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Adventuring Gear

An adventurer's gear includes eveything they're carrying, besides their weapons and armor. Some of these have special rules or require further explanation.   Acid: As an Action, you can splash the Contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an Improvised Weapon. On a hit, the target takes 2d6 acid damage.   Antitoxin: A creature that drinks this vial of liquid gains advantage on Saving Throws against poison for 1 hour. It confers no benefit to Undead or Constructs.   Arcane Focus: An arcane focus is a Special item— an orb, a Crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane Spells. A Vitki, Varðlokkur, or Runekeeper can use such an item as a Spellcasting focus.   Ball bearings: As an Action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.   Block and tackel: A set of pulleys with a cable threaded through them and a hook to attach to Objects, a Block and tackle allows you to hoist up to four times the weight you can normally lift.   Book: A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on dvergr contraptions, or just about anything else that can be represented using text or pictures. A book of Spells is a Spellbook (described later in this section).   Caltrops: As an Action, you can spread a bag of Caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save.   Candle: For 1 hour, a Candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.   Case, Map or Scroll: This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of Parchment.   Chain: A chain has 10 Hit Points. It can be burst with a successful DC 20 Strength check.   Climber’s Kit: A climber’s kit includes Special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an Action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.   Component Pouch: A Component pouch is a small, watertight leather belt pouch that has compartments to hold all the material Components and other Special items you need to cast your Spells, except for those Components that have a specific cost (as indicated in a spell's description).   Crowbar: Using a Crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.   Fishing Tackle: This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.   Healer’s Kit: This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an Action, you can expend one use of the kit to stabilize a creature that has 0 Hit Points, without needing to make a Wisdom (Medicine) check.   Holy Symbol: A holy Symbol is a representation of a god or pantheon. It might be an Amulet depicting a Symbol representing a deity, the same Symbol carefully engraved or inlaid as an Emblem on a Shield, or a tiny box holding a fragment of a sacred relic. Pantheons lists the Symbols commonly associated with many gods in the multiverse. A Gothi or Alle can use a holy Symbol as a Spellcasting focus. To use the Symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a Shield.   Holy Water: As an Action, you can splash the Contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the Holy Water as an Improvised Weapon. If the target is a fiend or Undead, it takes 2d6 radiant damage. A Gothi or Alle may create Holy Water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.   Hunting Trap: When you use your Action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (typically 3 feet long). A creature can use its Action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.   Lamp: A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.   Lantern, Bullseye: A Bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.   Lantern, Hooded: A Hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an Action, you can lower the hood, reducing the light to dim light in a 5-foot radius.   Lock: A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful Dexterity check.   Manacles: These metal restraints 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.   Mess Kit: This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.   Oil: Oil usually comes in a clay flask that holds 1 pint. As an Action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged Attack against a target creature or object, treating the oil as an Improvised Weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.   Poison: You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of Ammunition. Applying the poison takes an Action. A creature hit by the Poisoned weapon or Ammunition must make a Constitution saving throw or take poison damage. Once applied, the poison retains potency for 1 minute before drying.   Pouch: A cloth or leather pouch can hold up to 20 Sling bullets or one pound of Pipeweed, among other things. A compartmentalized pouch for holding spell Components is called a Component pouch (described earlier in this section).   Quiver: A Quiver can hold up to 20 Arrows.   Portable Ram: You can use a Portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.   Rations: Rations consist of dry foods suitable for extended Travel, including jerky, dried fruit, cram, and nuts.   Rope: Rope, whether made of hemp or silk, has Hit Points and can be burst with a Strength check.   Scale, Merchant’s: A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small Objects, such as raw precious metals or Trade Goods, to help determine their worth.   Seiðr's Focus: A Seiðr's focus might be a Sprig of mistletoe or holly, a wand or scepter made of yew or another Special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A Seiðr can use such an object as a Spellcasting focus.   Spellbook: Essential for Runekeeper, a Spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording Spells.   Tent: A simple and portable canvas shelter, a tent sleeps two.   Tinderbox: This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an Action. Lighting any other fire takes 1 minute.   Torch: A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee Attack with a burning torch and hit, it deals 1 fire damage.   Wildfire: This sticky, adhesive fluid ignites when exposed to air. As an Action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the wildfire as an Improvised Weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its Action to make a DC 10 Dexterity check to extinguish the flames.

