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Miscellaneous Gear


jokomaisu

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Miscellaneous Gear
The many essentials that make adventuring into the unknown possible:

Acid. You can use an action to splash the contents of this vial onto a target within 5 feet of you or throw the vial up to 20 feet where it shatters on impact. In either case, make a ranged weapon attack against the target, treating the acid as an improvised weapon. On a hit, the target takes 2d4 ongoing acid damage. This damage persists for 3 rounds. A creature ends all ongoing damage from mundane acid by using its action to wipe away the corrosive liquid.

Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. You can use an action to throw this flask up to 20 feet where it shatters on impact. Make a ranged weapon attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d6 ongoing fire damage. This damage persists for 1 minute. A creature can end all ongoing damage being dealt by alchemist’s fires by using its action to either make a DC 14 Dexterity check to extinguish the flames or by dousing the target with at least 1 gallon of water.

Archaic Fire. This incendiary mixture was particularly feared in naval battles since water cannot dampen its effectiveness but rather feeds its destructive power. The mixture ignites when exposed to water, generating a strong explosion. The mixture is usually sold in 2-pint clay flasks. As an action, you can throw a flask up to 20 feet, and it shatters on impact. Make a ranged attack against a creature or object, treating the archaic fire as an improvised weapon. On a hit, you cover the creature with the mixture. If the archaic fire gets exposed to water, it generates a strong explosive reaction that deals 1d6 fire damage to each creature within 5 feet of the mixture. You can also pour a flask of archaic fire on the ground to cover a 5-foot-square area, provided that the surface is level. If ignited by exposing it to water, the archaic fire burns for 1 minute and deals 1d4 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. A creature can end all ongoing damage being dealt by archaic fire by using its action to make a DC 14 Dexterity check to extinguish the flames.

Ball Bearings. You can use an action to spill these tiny metal balls from their pouch and cover a level, square area that is 10 feet on each side. A creature moving across the covered area makes a DC 12 Dexterity saving throw or falls prone. A creature moving through the area at half speed doesn't need to make the save.

Black Powder Charge. A pound of black powder inside a wooden shell with a fuse can make a simple but potent explosive. You can use an action to set and light one or more black powder charges which explode at the beginning of your next turn. Any creatures or objects within 10 feet of the exploding charge must make a DC 14 Dexterity saving throw, taking 1d6 force damage and 1d6 fire damage on a failed save, or half as much on a successful one. Increase the explosion’s damage by 1d6 force and 1d6 fire for each doubling of the number of charges set beyond the first. For example, 4 black powder charges deal 3d6 force and 3d6 fire damage, 8 black powder charges deal 4d6 force and 4d6 fire damage, 32 black powder charges deal 6d6 force damage and 6d6 fire damage, and so on.

For each charge beyond the first, the area increases as follows: 2 charges—20-foot radius, 4 charges—30-foot radius, 8 charges—40-foot radius, 16 charges—50-foot radius, 32 charges—60-foot radius.

Black powder charges become useless and are destroyed when submerged in water or left exposed to rain.

Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle along with a length of rope 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 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). Any book of masterwork quality covers in detail one specialty (see Skill Specialties). You gain a knack die on checks made regarding the specialty detailed in the last masterwork book you’ve read.

Cage. This metal cage can comfortably contain a creature of the size it is designed to hold. The cage has a simple door held with a latch that requires an Intelligence score of 5 or more to open. 

Medium: The cage (AC 16, 25 hit points) can be burst open with a DC 22 Strength check.

Large: The cage (AC 17, 40 hit points) can be burst open with a DC 24 Strength check.

Huge: The cage (AC 18, 55 hit points) can be burst open with a DC 26 Strength check.

Caltrops. You can use an action to spread a bag of caltrops that covers a square area 5 feet on a side. Any creature that enters the area makes a DC 15 Dexterity saving throw or it stops moving this turn and takes 1d4 piercing damage. Taking this damage reduces the creature's base Speed by 10 feet until it regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.

Candle. A lit candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet for up to 1 hour.

