Adventuring Gear: Difference between revisions

3,935 bytes removed ,  18:17, 3 August 2022
no edit summary
No edit summary
No edit summary
Line 5: Line 5:
! Name !! Cost !! Weight
! Name !! Cost !! Weight
|-
|-
| Acid (vial) || Example || Example
| Ball Bearings (Bag of 1,000) || Example || Example
|-
| Alchemist's Fire (flask) || Example || Example
|-
| Antitoxin (vial) || Example || Example
|-
| Backpack || Example || Example
|-
| Ball Bearings (bag of 1,000) || Example || Example
|-
| Bedroll || Example || Example
|-
|-
| Book || Example || Example
| Book || Example || Example
|-
|-
| Caltrops (bag of 20) || Example || Example
| Caltrop (Bag of 20) || Example || Example
|-
|-
| Candle || Example || Example
| Candle || Example || Example
|-
|-
| Chain (10 feet) || Example || Example
| Case, Scroll or Map || Example || Example
|-
|-
| Chest || Example || Example
| Chain (10 ft) || Example || Example
|-
|-
| Climber's Kit || Example || Example
| Holy Water || Example || Example
|-
| Clothes, Common || Example || Example
|-
| Clothes, Costume || Example || Example
|-
| Clothes, Fine || Example || Example
|-
| Clothes, Travelers || Example || Example
|-
| Crowbar || Example || Example
|-
| Fishing Tackle || Example || Example
|-
| Grappling Hook || Example || Example
|-
| Healer's Kit || Example || Example
|-
| Holy Water (flask) || Example || Example
|-
|-
| Hunting Trap || Example || Example
| Hunting Trap || Example || Example
|-
|-
| Ladder (10 feet) || Example || Example
| Incense || Example || Example
|-
|-
| Lamp || Example || Example
| Lamp || Example || Example
Line 61: Line 33:
| Manacles || Example || Example
| Manacles || Example || Example
|-
|-
| Mirror, Steel || Example || Example
| Oil || Example || Example
|-
| Paper || Example || Example
|-
|-
| Piton || Example || Example
| Piton || Example || Example
|-
|-
| Poison, Basic (vial) || Example || Example
| Rope, Hempen (50ft) || Example || Example
|-
| Rations (1 day) || Example || Example
|-
| Robes || Example || Example
|-
| Rope, Hempen (50 feet) || Example || Example
|-
| Rope, Silk (50 feet) || Example || Example
|-
| Spikes, Iron (10) || Example || Example
|-
| Spyglass || Example || Example
|-
| Tent, two-person || Example || Example
|-
|-
| Tinderbox || Example || Example
| Rope, Silk (50ft) || Example || Example
|-
|-
| Torch || Example || Example
| Torch || Example || Example
|-
|-
| Vial || Example || Example
| War Horn || Example || Example
|}
|}
'''Acid.''' As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
'''Alchemist’s Fire.''' This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
'''Antitoxin.''' A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.




'''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 the save.
'''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 the save.
'''Block and Tackle.''' A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.




Line 117: Line 66:
'''Chain.''' A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
'''Chain.''' A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.


'''Climber’s Kit.''' A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.


'''Holy Water.''' As an action, you can splash the contents of this flask 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 holy water as an improvised weapon. If the target is an evil aligned highling or undead, it takes 2d6 radiant damage.


'''Crowbar.''' Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.


'''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.


'''Fishing Tackle.''' This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.


'''Healer’s Kit.''' This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
'''Incense.''' A stick of incense can be lit and burn for 10 minutes, or 1 hour if put in a censer first. It gives off a strong smell out to a range of 60ft. Creatures in this range have disadvantage on Wisdom (Perception) checks involving smell relating to anything other then the Incense, and advantage on Wisdom (Perception) checks in relation to the Incense.
 
 
'''Holy Water.''' As an action, you can splash the contents of this flask 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 holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
 
 
'''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.




Line 144: Line 86:


'''Lock.''' A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.
'''Lock.''' A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.
'''Magnifying Glass.''' This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.




'''Manacles.''' These metal restraints can bind a Small or Medium creature. 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.
'''Manacles.''' These metal restraints can bind a Small or Medium creature. 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.
'''Mess Kit.''' This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.




Line 160: Line 97:




'''Potion of Healing.''' A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
'''Rope, Hempen.''' Hempen rope has 2 hit points and can be burst with a DC 17 Strength check.




'''Ram, Portable.''' You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
'''Rope, Silk.''' Silk rope has 5 hit points and can be burst with a DC 23 Strength check.




'''Rations.''' Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
'''Torch.''' A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
 
 
'''Rope.''' Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
 
 
'''Scale, Merchant’s.''' A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
 
 
'''Spyglass.''' Objects viewed through a spyglass are magnified to twice their size.
 
 
'''Tent.''' A simple and portable canvas shelter, a tent sleeps two.
 


'''Tinderbox.''' This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch — or anything else with abundant, exposed fuel — takes an action. Lighting any other fire takes 1 minute.


 
'''War Horn.''' As an action you can blow a war horn and make a Constitution check, all other creatures within 15ft of must make a Constitution Saving Throw with the result of your check as the DC. On a failed save, a creature is deafened for 1 minute and cannot use its reaction while deafened. If the creature fails the save by 5 or more, it also falls prone. The creature can repeat the saving throw at the end of each of its turns, ending the deafness on a success.
'''Torch.''' A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.