173 lines
23 KiB
Markdown
173 lines
23 KiB
Markdown
Useful equipment that isn’t armor or weapons is called Adventuring Gear. The Adventuring Gear table lists the price and weight of items commonly available for purchase. Items that have special rules or require further explanation are listed in the Special Gear section.
|
||
|
||
|**Item**|**Cost**|**Weight**|
|
||
|---|---|---|
|
||
|Air Bladder|3 gp|1 lb.|
|
||
|Alchemical Bolts (5)|5 gp|½ lb.|
|
||
|Bandolier|1 sp|—-|
|
||
|_Bombs_|||
|
||
|Fireorb|100 gp|½ lb.|
|
||
|Handheld|60 gp|1 lb|
|
||
|Mining|150 gp|10 lb.|
|
||
|Cartridge Pouch|1 gp|1 lb.|
|
||
|Clockwork Badger|400 gp|40 lb.|
|
||
|Clockwork Canary|100 gp|½ lb.|
|
||
|Color-Changing Parchment|2 gp|½ lb.|
|
||
|Drill, Adamantine|1,000 gp|60 lb.|
|
||
|Drill, Iron|200 gp|30 lb.|
|
||
|_Elemental Bottles_|||
|
||
|Acid|25 gp|1 lb.|
|
||
|Cold|50 gp|1 lb.|
|
||
|Fire|50 gp|1 lb.|
|
||
|Lightning|100 gp|1 lb.|
|
||
|Poison|100 gp|1 lb.|
|
||
|Thunder|75 gp|1 lb.|
|
||
|Elven adaptive leaves|100 gp|3 lb.|
|
||
|Ether|25 gp|¼ lb.|
|
||
|Garrote|5 sp|½ lb.|
|
||
|Glide Cloak|200 gp|2 lb.|
|
||
|Glow Worm|1 gp|½ lb.|
|
||
|Grappling Hook|20 gp|4 lb.|
|
||
|Grappling rod|200 gp|10 lb.|
|
||
|_Gunpowder_|||
|
||
|Barrel|125 gp|100 lb.|
|
||
|Horn|3 gp|1 lb.|
|
||
|Keg|65 gp|50 lb.|
|
||
|Ounce|1 sp|—-|
|
||
|Helmet, mining|10 gp|2 lb.|
|
||
|Jar of Leeches|20 gp|2 lb.|
|
||
|Magazine|1 gp|1 lb.|
|
||
|_Mantlet_|||
|
||
|Heavy large|100 gp|100 lb.|
|
||
|Heavy Personal|50 gp|50 lb.|
|
||
|Light Personal|25 gp|15 lb.|
|
||
|Paper Cartridges (10)|2 gp|1 lb.|
|
||
|Phosphorescent fungi|1 gp|½ lb.|
|
||
|Pulley|50 gp|10 lb.|
|
||
|Saddle, secure|30 gp|35 lb.|
|
||
|Sapper tar|50 gp|1 lb.|
|
||
|Silt mask|5 gp|½ lb.|
|
||
|Slughide dissolvent, cylinder|350 gp|1 ½ lb.|
|
||
|Slughide dissolvent, sphere|75 gp|1 lb.|
|
||
|Smokeball|10 gp|1 lb.|
|
||
|Surgery kit|50 gp|4 lb.|
|
||
|Trip sphere|100 gp|1 lb.|
|
||
|Undersuit|5 sp|1 lb.|
|
||
|Wormsilk rope (50 feet)|20 gp|4 lb.|
|
||
|Wormsilk Net|60 gp|2 lb|
|
||
|
||
# Special Gear
|
||
|
||
This section describes items that have special rules or require further explanation.
|
||
|
||
**Air Bladder.** You can fill this leather sack with air and reseal it to make it airtight. The bladder has a tube you can extend to breathe the air within it, providing 30 minutes of air to a Small or Medium creature. You can also use an air-filled bladder for flotation, and the bag typically has straps for this purpose. You don’t need to take any action to remain afloat, but it is taxing. After 8 hours afloat, a creature must make **CON** checks to avoid suffering exhaustion, as the forced march rules in the Player’s Guide.
