ADVENTURING GEAR
ADVENTURING GEAR (GENERAL)
Item Cost Weight
Abacus 2 gp 2 lb.
Ascender 4 gp —
Ashiaro 3 gp 1/2 lb.
Ball bearings (bag of 1,000) 1 gp 2 lb.
Ball bearings (box of 10,000) 11 gp 21 lb.
Banner, flag, or pennant 1 gp 3 lb.
Bedroll 1 gp 7 lb.
Bell 1 gp —
Bell kit 12 gp 3 lb.
Blanket 5 sp 3 lb.
Block and tackle 1 gp 5 lb.
Book 25 gp 5 lb.
Book, code 35 gp 5 lb.
Book, lore 30 gp 5 lb.
Caltrops (bag of 20) 1 gp 2 lb.
Caltrops (box of 200) 11 gp 21 lb.
Candle 1 cp —
Chain (10 feet) 5 gp 10 lb.
Chalk (1 piece) 1 cp —
Climber’s kit 25 gp 12 lb.
Clothes
Camouflage 10 gp 3 lb.
Cold weather 4 gp 6 lb.
Common 5 sp 3 lb.
Costume 5 gp 4 lb.
Disguise 10 gp 2 lb.
Fine 15 gp 6 lb.
Peasant 5 cp 2 lb.
Traveler’s 2 gp 4 lb.
Coin grinder 4 gp 1/2 lb.
Cord, weapon 2 gp —
Crampons 4 gp 1 lb.
Crowbar 2 gp 5 lb.
Diver’s kit 5 gp 4 lb.
Doka 1 gp 1 lb.
Ear trumpet 2 gp 1 lb.
Earplugs 1 sp —
Filtered mask 8 gp 1 lb.
Fire kit 4 cp 1 lb.
Fishing Tackle 1 gp 4 lb.
Glass breaker’s kit 15 gp 2 lb.
Goggles 2 gp —
Grappling hook 2 gp 4 lb.
Grooming kit 5 sp 1 lb.
Hacksaw 10 gp 2 lb.
Hammer 1 gp 3 lb.
Hammer, muffled 4 gp 4 lb.
Hammer, sledge 2 gp 10 lb.
Harness 3 gp 2 lb.
Hourglass 25 gp 1 lb.
Hunting trap 5 gp 25 lb.
Ink (1-ounce bottle) 10 gp —
Ink, invisible (1-ounce bottle) 15 gp —
Ink pen 2 cp —
Ladder (10-foot) 1 sp 25 lb.
Lamp 5 sp 1 lb.
Lantern, bullseye 10 gp 2 lb.
Lantern, candle 2 gp 1 lb.
Lantern, hooded 5 gp 2 lb.
Lantern, lighting rig 45 gp 10 lb.
Loadstone 1 gp —
Lock 10 gp 1 lb.
Lock, fine 50 gp 1 lb.
Magnifying glass 100 gp —
Manacles 2 gp 6 lb.
Manacles, fine 50 gp 4 lb.
Mantlet 80 gp 70 lb.
Map, area 5 gp —
Mess kit 2 sp 1 lb.
Mirror, steel 5 gp 1/2 lb.
Oil (1-pint flask) 1 sp 1 lb.
Oil (80-pint cask) 8 gp 100 lb.
Oil can (pump) 6 gp 1 lb.
Paper (one sheet) 2 sp —
Parchment (one sheet) 1 sp —
Perfume (vial) 5 gp —
Periscope 8 gp 1 lb.
Pick, miner’s 2 gp 10 lb.
Piton 5 cp 1/4 lb.
Pole (10-foot) 5 cp 7 lb.
Pole, collapsible (10-foot) 5 gp 5 lb.
Raiment repair kit 2 gp 1 lb.
Rain catcher 1 gp 5 lb.
Ram, portable 4 gp 35 lb.
Rations (1 day) 5 sp 1 lb.
Rations, compact (1 day) 2 gp 1/2 lb.
Robes 1 gp 4 lb.
Robes, fine or silk 50 gp 3 lb.
Rope, hempen (50 feet) 1 gp 10 lb.
Rope ladder, hempen (50 feet) 3 gp 24 lb.
Rope ladder, silk (50 feet) 26 gp 12 lb.
Rope, silk (50 feet) 10 gp 5 lb.
Saw 3 gp 5 lb.
Scale, merchant’s 5 gp 3 lb.
Sealing wax 5 cp —
Sheath, concealed 4 gp —
Sheath, false bottom 12 gp —
Sheath, poison 10 gp —
Shikaro 6 gp 1 lb.
Shovel 2 gp 5 lb.
Signet ring 5 gp —
Slate board 5 cp —
Snorkel 5 cp 1 lb.
Snow shoes or skis 2 gp 3 lb.
Soap 2 cp —
Spikes, iron (10) 1 gp 5 lb.
Sprayer 6 gp 3 lb.
Spyglass 1,000 gp 1 lb.
Spyglass, compact 600 gp 1/2 lb.
Stretcher, folding 6 gp 5 lb.
String or twine (50 feet) 1 sp 1 lb.
Swim bladders 3 gp 1 lb.
Tate 35 gp 35 lb.
Tent
Two-person 2 gp 20 lb.
Six-person 5 gp 100 lb.
Pavilion 30 gp 350 lb.
Tinderbox 5 sp 1 lb.
Torch 1 cp 1 lb.
Torch, signal 1 sp 1 lb.
Water clock 1,000 gp 100 lb.
Water shoes 4 gp 4 lb.
