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BigLee

BigLee

Inventory spoiler for Posting Template This will take some time

Short SwordMartial weapon, melee weapon
10 gp, 2 lb.
1d6 piercing - finesse, light

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
(2lbs)
ShortbowSimple weapon, ranged weapon
25 gp, 2 lb.
1d6 piercing - ammunition (80/320 ft.), two-handed

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
(2lbs)
Quiver (1lb)
- 20x arrows (1lb)

Bandolier (1/2 lb)
- Pipe & pipeweed
- Thieves' Tools25 gp, 1 lb.

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

Components. Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.
(1 lb)
- 2x Oil flasks
- 2x DaggerSimple weapon, melee weapon
2 gp, 1 lb.
1d4 piercing - finesse, light, thrown (20/60 ft.)

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
 (2lbs)

Bag of Holding
- Bedroll (7lbs)
- 3x Rations5 sp, 2 lb.

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
(6lbs)
- Waterskin2 sp, 5 lb.

A waterskin can hold up to 4 pints of liquid.
(5lbs)
- Fishing tackleThis kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. (4lbs)
- Scroll case1 gp, 1 lb.

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
(1lb)
- Grappling hook (4lbs)
- Silk ropeRope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.(50', 5lbs)
- Mess kit (1lb)
- 4x Oil flask1 sp, 1 lb.

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.
(4)

 

BigLee

BigLee

Inventory spoiler for Posting Template This will take some time

Short SwordMartial weapon, melee weapon
10 gp, 2 lb.
1d6 piercing - finesse, light

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
(2lbs)
2x DaggerSimple weapon, melee weapon
2 gp, 1 lb.
1d4 piercing - finesse, light, thrown (20/60 ft.)

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
 (2lbs)
ShortbowSimple weapon, ranged weapon
25 gp, 2 lb.
1d6 piercing - ammunition (80/320 ft.), two-handed

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
(2lbs)
Quiver
- 20x arrows(1lb)
Bandolier
- Pipe & pipeweed
- Thieves' tools
- Deck of cards
- 2x Oil flasks

Bag of Holding
- Bedroll
- Forgery kit
- 2x Rations
- 4x Torches
- Waterskin
- Whetstone
- Hand axe
- Fishing tackle
- Scroll case
- Grappling hook
- Silk rope (50')
- Mess kit
- 4x Oil flask

 

BigLee

BigLee

Inventory spoiler for Posting Template This will take some time

ShortbowSimple weapon, ranged weapon
25 gp, 2 lb.
1d6 piercing - ammunition (80/320 ft.), two-handed

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Short SwordMartial weapon, melee weapon
10 gp, 2 lb.
1d6 piercing - finesse, light

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
(2lbs)
2x DaggerSimple weapon, melee weapon
2 gp, 1 lb.
1d4 piercing - finesse, light, thrown (20/60 ft.)

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
 (2lbs)

Short bow (2lbs)
Quiver
- 20x arrows(1lb)
Bandolier
- Pipe & pipeweed
- Thieves' tools
- Deck of cards
- 2x Oil flasks

Bag of Holding
- Bedroll
- Forgery kit
- 2x Rations
- 4x Torches
- Waterskin
- Whetstone
- Hand axe
- Fishing tackle
- Scroll case
- Grappling hook
- Silk rope (50')
- Mess kit
- 4x Oil flask

 

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