General Gear

This section describes items that have special rules or require further explanation.

Acid: As an action, you can splash the contents of this vial onto a creature within 1.5 meters of you or throw the vial up to 6 meters, 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.

'''Auto-Injector, Antitoxin: '''A fine needle automatically sterilizes and administers the antitoxin. The creature receiving the injection gains advantage on saving throws against poison for 1 hour. It confers no benefit to constructs. Administering an injection takes an action.

Auto-Injector, Healing: A fine needle automatically sterilizes and administers the healing stimulant. The creature receiving the injection regains 2d4 + 2 hit points. Administering an injection takes an action.

Ball Bearings: As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 3 meters 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 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 particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures.

Caltrops: As an action, you can spread a bag of caltrops to cover a square area that is 1.5 meters 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 3 meters 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.

Computer Kit: This is a small case comes with a variety of connectors and adaptors allowing it to interface with other computer systems.

Case, Crossbow Bolt: This composite case can hold up to twenty crossbow bolts.

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 9 meters from the point where you anchored yourself, and you can't climb more than 9 meter away from that point without undoing the anchor.

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 composite fiber 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.

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 6-meter radius and dim light for an additional 9 meters. Power cell lasts for 20 hours before needing to recharge.

Lamp, Hand: A hand lamp casts bright light in a 18-meter cone and dim light for an additional 18 meters. Power cell lasts for 20 hours before needing to recharge.

Lamp, Kinetic: For 1 hour, a kinetic lamp sheds bright light in a 1.5-meter radius and dim light for an additional 1.5 meters.

Lock, Mechanical: 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. Your GM may decide that better locks are available for higher prices.

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 ignite, 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: 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.

Poison, Basic: 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 DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Quiver: A quiver can hold up to 20 arrows.

Ram, Portable: 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 can be any shelf-stable, long duration food; but commonly the food is in the form of an edible bar that lacks flavor, but packed with protein and carbohydrates.

Rope: Rope, whether made of plant fiber or composite fiber, has 2 hit points and can be burst with a DC 17 Strength check.

Scale, Digital: With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Scanner, Hand: This small handheld device gives the user information about the world around them. If you are not proficient in the investigation skill, you may use your proficiency bonus; If you are proficient, double your proficiency bonus.

Spyglass: Objects viewed through a spyglass are magnified to twice their size.

Tent: A simple and portable composite fiber shelter, a tent sleeps two.

Tinderbox: This small container holds flint, fire steel, and tinder (usually dry cloth soaked in an ignitable fluid) used to kindle a fire. Using it to light an exposed fuel-takes an action. Lighting any other fire takes 1 minute.

Wild fire: This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 6 meters, shattering it on impact. Make a ranged attack against a creature or object, treating the wild fire 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.