Weaponblack 1 gp —
Whetstone 1 cp 1 lb.
Whistle, animal 2 gp —
Whistle, signal 5 cp —
Winch 7 gp 5 lb.
Abacus.
A rectangular frame with beads that slide on rows of string or wire.
This tool is used for tracking large sums and performing arithmetical
functions.
Ascender. A clasp on this small tool attaches to a
harness while the other end is clipped to a rope. A locking set of gears
within the device allow the rope to pass through it unhindered in one
direction, but will clamp down on the rope, preventing its movement, if
it moves the other direction. This allows a character to climb a rope
without fear of falling or sliding back down the rope. It also allows
the character to stop climbing a rope and use both hands for something
else without falling. An ascender can be unlocked with an action or
bonus action, allowing the rope to pass freely in either direction.
Ashiaro.
These wood-cut soles attach to the bottom of normal footwear. Each set
is carved to leave a different set of tracks. The tracks can be that of
an animal or of a larger or smaller humanoid, perhaps a child. When
moving at half speed, a character wearing ashiaro can attempt a
Dexterity (Deception) check to leave convincing tracks. (This is a
non-standard pairing of an ability and a skill.) A Wisdom (Survival)
check made to follow or identify the tracks recognizes the tracks as
fake if it equals or exceeds the wearer’s check.
Ball Bearings (Bag
of 1,000). Ball bearings are tiny metal balls spilled to create a
distraction and a hazard in the affected area. As an action, you can
spill the ball bearings 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.
Ball
Bearings, (Box of 10,000). This wooden box has multiple compartments
with sliding doors, and a complex internal mechanism. The contraption
has two functions. Ball bearings can be distributed from it manually;
each action used can pour bearings to fill a square area that is 10 feet
on a side. The box holds enough balls to cover 10 such areas.
Alternately, the contraption can be placed on a flat surface and
deployed using a plunger. This requires a single action. Activation by
the plunger opens a series of spouts, sending ball bearings flooding out
in all directions. The ball bearings cover a 15-foot radius area around
the square that contains the box. If the covered area is level, a
creature moving across it must succeed on a DC 10 Dexterity saving throw
or fall prone. A creature moving through an affected area at half speed
doesn’t need to make the save.
Banner, Flag, or Pennant. A cloth
square, rectangle, triangle, or similar shape, often used to as a point
of identity based on its color, shape, markings, or other adornments.
These typically bear complex signs of heraldry, the lore of which can be
identified with an Intelligence (History) check.
Bedroll. A blanket
and bedding suitable for one person to sleep on and small enough to be
rolled up and tied into a cylindrical bundle.
Bell. A bell is a
metal cup, often with a handle or hook opposite the open end. When
struck, the bell makes a resonating note. The typical configuration
includes an internal striker attached to the interior such that the bell
sounds whenever it is moved.
Bell Kit. A bell kit is a long, thin
string to which is attached a series of tiny bells and several delicate
tripods that hold the string about 6 inches off the ground. Each bell
kit is about 20 feet long. A single kit can be strung across a hallway
to provide a warning system or a series of kits can encircle a campsite
to add a ring of security. Alternately, a bell kit can be strung over a
pile of equipment to warn of tampering. Ideally, the kit is hidden among
foliage or otherwise disguised.
It takes one minute to put a bell
kit in place. The resulting trap is triggered when someone crosses the
line or interacts with something the bell kit covers, causing the bells
to ring gently. The ringing can be easily heard up to 30 feet away. An
intelligent creature may spot the trap with a Wisdom (Perception) check,
the DC of which is 10, or 12 if the line is somehow concealed or
camouflaged. Success allows the line to be easily bypassed.
Blanket. A heavy blanket, usually made of wool, often added to a bedroll when sleeping in chilly outdoor climates.
Block
and Tackle. 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 field
of lore, diagrams and notes on tinkerer’s contraptions, or just about
anything else that can be represented using text or pictures. Or it can
be blank. Books purchased in this form may be entertaining or
informational but apply no game mechanics to benefit the reader. The
paper is of insufficient quality for the book to be used as a spellbook.
Book, Code. This book contains a code necessary for decoding
certain messages. Such books are created or purchased in pairs for use
in covert affairs. A letter can be encoded using the code key in one of
the pair of books and decoded elsewhere using the other. Often such
books are disguised as books of another sort, their code keys hidden
among otherwise-innocuous text.
Book, Lore. A book of lore contains a
wealth of information upon a specific subject, helpfully indexed and
often illustrated as well. A lore book is created in one of several
forms: arcana, history, nature, or religion. Alternately, a lore book
may pertain to a specific craft or trade. A character that spends 1
minute consulting a relevant lore book has advantage on any Intelligence
check to recall lore of that type, made at the end of the consultation.
This book does not apply its benefit if the DC for the check is higher
than 15; higher DCs indicate information that is too rare or esoteric to
be found in a reference book.
Caltrops (Bag of 20). These large
metal jacks have sharpened points designed to harm anyone that steps on
them. When scattered over the ground, they create a significant hazard.
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.
Caltrops
(Box of 200). This wooden box has a hatch on one end and a complex
internal mechanism. The contraption has two functions. Caltrops can be
distributed from it manually; each action used to pour the sharpened
jacks can cover a square area that is 5 feet on a side. The box holds
enough caltrops to cover 10 such areas. Alternately, the contraption can
be placed on the ground, pointed a specific direction, and deployed
using a plunger. This requires a single action. Activation by the
plunger flings open the spring-loaded contraption, spraying caltrops to
land in a square area 15 feet on each side, adjacent to the box. Any
creature that enters an affected 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. A wax
taper with a wick that provides a small amount of light when lit. For 1
hour, a candle sheds bright light in a 5-foot radius and dim light for
an additional 5 feet.
