That is interesting. Each item has a property that interact with the ability check system. There is no good reason that base line D&D does not have something similar. It reminds me of the weapon properties in Baldur's gate III which have properties that grand additional standard and bonus action per short or long rest."Dragonbane actually defines how your individual pieces of mundane clothing & equipment assist your attempts to not die in the wilderness"
TRADE GOODS
ITEM COST SUPPLY WEIGHT EFFECT
Abacus 2 gold Common 1 Boon on INT rolls for solving mathematical problems.
Blanket 5 silver Common 1 Required to avoid a bane on rolls to avoid the effects of cold
(page 54).
Chess Set 1 gold Common 1 Opposed roll for INT determines who wins.
Dice 1 silver Common — Chance determines who wins.
Field Kitchen 4 gold Common 2 Boon on BUSHCRAFT rolls for cooking (page 103).
Field Ration 1 silver Common 1/4 One ration must be consumed per day, otherwise
you become
hungry (page 54).
Grappling Hook 3 gold Common 1 Can be used to secure a rope. Can be thrown and secured with
an ACROBATICS roll up to STR meters (STR × 2 with a bane).
Lockpicks,
Advanced
20 gold Rare 1 Boon on SLEIGHT OF HAND rolls for picking
locks.
Lockpicks, Simple 1 gold Uncommon 1 Required to avoid a bane on SLEIGHT OF HAND rolls for
picking locks.
Magnifying Glass 30 gold Uncommon 1 Boon to SPOT HIDDEN rolls.
Map 5 gold Uncommon — Required to avoid a bane on BUSHCRAFT rolls for leading the
way during journeys.
Marbles 1 gold Common 1 Can be thrown at a humanoid enemy within 10 meters, as an
action. Next turn the enemy must make an EVADE roll (not an
action) in order to move.
Padlock 10 gold Common — Locks a door or chest. Can take 20 points of damage,
armor rating 5.
Perfume (10
doses)
5 gold Common 1 Boon on CHA-based skill rolls when the GM finds it reasonable.
Playing Cards 5 silver Uncommon — Opposed roll for BLUFFING determines who wins.
Quiver of Arrows,
Iron Head
2 gold Common 1 Required to fire bows or crossbows.
Quiver of Arrows,
Wooden Head
5 silver Common 1 Required to fire bows or crossbows. The effectiveness of
armor is doubled.
Rope, Hemp (10 meters)
1 gold Common 1 Boon on ACROBATICS rolls for climbing, but the rope must be
secured to something.
Rope, Silk (10 meters)
10 gold Uncommon — Boon on ACROBATICS rolls for climbing, but the rope must be
secured to something.
Saddle 10 gold Common 1 Required to avoid a bane when fighting from horseback.
Sleeping Fur 1 gold Common 1 Required to avoid a bane on BUSHCRAFT rolls for making camp.
Spyglass 50 gold Rare 1 Boon on BUSHCRAFT rolls for leading the way during journeys.
Tent, Small 2 gold Common 2 Can accommodate up to two people. Grants a boon on BUSHCRAFT
rolls for making camp. Only one person rolls, but others
can help.
Tent, Large 4 gold Common 4 Can accommodate up to six people. Grants a boon on BUSHCRAFT
rolls for making camp. Only one person rolls, but others
can help.
Whistle 5 silver Common — Can be heard from up to 100 meters away.
I presume that boons and banes are similar in function to advantage and disadvantage.
Now excuse me while I go away and have a little rant about yet another equipment list that provides very short ropes.