Secret Lesson 66
Adventuring Gear: Equipment That Solves Problems, Controls the Battlefield, Heals, Restrains, Illuminates, and Keeps You Alive
A weapon gives you a way to:
ATTACK
Armor helps you:
SURVIVE ATTACKS
Tools represent:
SPECIALIZED TRAINING
But adventurers need much more than swords, shields, and lockpicks.
A dungeon might confront you with:
A DARK CORRIDOR
A LOCKED DOOR
A CLIMBABLE CLIFF
A POISONED ALLY
AN ESCAPING ENEMY
A FIEND
AN UNCONSCIOUS COMPANION
A HIDDEN ROUTE
A BURNING OBJECT
A CREATURE YOU NEED TO RESTRAIN
or simply:
TEN DAYS IN THE WILDERNESS
The SRD 5.2.1 provides an extensive collection of objects for solving exactly these kinds of problems:
ADVENTURING GEAR
Some gear is simple.
A Backpack:
CARRIES THINGS
A Spyglass:
MAGNIFIES THINGS
But other items contain complete mechanical systems involving:
ACTIONS
BONUS ACTIONS
ATTACK ACTIONS
SAVING THROWS
ABILITY CHECKS
DAMAGE
CONDITIONS
LIGHT
MOVEMENT
and:
SPECIAL BONUSES
The Adventuring Gear section begins immediately after Tools in the SRD's Equipment chapter.
PART ONE — THE CORE IDEA
Adventuring Gear is not merely:
FLAVOR TEXT
Many pieces of gear are effectively:
SMALL TACTICAL ABILITIES
that anyone carrying the item can potentially use.
You don't need a spell to make an enemy:
PRONE
Ball Bearings can do it.
You don't necessarily need a spell to impose:
RESTRAINED
A Net, Chain, Rope, or Manacles can potentially do it.
You don't necessarily need a healing spell to stabilize someone at 0 Hit Points.
A:
HEALER'S KIT
can do it.
And you don't need magic to manipulate the battlefield.
You can use:
CALTROPS
OIL
HUNTING TRAPS
and:
BALL BEARINGS
PART TWO — HOW OBJECTS ARE USED
Before learning individual items, remember the general object rule.
When time matters, such as during combat, you normally get:
ONE FREE OBJECT INTERACTION PER TURN
during your movement or action.
If you need additional object interactions, or an object specifically requires an action for its use, the rules may require:
THE UTILIZE ACTION
But not every adventuring item uses Utilize.
Some explicitly use:
THE ATTACK ACTION
Some use:
A BONUS ACTION
Some take:
1 MINUTE
or:
1 HOUR
And some work simply because:
YOU ARE USING OR WEARING THEM
Therefore:
READ THE ITEM'S OWN RULE
Specific rules determine how that particular item works.
PART THREE — THE UTILIZE ACTION
The Rules Glossary defines the:
UTILIZE ACTION
as the action you take when an object requires an action for its use.
Examples in this lesson include:
BALL BEARINGS
CALTROPS
CLIMBER'S KIT
GRAPPLING HOOK
HUNTING TRAP
ROPE
and:
SIGNAL WHISTLE
But again:
DON'T ASSUME EVERY ITEM USES UTILIZE
Acid, for example, uses part of:
THE ATTACK ACTION
while Antitoxin uses:
A BONUS ACTION
PART FOUR — REPLACING AN ATTACK
Several pieces of Adventuring Gear have an important rule:
When you take the:
ATTACK ACTION
you can replace:
ONE OF YOUR ATTACKS
with using that item.
This wording appears on items such as:
ACID
ALCHEMIST'S FIRE
HOLY WATER
NET
and one method of using:
OIL
This matters enormously for characters who can make:
MULTIPLE ATTACKS
with one Attack action.
EXAMPLE — EXTRA ATTACK
A level 5 Fighter can normally make:
TWO ATTACKS
with the Attack action.
The Fighter decides to throw:
ACID
The Acid use replaces:
ONE ATTACK
The Fighter can still potentially use the other attack normally.
The Acid does not necessarily consume:
THE ENTIRE ATTACK ACTION
because the item's rule specifically says:
REPLACE ONE OF YOUR ATTACKS
PART FIVE — THE COMMON ITEM SAVE DC
Several thrown Adventuring Gear items use the same formula:
DC = 8 + DEXTERITY MODIFIER + PROFICIENCY BONUS
This includes the SRD rules for:
ACID
ALCHEMIST'S FIRE
HOLY WATER
NET
and:
THROWN OIL
Notice something important:
These items normally don't ask you to:
MAKE AN ATTACK ROLL
Instead:
THE TARGET MAKES A DEXTERITY SAVING THROW
EXAMPLE
Dexterity:
16
Dexterity modifier:
+3
Proficiency Bonus:
+3
DC:
8 + 3 + 3 =
DC 14
The target rolls:
D20 + ITS DEXTERITY SAVE MODIFIER
and tries to reach:
14
PART SIX — ACID
Cost:
25 GP
Weight:
1 LB.
When you take the Attack action, you can replace one attack by throwing:
A VIAL OF ACID
Target:
ONE CREATURE OR OBJECT
you can see within:
20 FEET
The target makes a Dexterity saving throw against:
8 + YOUR DEX MODIFIER + PB
Failure:
2D6 ACID DAMAGE
EXAMPLE
Dexterity:
14
Modifier:
+2
PB:
+2
Acid save DC:
8 + 2 + 2 =
12
The enemy rolls:
9
and has +1 Dexterity save.
Total:
10
Failure.
Acid damage:
2D6
Suppose:
4 + 5 =
9 ACID DAMAGE
IMPORTANT
Acid doesn't say:
HALF DAMAGE ON A SUCCESS
Therefore on a successful save, the target doesn't take the listed 2d6 damage.
Never invent:
HALF DAMAGE
unless the rule actually says it.
PART SEVEN — ALCHEMIST'S FIRE
Cost:
50 GP
Weight:
1 LB.
Use:
ATTACK ACTION — REPLACE ONE ATTACK
Range:
20 FEET
Target:
CREATURE OR OBJECT YOU CAN SEE
Dexterity save DC:
8 + DEX MODIFIER + PB
On a failed save, the target:
TAKES 1D4 FIRE DAMAGE
and:
STARTS BURNING
PART EIGHT — WHAT BURNING MEANS
Burning is a defined:
HAZARD
A burning creature or object takes:
1D4 FIRE DAMAGE
at the:
START OF EACH OF ITS TURNS
A creature can use an action to extinguish fire on itself by:
GIVING ITSELF THE PRONE CONDITION
and:
ROLLING ON THE GROUND
Fire also goes out if it is:
DOUSED
SUBMERGED
or:
SUFFOCATED
EXAMPLE — ALCHEMIST'S FIRE
A goblin fails its save.
Initial damage:
1D4 FIRE
Roll:
3
It also starts:
BURNING
At the start of the goblin's next turn:
ANOTHER 1D4 FIRE DAMAGE
Suppose:
4
The goblin could then use its action to extinguish itself through the method described by the Burning rule.
PART NINE — AMMUNITION
A weapon with the:
AMMUNITION PROPERTY
requires the appropriate ammunition.
