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| "Look, the book says it all fits in the pack. It didn't say anything about your spine." |
We’ve all seen it at the gaming table: a 1st-level adventurer walks out of character generation with an 8 Strength, straps on a set of scale mail, grabs two martial weapons, takes the 61-pound Dungeoneer’s Pack because it sounded adventurous, and proceeds to march into the wilderness carrying more raw hardware than a pack mule.
Most 5e tables treat starting gear as a quick two-minute chore to blow through before session zero wraps up. But when you unpack the gear lists, look at what’s actually inside those pre-assembled kits, and calculate the weight of an expedition, you realize how much utility—and encumbrance friction—is tucked away in Chapter 5.
Below is a complete, line-by-line logistical field guide to 5e equipment packs, specialty kits, mount bundles, and class starting options.
Section 1: The Eight Core Adventuring Packs
Official 5e rules bundle survival gear into named equipment packs. While they speed up character creation, players rarely inspect the manifest until they suddenly need a specific tool three levels later.
The Weight Disparity: The contents vary drastically in bulk. A Scholar’s Pack weighs a featherweight 11 lbs, while a Dungeoneer’s Pack hits 61.5 lbs. Under standard variant encumbrance rules (carrying over 5 × your Strength score in pounds slows your movement speed), taking a Dungeoneer's Pack immediately puts any character with an 8 or 10 Strength into encumbered status before they even equip a weapon or shield.
The Subterranean Dilemma: The common choice between the Dungeoneer’s Pack and Explorer’s Pack defines how a party interacts with a dungeon. The Explorer's Pack is optimized for surface camping (bedroll, mess kit, rations). If you enter a dungeon without a Dungeoneer's or Burglar's Pack, nobody in the party will have iron pitons or a hammer to spike a door shut against wandering patrols.
The Burglar’s Pack Value: At 16 gp, this pack is the best mundane purchase in the rulebook. The 1,000 ball bearings create instant non-magical field hazards, the hooded lantern provides directional light control, and the bell with 10 feet of string gives watch-standers an immediate perimeter tripwire.
| Pack Name | Cost / Weight | Complete Contents |
|---|---|---|
| Burglar's Pack | 16 gp 47.5 lbs |
Backpack, bag of 1,000 ball bearings, 10 ft of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, waterskin, 50 ft hempen rope strapped to side. |
| Diplomat's Pack | 39 gp 36 lbs |
Chest, 2 cases for maps and scrolls, set of fine clothes, bottle of ink, ink pen, lamp, 2 flasks of oil, 5 sheets of paper, vial of perfume, sealing wax, soap. |
| Dungeoneer's Pack | 12 gp 61.5 lbs |
Backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50 ft hempen rope strapped to side. |
| Entertainer's Pack | 40 gp 38 lbs |
Backpack, bedroll, 2 costumes, 5 candles, 5 days rations, waterskin, disguise kit. |
| Explorer's Pack | 10 gp 59 lbs |
Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50 ft hempen rope strapped to side. |
| Priest's Pack | 19 gp 24 lbs |
Backpack, blanket, 10 candles, tinderbox, alms box, 2 blocks of incense, censer, vestments, 2 days rations, waterskin. |
| Scholar's Pack | 40 gp 11 lbs |
Backpack, book of lore, bottle of ink, ink pen, 10 sheets of parchment, little bag of sand, small knife. |
| Monster Hunter's Pack | 33 gp 49.5 lbs |
Chest, crowbar, hammer, 3 wooden stakes, holy symbol, flask of holy water, set of manacles, steel mirror, flask of oil, tinderbox, 3 torches. |
Section 2: Specialty Field & Adventuring Kits
Beyond survival packs, the rules catalog several dedicated toolsets and utility kits. These are distinct from loose artisan's tools; they represent specialized gear kits that carry specific adventuring mechanics.
Stabilization vs. Medicine Checks: A Healer’s Kit costs 5 gp and contains 10 uses. Spending one use stabilizes a dying companion at 0 HP with no dice roll required—bypassing the risk of a failed DC 10 Wisdom (Medicine) check during combat.
Vertical Anchoring: The Climber’s Kit allows a character to anchor themselves into rock faces or masonry. While anchored, a climber cannot fall more than 25 feet from their last anchor point, preventing fatal falls from cliffs or deep dungeon shafts.