Cauldron of Neverending Stew. The Neverending Stew’s recipe is a secret jealously kept by the best herbalists, divekeepers, and cooks of the Kingdom. Actually, it’s a rather simple secret: You put a cauldron on a fire, you fill it with water and anything edible you have within reach, and then you splat the contents on the bowl of any regular showing up at the dive. As the stew is distributed, add constantly more water and more stuff, without ever extinguishing the fire or cleaning the cauldron. It is rumored (or at least, so bartenders and innkeepers say), that the slop cooked in this way will develop certain special properties, and that the remains of yesterday’s stew enhance the taste of the new additions.

Of course, you have to add special ingredients and specialized tricks to this cheap and simple procedure, otherwise, you will only produce an endless quantity of sickening mush: spices, herbs, and salt (just enough), an experienced spin with a ladle and a spoon at the right moment, a tactical scraping of the cauldron’s bottom to mix the old stew with the new, and so on.

The most important trick is to choose a cauldron of the right shape, material, and capacity, and this is where our cauldron comes in!

This item can be used as follows only during a long rest or a Rollick phase, otherwise is just a mundane cauldron. If you use it properly, you can prepare a number of Formidable Rations equal to your Wisdom modifier plus your proficiency bonus (minimum of 2). These Formidable Rations have the same weight and encumbrance as common rations, but they can also heal diseases and poisons, in addition to producing the regular effects of a daily ration. Still, any creature that consumes a ration of this type must succeed on a DC 12 Constitution saving throw, or suffer one level of exhaustion, as the food is not easy to digest.

Chain. A chain (AC 16, 10 hit points) can be burst with a DC 20 Strength check.

Clothes (Any). Clothes of varying styles can be appropriate to any number of cultures or social situations and can be worn over light armor. A DC 14 Perception check is required to notice light armor hidden underneath clothes.

Coinscratcher. The coinscratcher is a special goldsmith’s file, very popular among forgers and beggars. It is often used to file the most common coins, so that the resulting filing can be melted again to obtain more forged coins.

During a long rest or a Rollick phase, you can tamper with up to 10 pieces of the same metal to obtain 12 pieces of that metal. All 12 pieces will be counterfeit items. A character carefully examining these pieces may realize that they are counterfeit pieces with a DC 10 Intelligence (Investigate) check. Counterfeit pieces cannot be filed again, as the scam would become obvious. A few special coins, such as the Emperor’s Noggle, cannot be tampered with in this way.

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. You gain advantage on Strength checks when you are able to apply leverage with this hooked metal bar.

Eyepatch. Eyepatches can be used to prepare one eye for lower light vision, especially for working on deck and in the relative darkness of a ship. When you are wearing an eyepatch and enter an area of darkness or dim light from a brightly lit area, you can use a bonus action to swap it from one eye to the other to gain a knack die on Perception checks until you enter an area of bright light or for the next 10 minutes.

FACS Simile. This mask features a gloomy crow’s beak and glasses to cover the eyes, and it was made by butchers, corpse robbers, and sawbones to shield themselves from malaria, malaises, maladies, and malefices. They can be regularly purchased in specialized shops. The wearer often looks sinister, clumsy, or both. The beak is filled with salts and herbs, to filter the plague’s stench.

While you wear a FACS Simile, you are immune to all smell-based effects, such as a ghoul’s rotting stench or a wheezel’s stink spray. You also have advantage on saving throw against all poisons, diseases, and other effects transmitted by inhalation, you gain advantage on Charisma (Intimidation) checks, and disadvantage on attack rolls made with ranged weapons, Charisma (Performance) checks, and on Wisdom (Perception) based on sight.

Fishing Tackle. This includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Flash Bomb. You can use an action to throw this glass bauble, making a ranged weapon attack against a creature within 20 feet and treating the flash bomb as an improvised weapon. The target makes a DC 14 Constitution saving throw or it is blinded until the end of your next turn.