The weapon's description tells you:
WHICH TYPE
The SRD's Ammunition table is:
| Type | Amount | Typical Storage | Weight | Cost |
|---|---|---|---|---|
| Arrows | 20 | Quiver | 1 lb. | 1 GP |
| Bolts | 20 | Case | 1½ lb. | 1 GP |
| Firearm Bullets | 10 | Pouch | 2 lb. | 3 GP |
| Sling Bullets | 20 | Pouch | 1½ lb. | 4 CP |
| Needles | 50 | Pouch | 1 lb. | 1 GP |
The storage item:
IS BOUGHT SEPARATELY
PART TEN — ANTITOXIN
Cost:
50 GP
As a:
BONUS ACTION
you can drink one vial.
For:
1 HOUR
you gain Advantage on saving throws to:
AVOID
or:
END
the:
POISONED CONDITION
IMPORTANT
Antitoxin does not say:
IMMUNITY TO POISON DAMAGE
It grants Advantage specifically on saves to:
AVOID OR END POISONED
Those are not the same thing.
PART ELEVEN — ARCANE FOCUS
An Arcane Focus channels:
ARCANE MAGIC
It can serve as a Spellcasting Focus for:
SORCERERS
WARLOCKS
and:
WIZARDS
Available forms:
| Arcane Focus | Weight | Cost |
|---|---|---|
| Crystal | 1 lb. | 10 GP |
| Orb | 3 lb. | 20 GP |
| Rod | 2 lb. | 10 GP |
| Staff | 4 lb. | 5 GP |
| Wand | 1 lb. | 10 GP |
The Staff also functions as:
A QUARTERSTAFF
We will examine Spellcasting Focus rules much more closely in:
LESSON 69
PART TWELVE — BACKPACK
Cost:
2 GP
Weight:
5 LB.
Capacity:
30 POUNDS
within:
1 CUBIC FOOT
A Backpack can also serve as:
A SADDLEBAG
PART THIRTEEN — BALL BEARINGS
Cost:
1 GP
Weight:
2 LB.
As a:
UTILIZE ACTION
you spill the Ball Bearings.
They cover a:
LEVEL 10-FOOT-SQUARE AREA
within:
10 FEET OF YOU
A creature entering that area for the first time on a turn makes:
DC 10 DEXTERITY SAVE
Failure:
PRONE
Recovery time:
10 MINUTES
EXAMPLE
A narrow passage is:
10 FEET WIDE
You spread Ball Bearings across a level section.
An enemy runs into it.
Dexterity save:
7
DC:
10
The enemy becomes:
PRONE
IMPORTANT
Ball Bearings don't deal damage.
They impose:
PRONE
on a failed save.
PART FOURTEEN — BARREL, BASKET, BOTTLE, BUCKET, AND CHEST
Many gear items are containers.
BARREL
Capacity:
40 GALLONS OF LIQUID
or:
4 CUBIC FEET OF DRY GOODS
BASKET
Capacity:
40 POUNDS
within:
2 CUBIC FEET
GLASS BOTTLE
Capacity:
1½ PINTS
BUCKET
Capacity:
HALF A CUBIC FOOT
CHEST
Capacity:
12 CUBIC FEET
These are mostly logistical rather than combat mechanics, but capacity can matter when transporting:
FOOD
WATER
TREASURE
MATERIALS
or:
OTHER OBJECTS
PART FIFTEEN — BEDROLL
Cost:
1 GP
Weight:
7 LB.
A Bedroll sleeps:
ONE SMALL OR MEDIUM CREATURE
While inside it, that creature:
AUTOMATICALLY SUCCEEDS
on saving throws against:
EXTREME COLD
THIS IS STRONGER THAN ADVANTAGE
A Bedroll doesn't merely give:
ADVANTAGE
It says you:
AUTOMATICALLY SUCCEED
while in it.
PART SIXTEEN — BLANKET
Cost:
5 SP
Weight:
3 LB.
While wrapped in a Blanket, you have:
ADVANTAGE
on saving throws against:
EXTREME COLD
Compare:
Bedroll:
AUTOMATIC SUCCESS
Blanket:
ADVANTAGE
These are different benefits.
PART SEVENTEEN — BELL
Cost:
1 GP
As a:
UTILIZE ACTION
ringing it creates a sound audible up to:
60 FEET AWAY
This can be useful for signaling, alarms, and coordination, but any additional narrative consequence depends on:
THE SITUATION
and:
THE GM
PART EIGHTEEN — BLOCK AND TACKLE
Cost:
1 GP
Weight:
5 LB.
A Block and Tackle lets you hoist:
FOUR TIMES
the weight you can normally lift.
EXAMPLE
If another rule determines that your normal maximum lift is:
300 LB.
then a Block and Tackle could allow you to hoist:
300 × 4 =
1,200 LB.
The item multiplies:
THE WEIGHT YOU CAN NORMALLY LIFT
PART NINETEEN — BOOK
Cost:
25 GP
Weight:
5 LB.
A Book may contain:
FICTION
or:
NONFICTION
If you consult an:
ACCURATE NONFICTION BOOK
about its topic, you gain:
+5
to relevant Intelligence checks using:
ARCANA
HISTORY
NATURE
or:
RELIGION
about:
THAT TOPIC
EXAMPLE
You possess an accurate scholarly book about:
ANCIENT DRAGONS
The GM determines the information you're seeking fits:
INTELLIGENCE (HISTORY)
and is about the book's topic.
Your normal modifier:
+3
Book:
+5
Total modifier:
+8
That +5 is a specific mechanical benefit.
PART TWENTY — BURGLAR'S PACK
Cost:
16 GP
Weight:
42 LB.
Contains:
-
Backpack
-
Ball Bearings
-
Bell
-
10 Candles
-
Crowbar
-
Hooded Lantern
-
7 flasks of Oil
-
5 days of Rations
-
Rope
-
Tinderbox
-
Waterskin
A Pack is essentially:
A PRESELECTED EQUIPMENT BUNDLE
Buying a Pack gives you the listed items.
PART TWENTY-ONE — CALTROPS
Cost:
1 GP
Weight:
2 LB.
As a Utilize action, spread them over a:
5-FOOT-SQUARE AREA
within:
5 FEET
When a creature enters the area for the first time on a turn:
DC 15 DEXTERITY SAVE
Failure:
1 PIERCING DAMAGE
and its Speed becomes:
0
until:
THE START OF ITS NEXT TURN
Recovering the Caltrops takes:
10 MINUTES
BALL BEARINGS VS CALTROPS
| Item | Area | Save | Failure |
|---|---|---|---|
| Ball Bearings | 10-foot square | Dex DC 10 | Prone |
| Caltrops | 5-foot square | Dex DC 15 | 1 Piercing + Speed 0 until next turn |
They are:
DIFFERENT BATTLEFIELD-CONTROL TOOLS
PART TWENTY-TWO — CANDLE
Cost:
1 CP
A lit Candle lasts:
1 HOUR
It creates:
BRIGHT LIGHT — 5-FOOT RADIUS
and:
DIM LIGHT — ADDITIONAL 5 FEET
PART TWENTY-THREE — AMMUNITION STORAGE
A:
CROSSBOW BOLT CASE
holds:
20 BOLTS
A:
QUIVER
holds:
20 ARROWS
A Map or Scroll Case holds:
10 SHEETS OF PAPER
or:
5 SHEETS OF PARCHMENT
Remember:
Ammunition storage is:
NOT INCLUDED AUTOMATICALLY
when purchasing the ammunition.
PART TWENTY-FOUR — CHAIN
Cost:
5 GP
Weight:
10 LB.
As a Utilize action, you may try to wrap a Chain around an unwilling creature within:
5 FEET
But that creature must already have one of these conditions:
GRAPPLED
INCAPACITATED
or:
RESTRAINED
Then make:
DC 13 STRENGTH (ATHLETICS)
If its legs are bound:
RESTRAINED
until it escapes.
