Equipment
Arrows. Ammunition for shortbows or longbows.
Backpack. Holds all the gear you can carry. Don't lose it.
Caltrops. Tiny, triangle-shaped iron spikes. Living creatures who step on caltrops take 1 damage and can only move at half speed for 10 rounds.
Coin. One gold piece (gp) is worth 10 silver pieces (sp) and 100 copper pieces (cp).
Crossbow bolts. Ammunition for crossbows.
Crowbar. Grants advantage on checks to pry open stuck objects.
Flask or bottle. Glass containers that hold one draught of liquid.
Flint and steel. A small fire starter. With it, routine attempts to light a fire always succeed.
Gem. Gems come in numerous varieties and are very valuable.
Grappling hook. A rope anchor with three, curved tines.
Iron spikes. Strong spikes. Each has a hole for threading rope. Can be hammered in with weapons or other iron spikes.
Lantern. Casts light up to a double near distance. Requires oil. Has a shutter to hide the light.
Mirror. A small, polished mirror.
Oil flask. Fuels a lantern for one hour of real time. One flask covers a close area and burns for 4 rounds, dealing 1d4 damage each round.
Pole. Wooden, 10' long.
Rations. One day of food and water supply for one person.
Rope. Hemp, 60’ long.
Torch. Sheds light to a near distance. Burns for one hour
Loading (L). You must forgo moving to reload this weapon.
Thrown (Th). You can throw this weapon to make a ranged attack with it using Strength.
Two-handed (2H). You must use this weapon with two hands.
Versatile (V). You can use this weapon with one or two hands. Use the higher damage die if you’re wielding it with two.
Weapon types. Melee weapons (M) strike at arm's reach, and ranged weapons (R) strike at a distance.
Range. You can use a weapon at close (C), near (N), or far (F) range.
Backpack. Holds all the gear you can carry. Don't lose it.
Caltrops. Tiny, triangle-shaped iron spikes. Living creatures who step on caltrops take 1 damage and can only move at half speed for 10 rounds.
Coin. One gold piece (gp) is worth 10 silver pieces (sp) and 100 copper pieces (cp).
Crossbow bolts. Ammunition for crossbows.
Crowbar. Grants advantage on checks to pry open stuck objects.
Flask or bottle. Glass containers that hold one draught of liquid.
Flint and steel. A small fire starter. With it, routine attempts to light a fire always succeed.
Gem. Gems come in numerous varieties and are very valuable.
Grappling hook. A rope anchor with three, curved tines.
Iron spikes. Strong spikes. Each has a hole for threading rope. Can be hammered in with weapons or other iron spikes.
Lantern. Casts light up to a double near distance. Requires oil. Has a shutter to hide the light.
Mirror. A small, polished mirror.
Oil flask. Fuels a lantern for one hour of real time. One flask covers a close area and burns for 4 rounds, dealing 1d4 damage each round.
Pole. Wooden, 10' long.
Rations. One day of food and water supply for one person.
Rope. Hemp, 60’ long.
Torch. Sheds light to a near distance. Burns for one hour
Kits and Tools
Weapons and Armor
Finesse (F). You can use your Strength or Dexterity when attacking with this weapon.Loading (L). You must forgo moving to reload this weapon.
Thrown (Th). You can throw this weapon to make a ranged attack with it using Strength.
Two-handed (2H). You must use this weapon with two hands.
Versatile (V). You can use this weapon with one or two hands. Use the higher damage die if you’re wielding it with two.
Weapon types. Melee weapons (M) strike at arm's reach, and ranged weapons (R) strike at a distance.
Range. You can use a weapon at close (C), near (N), or far (F) range.
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