Animal Bait. Animal bait grants advantage on checks made to lure, hunt, or tame beasts, and can be prepared as part of a short rest using specific materials: grubs and insects for aquatic bait, aromatic fruits and herbs for herbivore bait, and the remains of a freshly slain animal for carnivore bait.
Ball Bearings. 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 this save.
Barking Box. This metal cube, 6 inches on a side, has a crank on top. Using an action to wind the crank activates the box for 8 hours. While activated, the box barks whenever it detects vibrations within 15 feet of it, as long as the box and the source of the vibrations are in contact with the same ground or substance. A switch on one side of the box sets the device to emit either a small dog's bark or a large dog's bark.
Block of Incense. When lit, it burns for 8 hours and repels normal insects within a 20-foot-radius centered on it.
Bola. A bola is a simple weapon (1 bludgeoning) with the thrown (20/60) property that consists of weighted balls attached by cord, and is used to ensnare and slow down prey. On a hit on a Large or smaller creature, the target must make a Strength saving throw. On a failed save, until the bola is removed, the target becomes slowed, or immobilized and prone if it takes the Move action. It takes three Handle actions to remove the bola, or an Attack action that deals at least 5 damage to it against its AC of 10 that causes to destroy it.
Caltrops. As an action, you can spend 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.
Caller. As an action, you can use a caller to replicate the mating or hunting calls of certain beasts (as appropriate to the type of caller used), releasing a sound out to 1000 feet radius centered on you. Within the next minute, you can make a Wisdom (Animal Handling) check with advantage against the DC of 10 + the beast's level. On a success, you hear the beast's response, if there are any in the area, giving you a general direction and distance of its location.
Camouflage. You can take the Handle action for 1 minute to equip this camouflage-pattern cloak to conceal yourself in the wilderness. While you have the camouflage cloak equipped, you can take the Hide action even if a creature has line of sight of you, and you have advantage on Dexterity (Stealth) checks provided you don't take any actions or reactions except the Hide action. The camouflage cloak unequips when you take any action other than the Hide action, or a reaction.
Camouflage must be made appropriate to the immediate type of environment in order to be effective, and can be crafted as part of a short rest. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create camouflage.
Dog Whistle. As an action, you can blow on this whistle to produce a high-pitched audible sound out to 300 feet radius that is too high for a humanoid's passive Perception to hear, useful for signaling to hunting hounds.
Falconry Gloves. While wearing this glove, you have advantage on Wisdom (Animal Handling) checks related to Medium or smaller beasts with a flying speed.
Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Greasy Salve. A gourd or vial of salve contains 20 applications of odorless grease. One application protects its wearer against normal insects for 24 hours. The salve is waterproof so it doesn't wash off in rain.
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.
Manacles. These metal restraints come in appropriate sizes for a creature. A creature restrained by a pair of manacles is considered bound to it. Using a limb bound by the manacles has a DC of 20. 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 and an AC of 19.
Net. A net consists of a flexible and light grid-like textile that blocks the passage of Large, Medium, or Small objects or creatures, while allowing liquids and Tiny objects to pass through its knotting. You can take an action to throw a net up to 20 feet. Make a ranged attack against a creature or object, treating the net as a simple weapon. On a hit, the net deals no damage, and the target become restrained until it is freed. A net has no effect on creatures that are formless, creatures that don't use legs for movement, or creatures that are Tiny or that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Signal Whistle. As an action, you can blow on this whistle to produce an audible sound out to a 1000 feet radius centered on you that any humanoid with passive Perception of 10 or higher can hear.
Thumper. This mechanical device can be wound up in 1 minute, after which it produces a regular thumping sound and vibration nearly indistinguishable from that of a humanoid creature's footsteps for 1 hour. The sound is audible out to 60 feet. You can adjust the properties of the thumping using a set of dials on the device, making it produce a sound between that of a a Small creature in light clothes to a Medium creature in heavy armor. A creature can use its action to examine the sound, determining that it is fake with a successful DC 15 Intelligence (Investigation) check.
Tracking Scent. This vial is filled with clear liquid bearing a powerful and distinct smell. As an action, you can splash the contents of this vial 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 liquid as an improvised weapon. On a hit, the target becomes doused with the liquid, and checks made to find or track it are at advantage for the next 8 hours. A creature can remove the scent by using a short rest to bathe in water, alcohol, or vinegar.
Tree Stand. This device consists of a 3 foot by 3 foot platform with a perpendicular bracing and leather strap. As an action, you can strap the tree stand to a tree or other cylindrical feature, allowing it to support up to 300 lb without collapsing. A creature can unstrap the tree stand as an action, causing it to drop.