Escape requires an action and:
DC 18 DEXTERITY (ACROBATICS)
Burst the Chain:
ACTION
DC 20 STRENGTH (ATHLETICS)
IMPORTANT
You can't simply walk up to an unrestricted enemy and declare:
"I CHAIN THEM."
The target must first be:
GRAPPLED
INCAPACITATED
or:
RESTRAINED
PART TWENTY-FIVE — CLIMBER'S KIT
Cost:
25 GP
Weight:
12 LB.
It includes things such as:
BOOT TIPS
GLOVES
PITONS
and:
A HARNESS
As a Utilize action, you can:
ANCHOR YOURSELF
Once anchored:
-
you can't fall more than 25 feet from the anchor point
-
you can't move more than 25 feet from it without undoing the anchor
Undoing it requires:
A BONUS ACTION
PART TWENTY-SIX — FINE CLOTHES
Cost:
15 GP
Weight:
6 LB.
Fine Clothes are made from expensive materials and detailed workmanship.
The SRD specifically notes:
SOME EVENTS AND LOCATIONS ADMIT ONLY PEOPLE WEARING THEM
That is not merely cosmetic.
Equipment can affect:
ACCESS
to social environments.
PART TWENTY-SEVEN — TRAVELER'S CLOTHES
Cost:
2 GP
Weight:
4 LB.
Traveler's Clothes are:
RESILIENT GARMENTS
designed for travel through various environments.
The entry does not grant an automatic:
AC BONUS
SAVING THROW BONUS
or:
DAMAGE RESISTANCE
Don't invent one.
PART TWENTY-EIGHT — COMPONENT POUCH
Cost:
25 GP
Weight:
2 LB.
A Component Pouch is:
WATERTIGHT
and contains compartments holding the:
FREE MATERIAL COMPONENTS
of your spells.
The word:
FREE
matters.
A spell requiring a Material component with a specified monetary cost follows additional spellcasting rules.
We will study that in:
LESSON 76
PART TWENTY-NINE — COSTUME
Cost:
5 GP
Weight:
4 LB.
While wearing a Costume, you have:
ADVANTAGE
on any Ability Check you make to impersonate:
THE PERSON
or:
TYPE OF PERSON
that the Costume represents.
EXAMPLE
You have a costume representing:
A CITY GUARD
The GM calls for a check to impersonate a city guard.
Because the Costume represents that type of person:
ADVANTAGE
may apply through the item's rule.
PART THIRTY — CROWBAR
Cost:
2 GP
Weight:
5 LB.
A Crowbar grants:
ADVANTAGE
on Strength checks where:
ITS LEVERAGE CAN BE APPLIED
IMPORTANT
It does not grant Advantage on:
EVERY STRENGTH CHECK
Only those where:
THE CROWBAR'S LEVERAGE ACTUALLY APPLIES
PART THIRTY-ONE — DIPLOMAT'S PACK
Cost:
39 GP
Weight:
39 LB.
Contains:
-
Chest
-
Fine Clothes
-
Ink
-
5 Ink Pens
-
Lamp
-
2 Map or Scroll Cases
-
4 flasks of Oil
-
5 sheets of Paper
-
5 sheets of Parchment
-
Perfume
-
Tinderbox
This Pack focuses on:
SOCIAL
WRITTEN
and:
FORMAL
adventuring needs.
PART THIRTY-TWO — DRUIDIC FOCUS
A Druidic Focus may be used as a Spellcasting Focus by:
DRUIDS
and:
RANGERS
Forms in the SRD:
| Focus | Weight | Cost |
|---|---|---|
| Sprig of Mistletoe | — | 1 GP |
| Wooden Staff | 4 lb. | 5 GP |
| Yew Wand | 1 lb. | 10 GP |
The Wooden Staff also functions as:
A QUARTERSTAFF
Full Spellcasting Focus rules come later.
PART THIRTY-THREE — DUNGEONEER'S PACK
Cost:
12 GP
Weight:
55 LB.
Contains:
-
Backpack
-
Caltrops
-
Crowbar
-
2 flasks of Oil
-
10 days of Rations
-
Rope
-
Tinderbox
-
10 Torches
-
Waterskin
This is a highly practical bundle for:
DUNGEON EXPLORATION
PART THIRTY-FOUR — ENTERTAINER'S PACK
Cost:
40 GP
Weight:
58½ LB.
Contains:
-
Backpack
-
Bedroll
-
Bell
-
Bullseye Lantern
-
3 Costumes
-
Mirror
-
8 flasks of Oil
-
9 days of Rations
-
Tinderbox
-
Waterskin
PART THIRTY-FIVE — EXPLORER'S PACK
Cost:
10 GP
Weight:
55 LB.
Contains:
-
Backpack
-
Bedroll
-
2 flasks of Oil
-
10 days of Rations
-
Rope
-
Tinderbox
-
10 Torches
-
Waterskin
This is one of the classic general-purpose:
TRAVEL AND EXPLORATION BUNDLES
PART THIRTY-SIX — FLASK
Cost:
2 CP
Weight:
1 LB.
Capacity:
1 PINT
PART THIRTY-SEVEN — GRAPPLING HOOK
Cost:
2 GP
Weight:
4 LB.
As a Utilize action, you can throw it toward:
A RAILING
LEDGE
or:
ANOTHER CATCH
within:
50 FEET
Make:
DC 13 DEXTERITY (ACROBATICS)
Success:
THE HOOK CATCHES
If you tied a Rope to it:
YOU CAN THEN CLIMB THE ROPE
EXAMPLE
Dexterity:
+3
Acrobatics proficiency:
+3 PB
Total:
+6
Roll:
8
8 + 6 =
14
DC:
13
The hook catches.
PART THIRTY-EIGHT — HEALER'S KIT
Cost:
5 GP
Weight:
3 LB.
A Healer's Kit has:
10 USES
As a Utilize action:
-
expend one use
-
target an Unconscious creature at 0 HP
-
stabilize that creature
-
no Wisdom (Medicine) check is required
THIS IS EXTREMELY USEFUL
Normally, stabilizing can involve:
WISDOM (MEDICINE)
The Healer's Kit lets you perform the stabilization described by the item:
WITHOUT MAKING THAT CHECK
IMPORTANT
The Healer's Kit does not say it restores:
HIT POINTS
It:
STABILIZES
Those are different outcomes.
PART THIRTY-NINE — HOLY SYMBOL
A Holy Symbol can function as a Spellcasting Focus for:
CLERICS
and:
PALADINS
The SRD gives three forms:
| Symbol | Use | Weight | Cost |
|---|---|---|---|
| Amulet | Worn or held | 1 lb. | 5 GP |
| Emblem | Borne on fabric or Shield | — | 5 GP |
| Reliquary | Held | 2 lb. | 5 GP |
Full spellcasting implications come in:
LESSON 69
PART FORTY — HOLY WATER
Cost:
25 GP
Weight:
1 LB.
Take the:
ATTACK ACTION
and replace:
ONE ATTACK
Target a creature you can see within:
20 FEET
The creature makes a Dexterity save:
DC 8 + YOUR DEX MODIFIER + PB
On a failed save, if the target is:
A FIEND
or:
AN UNDEAD
it takes:
2D8 RADIANT DAMAGE
IMPORTANT
The damage is conditional.