Chain (10 feet). A chain is a length of
interconnected metal rings or ovals. It serves many of the same
functions as a rope, but is much more durable. A chain has 10 hit
points. It can be burst with a successful DC 20 Strength check.
Chalk
(1 Piece). Chalk is a soft, porous rock, typically sold in the form of
small rods. It readily marks rough surfaces with crumbly residue,
leaving distinct lines. Chalk is normally white but it can be purchased
in other forms, its porous material soaked with dye to allow for writing
in specific colors.
Climber’s Kit. A climber’s kit comes in a
satchel that 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.
Clothes, Camouflage. Camouflage is a
manipulation of the visual cues that would normally allow the eye to
perceive variations in the environment, variations that signal the
presence of something out-of-place. Discordant colors and shapes
particularly draw the eye; camouflage seeks to mute these effects to
maintain concealment. Camouflage clothing is designed to avoid
detection, but it applies only in environments the clothing is patterned
for. For example, forest-colored camouflage clothing has no benefit in
snowy or desert environment.
The following rule applies generally to
camouflage methods. When a creature would suffer disadvantage on a
Dexterity (Stealth) check because its appearance starkly contrasts its
background, such as while hiding in a snowy field, the use of camouflage
can negate this disadvantage. Likewise, if a creature attempting a
Wisdom (Perception) check would gain advantage for the same reason, the
advantage is negated by the camouflage. Effective camouflage operates to
prevent game mechanics from penalizing someone or something for a
failure to blend in. It is not intended to provide additional benefits
to a hiding person for comparisons of Stealth vs. Perception, just
negate penalties (and only penalties related to discordant background
conditions). The exact application of this effect is left to the Dungeon
Master’s discretion, particularly the question of whether the
camouflage sufficiently matches the environment and covers enough of the
hiding character to be effective.
Clothes, Cold Weather. These
clothes provide protection from harsh winter weather and cold
environments. The wearer can typically operate unhindered in cold climes
for longer and with less environmental detriments than could someone
wearing lighter clothing. These clothes provide the benefits of cold
weather gear, as mentioned on page 110 of the Dungeon Master’s Guide.
Other benefits of cold weather clothes are left to the Dungeon Master’s
discretion.
Clothes, Common. A set of common clothes includes simple
garments like a tunic or shift, trousers, leggings, a cloak, a belt,
simple shoes or boots, and various accessories. Common clothes have no
fancy stitching or ornamentation.
Clothes, Costume. A costume is a
flamboyant set of clothes, typically used in acting productions to
portray certain characters. Simple costumes can be interchangeable for
various roles, but some costumes are so specific to a character that
they cannot be used for any other role. If the role of the costume
suits, it can also serve as a disguise when impersonating someone of a
specific position like a member of the city watch.
Clothes,
Disguise. This set of loose clothing is made to be worn over other
clothes as a generic disguise. It usually includes clothing that
conceals the wearer’s features, like a low-brimmed hat or a hood. A
disguise is typically reversible, with one side mimicking the clothing
of a beggar and the other appearing to be the clothes of a person from a
middling social class, like a modest merchant. To fool pursuers, the
disguise can be torn away with a single action and either stowed in a
pack or abandoned somewhere out of sight.
Clothes, Fine. This set of
clothing is crafted with exceptional quality and is probably
well-tailored. Fine clothes can be simple and elegant or flashing and
ornamental. Fine clothes are the type typically worn by the wealthy
class: nobles, prosperous merchants, and important clergy.
Clothes,
Traveler’s. Traveler’s clothes are like common clothes but made for
traveling; cloaks are warmer and hooded, boots are higher and
water-resistant, mittens or gloves are included.
Coin Grinder. This
small device looks like a metal cylinder with two halves that can be
twisted in opposite directions. The device is used to shave coins, up to
ten at a time. It takes one minute to reduce the contained coin or
coins to tiny particles. The resulting shavings or powder are suitable
for a variety of magical components. For example, the creation of a dose
of holy water requires 25 gp worth of silver powder. A character with
250 silver pieces and a coin grinder could convert the coins into
suitable components in 25 minutes.
Cord, Weapon. A weapon cord is a
sturdy hempen cord or leather thong tied securely to the handle of a
weapon. The cord is looped at the other end, such that it can be secured
to the weapon wielder’s wrist using an action, provided the wielder’s
other hand is free to secure it. Once secured, the weapon cannot be
disarmed by normal means. If the user drops the weapon, it hangs from
the wrist and can be re-gripped on the wielder’s turn, requiring no
effort or action to do so. To put the weapon away, the weapon’s wielder
must use a free hand to remove the loop from her wrist as an action.
Crampons.
These spiked metal frames are designed to be worn over the soles of
shoes, one on each foot. They help the wearer navigate icy terrain
without slipping. The toes of the crampons include longer spikes that
can dig into ice walls to aid in climbing. Crampons give the wearer
advantage on saving throws and ability checks to prevent falling on ice.
They also allow the wearer to climb icy terrain features without
applying penalties from the slipperiness of the surface; treat this
Strength (Athletics) check as an attempt to climb a normal, non-icy
surface.
Crowbar. A crowbar is a short, sturdy bar with a flat wedge
at each end. It is used to apply leverage when trying to pry things
open. Using a crowbar grants advantage to Strength checks where the
crowbar’s leverage can be applied.