Harvesting and Crafting: Kits like the Herbalism Kit and Poisoner’s Kit are mechanical prerequisites. Under official downtime crafting rules, proficiency with an herbalism kit is required to brew basic Potions of Healing, while a poisoner's kit is mandatory to harvest venom from slain beasts or concoct basic toxins.
| Kit / Toolset | Cost / Weight | Contents & Practical Rules |
|---|---|---|
| Climber's Kit | 25 gp 12 lbs |
Special pitons, boot tips, gloves, and harness. Anchoring takes 1 action; prevents falling more than 25 ft from last anchor point. |
| Disguise Kit | 25 gp 3 lbs |
Cosmetics, hair dye, greasepaint, small props, and clothing pieces. Adds proficiency bonus to checks to create visual disguises. |
| Forgery Kit | 15 gp 5 lbs |
Several types of ink, varied parchment blanks, quill pens, seals, sealing wax, and gold/silver leaf for duplicating official edicts. |
| Healer's Kit | 5 gp 3 lbs |
Leather pouch with 10 uses of bandages, splints, and salves. 1 use stabilizes a creature at 0 HP with no Wisdom (Medicine) check required. |
| Herbalism Kit | 5 gp 3 lbs |
Pouches, shears, leather gloves, mortar and pestle, glass jars. Required to identify herbs and craft antitoxin and potions of healing. |
| Navigator's Tools | 25 gp 2 lbs |
Sextant, compass, calipers, ruler, parchment, and ink. Used to plot courses and avoid becoming lost on sea or barren terrain. |
| Poisoner's Kit | 50 gp 2 lbs |
Glass vials, mortar, pestle, chemical reagents, and measuring pipettes. Required to harvest monster toxins and brew poisons. |
| Thieves' Tools | 25 gp 1 lb |
Small file, lock picks, small mirror on a metal handle, narrow-bladed scissors, and pliers. Adds proficiency to picking locks and disarming traps. |
Section 3: Mounted Logistics & Tack Bundles
While character packs come bundled, 5e leaves mount gear completely à la carte. When an adventuring party buys a mule or horse to drag treasure out of a barrow, the Game Master and players have to flip through the Tack, Harness, and Drawn Vehicles list to piece together what keeps the animal moving.
Standard Capacity vs. Saddlebag Limits: A basic mule has an 18 Strength and the Beast of Burden trait (counting as Large for carrying capacity), allowing it to carry up to 420 lbs or drag 840 lbs. However, a single set of standard saddlebags only holds 64 lbs (8 cubic feet). To actually use a mule's haul limit without a cart, a party must lash gear directly to a Pack Saddle.
Military Saddles in Combat: A Military Saddle costs 20 gp (compared to 10 gp for a riding saddle) and provides advantage on any check made to avoid falling off the mount. It also prevents the rider from being dismounted when knocked unconscious, keeping the body secured in the saddle/stirrups.
The Universal Barding Rule: Any armor on the armor table can be bought for a mount. Base cost is 4× standard price and weight is 2× standard weight. For heavy armor barding (like Ring Mail, Chain Mail, or Plate), the mount must meet the minimum Strength requirement just like a player character to avoid a 10-foot speed penalty.
| Logistical Bundle | Total Cost / Wt | Tack, Saddle & Feed Breakdown |
|---|---|---|
| Standard Riding Rig | 16 gp 2 sp 5 cp 84 lbs total |
Bit and bridle (2 gp, 1 lb), riding saddle (10 gp, 25 lbs), saddlebags (4 gp, 8 lbs; carries up to 64 lbs / 8 cu ft), 5 days feed (2 sp 5 cp, 50 lbs). |
| Pack Beast / Mule Rig | 11 gp 2 sp 5 cp 74 lbs total |
Bit and bridle (2 gp, 1 lb), pack saddle (5 gp, 15 lbs), saddlebags (4 gp, 8 lbs), 5 days feed (2 sp 5 cp, 50 lbs). (Mule carry capacity: 420 lbs). |
| War Mount Combat Rig | 26 gp 2 sp 5 cp 89 lbs (+ barding) |
Bit and bridle (2 gp, 1 lb), military saddle (20 gp, 30 lbs; grants advantage on checks to stay mounted), saddlebags (4 gp, 8 lbs), 5 days feed (2 sp 5 cp, 50 lbs). |
| Barding Conversion | 4× Base Cost 2× Base Weight |
Any standard armor can be fitted for animals. Examples: Leather (40 gp, 20 lbs, AC 11+Dex), Chain Shirt (200 gp, 40 lbs, AC 13+Dex), Plate (6,000 gp, 130 lbs, AC 18). |
| Two-Wheel Cart Rig | 19 gp 2 sp 5 cp 261 lbs total |
Cart (15 gp, 200 lbs; capacity 200 lbs beyond draft animal limit), draft harness (2 gp, 10 lbs), bit & bridle (2 gp, 1 lb), 5 days feed (2 sp 5 cp, 50 lbs). |
Section 4: Class Starting Equipment Master Reference
The table below compiles all default equipment and weapon choices across the 13 official character classes.
