Ball Bearings - 18 Currency Per Set - Common

As an interaction, you can throw a set of Ball Bearings down in a 10ft square area in front of you. If a character  isn’t moving at half their walking speed through the ball bearings, they must make a DC 10 Acrobatics Saving Throw or fall prone.

Unless picked back up, using a set of Ball Bearings removes them from your inventory.

Binoculars - 24 Currency - Common

When making a sight based perception or investigation roll, you can roll with the effect of an inspiration without having to spend one.

Takes up a trinket slot. 

Variants: Spyglass

Block and Tackle - 40 Currency - Common

A system of two or more pulleys with a rope or cable threaded between them, used to provide tension and lift heavy loads. After setting up the block and tackle, you can roll with the effect of an inspiration without having to spend one when rolling a launch n’ lift to carry a heavy object. 

Bucket - 8 Currency - Less Than Common

A roughly cylindrical open container, typically made of metal or plastic, with a handle, used to hold and carry liquids or other material.

Can be equipped to a head equipment slot. If equipped, gain a +1 bonus to AC and the debuffs of a critical eye wound. 

Caltrop - 13 Currency Per Set - Common

As an interaction, you can throw a set of Caltrops down in a 10ft square area in front of you. If a character  isn’t moving at half their walking speed through the caltrops, they must make a DC 10 Acrobatics Saving Throw or take 5 piercing damage and lose the rest of their movement that turn.

Caltrops deal double damage to parts of vehicles. Unless picked back up, using a set of Caltrops removes them from your inventory.

Crowbar - 19 Currency - Common

When making a roll to pry something open, roll with the effect of an inspiration without having to spend one. 

Takes up a hand equipment slot. Can be used as a weapon and has following properties: 1d6 Piercing, Average, Throwable, Melee, Dual Wielding 

Variants: Pickaxe

Fishing Rod  - 68 Currency - Common

A straight rigid stick/pole with a line fastened to one end

If used as a weapon, it has the same properties as a Whip from Finesse Weapons.

Flashlight - 24 Currency- Common

A small electric light which gets its power from batteries and which you can carry in your hand. When turned on as an interaction, it can shine varying levels of light in a cone up to 600ft

Grappling Hook - 33 Currency - Common

When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion.

Hammer - 29 Currency - Common

When equipped if you make a roll related to general carpentry, shaping metal, or furnish assembly roll with the effect of an inspiration without having to spend one.

Takes up a hand equipment slot. Can be used as a weapon and has following properties: 1d6 Bludgeoning, Average, Throwable, Melee, Dual Wielding 

Hunting Trap - 25 Currency- Common

As an interaction you can throw down a hunting trap. If a character steps on it they need to make a DC 10 acrobatics saving throw or take 5 piercing damage and become grappled until they are able to get the hunting trap off.

Unless picked back up, using a Hunting Trap removes them from your inventory.

Lamp - 24 Currency - Common

A device for giving light, either one consisting of an electric bulb together with its holder and shade or cover, or one burning gas or a liquid fuel consisting of a wick or mantle and a glass shade.

Variants: Lantern

Lock - 9 Currency - Less Than Common

A fastening for a door or other object operated by a key or a combination

Portable Ram- 180 Currency - Uncommon

When using this item to attempt to break down a wall or similar surface with brute force, roll with the effect of an inspiration without having to spend one. 

Takes up a hand equipment slot. 

Rope - 50ft Length Per 10 Currency - Common

A group of yarns, plies, fibres, or strands that are twisted or braided together into a larger and stronger form. 

Research Notes - 30 Currency - Common

When you write stuff down in these notes, you have advantage on remembering details related to what you wrote if you have the notes on you. 

Takes up a trinket slot

Shovel - 29 Currency - Common

When making physical rolls related to digging, roll with the effect of an inspiration without having to spend one. 

Takes up a hand equipment slot. Can be used as a weapon and has following properties: 1d6 Bludgeoning/Slashing, Average, Throwable, Melee, Dual Wielding 

Torch - 8 Currency - Less Than Common

A portable means of illumination such as a piece of wood or cloth soaked in tallow or an oil lamp on a pole. Requires source of fire to light it. Once lit, it provides 100ft of bright light and varying lower levels of light farther. 

Takes up a hand equipment slot. Has the weapon properties of a club, deals an additional 2 fire damage when lit. 

Whetstone - 10 Currency- Common

As an activity during a short rest, you can choose a weapon of yours that has a blade and use the whetstone to sharpen it. Until your next long rest, that weapon has +1 to all rolls with it. 

Wind Fan - 9  Currency - Less Than Common

A broad, flat surface that is waved back-and-forth to create an airflow.