The item does not say every creature failing the save takes:
2D8 RADIANT DAMAGE
It specifies:
FIEND OR UNDEAD
PART FORTY-ONE — HUNTING TRAP
Cost:
5 GP
Weight:
25 LB.
Use:
UTILIZE ACTION TO SET IT
The trap is a steel ring that closes when something steps on its:
PRESSURE PLATE
It is attached by a heavy chain to:
AN IMMOBILE OBJECT
A creature stepping on it makes:
DC 13 DEXTERITY SAVE
Failure:
1D4 PIERCING DAMAGE
and:
SPEED 0
until the start of its next turn.
Afterward, until it escapes, its movement is restricted by the trap's chain, typically:
3 FEET
ESCAPING
A creature can use its action to attempt:
DC 13 STRENGTH (ATHLETICS)
to free:
ITSELF
or:
ANOTHER CREATURE WITHIN REACH
Success:
FREED
Failure:
TRAPPED CREATURE TAKES 1 PIERCING DAMAGE
PART FORTY-TWO — INK AND INK PEN
Ink:
10 GP
A one-ounce bottle contains enough ink for approximately:
500 PAGES
An Ink Pen, used together with Ink, can:
WRITE
or:
DRAW
PART FORTY-THREE — JUG
Cost:
2 CP
Weight:
4 LB.
Capacity:
1 GALLON
PART FORTY-FOUR — LADDER
Cost:
1 SP
Weight:
25 LB.
Height:
10 FEET
You climb it to move:
UP
or:
DOWN
PART FORTY-FIVE — LIGHT SOURCES
Adventuring Gear contains several mundane light sources.
Understanding their radius is important in:
DARKNESS
CANDLE
Duration:
1 HOUR
Bright:
5 FEET
Dim:
+5 FEET
LAMP
Uses Oil.
Bright:
15-FOOT RADIUS
Dim:
ADDITIONAL 30 FEET
BULLSEYE LANTERN
Uses Oil.
Bright:
60-FOOT CONE
Dim:
ADDITIONAL 60 FEET
HOODED LANTERN
Uses Oil.
Bright:
30-FOOT RADIUS
Dim:
ADDITIONAL 30 FEET
Bonus Action:
LOWER HOOD
Then only:
DIM LIGHT IN A 5-FOOT RADIUS
Use another Bonus Action to:
RAISE IT AGAIN
TORCH
Duration:
1 HOUR
Bright:
20-FOOT RADIUS
Dim:
ADDITIONAL 20 FEET
PART FORTY-SIX — LIGHT COMPARISON
| Source | Bright Light | Dim Light Beyond | Shape |
|---|---|---|---|
| Candle | 5 ft. | 5 ft. | Radius |
| Lamp | 15 ft. | 30 ft. | Radius |
| Bullseye Lantern | 60 ft. | 60 ft. | Cone |
| Hooded Lantern | 30 ft. | 30 ft. | Radius |
| Torch | 20 ft. | 20 ft. | Radius |
The:
BULLSEYE LANTERN
is especially notable because its light projects as:
A CONE
rather than around you in all directions.
PART FORTY-SEVEN — LOCK
Cost:
10 GP
Weight:
1 LB.
A Lock comes with:
A KEY
Without the key, a creature can attempt to pick it with:
THIEVES' TOOLS
using:
DC 15 DEXTERITY (SLEIGHT OF HAND)
PART FORTY-EIGHT — MAGNIFYING GLASS
Cost:
100 GP
A Magnifying Glass grants:
ADVANTAGE
on any Ability Check made to:
APPRAISE
or:
INSPECT
a:
HIGHLY DETAILED ITEM
It can also ignite a fire, but that requires:
-
light as bright as sunlight
-
tinder
-
approximately 5 minutes
PART FORTY-NINE — MANACLES
Cost:
2 GP
Weight:
6 LB.
As a Utilize action, you may bind an unwilling:
SMALL OR MEDIUM CREATURE
within:
5 FEET
but only if it already has:
GRAPPLED
INCAPACITATED
or:
RESTRAINED
Make:
DC 13 DEXTERITY (SLEIGHT OF HAND)
WHILE BOUND
The creature has:
DISADVANTAGE ON ATTACK ROLLS
If the Manacles are connected to a chain or hook fixed in place:
RESTRAINED
ESCAPE
Action:
DC 20 DEXTERITY (SLEIGHT OF HAND)
BURST
Action:
DC 25 STRENGTH (ATHLETICS)
PICK THE LOCK
The Manacles come with a key.
Without it:
THIEVES' TOOLS
DC 15 DEXTERITY (SLEIGHT OF HAND)
PART FIFTY — CHAIN VS MANACLES VS ROPE
These objects can all help restrain creatures, but their mechanics differ.
| Item | Initial Requirement | Binding Check | Escape |
|---|---|---|---|
| Chain | Target Grappled/Incapacitated/Restrained | Str (Athletics) DC 13 | Dex (Acrobatics) DC 18 |
| Manacles | Small/Medium target Grappled/Incapacitated/Restrained | Dex (Sleight of Hand) DC 13 | Dex (Sleight of Hand) DC 20 |
| Rope | Target Grappled/Incapacitated/Restrained | Binding itself follows Rope rule | Dex (Acrobatics) DC 15 |
Don't treat them as:
IDENTICAL OBJECTS
PART FIFTY-ONE — MAP
Cost:
1 GP
If you consult:
AN ACCURATE MAP
you gain:
+5
to:
WISDOM (SURVIVAL)
checks made to:
FIND YOUR WAY
in the place represented by that Map.
IMPORTANT
The Map doesn't give:
+5 TO ALL SURVIVAL CHECKS
It applies specifically to finding your way:
IN THE REPRESENTED PLACE
PART FIFTY-TWO — MIRROR
Cost:
5 GP
Weight:
½ LB.
The SRD describes the handheld steel Mirror as useful for:
PERSONAL COSMETICS
PEEKING AROUND CORNERS
and:
REFLECTING LIGHT AS A SIGNAL
No automatic numerical bonus is listed.
PART FIFTY-THREE — NET
Cost:
1 GP
Weight:
3 LB.
The Net is Adventuring Gear with its own combat procedure.
Take:
THE ATTACK ACTION
Replace:
ONE ATTACK
Choose a creature you can see within:
15 FEET
The target makes:
DEXTERITY SAVE
DC:
8 + YOUR DEX MODIFIER + PB
Failure:
RESTRAINED
until it escapes.
If the target is:
HUGE OR LARGER
it:
AUTOMATICALLY SUCCEEDS
ESCAPING A NET
The target or another creature within:
5 FEET
uses an action to make:
DC 10 STRENGTH (ATHLETICS)
Success:
FREED
DESTROYING THE NET
The Net has:
AC 10
5 HP
and Immunity to:
BLUDGEONING
POISON
and:
PSYCHIC DAMAGE
Destroying it frees the creature.
EXAMPLE
A Ranger has:
Dexterity:
18
Dex modifier:
+4
PB:
+3
Net save DC:
8 + 4 + 3 =
15
Target rolls Dexterity save:
12
Failure:
RESTRAINED
The target can later spend an action attempting:
DC 10 STRENGTH (ATHLETICS)
to escape.
PART FIFTY-FOUR — OIL: THREE DIFFERENT USES
Oil is one of the most mechanically versatile pieces of ordinary gear.