Diver’s Kit. This kit contains
diving flippers that attach to the feat, a glass-faced rubber diving
mask, a snorkel, a short knife, and a diver’s can. A diver’s can is a
metal tube about one foot long with an air-tight breathing nozzle and an
internal plunger. The device holds enough air to provide a diver with a
single lungful of air. As the diver’s period of breath-holding ends,
prior to suffocation, the diver can use an action to manipulate the
plunger and breath in the contained air. This allows the diver to begin
holding her breath again for another number of minutes equal to 1 + her
Constitution modifier (minimum of 30 seconds). The diving flippers each
require one action to apply or remove to the feet. They allow the
swimmer to move more quickly in water than an unaided swimmer; every 2
feet of movement in water requires only 1 extra foot of movement.
Doka.
These items come in various forms, from small tin pots (often called
“hand lamps”) to the traditional bamboo tube, sealed at each end. A doka
holds live coals, keeping them viable for up to 1 hour. The device is
used for lighting fuses or candles. It can also provide heat to warm the
hands and body in inclement weather. During the hour that the coals
remain live, the bearer of this item gains the benefits of wearing cold
weather gear for the purpose of resisting extreme cold. (See page 110 of
the Dungeon Master’s Guide.) The device is particularly used to warm
the hands prior to performing manual dexterity tasks to prevent coldness
from inhibiting the action.
Ear Trumpet. This small funnel-shaped
device has a small end that fits into the ear and a larger, hollow end
to press against a door or wall. The user of an ear trumpet gets
advantage to any Wisdom (Perception) check to hear things on the other
side of the door or wall, so long as the sources of those sounds are
within 15 feet of the other side of the door or wall.
Earplugs.
Earplugs do not completely block sound, but they can be useful to when
attempting to sleep in the presence of disruptive noises. They are also
used to resist certain sorts of magical attacks. It takes an action to
insert or remove earplugs into the user’s ears. While worn, the user has
the deafened condition but sounds are not perfectly disrupted. The
wearer has advantage on any saving throw to resist attacks that require
the target to hear them. This includes any charm spells that require the
target to speak the same language as the caster.
Filtered Mask.
This layered mask covers the nose and mouth, providing protection
against foul air. The wearer receives advantage on Constitution saves to
resist inhaled poisons, dust of sneezing and choking, and similarly
harmful particles in the air.
Fire Kit. This primitive fire-starting
kit includes tinder, a wooden block, and a grinding peg. A small bow is
used to rapidly turn the grinding peg against the wooden block until
the heat ignites tinder placed at its base. It takes 1 minute to light a
fire using a fire kit.
Fishing Tackle. This includes a wooden
fishing rod, silken line, corkwood bobbers, steel fishhooks, lead
line-sinkers, intricate flies and lures, and small net traps.
Glass
Breaker’s Kit. A glass breaker’s kit is used to bypass glass barriers
like windows. It includes tarpaper, a glass-cutting tool, and a rubber
suction device to quietly remove an incised piece of glass. It takes 1
minute using a glass cutter to cut and remove a circle of glass large
enough to reach an arm through. It takes 6 minutes to create a hole
large enough to crawl through. (The glass cutter cannot cut glass more
than 1 inch thick.) Another tool in the kit, tarpaper, is a roll of
cloth that is sticky on one side and used to get through glass quickly
and safely. It is a less subtle tool than the glass cutter. It takes one
minute to apply tarpaper to an area up to the size of a large window.
Thereafter, if the glass is shattered, the tarpaper clings to the glass
shards keeping them from flying about and being a danger to nearby
persons.
Goggles. Goggles come in multiple types, and for various
purposes. They are typically employed for blocking wind from entering
the wearer’s eyes. Goggles can also be made to negate the glare of
sunlight, either using lenses of smoked glass or vertical slits that
cover the eyes and block out excess light. Goggles remove disadvantage
to Wisdom (Perception) checks related to sight if it was imposed by
blowing winds or by bright light. This also helps characters with the
Sunlight Sensitivity racial trait, negating the disadvantage on Wisdom
(Perception) checks, but not on attack rolls.
Grappling Hook. This
device has four opposite, hooked prongs at the end of a short metal rod.
At the other end of the rod is a loop large enough to tie a rope to. A
grappling hook, when properly thrown, carries a rope to the top of a
wall or other obstacle. It clings fast to the edge of the impediment,
allowing a climber to navigate the obstacle.
Securing a grappling
hook requires an action and a Dexterity (Athletics) check against a DC
of 5, + 2 for every 10 feet of distance the hook is thrown. (This is a
non-standard pairing of an ability and a skill.) The maximum height the
hook can be thrown is 20 feet, + 2 feet per point of the thrower’s
Strength. Failing the check by 4 or less means the hook fails to catch
and falls back immediately. Failure by 5 or more indicates that the hook
holds initially but comes loose after 1d4 rounds of supporting weight.
The DM rolls the Dexterity (Athletics) check in secret so the thrower
does not know if the hook is secure or not; a wise climber, one who has
enough time for caution, tests the rope for a bit to make sure the hook
is secure.
A caught grappling hook can be dislodged from below by
flicking the rope. Each attempt requires an action and the same check
that would be needed to catch the hook at that height. Success indicates
that the grappling hook dislodges and falls.
Grooming Kit. This
small tin contains combs in various sizes, grooming wax, soaps, and
various other tools for maintaining personal cleanliness and grooming.
Hacksaw.
