Adventuring Gear

Acid, Vial (25GP, 2lbs). 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, Flask (50GP, 1lbs). 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, Vial (50GP, 1lbs).A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to constructs.


Ball Bearings, Bag of 1,000 (1GP, 2lbs). 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.


Book (25GP, 5lbs). A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.


Caltrops, Bag of 20 (1GP, 2lbs). As an action, you can spread 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.


Candle (1CP, 1/4lbs). For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.


Case, Map or Scroll (1GP, 1lbs). This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.


Chain, 10 feet (5GP, 10lbs). A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.


Holy Water, Flask (25GP, 1lbs). 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.


Hunting Trap (5GP, 25lbs). 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.


Incense (2SP, 1/4lbs). 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.


Lamp (5SP, 1lbs). A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.


Lantern, Bullseye (10GP, 2lbs). A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.


Lantern, Hooded (5GP, 2lbs). A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.


Lock (10GP, 1lbs). 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.


Manacles (2GP, 6lbs). 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.


Oil, Flask (1SP, 1lbs). Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.


Rope, Hempen, 50 feet (1GP, 10lbs). Hempen rope has 2 hit points and can be burst with a DC 17 Strength check.


Rope, Silk, 50 feet (10GP, 5lbs). Silk rope has 5 hit points and can be burst with a DC 23 Strength check.


Torch (1CP, 1lbs). 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.


War Horn (5GP, 3lbs). 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.