Acid: As an action, you can splash acid onto a creature within 5 feet of you or throw it up to 20 feet. Make a ranged attack. On a hit, the target takes 1d4 acid damage. If poured on metal, the metal takes 1d4 acid damage at the start of each of your turns for 1d4 rounds.
Adventurer's Kit: This pack has the basics that an adventurer needs to get along in the wilderness. The kit includes a backpack, a mess kit, 50 feet of hempen rope, a tinderbox, ten torches, ten days of rations, and a waterskin.
Alchemist's Fire: This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw it up to 20 feet. Make a ranged attack. 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 11 Dexterity check to extinguish the flames.
Antitoxin: A living creature that drinks this liquid gains poison resistance and advantage on saving throws against poison for 1 hour.
Artisan's Tools: These special tools include the items needed to pursue any craft. Without them, you have a disadvantage on checks made to craft.
Backpack: This leather pack is carried on the back and has straps to secure it. It can hold up to 1 cubic foot of material.
Ball Bearings: You can spill the contents of the packet or pouch to spread tiny metal balls across the floor. A creature moving across an area covered with ball bearings must succeed on a DC 11 Dexterity saving throw or fall prone. A creature that notices the ball bearings can move at half speed through the area to avoid falling prone. A single pouch of ball bearings covers a 10-foot-by-10-foot area.
Bedroll: Adventurers often don't know where they're going to sleep. Bedrolls help them get better sleep in haylofts or on the ground. A bedroll is bedding and a blanket thin enough to be rolled up and tied.
Blanket, Winter: A heavy blanket perfect for keeping warm or to deaden the sound of breaking glass.
Block and Tackle: You can use this set of pulleys to lift up to four times the weight you can normally lift.
Bucket: A serviceable wooden bucket can hold or carry up to 1 cubic foot.
Caltrops: These large metal jacks have sharpened points, rather than balls, on the ends of their arms. When scattered across the ground, they always land with a point up, so creatures have to move slowly to avoid them. A single bag of caltrops covers a 5-foot square area. Any creature that enters the area must make a DC 13 Dexterity saving throw. On a failed saving throw, the creature takes 1 piercing damage and a -10 foot penalty to speed until it regains this hit point. A creature moving through the area at half speed doesn't need to make the saving throw.
Candle: A candle provides shadowy light in a 5-foot radius and burns for 1 hour.
Chain: A chain has 10 hit points. It can be burst with a DC 19 Strength check.
Climber's Kit: A climber's kit includes special pitons, boot tips, gloves, and a harness that aids in climbing. When using a climber's kit, you gain a +2 bonus to checks made to climb.
Crowbar: A crowbar grants a +2 bonus to Strength checks made to lever closed objects open.
Disguise Kit: A bag of cosmetics, hair dye, and small physical props. To create a believable disguise, you must expend a use of this kit. A disguise kit has ten uses. Anyone trying to see through your disguise makes a Wisdom check against your Charisma check.
Fishing Tackle: This kit includes a birchwood rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Flask: A clay container fitted with a tight stopper, a flask can hold 1 pint of fluid.
Grappling Hook: You can use a grappling hook to anchor a rope in place.
Healer's Kit: It is the perfect tool for healing, and it provides advantage on checks made to heal. A healer's kit has ten uses. As an action, you can expend a use from your healer's kit to automatically stabilize a fallen comrade. During a rest, you can spend one use of the healer's kit to allow up to ten characters under your care to spend any number of their Hit Dice.
Healing Potion: This small vial of magical fluid restores life and energy to the individual consuming it. A character who drinks the contents regains 1d8 hit points. Drinking or administering a potion takes an action.
Holy Symbol: A holy symbol is a small representation of a god, pantheon, or philosophy, usually made from silver.
Holy Water: As an action, you can splash this blessed water onto a creature next to you or throw it up to 20 feet. Make a ranged attack. On a hit against a fiend or evil undead creature, the target takes 1d4 holy damage.
Hunting Trap: This trap is a toothy ring that snaps shut when a creature steps on the pressure plate. When hidden under leaves and underbrush, it's hard to detect. A creature stepping into the trap must succeed on a DC 13 Dexterity saving throw or take 1d6 piercing damage and be restrained. Freeing oneself from the trap requires a successful DC 13 Strength check. Each failed check deals 1 piercing damage.
Jug: A basic ceramic container fitted with a stopper, a jug holds 1 gallon of liquid.
Ladder: A straight, simple wooden ladder.
Lantern, Bullseye: A bullseye lantern casts bright light in a 60-foot cone and shadowy light in a 120-foot cone. Once lit, it burns for 6 hours on a pint of oil.