This small saw is designed to cut through metal, particularly metal
bars. It ignores the hardness of most objects its saws through. The saw
progresses at a rate of 1 hp per round of sawing.
Hammer. This mallet has a broad head, more suitable for utility than war.
Hammer,
Muffled. The head of this hammer is covered by layers of hardened
leather or rubberized cloth. The sound produced by using this tool
carries only half the normal distance as a normal hammer.
Hammer,
Sledge. This heavy hammer is used for demolition rather than
construction, particularly for breaking down walls, doors, and other
building materials softer than stone. A sledge can also break apart
rocks.
Harness. A series of straps that surround the wearer with
various rings and loops suitable for attaching tools and rope. A
character can be suspended comfortably and securely by a harness,
allowing her to be hauled up a cliff by her compatriots or lowered into a
well. With a bit of adjustment, a harness could instead be attached
securely around an inanimate object of about the size of a Small or
Medium character. A harness is included in a climber’s kit but it can be
purchased separately.
Hourglass. An hourglass consists of a wooden
frame around two vertically-aligned glass bulbs containing sand. The
bulbs are connected by a glass tube that restricts the flow of sand such
that it takes one hour for it to pass entirely from one bulb to the
other. Marks along the bulb measure the height of the sand at various
points, delineating when 1 minute, 10 minutes, and 30 minutes have
passed since the glass was turned.
Hunting Trap. When you set it,
this trap forms a saw-toothed steel maw that snaps shut when a creature
steps on a pressure plate in the center. Setting a trap requires an
action. 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.
Ink. Ink is a thin liquid that contains dyes. It is used
in combination with an ink pen to write on paper, parchment, or similar
materials. Ink is available in a variety of colors, but dark gray or
light black is the most common.
Ink, Invisible. This ink is visible
only for a minute or so when applied. Thereafter, it becomes invisible,
leaving no visual or tactile trace of itself. The ink can later be
revealed by a method that varies depending on its type. This might be
the application of heat, as in holding the paper near a candle, or the
application of a chemical wash.
Ink Pen. An ink pen is a type of stylus with a sharp tip. It is used to create fine lines and writing with ink of any sort.
Lamp.
A lamp is a container that holds oil with a wick that is lit like a
candle. The simplest versions appear no more complex than a clay bowl
with a wick clamped to the lip. More complex lamps have multiple
chambers to channel air, to fuel the wick, and to discharge smoke and
heat. 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 lantern takes the basic form of a lamp,
but with a protective enclosure and glass panels that protect the flame
and magnify the light emitted. A set of internal mirrors focuses the
light in one direction. 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, Candle. This small
lantern holds a candle within a protective enclosure of glass panels
that protect the flame and magnify the light. A set of internal mirrors
focuses the light in one direction. A candle lantern casts bright light
in a 10-foot cone and dim light for an additional 10 feet. A candle
placed within the mirrored holder, while lit, burns for 1 hour.
Lantern,
Hooded. A lantern takes the basic form of a lamp, but with a protective
enclosure and glass panels that protect the flame and sometimes magnify
the light emitted. This lantern has a shuttering system that covers the
glass panels to temporarily block the light. 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.
Lantern, Lighting Rig. A lighting rig is a very large
lantern, too heavy to carry affectively in one hand for any length of
time. These devices are often hung from wagons, ships, and lamp poles in
villages. This version has three collapsible legs that, when expanded,
stabilize the lighting rig and hold it several feet off the ground. It
takes one minute to set up the tripod legs or to break them down. A
lighting rig casts bright light in a 60-foot radius and dim light for an
additional 60 feet. A lighting rig can hold up to 4 pints of oil at a
time. Once lit, it burns for 2 hours per pint of oil.
Loadstone.
This oblong magnetite is a naturally magnetized stone, typically tied to
a string. When hung suspended in the air, the loadstone turns to align
with the magnetic poles. Due to inconsistencies in natural
magnetization, a lodestone is not infallible. But it does give the user
advantage on any Wisdom (Survival) check to determine which way is
north.
Lock. This device comes in padlock form or is built into a
door, case, or similar closure. A key is provided with the lock. Without
the key, a creature proficient with thieves’ tools can pick this lock
with a successful DC 15 Dexterity check.
Lock, Fine. This device
comes in padlock form or is built into a door, case, or similar closure.
It is a higher-quality version of a normal lock. Two keys are provided
with the lock. Without the key, a creature proficient with thieves’
tools can pick this lock with a successful DC 20 Dexterity check. A fine
lock has twice the hit points of a normal lock.
Magnifying Glass.
This lens allows a closer look at small objects. It is also useful as a
substitute for flint and steel when starting fires. Lighting a fire with
a magnifying glass requires light as bright as sunlight to focus,
tinder to burn, and about 5 minutes for the fire to ignite. A magnifying
glass grants advantage on any ability check made to appraise or inspect
an item that is small or highly detailed.
Manacles. Two metal
shackles that hold the wrists together, typically behind the back, to
prevent the free use of the bound subject’s hands. These 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 a
key, a creature proficient with thieves’ tools can pick the manacles’
lock with a successful DC 15 Dexterity check. Manacles have 15 hit
points. A double set of manacles includes shackles for the ankles,
reducing the wearer’s movement speed to 5. The wrist shackles and ankle
shackles are typically connected by a common chain. Such sets double the
listed cost and weight.