Cost:
1 SP
Weight:
1 LB.
It can be used to:
DOUSE A CREATURE OR OBJECT
DOUSE A SPACE
or:
FUEL LAMPS AND LANTERNS
PART FIFTY-FIVE — OIL ON A CREATURE OR OBJECT
Take the:
ATTACK ACTION
Replace:
ONE ATTACK
Throw an Oil flask at a creature or object within:
20 FEET
Dexterity save:
8 + DEX MODIFIER + PB
Failure:
COVERED IN OIL
The Oil dries after:
1 MINUTE
If the target takes Fire damage before then:
+5 FIRE DAMAGE
from burning Oil.
EXAMPLE
Target fails the Oil save.
Later it takes:
7 FIRE DAMAGE
while the Oil remains wet.
It therefore takes an extra:
5 FIRE DAMAGE
Total from that event:
12 FIRE DAMAGE
assuming no other rule modifies the damage.
PART FIFTY-SIX — OIL ON THE GROUND
Take:
UTILIZE ACTION
Pour one flask onto level ground.
Area:
5-FOOT SQUARE
within:
5 FEET
If lit, it burns until:
THE END OF THE TURN TWO ROUNDS FROM WHEN IT WAS LIT
which the SRD equates to:
12 SECONDS
A creature entering the area or ending its turn there takes:
5 FIRE DAMAGE
Maximum:
ONCE PER TURN
PART FIFTY-SEVEN — OIL AS FUEL
One flask of Oil powers a Lamp or Lantern for:
6 HOURS TOTAL
The six hours:
DON'T HAVE TO BE CONSECUTIVE
You may extinguish it as a:
UTILIZE ACTION
and later relight it.
PART FIFTY-EIGHT — PAPER AND PARCHMENT
One sheet of:
PAPER
holds approximately:
250 HANDWRITTEN WORDS
One sheet of:
PARCHMENT
also holds approximately:
250 HANDWRITTEN WORDS
Costs:
Paper:
2 SP
Parchment:
1 SP
PART FIFTY-NINE — PERFUME
Cost:
5 GP
A vial contains:
4 OUNCES
After applying it to yourself, for:
1 HOUR
you have Advantage on:
CHARISMA (PERSUASION)
checks made to influence:
AN INDIFFERENT HUMANOID
within:
5 FEET
EVERY WORD MATTERS
Perfume doesn't simply grant:
ADVANTAGE ON ALL PERSUASION
The target must be:
HUMANOID
INDIFFERENT
and:
WITHIN 5 FEET
and the check must be made to:
INFLUENCE IT
PART SIXTY — BASIC POISON
Cost:
100 GP
As a:
BONUS ACTION
you can coat:
ONE WEAPON
or:
UP TO THREE PIECES OF AMMUNITION
WHEN IT DEALS DAMAGE
If a creature takes:
PIERCING
or:
SLASHING
damage from that poisoned weapon or ammunition, it takes:
+1D4 POISON DAMAGE
The poison remains potent for:
1 MINUTE
or until:
ITS DAMAGE IS DEALT
whichever comes first.
IMPORTANT
If your weapon deals only:
BLUDGEONING DAMAGE
the Basic Poison rule as written doesn't trigger from that damage.
It specifically requires:
PIERCING OR SLASHING
PART SIXTY-ONE — POLE
Cost:
5 CP
Weight:
7 LB.
Length:
10 FEET
You can use it to touch something up to:
10 FEET AWAY
If you must make a:
STRENGTH (ATHLETICS)
check as part of a:
HIGH JUMP
or:
LONG JUMP
you can use the Pole to vault and gain:
ADVANTAGE
on the check.
PART SIXTY-TWO — POTION OF HEALING
Cost:
50 GP
Weight:
½ LB.
A Potion of Healing is explicitly:
A MAGIC ITEM
Use:
BONUS ACTION
You may either:
DRINK IT
or administer it to another creature within:
5 FEET
Healing:
2D4 + 2 HIT POINTS
EXAMPLE
Roll:
2D4
Results:
3 + 4
Add:
+2
Total healing:
3 + 4 + 2 =
9 HIT POINTS
IMPORTANT
Potion of Healing is listed in Adventuring Gear for accessibility, but the SRD identifies it as:
MAGIC
We will revisit its crafting rules in:
LESSON 70
PART SIXTY-THREE — POUCH
Cost:
5 SP
Weight:
1 LB.
Capacity:
6 POUNDS
within:
ONE-FIFTH OF A CUBIC FOOT
PART SIXTY-FOUR — PRIEST'S PACK
Cost:
33 GP
Weight:
29 LB.
Contains:
-
Backpack
-
Blanket
-
Holy Water
-
Lamp
-
7 days of Rations
-
Robe
-
Tinderbox
PART SIXTY-FIVE — PORTABLE RAM
Cost:
4 GP
Weight:
35 LB.
Used to:
BREAK DOWN DOORS
When using it for that purpose:
+4
to the:
STRENGTH CHECK
One other character can help you use it, providing:
ADVANTAGE
on that check.
EXAMPLE
Strength modifier:
+4
Portable Ram:
+4
Roll with Advantage because an ally helps.
d20s:
7 AND 14
Use:
14
Calculation:
14 + 4 + 4 =
22
PART SIXTY-SIX — RATIONS
Cost:
5 SP
Weight:
2 LB.
Rations are travel-ready food such as:
DRIED FOOD
JERKY
HARDTACK
and similar provisions.
Failing to eat enough can trigger:
MALNUTRITION
whose full rules appear in the Rules Glossary.
PART SIXTY-SEVEN — ROBE
Cost:
1 GP
Weight:
4 LB.
A Robe can have:
VOCATIONAL
or:
CEREMONIAL
significance.
Some events or locations admit only people wearing Robes with particular:
COLORS
or:
SYMBOLS
PART SIXTY-EIGHT — ROPE
Cost:
1 GP
Weight:
5 LB.
As a Utilize action, tie a knot with:
DC 10 DEXTERITY (SLEIGHT OF HAND)
The Rope can be burst with:
DC 20 STRENGTH (ATHLETICS)
BINDING A CREATURE
You can bind an unwilling creature only if it has:
GRAPPLED
INCAPACITATED
or:
RESTRAINED
If its legs are bound:
RESTRAINED
until it escapes.
Escape:
ACTION
DC 15 DEXTERITY (ACROBATICS)
PART SIXTY-NINE — SACK
Cost:
1 CP
Weight:
½ LB.
Capacity:
30 POUNDS
within:
1 CUBIC FOOT
PART SEVENTY — SCHOLAR'S PACK
Cost:
40 GP
Weight:
22 LB.
Contains:
-
Backpack
-
Book
-
Ink
-
Ink Pen
-
Lamp
-
10 flasks of Oil
-
10 sheets of Parchment
-
Tinderbox
PART SEVENTY-ONE — SHOVEL
Cost:
2 GP
Weight:
5 LB.
Using it for:
1 HOUR
you can dig a hole:
5 FEET ON EACH SIDE
in:
SOIL
or similar material.
PART SEVENTY-TWO — SIGNAL WHISTLE
Cost:
5 CP
As a:
UTILIZE ACTION
it creates a sound audible up to:
600 FEET AWAY
Compare that with a Bell:
60 FEET
Signal Whistle:
600 FEET
PART SEVENTY-THREE — SPELL SCROLLS
The Adventuring Gear table includes:
SPELL SCROLL (CANTRIP) — 30 GP
and:
SPELL SCROLL (LEVEL 1) — 50 GP
These are:
MAGIC ITEMS
A scroll contains a spell determined by:
ITS CREATOR
If the spell appears on your:
CLASS'S SPELL LIST
you can read the scroll and cast it using:
ITS NORMAL CASTING TIME
without providing:
MATERIAL COMPONENTS
FIXED SCROLL NUMBERS
If the spell requires a saving throw:
SPELL SAVE DC 13
If it requires an attack roll:
+5 ATTACK BONUS
When casting is completed:
THE SCROLL DISINTEGRATES
Full scroll crafting rules come in:
LESSON 70
PART SEVENTY-FOUR — IRON SPIKES
Cost:
1 GP
Weight:
5 LB.
Sold in bundles of:
TEN
As a Utilize action, use a blunt object such as a Light Hammer to drive one into:
WOOD
EARTH
or similar material.