|
||
|
||
**Alchemical Bolt.** As an action, you can fill this bulb-headed crossbow bolt with any alchemical liquid, such as alchemist’s fire or holy water. When you hit a creature with this bolt, it deals damage as normal then shatters, releasing the alchemical liquid inside it onto the target. The target is then subjected to the substance.
|
||
|
||
**Bandolier.** This leather, cross-body shoulder belt contains loops and several small pockets. It can hold up to 20 paper cartridges and up to 3 pistols.
|
||
|
||
**Bombs.** Bombs are explosive devices. Though they are made in a variety of ways and styles, they each involve gunpowder. As such, bombs have the gunpowder weapon property (see the Firearms section). As an action, you can ignite and throw a bomb up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the bomb as an improvised weapon. On a hit, the target takes damage (and any additional effect), depending on the type of bomb.
|
||
|
||
- **Fireorb.** These ornately engraved metal spheres are favored by dwarves. On a hit, this bomb deals 1d4 piercing damage plus 1d6 fire damage to the target, and each creature within 5 feet of the target must succeed on a **DC** 12 Dexterity saving throw or take 1d6 fire damage.
|
||
- **Handheld.** These small bombs are the most common and deal 1d6 fire damage on a hit.
|
||
- **Mining.** Miners often make bombs to help clear out large amounts of stone and ore; however, the bombs also can be used against structures or to destabilize foundations. These heavy bombs must be placed and ignited rather than thrown. After you light a mining bomb’s fuse, it explodes at the end of your next turn. Each creature within 10 feet of the mining bomb when it explodes must make a **DC** 12 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one. A non-magical object or structure in the area that isn’t being worn or carried takes 4d6 fire damage instead.
|
||
|
||
**Cartridge Pouch.** This leather belt pouch can hold 30 paper cartridges. The pouch is painted with a retardant material and has resistance to fire damage.
|
||
|
||
**Clockwork Badger.** This copper clockwork device made for digging looks like a Small badger. It has 1 charge.
|
||
|
||
The clockwork badger has a burrowing speed of 10 feet and can be set to dig a furrow up to 5 feet deep in a 20-foot square, or a 5-foot-wide hole measuring 100 feet deep. The device has AC 12 and 33 HP. A creature can use the clockwork badger as an improvised weapon, dealing 1d6 slashing damage with its claws. A creature can rewind the key on the badger to recharge it during a short or long rest.
|
||
|
||
**Clockwork Canary.** This clockwork safety device is made to look like a feathered canary and includes functional wings. It is made to signal to miners if the air has gone foul. It can operate for 8 hours.
|
||
|
||
The clockwork canary has a flying speed of 30 feet. Its yellow color changes to orange and its chirping changes from high and upbeat to low and slow to indicate the presence of toxic or flammable fumes within 30 feet of it. The bird flies in a predictable pattern and can avoid obstacles, allowing others to follow it to safety. The clockwork canary also has a toggle to silence it. The device has AC 14 and 12 HP. After 8 hours, the clockwork canary falls silent and lands. A creature can rewind the key on the canary to recharge it for another 8 hours during a short or long rest.
|
||
|
||
**Color-Changing Parchment.** This alchemically treated paper blackens when exposed to poisonous or flammable gases and gradually lightens when the exposure ends. Devious owners of this parchment use it to send hidden messages by exposing the parchment to a gas that provokes its color change.
|
||
|
||
**Drill.** A drill is a hand-cranked device that bores a hole through wood or stone. The hole measures one inch wide by up to ten inches deep. A creature can drill through 1 inch of wood in one round and 1 inch of stone in three rounds. An iron drill dulls relatively quickly, requiring a successful **DC** 10 **INT** (Construction Tools) check to resharpen it after a month of use. An adamantine drill functionally never needs sharpening. Drills can be noisy and attract unwanted attention when used carelessly.