Manacles, Fine. These shackles are a
sturdier, better-crafted version of normal manacles. These restraints
can bind a Small or Medium creature. Escaping fine manacles requires a
successful DC 20 Dexterity check. Breaking them requires a successful DC
25 Strength check. Each set of fine manacles comes with two keys.
Without a key, a creature proficient with thieves’ tools can pick the
manacles’ lock with a successful DC 20 Dexterity check. Fine manacles
have 30 hit points. A double set of fine manacles includes shackles for
the ankles, reducing the wearer’s movement speed to 5. The wrist
shackles and ankle shackles are typically connected by a common chain.
Such sets double the listed cost and weight.
Mantlet. A mantlet is a
rolling piece of cover designed to protect approaching troops from the
missile fire of entrenched enemies. It consists of two vertical shield
planes attached perpendicularly to form an “L” shape. Some mantlets have
handles inside the L to help a soldier guide the mantlet forward. Some
mantlets have narrow slits at eye level to help the user see and
navigate the battlefield. A character behind this awkward device can
claim three-quarter cover. When using a battle mat, mark two contiguous
sides of the square you are in, forming a right angle. If a straight
line drawn from either corner of the unmarked sides of your square to
any corner of the attacker’s square touches or passes through one of the
marked sides of your square, the mantlet provides three-quarter cover.
Map,
Area. An area map usually applies to a region, like a small kingdom or a
large barony. It might also apply to a similarly sized geographical
area, like an island or a forest. In addition to designating various
points of interest, an area map gives the user advantage on any Wisdom
(Survival) checks to accurately navigate the area or to avoid getting
lost.
Mess Kit. A collection of cookware and eating utensils
suitable for camping or eating on the trial. These are usually packaged
within a portable, lightweight container.
Mirror, Steel. This small, glass plate is backed with polished steel. Its surface is highly reflective, with little distortion.
Oil
(Flask or Cask). Oil is a viscous, flammable substance used to fuel
lamps. It typically comes in a clay flask that holds 1 point or a cask
that holds 80 pints. As an action, you can splash oil from a 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. Alternately, you
can unstop a cask of oil, causing oil to flow out onto the ground,
within two rounds covering an area with a 20-foot radius around the
cask. 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.
Oil Can (Pump). This metal
contraption includes a squeezable handle, a pumping tank, and a long,
thin applicator. Squeezing the handle forces a measure of oil out of the
applicator, typically to oil axles or similar devices. A primary use
for adventurers is to silence the hinges of doors. An oil can holds up
to 1 pint of oil.
Paper. Paper is a very thin, flat sheet or roll of
processed wood pulp, often dyed white, used for writing on. Paper is
thinner than parchment.
Parchment. Parchment is a thin, flat sheet or roll of animal skin, scraped and dried under tension, suitable for writing on.
Perfume.
This collection of essential oils is formulated for its fragrant
properties. Applying one-twentieth of the vial to a creature or object
causes a pleasant scent to emanate from the affected area for 3 hours.
Applying double that quantity makes the scent last for 4 hours, but the
strength of the scent can become overpowering for some. Perfumes can be
purchased in a variety of different scents.
Periscope. This tube is
bent at right angles at each end, the ends pointing in opposite
directions. A set of mirrors inside the bends allow the user to look in
one end and see out the other. A periscope allows the user to see around
corners or obstacles without exposing herself.
Pick, Miner’s. This miner’s tool is good for breaking stone and hard-packed dirt.
Piton.
Pitons are spikes with eyelets at the butt. They are hammered into
cracks in walls, natural or otherwise, to create secure handholds or
attach climbing ropes to.
Pole. This 10-foot pole is used to test
passage walls, ceilings, and floors for traps. Warry adventurers will
tap these surfaces as they progress to find hollow areas or hidden
pressure plates.
Pole, Collapsible. This hollow steel pole is
segmented along its 10-foot length. As an action, the pole can be broken
down into a more portable form, about 2 feet long. Another action is
required to extend the pole to its original length and lock its segments
into place.
Raiment Repair Kit. This pouch contains sewing needles,
patches, scissors, and a variety of different threads. It is used to
repair tears in cloth or leather clothes, or other items made of such
materials, such as backpacks or boots.
Rain Catcher. A leather tarp
that forms a basin when stretched over its collapsible wooden frame.
This simple device is designed to catch and hold rain water. It has a
plugged funnel at the bottom for filling waterskins and other
containers. The device can catch 2 gallons of drinking water per inch of
rainfall. The basin holds up to 8 gallons.
Ram, Portable. A
portable ram is weighty wooden log with a metal prow and handles on both
sides. 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.
Sometimes called “iron rations,” these consist of dry foods suitable for
extended travel, including jerky, dried fruit, hardtack, and nuts.
System Change: The weight of a day’s rations is changed here to 1 lb.
The Player’s Handbook weight of 2 lbs. seems to be a clear typo; that
higher weight it is contrary to the rules in other parts of the Player’s
Handbook and the Dungeon Master’s Guide and it deviates from the
identical weight for rations given in multiple prior editions.
Rations,
Compact. These expensive rations are much like normal iron rations
except that they are made with the lightest, most compact foodstuffs to
reduce encumbrance.
Robes. A loose-fitting sleeved garment that can
be worn over other clothes or worn by itself. Robes can be decorative,
religious (as vestments), or protective (as a smock). Artists sometimes
wear robes to protect their clothing from artistic materials like paint.
A robe can be worn over any other set of clothes, except for cold
weather clothes or a disguise, both of which are too bulky.
Robes,
Fine or Silk. This robe is made of expensive material. It is typically
worn for ceremonial purposes or as a sign of power or affluence.
