Adventuring Gear
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Rules Index | GM Screen | Player's Guide

Chapter 6: Items

Source Advanced Player's Guide pg. 247
The investigator's trusty detective kit, a swashbuckler's flashy dueling cape, and a witch's effervescent cauldron are nearly as iconic as the characters who use them. For any hero, the gear and treasure they wield and collect throughout their adventures can play as important a role as any other facet of their character, from weapons steeped in cultural history to fantastic treasures of unparalleled worth!

This chapter presents a variety of brand-new equipment and treasure that expands on and supplements the options provided in Chapter 6: Equipment and Chapter 11: Crafting & Treasure of the Core Rulebook. In particular, the gear that follows is especially suitable for the new ancestries and classes presented in this book, but the multitude of new items can enhance and enrich all types of characters.

As it combines material from two chapters of the Core Rulebook, this chapter is divided into the following sections.

Weapons and Adventuring Gear

Source Advanced Player's Guide pg. 247
This section includes class kits for the new classes presented in this book, so you can quickly equip a new character with the armor, weapons, and gear they'll need to start adventuring! The full rules for weapons and adventuring gear appear in Chapter 6 of the Core Rulebook.

Class Kits

Source Advanced Player's Guide pg. 249
If you want to quickly decide how to spend your starting money when playing a class from this book, start with one of these kits. The Armor, Weapons, and Gear entries include the basics, and the Options entries suggest additional items you might purchase with your leftover money to fit your character. Note than an adventurer's pack, which is included in each kit, is 1 Bulk and contains a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.

Crafting and Treasure

Source Advanced Player's Guide pg. 247
The second portion of this chapter consists of a catalog of new alchemical items, snares, and both consumable and permanent magic items, including runes.

Alchemical Items

Source Advanced Player's Guide pg. 247
Alchemical items are consumable, non-magical items that rely on the properties of volatile alchemical reagents to produce their effects. Rules for alchemical items, including the rules for bombs, elixirs, and poisons, are located here.


Source Advanced Player's Guide pg. 247
Snares are small, simple traps to damage or hamper your foes that you can create and deploy quickly enough to utilize on a battlefield. Snares are nonmagical consumable items. The full rules for creating and using snares are located here.

Magic Items

Source Advanced Player's Guide pg. 247
The remainder of this chapter contains the descriptions of dozens of new magic items. These items are divided into two subcategories for ease of reference: consumable magic items, including ammunition, oils, potions, and talismans. Permanent items consist of armor, held items, runes, shields, staves, wands, weapons, and worn items. Items are organized alphabetically within each section. Rules for activating and investing items, for sustaining and dismissing activations, and for reading an item's stat block are located here.