 0 5 Gp No
Add Soap 0 2 Cp No
Add Spellbook Essential for wizards, a Spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording Spells. 3 50 Gp No
Add Spikes, iron (10) 5 1 Gp No
Add Spyglass  Objects viewed through a Spyglass are magnified to twice their size. 1 1,000 Gp No
Add Tent, two-person A simple and portable canvas shelter, a tent sleeps two. 20 2 Gp No
Add More 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. 1 5 Sp No
Add Torch A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee Attack with a burning torch and hit, it deals 1 fire damage. 1 1 Cp No
Add Vial 0 1 Gp No
Add More Waterskin 5 2 Sp No
Add Whetstone 1 1 Cp No
Add Alchemist's supplies Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 8 50 Gp No
Add Brewer's supplies Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 9 20 Gp No
Add Calligrapher's Supplies Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 5 10 Gp No
Add Carpenter's tools Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 6 8 Gp No
Add Cartographer's tools Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 6 15 Gp No
Add Cobbler's tools Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 5 5 Gp No
Add Cook's utensils Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 8 1 Gp No
Add Glassblower's tools Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 5 30 Gp No
Add Jeweler's tools Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 2 25 Gp No
Add Leatherworker's tools Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 5 5 Gp No
Add Mason's tools Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 8 10 Gp No
Add Painter's supplies Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 5 10 Gp No
Add Potter's tools Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 3 10 Gp No
Add Smith's tools Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 8 20 Gp No
Add Tinker's tools Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 10 50 Gp No
Add Weaver's tools Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 5 1 Gp No
Add Woodcarver's tools Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft. 5 1 Gp No
Add Dice Set Proficiency with this Gaming Set lets you can add your Proficiency Bonus to Ability Checks you make to play a game with that set. 0 1 Sp No
Add Playing Card Set Proficiency with this Gaming Set lets you can add your Proficiency Bonus to Ability Checks you make to play a game with that set. 0 5 Sp No
Add Bagpipes Proficiency with this Instrument lets you can add your Proficiency Bonus to Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. 6 30 Gp No
Add Drum Proficiency with this Instrument lets you can add your Proficiency Bonus to Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. 3 6 Gp No
Add Dulcimer Proficiency with this Instrument lets you can add your Proficiency Bonus to Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. 10 25 Gp No
Add Flute Proficiency with this Instrument lets you can add your Proficiency Bonus to Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. 1 2 Gp No
Add Lute Proficiency with this Instrument lets you can add your Proficiency Bonus to Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. 2 35 Gp No
Add Lyre Proficiency with this Instrument lets you can add your Proficiency Bonus to Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. 2 30 Gp No
Add Horn Proficiency with this Instrument lets you can add your Proficiency Bonus to Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. 2 3 Gp No
Add Pan Flute Proficiency with this Instrument lets you can add your Proficiency Bonus to Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. 2 12 Gp No
Add Shawm Proficiency with this Instrument lets you can add your Proficiency Bonus to Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. 1 2 Gp No
Add Viol Proficiency with this Instrument lets you can add your Proficiency Bonus to Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. 1 30 Gp No
Add Navigator's tools This set of instruments is used for navigation at sea. Proficiency with Navigator's Tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your Proficiency Bonus to any ability check you make to avoid getting lost at sea. 2 25 Gp No
Add Thieves' tools This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your Proficiency Bonus to any Ability Checks you make to disarm traps or open locks. 1 25 Gp No
Add Disguise Kit This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to create a visual disguise. 3 25 Gp No
Add Forgery Kit This small box contains a variety of papers and parchments, pens and inks, seals and Sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to create a physical forgery of a document. 5 15 Gp No
Add Herbalism Kit This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to Identify or apply herbs. Also, proficiency with this kit is required to create Antitoxin and potions of Healing. 3 5 Gp No
Add Poisoner's Kit A poisoner's kit includes the vials, chemicals, and other Equipmentnecessary for the Creation of Poisons. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to craft or use Poisons. 2 50 Gp No
Add Little bag of sand No
Add Small Knife No
Add More Alms box No
Add More Censer No
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