Rope
(any). A rope is a twisted braid of strands. These are typically from a
fibrous plant like hemp, or some non-plant alternative source, like
silk. Rope, whether made of hemp or silk, has 2 hit points and can be
burst with a DC 17 Strength check.
Rope Ladder (any). A rope ladder
consists of two parallel ropes connected by a series of short rungs,
giving it the overall appearance and functionality of a ladder. At least
half of the rungs are rigid wood or metal, holding the two ropes apart
at a set distance. A rope ladder can be ascended or descended at the
same speed as someone climbing a rope, except that no Strength
(Athletics) checks are required. A rope ladder has 4 hit points and can
be burst with a DC 19 Strength check.
Saw. A hard-toothed blade with
a handle designed for cutting wood using a repetitive “sawing” motion. A
saw ignores the hardness of wood, cutting through it at a rate of 3 hit
points for each action that the user takes to apply the saw. It has no
effect on harder materials like metal.
Scale, Merchant’s. This small
balance is suitable for weighing objects or quantities of objects, up
to five pounds. The scale comes with an assortment of weights to use in
these calculations.
Sealing Wax. This soft stick of wax melts at a
low temperature. Scribes use it for sealing scrolls and other messages.
Apothecaries use it to seal stoppers in flask and vials. The
applications are many and varied.
Sheath (any). A sheath is a
leather, wood, or metal covering for the blade of a weapon. It is
designed to allow the weapon to be stored and carried with ease and
safety. All weapons suitable for sheathes are assumed to have normal
versions already. Special sheaths normally add nothing to the combined
weight of the weapon; they simply cost more based on their additional
functionality. Not all weapons are suitable for sheathes; the DM will
determine which weapons are appropriate to have them.
Sheath,
Concealed. In a boot, up a sleeve, or within a tunic, this sheath serves
to conceal a small blade like a dagger. A weapon hidden in a concealed
sheath will not be automatically noticed. Someone examining the wearer
must succeed at a DC 20 Wisdom (Perception) check to spot the weapon. A
person physically touching (searching) the wearer may substitute an
Intelligence (Investigation) check. Physically searching applies
advantage to the check. A concealed sheath holds a bladed weapon no more
than 1 pound in weight, including a dagger, kukri, poison dagger, punch
dagger, or stiletto.
Sheath, False Bottom. The bottom of this rigid
sheath unscrews or otherwise comes apart to reveal a segment of the
sheath that is not taken up by the contained blade. This unused segment
holds small objects or materials up to 1/2 pound in weight. Alternately,
a false bottom can be crafted to contain a dagger, the removed portion
acting as the handle and the blade drawn out of the bottom of the
sheath. This alternate version adds 1 pound to the combined weight of
the weapon and sheath.
Sheath, Poison. This sheath is carefully
designed to close over the shape of the contained weapon’s hilt, forming
a tight seal as the weapon is inserted. If a dose of poison is applied
to the weapon, and the weapon returned to the poison sheath, the seal
prevents the poison from further drying out. Normal poisons dry out
after one minute (10 rounds) of exposure to air. When tracking this
time, only count rounds that the weapon has not been in the poison
sheath for the whole round. (See the rules for injury poisons, described
below in this Part.) Each poison sheath is designed for use with a
specific weapon and crafted to match the unique contours of the blade
and hilt. Another weapon, even of the exact same type, will not fit
perfectly and so will not benefit from the poison sheath’s effects.
Shikaro.
A hand-cranked drill with a triangular head used to drill spy holes.
The shape of the drill head means that holes drilled are larger on the
driller’s side, but can leave only a tiny pinhole on the far side of the
barrier. This tool ignores the hardness of wood or material of similar
toughness. The shikaro requires 1 round of drilling per hit point of the
barrier drilled through, though it does not actually remove hit points
from the object. When trying to make a spyhole subtly, the user of the
shikaro must make a Dexterity (Subterfuge) check. (This is a
non-standard pairing of an ability and a skill.) The check result sets
the DC for an Intelligence (Investigation) by anyone trying to find the
spyhole. A person on the pinhole side who looks for it makes this check
with disadvantage.
Shovel. A shovel is a medium-hafted tool with a spade-shaped blade designed to dig in earth or other soft material.
Signet
Ring. A ring with a unique design used to imprint sealing wax. A signet
ring is a very personal device. It is often used as a mark of
authority, particularly when given to others to hold on behalf of the
owner.
Snorkel. The user’s end of this breathing tube has a
comfortable mouthpiece that can be gripped in the teeth. The device
allows a user to breathe while submerged, so long as the other end of
the tube protrudes out of the water. A rubberized cloth strap holds the
snorkel tube in place against the user’s temple.
Snow Shoes or Skis.
Snow shoes are pairs of circular or oval frames containing studying
netting. These attach to the soles of the user’s boots, allowing her to
walk unhindered over snow. Skis are long thin planks, usually treated
with wax or metal skids, that allow the wearer to slide easily over
snow. Wearing either of these devices allows the user to ignore the
effect of difficult terrain that would be applied because of deep snow.
Soap.
Soap is a small brick of oily solid cleanser used to remove dirt and
grime. It can be used for other purposes such as oiling hinges or
greasing a slope.
Spikes, Iron. These metal spikes have a variety of
purposes, from doubling as extra tent stakes to nailing parchment to a
door. Iron spikes are most commonly used to spike doors; when hammered
into the gap beneath a door, the resulting pressure and friction prevent
the door from opening except under great pressure. A spiked door can be
forced open with a Strength (Athletics) check against a DC of 20.
Sprayer.