Herbalist Fire. This thick syrup, entirely made of plant and fossil components, is brewed by the most experienced herbalists whenever they can get their hands on its rare and expensive ingredients. The herbalist’s fire must be kept and carried in flasks, as it deflagrates as soon as it is exposed to air. As an action, you can throw this flask up to 30 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the herbalist’s fire as an improvised weapon. On a hit, the target takes 2d4 fire damage. In addition, the target takes 1d4 ongoing fire damage at the start of each of its turns. This damage persists for 1 minute. A creature can end all ongoing damage being dealt by herbalist's fire by using its action to either make a DC 10 Dexterity check to extinguish the flames or by dousing the target with at least 1 gallon of water.

Hook Hand. Prosthetic hook hands are common replacements for missing hands. You cannot gain advantage or knack dice on Sleight of Hand checks made with a hook hand. In addition, a hook is a natural weapon that you can use to make unarmed strikes that deal piercing damage equal to 1d6 + your Strength modifier.

Holy Water. You can use an action to splash the contents of this flask on an adjacent creature. Alternatively, you can throw it up to 20 feet where it shatters on impact. Make a ranged weapon 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 and becomes slowed until the end of your next turn.

An exorcist, gallant knight, knight errant, and miraculist can create holy water by performing a special ritual that takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Lantern. Once lit, a lantern burns for 6 hours on a flask of oil (1 pint).

Standard: Casts bright light in a 15-foot radius and dim light for an additional 30 feet.

Bullseye: Casts bright light in a 60-foot cone and dim light for an additional 60 feet. 

Hooded: Casts bright light in a 30-foot radius and dim light for an additional 30 feet. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Litmus Bandana. This face-covering handkerchief changes color whenever in contact with inhaled toxic substances. It is generally used by Knaves and brigands who want to carry out their misdeeds in complete safety, keep their identity secret, and protect themselves from toxic vapors and all kinds of pollution. The wearer has advantage on all saving throws against inhaled poisons. The effect lasts for 1 hour from the first contact with the poison.

Lock. A key is provided with the lock. Without the key, a DC 15 thieves’ tools check can pick this lock.

Magnifying Glass. This lens allows a closer look at small objects. When you use a magnifying glass to appraise or inspect a Tiny or highly detailed item, you gain a knack die. A magnifying glass is also useful for starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, a tinder to ignite, and 5 minutes of remaining stationary.

Manacles. These metal restraints (AC 16, 20 hit points) can restrain a Small or Medium creature. You can restrain an unwilling creature which requires an action, and for the creature to be either restrained, or both grappled and prone. Escaping the manacles requires a DC 20 Dexterity check, and breaking them requires a DC 20 Strength check. Each set of manacles comes with one key. Without the key, a DC 15 thieves’ tools check can pick this lock.

Merchant's Scale. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. You can use a scale to measure the exact weight of Tiny objects, such as raw precious metals or trade goods, to help determine their worth.

Mess Tin. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan while the other is used 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 up to 20 feet, shattering it on impact. Make a ranged weapon 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) it 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 level area. When 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.

Paint Pot. This small clay pot contains about a pint of a single color of paint, enough to cover 50 square feet. Alternatively, as an action, you can splash the contents of this pot up to 20 feet, shattering it on impact. Make a ranged weapon attack against a creature within 20 feet, treating the paint pot as an improvised weapon. On a hit, the target is covered in bright paint. The paint can only be removed with at least 1 minute of vigorous scrubbing. While covered in paint, a creature has disadvantage on Stealth checks.

Pocket Annoyer. Many gadgeteers and inventors in the Kingdom have been working on prototypes of mechanical clocks, time markers, and lapcounters of many types, with mixed results. The annoyers are mechanical spring-loaded sundials, with a set of mobile levers and hands, but their precision goes to hell after a few minutes, and they are unusable as clocks. Pizza makers, cooks, and Knaves of every kind have come up with a practical use for them, using the annoyers to mark a short countdown. With a pocket annoyer, you will know exactly when to remove a pizza from the oven, drain the pasta, or trigger an alarm to distract the guards.

With an action, an annoyer can be loaded and set to mark a countdown for a few seconds or minutes (up to 10 minutes, to be decided when you set it). When the set time expires, the accursed device emits a sharp, annoying shriek that lasts for a minute. Using an action, you can set it back to normal mode, to stop the noise. An annoyer’s shriek can be heard within a 100-foot radius.