|
||
|
||
**Elemental Bottle.** As an action, you can throw this bottle up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the elemental bottle as an improvised weapon. On a hit, the target takes damage (and any additional effect), depending on the type of liquid in the bottle.
|
||
|
||
- **Acid**. A target hit by this bottle takes 2d6 acid damage.
|
||
- **Cold.** A target hit by this bottle takes 1d4 cold damage and its speed is halved for 1 minute. At the end of each of its turns, the target can make a **DC** 10 Constitution saving throw, ending the effect on itself on a success.
|
||
- **Fire.** A target hit by this bottle takes 1d4 fire damage and catches fire. Until a creature takes an action to douse the fire, the target takes 1d4 fire damage at the start of each of its turns.
|
||
- **Lightning.** A target hit by this bottle takes 1d6 lightning damage and must succeed on a **DC** 10 Constitution saving throw or be paralyzed until the end of its next turn.
|
||
- **Poison.** A target hit by this bottle takes 1d4 poison damage and is poisoned for 1 minute. At the end of each of its turns, the target can make a **DC** 10 Constitution saving throw, ending the condition on itself on a success
|
||
- **Thunder.** A target hit by this bottle takes 1d4 thunder damage and is deafened for 1 minute. At the end of each of its turns, the target can make a **DC** 10 Constitution saving throw, ending the condition on itself on a success.
|
||
|
||
**Elven Adaptive Leaves.** These adhesive leather leaves are dyed in hues of green, brown, and gray and can cover one suit of armor or set of clothing of a Medium or smaller creature or one shield for 24 hours. Applying the leaves takes 10 minutes. When you wear armor or clothing or wield a shield covered in these leaves, you have advantage on Dexterity (Stealth) checks made to hide in a forest or other terrain with ample vegetation. When the duration ends, the leaves fall off one by one, and they can’t be reused.
|
||
|
||
**Ether.** Ether and similar alchemical substances are designed to knock out a target. Industrious souls proficient with alchemist tools can craft bottles of ether with a successful **DC** 13 **INT** (Alchemist Tools) check.
|
||
|
||
To use ether, you must take an action to douse a rag in the contents of a vial. The fumes fade quickly and lose effectiveness after 1 minute. During this time, you must succeed in grappling a creature that breathes, who then must make a **DC** 13 **CON** save over a number of turns. As long as you maintain the grapple, the creature must make a new **CON** save at the start of each of your turns. Creatures who are surprised during the grapple attempt have disadvantage on the save.
|
||
|
||
Once a creature accumulates 3 failures, it falls unconscious for 1 hour or until it takes damage. If a save fails by 5 or more, treat it as two failures toward the total. After three successes, the ether has no effect.
|
||
|
||
**Garrote.** A garrote is a wire or thin rope about a foot or two in length, often attached to handles for grip. Acquiring one is rarely legal. The purpose of this grim tool is to strangle a creature with maximum efficiency. Anyone proficient with thieves’ tools is proficient with a garrote.
|
||
|
||
You must successfully grapple a creature to effectively use a garrote. Instead of making a **STR** (Athletics) check for the grapple, you can make a **DEX** (Thieves’ Tools) check. You have disadvantage on the check if you are sensed by your target. While attempting to garrote a target, attackers have advantage to hit you and you have disadvantage on **DEX** saves.
|
||
|
||
Grappled creatures begin suffocating immediately, having no time to draw breath. See Player’s Guide for rules on suffocating.
|
||
|
||
**Glidecloak.** You can loop your hands and feet into specially designed loops at the sides and bottom of this finely woven cloak to create a wing-like surface to facilitate gliding through the air. While wearing a glidecloak and falling, you can use an action each turn to glide half of your falling speed in the horizontal direction of your choice. If you succeed on a **DC** 15 Dexterity (Acrobatics) check before striking the ground, you can land without taking falling damage. The glidecloak has no effect if the falling distance is less than 15 feet.
