Adventuring Gear

The Erenel site is undergoing major changes and lore updates. Please note only articles listed in the Gamingbrew Discord are finalized. All other articles should be considered outdated lore.
The following items can be used alongside offical 5E adventuring gear. This article will be updated as more adventuring gear is introduced into Erenel!

Adventuring Gear

Banner
A large flag or banner that can be set to a maximum of 10 feet tall and easily in combat thanks to its height. The banner can be affixed to a creature's torso with leather straps, allowing the banner to be carried without using hands. While a banner is fastened in this way, the creature cannot dash unless the creature has the Powerful Build feature or a Strength score of 15 or higher.  
Cup and String
This handheld device comes in a pair and resembles a small cup with a tiny string hanging out the bottom. While holding one of the cups and string, you can verbally communicate with any creature holding the other cup and string within 100-feet. To do so you must speak into the cup and hold the cup to your ear to listen.  
Daorin Eyeshade
Ground-up Daorin found along the Echo River can be used as an oily marking smeared under your eyes to reduce the effects of the sun. Daorin eyeshade can last up to 8 hours and prevents eye glare.  
Emergency Oxygen Supply
A mask worn over the nose and mouth which grants oxygen, allowing the wearer to breath normally for 1 hour in an oxygen-less environment.  
Hypodermic Needle
This speciality syringe can inject a boosting substance into a target's bloodstream. As an action, inject yourself or a creature with the boosting substance. If the creature is unwilling, you must make a melee weapon attack, treating the needle as an improvised weapon. After being injected you feel a rush of energy and for the next 2-hours your exhaustion level temporarily decreases by 1. You can only be under the effect of one Hypodermic Needle at a time.  
Parachute
As a bonus action while falling, a medium size or smaller creature can pull the ripcord on the parachute backpack to release the parachute. Whilte the parachute is deployed, the creature falling speed is reduced by half, and they take no falling damage. While on the ground with a deployed parachute, the creatures movement speed is halved until they remove the parachute.  
Parasol
Portable shade provided by an umbrella made of wood or bone and animal hides.
 
Sand Worm Hide
A thin layer of Sand Worm hide cut into a sheer material can be layered under armor and allow the skin to respire, while the hide absorbs moisture and dries quickly. Extremely effective against extreme heat and provides someone wearing Sand Worm Hide advantage on rolls against hot climates.
 
Water Distillation Kit
This hit uses the sun to evaporate "dirty" water for safe consumption. Pour the dirty water into the container and place the kit in direct sunlight to use the still. Condensation will fall into a separate container providing up to 1 gallon of water per day if the container is filled to capacity.
 
Wayfare Spectacles
Made from thin layers of glass affixed to stylish curved frames, the wayfare spectacles are popular with caravans and sand wayfares and prevent eye glare.

Ammunition

Elven Arrow
A masterfully crafted arrow with a serrated edge tip tears into flesh, causing heavy bleeding. Unfortunately, the tip often breaks after being fired, making scavenging for missed arrows impossible.  
Swiftwind Arrow
A masterfully aerodynamic crafted arrow with enlarged fletching allows the Swiftwind Arrow improved stability for longer ranged shots. Add +30/60 to your ranged weapon range increment when using this arrow. Unfortunately, the fletching breaks after being fired, making scavenging for missed arrows impossible.

Firearm Ammunition

Acidic Bullet
Changes the damage type of the firearm to acid damage.  
Blaze Bullet
Changes the damage type of the firearm to fire damage.  
Blessed Bullet
Changes the damage type of the firearm to radiant damage.  
Explosive Bullet
On hit, every creature within 5 feet of the target, excluding the initial target, must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Dexterity modifier.) A creature takes half the damage dealt from the attack on a failed save. Taking damage in this way does not apply any extra weapon effects.  
Nitrogen Bullet
Changes the damage type of the firearm to cold damage.  
Tesla Bullet
Changes the damage type of the firearm to lightning damage.  
Tranquilizer Dart
Deals no damage on hit. On hit, the target must make a DC12 Constitution saving throw at the end of its next turn or fall unconscious for 1-minute. The target remains unconscious in this manner until a creature spends an action to rouse them, or they take damage. If the target succeeds on the saving throw, they are immune to Tranquilizer Dart for 24 hours. This ammunition has no effect on undead, constructs or creatures that cannot be put to sleep.

Explosives

Cluck Cluck Grenade
As an action, you pull the pin and throw this chicken shaped hand grenade up to 20 feet, breaking it on impact. Make a ranged attack gainst a creature, treating the Cluck Cluck Grenade as an improvised weapon. On hit, the target must make a DC 12 Wisdom saving throw or be transformed into a Chicken for 1-minute as if they were under the effects of the polymorph spell. A creature can repeat this saving throw at the end of each of its turns, ending this effect on a success.  
Concussive Grenade
As an action, you pull the pin and throw this hand grenade up to 30 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the Concussive Grenade as an improvised weapon. On hit, the target takes 1d6 thunder damage and is deafened until the beginning of your next turn. All creatures in a 10 foot radius of the grenades impact site must make a DC 12 Dexterity saving throw or be deafened until the beginning of your next turn.  
Gnome Needle Turret
As an action, you throw a small turret at a point up to 30 feet away. Immediately after throwing the Gnome Needle Turret and at the end of your turn for the next 1d6 rounds, the turret will fire at a creature of your choosing within 15 feet of the landing point. The creature must make a DC13 Dexterity saving throw or take 2d6 piercing damage on a failed save or half as much damage on a success. The turret has an AC of 12 and 20 hit points.  
Lightning in a Bottle
This glass canister is full of a spark of lightning. As an action, throw lightning in a bottle up to 20 feet, shattering it on impact. All creatures in a 5 foot radius of the impact site must make a DC 10 Dexterity saving throw, taking 1d8 lightning damage on a failed save.  
Wild Magic Hand Grenade
As an action, you pull the pin and throw this hand grenade up to 60 feet, shattering it on impact. All creatures in a 10 foot radius of the grenades impact site must make a DC 13 Wisdom saving throw. On a failed save, each creature rolls a d100 and refers to the Wild Magic Surge table, gaining the result rolled.

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