Adventuring Gear Rules in The Planes of the Architect | World Anvil
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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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