|
||
|
||
**Glow Worm.** Glow worms are giant fire beetle larvae that produce a gentle glow until they mature. With minimal care, a glow worm provides a constant light source, equivalent to a candle, for three months. Afterward, the larva reaches maturity and becomes a fire beetle. A glow worm has AC 8 and 2 HP.
|
||
|
||
**Grappling Hook.** This metal device has two or three prongs and a ring through which you can tie a rope. Simpler versions are generally part of a climber’s kit (see Player’s Guide), but a creature using a purpose-built grappling hook has advantage on a **STR** (Athletics) check when climbing.
|
||
|
||
**Grappling Rod.** A miniature grappling hook sits in the hollow of this wooden rod, attached to a drum holding a spool of 100 feet of strong rope. Two buttons on the rod activate the clockwork mechanism inside. As an action, you can press one button to launch the hook at a point you can see within 100 feet of you. The hook latches onto a ledge, rock, battlement, or other protrusion at the location, securing the rope. You can launch the hook at a point you can’t see if it is an obvious location, such as a leaf-shrouded tree branch or the lip of a ledge above you. At the GM’s discretion, some locations, such as narrow battlements or a steep roof, might require an attack roll or Dexterity check to successfully launch the hook at them or might not have the appropriate features for securing the hook.
|
||
|
||
As a bonus action, you can press the second button on the rod to cause the rope to retract on its spool at a rate of 50 feet per round. If the grappling hook is secured to a location and you are holding this grappling rod, you and anything you are wearing or carrying are pulled toward the hook at the same rate of speed. The grappling rod can hold up to 500 pounds.
|
||
|
||
**Gunpowder.** Gunpowder is a black, granular, alchemical mixture of sulfur, charcoal, and saltpeter, giving the substance it’s more common name of “black powder.” It is a necessary ingredient in the paper cartridges used by firearms. Igniting an ounce of gunpowder causes it to burn for 1 round, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Gunpowder in larger quantities can have more devastating effects. When used as a weapon or explosive device, gunpowder has the Gunpowder weapon property:
|
||
|
||
- **Barrel.** A barrel contains enough gunpowder to fill approximately 40 gunpowder horns. Igniting a full barrel of gunpowder causes it to explode at the end of the next round. Each creature within 15 feet of the keg must make a **DC** 12 Dexterity saving throw, taking 2d4 piercing plus 5d6 fire damage on a failed save, or half as much damage on a successful one.
|
||
- **Horn.** A horn contains enough gunpowder to create 30 paper cartridges. Igniting a full horn of gunpowder causes it to explode immediately. Each creature within 5 feet of the horn must make a **DC** 12 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
|
||
- **Keg.** A keg contains enough gunpowder to fill approximately 20 gunpowder horns. Igniting a full keg of gunpowder causes it to explode at the end of the next round. Each creature within 10 feet of the keg must make a **DC** 12 Dexterity saving throw, taking 1d4 piercing plus 3d6 fire damage on a failed save, or half as much damage on a successful one.
|
||
|
||
**Mining Helmet.** While wearing this helmet, you have advantage on a save against damage during cave-ins or collapses. After the helmet’s effect has been used once, it is nonfunctional until repaired.
|
||
|
||
**Jar of Leeches.** This small, glass jar is filled with leeches. As an action, you can throw this jar up to 20 feet, shattering it on impact. Make a ranged attack against a creature, treating the jar of leeches as an improvised weapon. If the jar hits a creature that isn’t a construct or undead, the target takes 1d4 piercing damage, and at the start of each of its turns, it takes 1 piercing damage as the leeches stick to the target and continue biting it. A spellcaster covered in leeches has disadvantage on Constitution saving throws to maintain concentration on spells. A creature can end this effect by using its action to make a **DC** 10 Dexterity check to scrape off the leeches.