Lantern, Hooded: A hooded lantern casts bright light in a 30-foot radius and shadowy light in a 60-foot radius. Once lit, it burns for 6 hours on a pint of oil. As an action, you can lower the lamp's hood. This reduces its light to a 5-foot radius of shadows.
Lock: A lock is worked with a large, bulky key. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 check. Better locks are available for higher prices.
Magnifying Glass: This simple 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 glass requires 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 check made to appraise or inspect an item that is small or highly detailed.
Manacles: These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a DC 19 Dexterity check. Breaking them requires a DC 21 Strength check. Each set of manacles comes with one key. Manacles have 15 hit points.
Mess Kit: This small tin box contains a cup and simple cutlery.
Musical Instrument: This item encompasses a wide range of instruments. The DM might decide larger and more fantastical instruments have a higher price.
Oil: A pint of oil burns for 6 hours in a lantern. As an action, you can splash oil onto a creature next to you or throw the oil up to 20 feet. Make a ranged attack. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after about 1 minute), the target takes 5 extra fire damage. You can pour a pint of oil on the ground to cover a 5-foot-square area, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature entering the area or ending its turn there.
Pick, Miner's: Good for breaking apart stone or hard-packed earth, a miner's pick can be used as an improvised weapon that deals piercing damage.
Piton: Climbers hammer pitons into walls to create their own handholds. Pitons are also useful for spiking a door shut, causing the door to become stuck.
Poison, Basic: There's enough poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition such as bolts or arrows. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 11 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Pole: Adventurers use 10-foot poles to test the passages ahead of them for traps. Though hardly a replacement for a rogue, a pole might uncover a hidden danger before you stumble into it.
Pot, Iron: Good for cooking, an iron pot can hold up to a gallon of fluid. It can also serve as an improvised weapon.
Pouch, Belt: This leather pouch straps to your belt. It's good for holding things you need to retrieve in a hurry. A belt pouch can hold about one-fifth of a cubic foot of material.
Ram, Portable: You can use a portable ram to break down doors. When doing so, you gain advantage on the Strength check. If another character assists you, your minimum die roll on the check is equal to your Strength score plus 2.
Rations: Compact, dry, high-energy foods, suitable for extended travel, rations include jerky, dried fruit, hardtack, and nuts.
Ritual Component Pouch: Most arcane spellcasters use the ritual component pouch's contents to perform rituals. A ritual component pouch's cost is as much as you want to invest in its contents. Each time you perform a ritual, you deduct the price of the components from the pouch. When the pouch drops to 0 gp, you run out of material components until you refill the pouch.
Rope, Hempen: Rope has 2 hit points and can be burst with a DC 17 Strength check.
Rope, Silk: Silk rope has the same characteristics as hempen rope, but it weighs less.
Sack: This drawstring sack made of burlap (or similar material) can hold 1 cubic foot of material.
Scale, Merchant's: A scale includes a small balance, pans, and a suitable assortment of weights. A scale gives you advantage on checks made to appraise objects.
Sealing Wax: This wax melts easily and is used to seal scrolls and other documents.
Signet Ring: A signet ring has a unique design carved into it, so when pressed into warm sealing wax, the ring leaves behind an identifying mark.
Sledge: The weighty metal sledge atop the wooden haft can easily break rock apart.
Soap: Aside from keeping away dirt and grime, soap has myriad uses, from making hinges slippery to being a handy object to toss into a darkened room.
Spade or Shovel: This basic tool can be used as an improvised weapon that deals either slashing or bludgeoning damage.
Spellbook: Many wizards keep a spare spellbook on hand in case they lose their original tome. See "Wizard" for more information about spellbooks.
Spyglass: Objects viewed through a spyglass are magnified to twice their size.
Tent: This simple tent sleeps two.
Thieves' Tools: Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' 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.
Tinderbox: Lighting a torch with flint and steel is an action, and lighting any other fire takes at least that long.
Tome: This heavy book contains lore pertaining to a particular topic. The DM assigns a DC to the tome's lore. If you spend an hour studying the tome, you automatically succeed at one lore check with a DC less than or equal to the tome's DC rating.
Torch: A torch burns for 1 hour, providing bright light in a 20-foot radius and casting shadowy light out to a 40-foot radius. If a torch is used as a weapon, treat it as a club that deals fire or bludgeoning damage. Lighting a torch takes an action.
Vial: This ceramic, glass, or metal vial fitted with a tight stopper is usually no more than an inch wide and holds about an ounce of liquid.
Waterskin: A leather pouch with a narrow neck used for holding water or wine, a waterskin can hold up to a gallon of water.