Blacksmith
Items
Adventuring Gear
- Ball Bearings (1000) (1 GP) - As an action, you can spill the ball bearings from their pouch to a cover a level, 10-foot square area. A creature moving through the area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed does not need to make the save.
- Bell (1 GP)
- Bucket (5 SP) - Capacity: .5 Cubic Feet/3 Gallons
- Caltrops (20) (1 GP) - As an action, you can spread the caltrops from their pouch to a cover a 5-foot square area. A creature that enters the area must succeed on a DC 15 Dexterity saving throw or take 1 piercing damage and stop moving. A creature moving through the area at half speed does not need to make the save.
- Chisel (1 GP)
- Crowbar (2 GP) - The crowbar grants advantage to applicable Strength checks.
- Flask or Tankard (2 SP) - Capacity: 1 Pint
- Grappling Hook (2 GP)
- Hammer (1 GP)
- Hammer, Sledge (2 GP)
- Jug or Pitcher (2 SP) - Capacity: 1 Gallon
- Kettle (2 GP)
- Manacles (2 GP) - The manacles 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 and AC 20.
- Musical Instrument, Horn (3 GP)
- Pickaxe (2 GP)
- Piton (5 CP)
- Pot, Iron (2 GP) - Capacity: 1 Gallon
- Saw (2 GP)
- Shovel (2 GP) - The shovel grants advantage to applicable Strength checks.
- Spikes, Iron (10) (1 GP)
- Wire (15 Feet) (2 SP)
- Chain Shirt (50 GP) - 13 + DEX (Max 2)
- Scale Mail (50 GP) - 14 + DEX (Max 2) (Stealth Disadvantage)
- Breastplate (400 GP) - 14 + DEX (Max 2)
- Half Plate (750 GP) - 15 + DEX (Max 2) (Stealth Disadvantage)
- Ring Mail (30 GP) - 14 (Stealth Disadvantage)
- Chain Mail (75 GP) - 16 (STR 13) (Stealth Disadvantage)
- Splint (200 GP) - 17 (STR 15) (Stealth Disadvantage)
- Plate (1500 GP) - 18 (STR 15) (Stealth Disadvantage)
- Shield, Medium (10 GP) - +2
- Shield, Heavy (50 GP) - +3 (STR 15 ) (Stealth Disadvantage)
- Smith’s Tools (20 GP)
- Tinker's Tools (50 GP)
- Dagger (2 GP) - 1d4 Piercing - Finesse, Light, Thrown (20/60)
- Handaxe (5 GP) - 1d6 Slashing - Light, Thrown (20/60)
- Light Hammer (2 GP) - 1d4 Bludgeoning - Light, Thrown (20/60)
- Mace (5 GP) - 1d6 Bludgeoning
- Sickle (1 GP) 1d4 Slashing - Light
- Spear (1 GP) - 1d6 Piercing - Thrown (20/60), Versatile (1d8)
- Battleaxe (10 GP) - 1d8 Slashing - Versatile (1d10)
- Flail (10 GP) - 1d8 Bludgeoning
- Greataxe (30 GP) - 1d12 Slashing - Two-handed
- Greatsword (50 GP) - 2d6 Slashing - Two-handed
- Halberd (20 GP) - 1d10 Slashing - Reach, Two-handed
- Longsword (15 GP) - 1d8 Slashing - Versatile (1d10)
- Maul (10 GP) - 2d6 Bludgeoning - Two-handed
- Morningstar (15 GP) - 1d8 Piercing
- Pike (5 GP) - 1d10 Piercing - Reach, Two-handed
- Scimitar (25 GP) - 1d6 Slashing - Finesse, Light
- Shortsword (10 GP) - 1d6 Piercing - Finesse, Light
- Trident (5 GP) - 1d6 Piercing - Thrown (20/60), Versatile (1d8)
- Warhammer (15 GP) - 1d8 Bludgeoning - Versatile (1d10)
- Dart (5 CP) - 1d4 Piercing - Finesse, Thrown (20/60)
Remove these ads. Join the Worldbuilders Guild
Comments