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:

  1. expend one use

  2. target an Unconscious creature at 0 HP

  3. stabilize that creature

  4. 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.