Adventuring Gear Rules
Gear | Effects |
---|---|
Acid | Can splash a target within 5' or can throw vial up to 20' using a ranged attack roll. Does 2d6 acid damage on hit. |
Alchemist's Fire | Can throw flask up to 20' using a ranged attack roll. Does 1d4 fire damage each round on hit. DC 10 Dex save to end the effect. |
Antitoxin | Gain advantage against poison saves for one hour. |
Ball Bearings | Cover 10' square level surface, if stepped on make DC 10 Dex save or fall prone. Can move at half speed to avoid the save. |
Block and Tackle | Hoists four times your lifting capacity. |
Caltrops | Cover 5' square, if stepped on make DC 15 Dex save or stop moving and take 1 piercing damage. Also lose 10' speed until HP from caltrop is healed. |
Candle | Lasts one hour, sheds 5' dim light and 5' bright light. |
Case, crossbow bolt | Holds 20. |
Case, map or scroll | Holds 10 sheets of paper or 5 of parchment. |
Chain | 10 HP, DC 20 Str check to break. |
Climber's Kit | Contains pitons, boot tips, gloves, and harness. Has 25' of climbing range. |
Crowbar | Advantage on Str checks when using the crowbar. |
Fishing Tackle | Contains wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. |
Healer's Kit | Has 10 uses worth of herbs and bandages. |
Holy Water | Can splash a target in 5' or throw flask up to 20' using a ranged attack roll. Does 2d6 radiant damage on hit to undead and fiends. Can be made by cleric or paladin taking one hour and 25 gp worth of silver powder and consumes a 1st level spell slot. |
Hunting Trap | DC 13 Dex save or take 1d4 piercing damage and stop moving. Have a 3' leash of chain which can be broken with a DC 13 Str check, failed attempts do 1 piercing damage to trapped creature. |
Lamp | Lasts 6 hours per pint of oil. Gives off 15' of bright light and 30' of dim light. |
Lantern, bullseye | Lasts 6 hours per pint of oil. Gives off a 60' cone of bright light with an additional 60' of dim light. |
Lantern, hooded | Lasts 6 hours per pint of oil. Gives off 30' of bright light and 30' of dim light. Can lower hood to reduce light to 5' dim light. |
Manacles | Restrains small or medium creature. DC 20 Dex check or DC 20 Str check to free self. Picking requires DC 15 Dex check with tools. They have 15 HP. |
Mess Kit | Contains a cup, simple cutlery, a pan, and a plate. |
Oil | Can splash a target in 5' or thrown flask up to 20' using a ranged attack roll. Target is covered in oil for one minute on hit. This causes fire damage to do an extra 5 damage. Can cover 5' square and ignite it to do 5 damage to any creates caught in the fire. It burns for two rounds. |
Poison, basic | One vial covers one slashing or piercing weapon or three pieces of ammo. Must make DC 10 Con save or take 1d4 poison damage. Lasts one minute on weapon. |
Pouch | Holds 20 sling bullets or 50 blowgun needles. |
Quiver | Holds 20 arrows. |
Ram, portable | Gain +4 on Str check to break down doors. An ally can assist to give advantage. |
Rations | Consists of 2 lbs of jerky, dried fruit, hard tack, and nuts. |
Rope | Made of hemp or silk. DC 17 Str check to break, it has 2 HP. |
Scale, merchant's | Weight up to two pounds. |
Spellbook | Contains 100 vellum pages. |
Spyglass | 2x zoom. |
Tent | Fits two, made of canvas. |
Tinderbox | Contains flint, fire steel, and tinder. Takes one minute to fully construct a fire. |
Torch | Lasts one hour. Gives off 20' of bright light and 20' of dim light. Does 1 fire damage on hit. |
Artisan's Tools | Each set of tools has its own proficiency. |
Disguise Kit | Contains cosmetics, hair dye, and small props. |
Herbalism Kit | Proficiency needed with this to make antitoxin or healing potions. |
Forgery Kit | Contains papers, inks, waxes, seals, gold and silver leaf. |
Thieves' Tools | Contains small file, lockpicks, small mirror, narrow scissors, and a pair of pliers. |
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