Gear
Name | Cost | Weight |
Adrenaline Shot | 1000cr | 0.5 lbs |
Backpack | 5cr | 5 lb. |
Breaching Charge | 50cr | 20 lb. |
Breaching Charge (Thermite) | 250cr | 20 lb. |
Binoculars | 100cr | .5 lb. |
Blanket | 5cr | 3 lb. |
Bolt Cutter | 25cr | 5 lb. |
Bottle, Ceramic | 3cr | 1 lb. |
Bottle, Glass | 5cr | 1 lb. |
Briefcase | 5cr | 2 lb. |
Camera, Film | 15cr | 2 lb. |
Candles (10) | 1cr | - |
Chain (10ft) | 20cr | 10 lb. |
Clothes, Business | 70cr | 3 lb. |
Clothes, Casual | 10cr | |
Clothes, Cold Weather | 100cr | 10 lb. |
Clothes, Military | 50cr | 2 lb. |
Clothes, Party | 60cr | 1 lb. |
Clothes, Special | 100cr | 3 lb. |
Crowbar | 15cr | 5 lb. |
Duct Tape | 3cr | 1 lb. |
Experimental Spy Drone | 50cr | 1 lb. |
Field Medicine Kit | 25cr | .5 lb. |
Fire Extinguisher | 80cr | 3 lb. |
First Aid Kit | 30cr | 3 lb. |
Flashlight | 20cr | .5 lb. |
Flashlight, Undermount | 40cr | .5 lb. |
Gaming Set | 40cr | 2 lb. |
Gas Mask | 200cr | 5 lb. |
Grappling Hook | 20cr | 4 lb. |
Hammer | 6cr | 1 lb. |
Handcuffs | 70cr | .5 lb. |
Hazmat Suit | 400cr | 5 lb. |
High Dosage Field Medicine Kit | 150cr | .5 lb. |
Ladder, Collapsable (20 feet) | 4cr | 25 lb. |
Lighter | 10cr | - |
Lighter Fluid (4 oz) | 20cr | .5 lb. |
Lock (Sensor) | 50cr | 1 lb. |
Lock and Key | 20cr | 1 lb. |
Mess Kit | 10cr | 1 lb. |
Metal Detector | 300cr | 2 lb. |
Mirror | 50cr | .5 lb. |
Mug | 1cr | - |
Paracord (50ft) | 20cr | .5 lb. |
Poison, Basic (vial) | 200cr | - |
Portable Stove | 90cr | 1 lb. |
Prosthetic Limb | 50cr | - |
Quiver or Crossbow Bolt Case | 3cr | 1 lb. |
Shovel | 5cr | 5 lb. |
Sleeping Bag | 5cr | 7 lb. |
Tent, One-Person | 4cr | 15 lb. |
Tent, Two-person | 6cr | 20 lb. |
Tool Belt | 10cr | 2 lb. |
Walkie-Talkie | 150cr | 1 lb. |
Water Bottle | 1cr | 5 lb. |
Whistle | 10cr | - |
WristComp | 250cr | 1 lb. |
Adrenaline Shot
You stab this shot directly into the heart of a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.Binoculars
Objects viewed through a pair of binoculars are magnified to up to 94x their size.Bolt Cutter
Exceptionally heavy wire cutters. You can use them to make a Strength (Athletics) check to cut through padlocks (DC 15), chain link fences (DC 10), or similar.Breaching Charge
A breaching charge is a specially designed explosive that allows the user to safely blow a hole in soft and medium hardened walls.As an action, a Breaching charge may be attached to a wall constructed of soft or medium materials, such as wood, concrete or other similar substances. Using a detonator or a timer, the charge can be detonated to blow a 5' hole in the wall. Creatures immediately on the other side suffer 6d6 piercing damage from the shrapnel, with a DC15 Dexterity Saving Throw for half damage.