You can use a Spike to:
JAM A DOOR SHUT
or:
ATTACH ROPE OR CHAIN
PART SEVENTY-FIVE — SPYGLASS
Cost:
1,000 GP
Weight:
1 LB.
Objects viewed through it appear:
TWICE THEIR SIZE
The SRD doesn't automatically grant:
ADVANTAGE ON PERCEPTION
or:
A NUMERICAL BONUS
So don't invent one.
PART SEVENTY-SIX — STRING
Cost:
1 SP
Length:
10 FEET
You can tie a knot in it as:
A UTILIZE ACTION
PART SEVENTY-SEVEN — TENT
Cost:
2 GP
Weight:
20 LB.
A Tent sleeps up to:
TWO SMALL OR MEDIUM CREATURES
PART SEVENTY-EIGHT — TINDERBOX
Cost:
5 SP
Weight:
1 LB.
A Tinderbox contains materials for:
KINDLING FIRE
Lighting one of these:
CANDLE
LAMP
LANTERN
TORCH
or another item with:
EXPOSED FUEL
requires:
A BONUS ACTION
Lighting another kind of fire requires:
1 MINUTE
PART SEVENTY-NINE — TORCH AS A WEAPON
A Torch isn't only a light source.
When you take:
THE ATTACK ACTION
you can attack with the Torch as:
A SIMPLE MELEE WEAPON
On a hit:
1 FIRE DAMAGE
IMPORTANT
The rule says:
1 FIRE DAMAGE
Not:
1D4
Not:
1 + STRENGTH
Not:
1D6
Use the item's actual rule.
PART EIGHTY — VIAL
Cost:
1 GP
Capacity:
4 OUNCES
PART EIGHTY-ONE — WATERSKIN
Cost:
2 SP
Weight when full:
5 LB.
Capacity:
4 PINTS
Insufficient water can lead to:
DEHYDRATION
The complete Dehydration rules will be covered in the:
RULES GLOSSARY
and:
GAMEPLAY TOOLBOX
sections of the course.
PART EIGHTY-TWO — COMPLETE ADVENTURING GEAR PRICE REFERENCE
The SRD's complete Adventuring Gear table includes the following:
| Item | Weight | Cost |
|---|---|---|
| Acid | 1 lb. | 25 GP |
| Alchemist's Fire | 1 lb. | 50 GP |
| Ammunition | Varies | Varies |
| Antitoxin | — | 50 GP |
| Arcane Focus | Varies | Varies |
| Backpack | 5 lb. | 2 GP |
| Ball Bearings | 2 lb. | 1 GP |
| Barrel | 70 lb. | 2 GP |
| Basket | 2 lb. | 4 SP |
| Bedroll | 7 lb. | 1 GP |
| Bell | — | 1 GP |
| Blanket | 3 lb. | 5 SP |
| Block and Tackle | 5 lb. | 1 GP |
| Book | 5 lb. | 25 GP |
| Bottle, Glass | 2 lb. | 2 GP |
| Bucket | 2 lb. | 5 CP |
| Burglar's Pack | 42 lb. | 16 GP |
| Caltrops | 2 lb. | 1 GP |
| Candle | — | 1 CP |
| Case, Crossbow Bolt | 1 lb. | 1 GP |
| Case, Map or Scroll | 1 lb. | 1 GP |
| Chain | 10 lb. | 5 GP |
| Chest | 25 lb. | 5 GP |
| Climber's Kit | 12 lb. | 25 GP |
| Clothes, Fine | 6 lb. | 15 GP |
| Clothes, Traveler's | 4 lb. | 2 GP |
| Component Pouch | 2 lb. | 25 GP |
| Costume | 4 lb. | 5 GP |
| Crowbar | 5 lb. | 2 GP |
| Diplomat's Pack | 39 lb. | 39 GP |
| Druidic Focus | Varies | Varies |
| Dungeoneer's Pack | 55 lb. | 12 GP |
| Entertainer's Pack | 58½ lb. | 40 GP |
| Explorer's Pack | 55 lb. | 10 GP |
| Flask | 1 lb. | 2 CP |
| Grappling Hook | 4 lb. | 2 GP |
| Healer's Kit | 3 lb. | 5 GP |
| Holy Symbol | Varies | Varies |
| Holy Water | 1 lb. | 25 GP |
| Hunting Trap | 25 lb. | 5 GP |
| Ink | — | 10 GP |
| Ink Pen | — | 2 CP |
| Jug | 4 lb. | 2 CP |
| Ladder | 25 lb. | 1 SP |
| Lamp | 1 lb. | 5 SP |
| Lantern, Bullseye | 2 lb. | 10 GP |
| Lantern, Hooded | 2 lb. | 5 GP |
| Lock | 1 lb. | 10 GP |
| Magnifying Glass | — | 100 GP |
| Manacles | 6 lb. | 2 GP |
| Map | — | 1 GP |
| Mirror | ½ lb. | 5 GP |
| Net | 3 lb. | 1 GP |
| Oil | 1 lb. | 1 SP |
| Paper | — | 2 SP |
| Parchment | — | 1 SP |
| Perfume | — | 5 GP |
| Poison, Basic | — | 100 GP |
| Pole | 7 lb. | 5 CP |
| Pot, Iron | 10 lb. | 2 GP |
| Potion of Healing | ½ lb. | 50 GP |
| Pouch | 1 lb. | 5 SP |
| Priest's Pack | 29 lb. | 33 GP |
| Quiver | 1 lb. | 1 GP |
| Ram, Portable | 35 lb. | 4 GP |
| Rations | 2 lb. | 5 SP |
| Robe | 4 lb. | 1 GP |
| Rope | 5 lb. | 1 GP |
| Sack | ½ lb. | 1 CP |
| Scholar's Pack | 22 lb. | 40 GP |
| Shovel | 5 lb. | 2 GP |
| Signal Whistle | — | 5 CP |
| Spell Scroll (Cantrip) | — | 30 GP |
| Spell Scroll (Level 1) | — | 50 GP |
| Spikes, Iron | 5 lb. | 1 GP |
| Spyglass | 1 lb. | 1,000 GP |
| String | — | 1 SP |
| Tent | 20 lb. | 2 GP |
| Tinderbox | 1 lb. | 5 SP |
| Torch | 1 lb. | 1 CP |
| Vial | — | 1 GP |
| Waterskin | 5 lb. full | 2 SP |
PART EIGHTY-THREE — GEAR AS BATTLEFIELD CONTROL
Some ordinary equipment can dramatically influence combat without being weapons or spells.
Consider:
BALL BEARINGS
Potential result:
PRONE
CALTROPS
Potential result:
SPEED 0
NET
Potential result:
RESTRAINED
HUNTING TRAP
Potential result:
DAMAGE + SPEED 0 + LIMITED MOVEMENT
OIL
Potential result:
EXTRA FIRE DAMAGE
or:
DAMAGING TERRAIN
MANACLES / CHAIN / ROPE
Potential result:
BINDING AN ALREADY-CONTROLLED CREATURE
Adventuring Gear can therefore be used for:
TACTICAL CONTROL
not merely inventory bookkeeping.