Portable Ram. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. When another creature helps you use the ram, you gain a knack die (as well as advantage, as normal).

Prosthetic. Prosthetics are usually metal and custom-made to replace whatever portion of a limb has been lost.

Arm or Hand: You cannot gain advantage or knack dice on Sleight of Hand checks made with this prosthetic. However, prosthetics can provide an unexpected block, and when you use it defensively you gain a +1 bonus to your AC as if you were wielding a hands-free light shield with the prosthetic. Prosthetics used defensively in this way cannot wield weapons.

Leg or Foot: While you are standing on your prosthetic, you cannot gain advantage or knack dice on saving throws made to resist being knocked prone, and you take half damage from caltrops, spikes, and difficult terrain that deals damage. Depending on how your prosthetic is constructed, you can use it to store up to one concealed Tiny item (DC 15 Investigation or Perception check to notice). 

Ring of the Appetizer. This special ring contains a secret compartment holding a dose of poison, which can be easily released with a wave of the hand, and is often used by the nobility on formal occasions. You have advantage on all Dexterity (Sleight of Hand) checks made to dispense the dose of poison contained within the ring without being noticed. Cost: 30 gp + the cost of any seals, gems, and embellishments.

Rope. Rope, whether made of hemp or silk, has an AC of 10, 2 hit points, and can be burst with a DC 17 Strength check.

Seeker Helmet. This ingenious hat was created as an invention to help Tarantasia’s rat catchers in their tasks. The helmet sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Once lit, it burns for 6 hours consuming 1 flask of oil.

Smoke Bomb. This metal sphere’s casing is pockmarked with holes and capped with a thick fuse. When lit, it spews suffocating black smoke that heavily obscures a 10-foot cube for 1 minute. Air-breathing creatures within the smoke must make a DC 10 Constitution saving throw, or have disadvantage on ability checks, attack rolls, and saving throws made while breathing the fumes. A wind of moderate or greater speed suppresses the smoke effect for 1 round. 

Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

Spyglass. Objects viewed through a spyglass are magnified to twice their size. You can use a spyglass to make Perception checks on areas you can see that are more than a quarter mile away.  

Tanglefoot Bag. Unguents and adhesives fill this airtight sack. You can use an action to throw this bag at a target within 20 feet, treating it as a ranged weapon attack with an improvised weapon. On a hit, rapidly hardening sap covers the target and it makes a DC 13 Strength check or becomes grappled. At the start of each of its turns, the target repeats the check, ending the effect on itself on a success. The sap can also be destroyed (AC 13, 6 hit points).

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.

Travel Enclosure. This fine wire mesh bag is reinforced with metal beams, making a durable but flexible enclosure. Creatures of an appropriate size can comfortably reside within the enclosure if provided with some appropriate substrate (soft bedding for rodents, loamy soil for toads, and so on). 

Tiny: A single Tiny creature residing within the enclosure has total cover inside it and automatically succeeds on saving throws to resist area effects.

Small: Up to 3 Tiny creatures or a single Small creature residing within the enclosure have total cover inside it and automatically succeeds on saving throws to resist area effects.

Unstable Extravaganza (Vial). This small vial of unstable Extravaganza can make for a powerful explosive. You can set and light one or more vials of unstable Extravaganza as an action, causing each to explode at the start of your next turn. Any creatures or objects within 10 feet of the exploding charge make a DC 14 Dexterity saving throw, taking 2d10 force damage on a failure, or half damage on a success. Increase this damage by 2d10 for each charge set beyond the first. Whenever a creature carrying unstable Extravaganza takes damage from a spell or cantrip, it must roll a d4. On a result of a 1 the unstable Extravaganza instantly explodes as if set and lit.

Wheelchair. This durable device provides tactical mobility without requiring the use of the legs. While mounted on a wheelchair you are considered to be wearing the wheelchair as a piece of gear. The wheelchair is mechanically complex and can ascend stairs and ramps slowly, or provide a boost of speed on the descent. You have a movement speed of 30 feet while mounted on a wheelchair and treat inclines and stairs as difficult terrain, but while moving down slopes, stairs, or other significant declines you may take the Dash action as a bonus action.