Breaching Charge (Thermite)
A Thermite Breaching Charge works in the same manner as a Breaching Charge, but also can blow a 5' hole in hardened walls, such as reinforced concrete, metal, or other exotic materials. Only the strongest of structures, such as those reinforced with extremely thick walls or force fields, can stand against a Thermite Charge. Creatures on the other side take 10d6 piercing damage, with a DC20 Dexterity Saving Throw for half damage.Camera, Film
As long as it has empty film, the camera can take still images. However, the images must be developed which requires an appropriate environment and photographic developer. This camera is non-digital and resistant to EMP and other electronic detection.Chain
A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.Climber's Kit
This kit includes pitons, carabiners, rope, 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.Crowbar
Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.Field Medicine Kit
This kit contains rapidly deployable aid such as wound closure spray, emergency blood and medicine designed for rapid recovery during battle. When consumed, you regain 2d4+2 Hit Points. If administered by someone with proficiency in Medicine, roll the Hit Points gained with advantage.High Dosage Field Medicine Kit
This kit contains the same items as a Field Medicine Kit but in higher dosage, as well as antidotes and emergency medicine designed to improved your immune system. When consumed, you regain 4d4+4 Hit Points, are instantly cured of any poisons or the poisoned condition, and can make another saving throw against any disease currently affecting you. If administered by someone with proficiency in Medicine, roll the Hit Points gained with advantage.First Aid Kit
This kit contains plasters, bandages, gauze, dressings, safety pins, disposable sterile gloves, a defibrillator, tweezers, scissors, cleansing wipes, sticky tape, a thermometer, painkillers, and creams. One trained in Medicine can use a first aid kit can make a Wisdom (Medicine) check to treat minor injuries and pains. The kit can also be used as an action to stabilize a creature that has 0 hit points without needing to make a Wisdom (Medicine) check to do so. Alternatively if administered by someone with proficiency in Medicine, you may expend one of the kits uses to cause the creature to gain 1 hit point. A first aid kit can be used ten times, after which the first aid kit is expended and must be replaced.Flashlight
As long as it has a power cell this flashlight casts bright light in a 60-foot cone and dim light for an additional 60 feet. The undermount version can be attached to most pistols and rifles without occupying a modification slot.Handcuffs
These restraints can bind two limbs of a Small or Medium creature, assuming an appropriate body structure. Escaping the handcuffs requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of handcuffs comes with one key. Without the key, a creature proficient with thieves’ tools can pick the handcuffs’ lock with a successful DC 20 Dexterity check. Handcuffs have 15 hit points.Hazmat Suit
This is a completely enclosed garment with a self-contained breathing apparatus designed for use with an air canister. A hazmat suit’s purpose is to fully protect the wearer from one kind of environmental hazard. You can’t wear a hazmat suit over armour or a helmet. While wearing it you have immunity to a specific type of damage and automatically succeed at certain related saving throws (see the descriptions of specific hazmat suits). In addition to the suit’s other benefits, the breathing apparatus provides the same advantages as a gas mask, providing total protection from eye and lung irritants. However, you also have disadvantage on all Dexterity-based ability checks, saving throws, and all melee and ranged attack rolls. When you’re hit by a piercing or slashing melee or ranged attack, there’s a risk that your hazmat suit will be damaged. Roll 1d6.• On a result of 3-6 your hazmat suit is undamaged by the attack and you are immune as normal.
• On a 1-2, your hazmat suit is damaged. From this attack onward until repaired, the damaged hazmat suit grants resistance to damage and advantage on saving throws, but not full immunity.
Lock and Key
A solid lock with a single key. It takes a DC 20 Dexterity (Thieves’ Tools) check to open it.Lock (Sensor)
This solid lock is more difficult than a normal one for lockpickers to get through. It has a series of sensors that reprograms the tumblers if tampering is detected and the key is not present. Dexterity checks made to pick the lock have disadvantage.Lighter
A handheld device that can produce a small flame while it has fluid and a wick remaining. 4oz of fluid lasts roughly a month if the lighter is in regular use.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.Metal Detector
As long as it has a battery, this handheld device provides a +10 bonus to all Intelligence (Investigation) checks involving metal.Poison, Basic
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of non-bullet ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.Prosthetic Limb
This item replaces a lost limb a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die.Experimental Spy Drone
You gain access to an Experimental Spy Drone. The drone runs off of an experimental Gamma ray emitter signal using Gloomium at its core. While the signal goes through nearly any object, it has a short range. The Spy Drone is incorporated into a slot on your armor, requires Low Power, and can be deployed using an action. It has the Statistics shown below. The drone acts semi-autonomously, if it ever gets more than 100' from you it will return to the last place it knew you were at. Your drone acts independently of you, but it always obeys your commands. In Combat, it acts on your turn. A drone can’t Attack, but it can take other Actions as normal. When the drone drops to 0 Hit Points, it shatters and is destroyed. While your drone is within 100 feet of you, you can communicate with it through your headset. Additionally, as an action, you can activate the drones onboard cameras and see through it andd hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your drone as it folds up and is stored in your armor. You can’t have more than one drone at a time.Experimental Spy Drone
Tiny robot, unalignedArmor Class 11
Hit Points 1 (1d4 - 1)
Speed 0 ft., hover 30 ft.
STR 3 (-4)
DEX 13 (+1)
CON 8 (-1)
INT 2 (-4)
WIS 12 (+1)
CHA 7 (-2)
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Challenge 0 (10 XP)
Flyby. The drone doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Sensors. The drone has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Comments