Articles under Adventuring Gear

Abacus
Item | Jan 31, 2023
Acid
Item | Apr 8, 2023
Alms Box
Item | Jan 31, 2023
Ammunition
Generic article | Feb 1, 2023
Antitoxin
Item | Mar 29, 2023
Arcane Focus
Item | Jan 31, 2023
Backpack
Item | Jan 31, 2023
Ballbearings
Item | Jan 31, 2023
Barrel
Item | Jan 31, 2023
Basket
Item | Jan 31, 2023
Bedroll
Item | Jan 31, 2023
Bell
Item | Jan 31, 2023
Blanket
Item | Jan 31, 2023
Block and Tackel
Item | Jan 31, 2023
Book
Item | Jan 31, 2023
Bucket
Item | Jan 31, 2023
Bullseye Lantern
Item | Feb 2, 2023
Caltrops
Item | Jan 31, 2023
Candle
Item | Jan 31, 2023
Case for a Map or Scroll
Item | Jan 31, 2023
Censer
Item | Jan 31, 2023
Chain
Item | Jan 31, 2023
Chalk
Item | Jan 31, 2023
Climber’s Kit
Item | Feb 1, 2023
Clothes
Generic article | Feb 1, 2023
Component Pouch
Item | Jan 31, 2023
Crowbar
Item | Jan 31, 2023
Fishing Tackle
Item | Jan 31, 2023
Flask
Item | Jan 31, 2023
Glass Bottle
Item | Feb 1, 2023
Glass Vial
Material | Apr 8, 2023
Grapnel
Item | Jan 31, 2023
Hammer
Item | Feb 22, 2023
Healer’s Kit
Item | Jan 31, 2023
Holy Symbol
Item | Feb 2, 2023
Holy Water
Item | Apr 8, 2023
Hooded Lantern
Item | Feb 2, 2023
Hourglass
Item | Feb 1, 2023
Hunting Trap
Item | Jan 31, 2023
Incense
Item | Jan 31, 2023
Ink
Item | Apr 8, 2023
Ink Quill
Item | Feb 1, 2023
Iron Pot
Item | Jan 31, 2023
Iron Spikes
Item | Feb 1, 2023
Ladder
Item | Jan 31, 2023
Lamp
Item | Jan 31, 2023
Locks
Generic article | Jan 31, 2023
Manacles
Item | Jan 31, 2023
Merchant’s Scale
Item | Jan 31, 2023
Mess Kit
Item | Jan 31, 2023
Mining Pick
Item | Feb 1, 2023
Mirror
Item | Feb 1, 2023
Mortar and Pestle
Item | Feb 1, 2023
Navigation Tools
Item | Jan 31, 2023
Oil
Item | Jan 31, 2023
Paper Sheet
Item | Feb 1, 2023
Parchment Sheet
Item | Jan 31, 2023
Pipe
Item | Jan 31, 2023
Pitcher
Item | Feb 1, 2023
Piton
Item | Jan 31, 2023
Pole of 10-Feet
Item | Feb 1, 2023
Portable Ram
Item | Feb 1, 2023
Potion of Climbing
Item | Apr 8, 2023
Pouch
Item | Jan 31, 2023
Prayer Book
Item | Feb 1, 2023
Quiver
Item | Jan 31, 2023
Rations
Item | Jan 31, 2023
Rope
Item | Feb 2, 2023
Sack
Item | Jan 31, 2023
Sealing Wax
Item | Jan 31, 2023
Seiðr's Focus
Item | Jan 31, 2023
Shovel
Item | Feb 1, 2023
Signal Whistle
Item | Jan 31, 2023
Signet Ring
Item | Feb 1, 2023
Sledge Hammer
Item | Feb 1, 2023
Soap
Item | Feb 11, 2023
Spellbook
Item | Jan 31, 2023
Spellbook
Item | Feb 2, 2023
Tankard
Item | Feb 1, 2023
Tent
Item | Jan 31, 2023
Tinderbox
Item | Jan 31, 2023
Torch
Item | Jan 31, 2023
Waterskin
Item | Jan 31, 2023
Whetstone
Item | Jan 31, 2023
Wildfire
Item | Apr 8, 2023

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