Table: Miscellaneous Adventuring Gear

Item Cost Weight
Abacus 2 gp 2 lbs
Acid (vial) 25 gp 1 lb
Alchemist’s fire (flask) 35 gp 1 lb
Archaic fire (flask) 25 gp 4 lbs
Ball bearings (bag of 1,000) 1 gp 2 lbs
Bell 1 gp -
Black powder charge 35 gp 1 lb
Block and tackle 1 gp 5 lbs
Book 25 gp 5 lbs
Cage (Medium) 5 gp 25 lbs
Cage (Large) 20 gp 100 lbs
Cage (Huge) 120 gp 500 lbs
Caltrops (bag of 20) 1 gp 2 lbs
Candle 1 cp -
Cauldron of neverending stew 20 gp 10 lbs
Chain (10 feet) 5 gp 10 lbs
Chalk (1 piece) 1 cp -
Clothes (common) 5 sp 3 lbs
Clothes (costume) 5 gp 4 lbs
Clothes (fine) 15 gp 6 lbs
Clothes (traveler's) 2 gp 4 lbs
Coinscratcher 2 gp 2 lbs
Component pouch 25 gp 2 lbs
Crowbar 2 gp 5 lbs
Eyepatch 2 sp -
FACS Simile 8 gp 1 lb
Fishing tackle 1 gp 4 lbs
Flash bomb 50 gp 3 lbs
Grappling hook 2 gp 4 lbs
Hammer 1 gp 3 lbs
Herbalist's fire (flask) 20 gp 1 lb
Hook hand 15 gp 1 lb
Holy water (flask) 25 gp 1 lb
Hourglass 25 gp 1 lb
Ink (1 ounce bottle) 10 gp -
Ink pen 2 cp -
Incense (block) 5 gp 1/2 lb
Ladder (10 foot) 1 sp 25 lbs
Lantern (standard) 5 sp 1 lb
Lantern (bullseye) 10 gp 2 lbs
Lantern (hooded) 5 gp 2 lbs
Litmus Bandana 5 gp -
Lock 10 gp 1 lb
Magnifying glass 25 gp -
Manacles 2 gp 6 lbs
Merchant’s scale 5 gp 3 lbs
Mess tin 2 sp 1 lb
Mirror, steel 5 gp 1/2 lb
Oil (flask) 1 sp 1 lb
Paint pot 1 gp 1/4 lb
Paper (one sheet) 2 sp -
Parchment (one sheet) 1 sp -
Perfume (vial) 5 gp -
Pick, miner's 2 gp 10 lbs
Piton 5 cp 1/4 lb
Pocket annoyer 10 gp 1 lb
Pole (10-foot) 5 cp 7 lbs
Portable ram 4 gp 35 lbs
Prosthetic (arm/hand) 125 gp 4 lbs (varies)
Prosthetic (leg/foot) 75 gp 8 lbs (varies)
Ring of the Appetizer Special -
Robes 1 gp 4 lbs
Rope, hempen (50 feet) 1 gp 10 lbs
Rope, silk (50 feet) 10 gp 5 lbs
Sand bag 2 cp 1 lb
Sealing wax 5 sp -
Seeker Helmet 4 gp 2 lbs
Shovel 2 gp 5 lbs
Signal whistle 5 cp -
Signet ring 5 gp -
Sledgehammer 2 gp 10 lbs
Smoke bomb 50 gp 3 lbs
Soap 1 cp -
Spellbook 50 gp 3 lbs
Spikes, iron (10) 1 gp 5 lbs
Spyglass 150 gp 1 lb
String (10 feet) 1 sp -
Tanglefoot bag 50 gp 3 lbs
Tinderbox 5 sp 1 lb
Travel enclosure (Tiny) 10 gp 2 lbs
Travel enclosure (Small) 30 gp 15 lbs
Unstable Extravaganza 120 gp -
Vestments 1 gp 4 lbs
Wheelchair 100 gp 25 lbs
Whetstone 1 cp 1 lb


Edited by jokomaisu (see edit history)

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