|
||
|
||
Alternatively, the leeches can be used to aid in medical procedures. The leeches have ten uses. When you make a Wisdom (Medicine) check, you can expend one use of this jar to give yourself advantage on the check, provided the check involves blood and wounds, stabilizing, or treating a disease or poison. If the jar has five or fewer uses remaining, you can’t make an attack with it.
|
||
|
||
**Magazine.** This empty magazine can hold an amount of ammunition for a weapon with the Magazine property up to the value noted in parenthesis on that property.
|
||
|
||
**Mantlet.** This portable, miniature wall is typically made of wood or wicker, is “U” or “L” shaped, and provides protection to those behind it. A mantlet can have spikes on the bottom for planting it in the ground or wheels for rolling it along the ground. You can move and set a mantlet as part of your movement, but you move at half your speed. A damaged mantlet can be repaired during a long rest, provided it isn’t destroyed and you have woodcarver’s tools.
|
||
|
||
- **Heavy Large.** This large, wooden mantlet has three wheels and is designed to protect multiple creatures on a battlefield, allowing soldiers to steadily gain ground on their opponents. This mantlet can protect up to two Medium or smaller creatures or one Large creature. A creature protected by this mantlet has three-quarters cover from attacks on the other side of the mantlet. A heavy large mantlet has 25 hit points, an Armor Class of 15, and a damage threshold of 5.
|
||
- **Heavy Personal.** This wooden mantlet has three wheels and is considerably heavier than its wicker counterpart. It can’t be folded, but it provides superior protection. A Medium or smaller creature behind this mantlet has three-quarters cover from attacks on the other side of the mantlet. A heavy personal mantlet has 20 hit points, an Armor Class of 15, and a damage threshold of 2.
|
||
- **Light Personal.** This wicker mantlet has spikes for planting it into the ground, and it can be folded for easy transportation in a backpack or slung over a shoulder. It can be folded or unfolded as an action. A Medium or smaller creature behind this mantlet has half cover from attacks on the other side of the mantlet. A light personal mantlet has 15 hit points and an Armor Class of 13.
|
||
|
||
**Paper Cartridge.** This small tube of beeswax-coated paper contains gunpowder and a metal bullet, and it is the primary ammunition for weapons with the Gunpowder property.
|
||
|
||
**Phosphorescent Fungi.** These underground fungi provide a constant light source, equivalent to a candle. They glow in a number of eerie colors. If these fungi are your only source of light for 8 hours, you must succeed on a **DC** 10 **WIS** save each hour afterward or suffer a random, short-term dread effect (see Dread in Game Master’s Guide) or confusion spell effect for 1 minute.
|
||
|
||
**Pulley.** This simple machine has a wheel that can be mounted to a surface. A coil of rope can then be supported by the wheel, allowing you to pull on the rope and move or lift heavy objects, up to your lifting capacity (30 times your Strength score). Using a second pulley doubles the amount you can lift.
|
||
|
||
**Secure Saddle.** Some underground mounts have unusual movement styles, requiring extra precaution when the mounts start climbing walls or burrowing into stone. This cumbersome saddle requires two rounds to properly secure on a mount. Once the saddle is ready, you have advantage on checks or saves you make to remain mounted.
|
||
|
||
**Sapper Tar.** This viscous alchemical liquid softens earth and stone. As an action, you can smear the contents of this jar onto a non-magical object or structure made of earth or stone, weakening it up to a 1-foot cube of it for 1 minute. For the duration, the object or structure’s damage threshold is reduced by 5, and the weakened stone is pliable, becoming the consistency of firm clay. While the stone is softened in this way, you can write symbols in the stone, pull shackles or door hinges free from a wall, soundlessly embed a piton, or similar.