PART EIGHTY-FOUR — GEAR AS EMERGENCY SUPPORT
A party with no available healing spell may still carry:
HEALER'S KIT
for stabilization.
A wounded character might use:
POTION OF HEALING
A poison-threatened character may use:
ANTITOXIN
And a party traveling through dangerous cold may rely on:
BEDROLLS
and:
BLANKETS
Mundane equipment can sometimes determine whether:
AN ADVENTURE CONTINUES
or:
THE PARTY IS FORCED TO RETREAT
PART EIGHTY-FIVE — GEAR AS SOCIAL EQUIPMENT
Not all equipment is about combat.
A:
COSTUME
can provide Advantage when impersonating its represented person or type.
A:
PERFUME
can grant Advantage on certain Persuasion checks.
FINE CLOTHES
can grant access to places requiring them.
A:
ROBE
can serve an equivalent role in ceremonial or professional situations.
Equipment can therefore influence:
SOCIAL INTERACTION
as directly as it influences:
EXPLORATION
or:
COMBAT
PART EIGHTY-SIX — GEAR AS INFORMATION
Information itself can be equipment.
An accurate:
BOOK
can provide:
+5
to certain Intelligence checks about its topic.
An accurate:
MAP
can provide:
+5
to Survival checks for navigation in the represented place.
A:
MAGNIFYING GLASS
can provide:
ADVANTAGE
when inspecting highly detailed items.
These are not vague role-playing suggestions.
They are:
ACTUAL MECHANICAL BENEFITS
PART EIGHTY-SEVEN — AT THE TABLE: USING GEAR CORRECTLY
When using Adventuring Gear, follow this procedure.
STEP 1 — SAY WHAT YOU WANT TO DO
Example:
"I SPREAD CALTROPS ACROSS THE PASSAGE."
STEP 2 — READ THE ITEM'S ACTION
Caltrops require:
UTILIZE ACTION
STEP 3 — PLACE THE EFFECT
Area:
5-FOOT SQUARE
within:
5 FEET
STEP 4 — WAIT FOR THE TRIGGER
Creature enters for the first time on a turn.
STEP 5 — MAKE THE REQUIRED ROLL
Target:
DEXTERITY SAVE DC 15
STEP 6 — APPLY ONLY THE LISTED EFFECT
Failure:
1 PIERCING DAMAGE
and:
SPEED 0 UNTIL START OF ITS NEXT TURN
Not:
PRONE
Not:
RESTRAINED
Not:
1D4 DAMAGE
Only the actual Caltrops effect.
PART EIGHTY-EIGHT — COMBINING GEAR WITH CHARACTER ABILITIES
Equipment becomes especially useful when combined intelligently with:
POSITIONING
CLASS FEATURES
SPELLS
ALLIES
and:
TERRAIN
But combinations must still obey:
EACH INDIVIDUAL RULE
EXAMPLE — NET AND ALLIES
You restrain an enemy with a Net.
That enemy now has:
RESTRAINED
The condition then produces its normal effects according to the Rules Glossary.
Your allies can take advantage of those condition effects.
The Net doesn't need to say:
"YOUR ALLIES GET BENEFITS"
because the:
RESTRAINED CONDITION
itself defines those consequences.
PART EIGHTY-NINE — COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING EVERY ITEM USES THE UTILIZE ACTION
No.
Some use:
ATTACK ACTION
Some:
BONUS ACTION
Some:
UTILIZE
Some require:
TIME
MISTAKE 2 — MAKING AN ATTACK ROLL WITH ACID
Acid's rule calls for:
A TARGET DEXTERITY SAVE
MISTAKE 3 — FORGETTING THAT ACID CAN TARGET OBJECTS
It can target:
A CREATURE OR OBJECT
MISTAKE 4 — DEALING HALF ACID DAMAGE ON A SUCCESSFUL SAVE
The Acid rule doesn't say:
HALF ON SUCCESS
MISTAKE 5 — TREATING ALCHEMIST'S FIRE AS ONE-TIME DAMAGE ONLY
A failed save also causes:
BURNING
MISTAKE 6 — FORGETTING BURNING DAMAGE AT THE START OF THE TARGET'S TURN
Burning deals:
1D4 FIRE DAMAGE
at that time.
MISTAKE 7 — THINKING ANTITOXIN GRANTS POISON IMMUNITY
It grants:
ADVANTAGE ON SAVES TO AVOID OR END POISONED
MISTAKE 8 — THINKING BALL BEARINGS DEAL DAMAGE
They cause:
PRONE
on a failed save.
MISTAKE 9 — THINKING CALTROPS CAUSE PRONE
They instead cause:
1 PIERCING DAMAGE
and:
SPEED 0
temporarily.
MISTAKE 10 — FORGETTING THE SURFACE REQUIREMENT FOR BALL BEARINGS
They cover a:
LEVEL
area.
MISTAKE 11 — THINKING A BLANKET AUTOMATICALLY PASSES EXTREME-COLD SAVES
Blanket:
ADVANTAGE
Bedroll:
AUTOMATIC SUCCESS
MISTAKE 12 — THINKING A BOOK GIVES +5 TO ALL INTELLIGENCE CHECKS
It must be an:
ACCURATE NONFICTION BOOK
and the check must relate to:
ITS TOPIC
and use one of the listed Skills.
MISTAKE 13 — TRYING TO CHAIN A COMPLETELY FREE ENEMY
The target must already be:
GRAPPLED
INCAPACITATED
or:
RESTRAINED
MISTAKE 14 — DOING THE SAME WITH MANACLES
Same prerequisite, plus Manacles work on:
SMALL OR MEDIUM
creatures.
MISTAKE 15 — ASSUMING A COSTUME AUTOMATICALLY FOOLS EVERYONE
It grants:
ADVANTAGE ON RELEVANT IMPERSONATION CHECKS
It doesn't create automatic belief.
MISTAKE 16 — THINKING A CROWBAR GIVES ADVANTAGE ON EVERY STRENGTH CHECK
Only where:
ITS LEVERAGE CAN APPLY
MISTAKE 17 — USING A HEALER'S KIT AS A POTION
A Healer's Kit:
STABILIZES
It doesn't inherently restore HP.
MISTAKE 18 — THROWING HOLY WATER AT ANY ENEMY FOR 2D8 DAMAGE
The damage applies if the failed-save target is:
FIEND OR UNDEAD
MISTAKE 19 — ASSUMING A HUNTING TRAP CREATES THE RESTRAINED CONDITION
Its item rule instead gives:
DAMAGE
SPEED 0 INITIALLY
and afterward limits movement by:
CHAIN LENGTH
It doesn't simply say:
RESTRAINED
MISTAKE 20 — THINKING A NET REQUIRES AN ATTACK ROLL
It forces:
DEXTERITY SAVE
MISTAKE 21 — TRYING TO RESTRAIN A HUGE CREATURE WITH THE NET
Huge or larger targets:
AUTOMATICALLY SUCCEED
MISTAKE 22 — THINKING A NET IS INDESTRUCTIBLE
It has:
AC 10
5 HP
and specified Immunities.