Use this reference to speed up session zero choices, outfit NPC retainers, or generate immediate backup gear loadouts when characters are stripped of equipment in a dungeon cell.
Table 4: Complete Class Starting Equipment (13 Classes)| Class | Official Starting Equipment & Choices |
|---|---|
| Artificer | Any two simple weapons; light crossbow and 20 bolts; (a) studded leather armor or (b) scale mail; thieves’ tools; dungeoneer’s pack. |
| Barbarian | (a) A greataxe or (b) any martial melee weapon; (a) two handaxes or (b) any simple weapon; an explorer’s pack; 4 javelins. |
| Bard | (a) A rapier, (b) longsword, or (c) any simple weapon; (a) diplomat’s pack or (b) entertainer’s pack; (a) lute or (b) any musical instrument; leather armor; dagger. |
| Cleric | (a) A mace or (b) warhammer (if proficient); (a) scale mail, (b) leather armor, or (c) chain mail (if proficient); (a) light crossbow and 20 bolts or (b) simple weapon; (a) priest’s pack or (b) explorer’s pack; shield; holy symbol. |
| Druid | (a) Wooden shield or (b) any simple weapon; (a) a scimitar or (b) any simple melee weapon; leather armor; explorer’s pack; druidic focus. |
| Fighter | (a) Chain mail or (b) leather armor, longbow, and 20 arrows; (a) a martial weapon and a shield or (b) two martial weapons; (a) light crossbow and 20 bolts or (b) two handaxes; (a) dungeoneer’s pack or (b) explorer’s pack. |
| Monk | (a) A shortsword or (b) any simple weapon; (a) dungeoneer’s pack or (b) explorer’s pack; 10 darts. |
| Paladin | (a) A martial weapon and a shield or (b) two martial weapons; (a) five javelins or (b) any simple melee weapon; (a) priest’s pack or (b) explorer’s pack; chain mail; holy symbol. |
| Ranger | (a) Scale mail or (b) leather armor; (a) two shortswords or (b) two simple melee weapons; (a) dungeoneer’s pack or (b) explorer’s pack; a longbow and a quiver of 20 arrows. |
| Rogue | (a) A rapier or (b) shortsword; (a) a shortbow and 20 arrows or (b) a shortsword; (a) burglar’s pack, (b) dungeoneer’s pack, or (c) explorer’s pack; leather armor; two daggers; thieves’ tools. |
| Sorcerer | (a) A light crossbow and 20 bolts or (b) any simple weapon; (a) a component pouch or (b) an arcane focus; (a) dungeoneer’s pack or (b) explorer’s pack; two daggers. |
| Warlock | (a) A light crossbow and 20 bolts or (b) any simple weapon; (a) a component pouch or (b) an arcane focus; (a) scholar’s pack or (b) dungeoneer’s pack; leather armor; any simple weapon; two daggers. |
| Wizard | (a) A quarterstaff or (b) dagger; (a) a component pouch or (b) an arcane focus; (a) scholar’s pack or (b) explorer’s pack; spellbook. |
Closing / Wrap-Up
Mundane gear often gets forgotten the moment spellcasters get 3rd-level slots, but in the early levels of a campaign, a coil of rope, an iron spike, or an extra waterskin is the difference between survival and a total party kill.
Take a minute to review what's actually sitting in your inventory before heading into the wild—your hireling might complain about the weight, but you'll be glad you brought the crowbar when the crypt door slams shut.