|
||
|
||
Alternatively, you can use an action to pour the tar onto a construct or elemental made of earth or stone within 5 feet of you or throw it at such a creature within 20 feet of you, shattering the tar’s container on impact. In either case, make a ranged attack against the creature, treating the tar as an improvised weapon. On a hit, the structural integrity of the earthen or stone creature is weakened, reducing the creature’s Armor Class by 2 for 1 minute. At the end of each of its turns, the creature can make a **DC** 12 Constitution saving throw, ending the effect on itself on a success.
|
||
|
||
**Silt Mask.** This covering keeps sand and other irritants out of the respiratory tract. Creatures wearing a silt mask have advantage on saving throws against effects that are delivered through breathing. Casting a spell with verbal components while wearing a silt mask requires a **DC** 10 Constitution check. On a failure, the spell slot is expended without effect.
|
||
|
||
**Slughide Dissolvent.** This clear, gelatinous liquid is kept in specially prepared porcelain spheres or in brass and crystal cylinders to be released in a spray.
|
||
|
||
- **Cylinder.** As an action, you can press the plunger on the bottom of the cylinder, expelling its contents out through the cylinder in a 30-foot line that is 5 feet wide. Each creature in that area must make a **DC** 13 Dexterity saving throw, taking 2d6 acid damage on a failed save, or half as much damage on a successful one. A creature that failed the saving throw takes 1d4 acid damage at the start of each of its turns. The creature can make a **DC** 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Dousing the creature in a gallon of wine immediately ends the effect. The cylinder can’t be used again until reloaded with dissolvent, which costs 75 gp.
|
||
- **Sphere.** As an action, you can throw the sphere up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the sphere as an improvised weapon. On a hit, the target takes 1d6 acid damage and is covered in acid. The creature takes 1d4 acid damage at the start of each of its turns. It can make a **DC** 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. Dousing the creature in a gallon of wine immediately ends the effect.
|
||
|
||
**Smokeball.** This pellet or pouch filled with alchemical substances releases sudden, powerful smoke after a strong impact, such as striking the ground. A character proficient with alchemist tools can craft smokeballs with a successful **DC** 15 **INT** (Alchemist Tools) check.
|
||
|
||
As an action, you can throw a smokeball at a point up to 30 feet away from you. This heavily obscures a 10-foot radius area around that point until the start of your next turn. A favorite tactic of many rogues is to throw a smokeball, move to where the line of sight is broken, and then hide using the Cunning Action feature.
|
||
|
||
**Surgery Kit.** This leather roll-up can be fastened with an attached cord for storage. It contains all the tools a surgeon needs to pursue their craft, including several sharp scalpels, a whetstone, a small mirror, sponges, bandages, several needles, a small box of soap, and a bobbin of strong silk thread. In addition, this kit can be used in the same way as a healer’s kit, and it contains enough consumable material for 10 uses. If you expend one use of this kit to treat an injured creature during a short rest and the creature uses a Hit Die to recover hit points, it can treat any 1 or 2 it rolls as a 3 instead. The consumable portion of the kit can be replaced for 25 gp.
|
||
|
||
**Trip Sphere.** This apple-sized iron sphere contains gunpowder in an alchemical solution. As an action, you can throw this sphere up to 30 feet. It detonates with concussive force on impact and is destroyed. Each creature within 5 feet of where the sphere landed must succeed on a **DC** 10 Dexterity saving throw or be knocked prone.
|
||
|
||
**Undersuit.** You wear this form-fitting suit under your clothing. It keeps you dry and warm in damp, chilly conditions. When wearing it, you have advantage on saves to resist the effects of natural cold hazards.
|
||
|
||
**Wormsilk Rope.** Wormsilk rope has 4 hit points and can be burst or detached with a **DC** 20 Strength check.
|
||
|
||
**Wormsilk Net.** A wormsilk net is a lighter, more durable variant of a standard net and can be thrown (range 10/20). A creature restrained by a wormsilk net must succeed on a **DC** 14 Strength check to free itself. In addition, a wormsilk net has AC 12 and 10 hit points.
|