MISTAKE 23 — FORGETTING THAT OIL HAS THREE DIFFERENT USES
It can affect:
CREATURES OR OBJECTS
GROUND
and:
LAMPS OR LANTERNS
MISTAKE 24 — ROLLING DAMAGE FOR BURNING OIL ON THE GROUND
The ground effect deals a flat:
5 FIRE DAMAGE
MISTAKE 25 — THINKING PERFUME GIVES ADVANTAGE AGAINST EVERYONE
It specifically concerns an:
INDIFFERENT HUMANOID WITHIN 5 FEET
MISTAKE 26 — APPLYING BASIC POISON TO UNLIMITED AMMUNITION
One vial coats:
UP TO THREE PIECES
MISTAKE 27 — THINKING BASIC POISON LASTS ALL DAY
It remains potent:
1 MINUTE
or until its damage is dealt.
MISTAKE 28 — THINKING A POTION OF HEALING TAKES AN ACTION
In SRD 5.2.1:
BONUS ACTION
MISTAKE 29 — FORGETTING YOU CAN ADMINISTER THE POTION TO ANOTHER CREATURE
That creature must be within:
5 FEET
MISTAKE 30 — ASSUMING A SPYGLASS AUTOMATICALLY GIVES ADVANTAGE
Its listed effect is:
MAGNIFICATION TO TWICE SIZE
MISTAKE 31 — THINKING A TORCH DEALS NORMAL CLUB DAMAGE
Its specific rule says:
1 FIRE DAMAGE
MISTAKE 32 — FORGETTING THAT A TINDERBOX CAN LIGHT COMMON EXPOSED-FUEL LIGHT SOURCES AS A BONUS ACTION
Candle, Lamp, Lantern, Torch, or another exposed-fuel source:
BONUS ACTION
QUICK RECAP
Adventuring Gear gives characters practical solutions to:
COMBAT
EXPLORATION
TRAVEL
HEALING
SOCIAL INTERACTION
NAVIGATION
LIGHT
POISON
RESTRAINT
and:
SURVIVAL
ATTACK-REPLACEMENT ITEMS
ACID
ALCHEMIST'S FIRE
HOLY WATER
NET
and:
THROWN OIL
can replace one attack during:
THE ATTACK ACTION
BATTLEFIELD CONTROL
Ball Bearings:
PRONE
Caltrops:
SPEED 0
Net:
RESTRAINED
Hunting Trap:
DAMAGE + MOVEMENT RESTRICTION
Oil:
FIRE HAZARD
EMERGENCY SUPPORT
Antitoxin:
ADVANTAGE VS POISONED SAVES
Healer's Kit:
STABILIZATION
Potion of Healing:
2D4 + 2 HP
EXPLORATION
Climber's Kit:
FALL PROTECTION FROM ANCHOR
Grappling Hook:
CLIMBING ACCESS
Map:
+5 NAVIGATION
Book:
+5 CERTAIN KNOWLEDGE CHECKS
Crowbar:
ADVANTAGE WHERE LEVERAGE APPLIES
Portable Ram:
+4 TO BREAKING-DOWN-DOOR STRENGTH CHECKS
SOCIAL GEAR
Costume:
IMPERSONATION ADVANTAGE
Perfume:
SITUATIONAL PERSUASION ADVANTAGE
Fine Clothes and Robes:
ACCESS TO CERTAIN LOCATIONS OR EVENTS
PRIME HERO CHALLENGE
Your party is trapped inside an abandoned fortress.
You possess:
-
Ball Bearings
-
Caltrops
-
Healer's Kit
-
Holy Water
-
Net
-
Oil
-
Rope
-
Crowbar
-
Portable Ram
-
Torch
A wounded Fiend is approaching.
One ally is:
UNCONSCIOUS AT 0 HP
A second enemy is chasing you through a narrow corridor.
The exit door is:
JAMMED SHUT
QUESTION 1
What can you use to stabilize your ally without making a Wisdom (Medicine) check?
HEALER'S KIT
Use:
UTILIZE ACTION
Expend:
ONE OF TEN USES
QUESTION 2
Which item can directly damage the Fiend with Radiant damage?
HOLY WATER
Attack action:
REPLACE ONE ATTACK
Range:
20 FEET
Failed Dex save:
2D8 RADIANT DAMAGE
because the target is:
A FIEND
QUESTION 3
You want the pursuing enemy to fall Prone.
Which item?
BALL BEARINGS
Save:
DC 10 DEXTERITY
Failure:
PRONE
QUESTION 4
Instead, you want its Speed reduced to 0 until the start of its next turn.
Which item?
CALTROPS
Save:
DC 15 DEXTERITY
Failure:
1 PIERCING DAMAGE
and:
SPEED 0
QUESTION 5
You want to restrain a Medium enemy from 15 feet away.
Which item?
NET
Dexterity save DC:
8 + YOUR DEXTERITY MODIFIER + PB
Failure:
RESTRAINED
QUESTION 6
Your ally needs to force open the exit door.
Which two listed objects could potentially help?
CROWBAR
if leverage applies:
ADVANTAGE ON THE STRENGTH CHECK
or:
PORTABLE RAM
which gives:
+4
and can gain:
ADVANTAGE
if another character helps operate it.
QUESTION 7
You need light immediately.
You have a Tinderbox and Torch.
How long does lighting the Torch take?
BONUS ACTION
Once lit, the Torch lasts:
1 HOUR
with:
20-FOOT BRIGHT LIGHT
plus:
20 MORE FEET OF DIM LIGHT
QUESTION 8
You pour Oil over a level 5-foot square.
What action?
UTILIZE
If lit, what damage does it deal to a creature entering the space or ending its turn there?
5 FIRE DAMAGE
at most:
ONCE PER TURN
LESSON 66 — KEY TAKEAWAYS
The biggest lesson about Adventuring Gear is simple:
YOUR INVENTORY IS PART OF YOUR CHARACTER'S TOOLKIT
A player who only looks at:
ATTACKS
SPELLS
and:
CLASS FEATURES
is overlooking dozens of options.
A clever adventurer can:
BLOCK A PASSAGE
RESTRAIN AN ENEMY
EXTINGUISH OR CREATE FIRE
CLIMB A WALL
STABILIZE AN ALLY
NAVIGATE WITH A MAP
IDENTIFY INFORMATION WITH A BOOK
CREATE LIGHT
BREAK A DOOR
PROTECT AGAINST POISON
PREPARE AN AMBUSH
and:
SURVIVE THE WILDERNESS
using ordinary equipment.
The central habit to develop is:
READ THE ITEM
Then determine:
WHAT ACTION DOES IT USE?
WHAT TARGET OR AREA DOES IT AFFECT?
IS THERE A ROLL?
WHO ROLLS?
WHAT IS THE DC?
WHAT HAPPENS ON FAILURE?
WHAT HAPPENS ON SUCCESS?
HOW LONG DOES IT LAST?
and:
IS THE ITEM CONSUMED OR RECOVERABLE?
That turns equipment from:
A LIST OF OBJECTS
into:
A REAL ADVENTURING ARSENAL
NEXT LESSON
LESSON 67 — MOUNTS AND VEHICLES
We now know what adventurers:
CARRY
Next we learn how they move larger loads and travel using:
MOUNTS
SADDLES
BARDING
CARRIAGES
CARTS
CHARIOTS
SLEDS
WAGONS
WATERBORNE VEHICLES
and:
AIRBORNE VEHICLES
Lesson 67 will explain the SRD rules for:
MOUNTS AND CARGO
PULLING VEHICLES
CARRYING CAPACITY
BARDING COST AND WEIGHT
SADDLES
VEHICLE STATISTICS
and how these rules interact with the mounted-combat concepts we learned earlier.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.