This device has a pneumatic hand pump attached to a small drum. It is
designed to spray liquids. The user can attack a target within 15 feet
by spraying it with the sprayer. Because of the wide, predictable
dispersion of liquid, this attack roll has advantage. If it hits, the
target is affected by the liquid contained within as though it had been
splashed by a flask of the substance. Sprayers can project oil, holy
water, defoliant, and many other liquids. They cannot use corrosive or
caustic substances like acid or alchemical fire, as these will destroy
the sprayer’s delicate internal components. (Doses of contact poison are
too small to be used effectively on this scale.) A sprayer’s drum can
hold up to 4 pints (flasks) worth of liquid. Each attack uses a single
pint.
Spyglass. A cylindrical tube containing ground glass lenses
designed to allow the user to see objects at a distance. Objects viewed
through a spyglass are magnified to twice their size.
Spyglass,
Compact. This device is half the size and length of a normal spyglass.
Objects viewed through a compact spyglass are magnified to one and
one-half times their size.
Stretcher, Folding. This stretcher breaks
down into a bundle about 2 feet long. It takes 4 actions to assemble or
break down the folding stretcher. When carried between two people, an
assembled folding stretcher can support a weight of up to 350 pounds,
distributing the load evenly between the two carriers.
String or
Twine. String and twine are very thin versions of ropes. Ropes are
indeed made up of the type of strands that constitute string or twine.
String or twine has 1 hit point and can be burst with a DC 8 Strength
check.
Swim Bladders. This simple vest has four air-tight bladders
attached to it, two in front of the shoulders and two behind. While
wearing swim bladders, a Small or Medium creature has advantage on any
ability checks for swimming related staying at the surface of the water.
Conversely, disadvantage applies if a Small or Medium wearer is
purposefully trying to dive or operate below the surface. If unconscious
and wearing swim bladders, a Small or Medium creature will float in
calm waters rather than sinking.
Tate. A tate is a heavy,
free-standing bulwark. It consists of a flat wooden plane with a jointed
leg allowing it to be set in position with the plane nearly vertical. A
tate stands at about half the height of a Medium humanoid. Picking up
or placing a tate requires an action. Once placed, the tate provides
cover to a person standing behind it, but this cover only applies to the
direction it is placed against. When using a battle mat, mark one
entire side of the square you are in when you place the tate. If a
straight line drawn from either unmarked corner of your square to any
corner of the attacker’s square touches or passes through the marked
side, the pavise provides you with half cover. You can also hunker down
behind a tate, dropping prone to claim three-quarter cover, but this
applies only to ranged attacks and only to attacks passing across the
tate as indicated above.
Tent, Pavilion. A pavilion is a large,
often circular shelter with room enough to stand in. Hanging curtains
separate the interior into separate chambers, each large enough for a
bed or a table. A pavilion can sleep up to 30 people in cramped
quarters, but is typically used to house a small group of important
people. This tent can be erected in 24 minutes by one person, in 12
minutes by two people, or in 6 minutes by three or more people.
Tent,
Six-Person. A shelter like the two-person tent, but this version sleeps
six. This tent can be erected in 8 minutes by one person, in 4 minutes
by two people, or in 2 minutes by three or more people.
Tent,
Two-Person. This canvas shelter is carried in a compact form. It
consists of a lightweight frame of metal rods, several tent states,
cords, and the tent itself. This tent can be erected in 4 minutes by one
person, or in 2 minutes by two or more people.
Tinderbox. A small
box filled with highly-flammable tinder, flint, and a steel striker.
These tools are used to quickly light fires, striking sparks off the
flint to ignite the tinder. It takes one action to light something with a
tinderbox.
Torch. A torch is a wooden rod with a mass of rags,
treated with tow or bitumen, wrapped around one end. 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.
Torch, Signal. Like a torch, but
crafted to burn with distinctly-colored light. A signal torch burns for 1
hour, providing bright light in a 15-foot radius and dim light for an
additional 15 feet. The light burns as a specific color; this is useful
for signaling great distances but the colored light is not good for
illumination. If you make a melee attack with a burning signal torch and
hit, it deals 1 fire damage.
Water Shoes. These circular flotation
devices attach to the wearer’s feat. Using a pole for stability and
propulsion, the wearer can cross very calm water at a very slow speed.
Each foot of movement applied with water shoes costs the wearer 3 extra
feet.
Weaponblack. This sticky, black substance is used to dull the
sheen of metal blades and armor, camouflaging them for dark
environments. Metal armaments can be blackened with this substance,
preventing them from standing out against shadows or dark backgrounds.
This can help a user’s camouflage attempts. (See camouflage clothes,
above.)
Whistle, Animal. This whistle produces a sound of such a
high pitch that only certain creatures can hear it. Only creatures with
the Keen Hearing and Smell or Keen Hearing trait (or the Keen Senses
trait as it relates to hearing) can hear the whistle. Those who can hear
the whistle can hear it up to 600 feet away.
Whistle, Signal. A
signal whistle is an instrument that produces a shrill sound from the
user’s breath. The sound can easily be heard up to 300 feet away.
Winch.
A winch is attached to one end of a rope and is turned to incrementally
shorten the effective length of the rope. A single action used to turn
the winch draws in 10 feet of rope. A winch allows the user to drag up
to double the weight it normally can, so long as the winch is attached
to a heavier object than its burden or is set into stone with four
pitons. When used in combination with a block and tackle, the user can
hoist up to eight times the weight it can normally lift. A winch can
draw in a maximum of 200 feet of rope. A large winch (double the cost
and weight), can draw in a maximum of 500 feet of rope.