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<p>This section describes items that have special rules or require further explanation.</p><p><strong>Acid.</strong> As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, 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.</p><p><strong>Alchemist's Fire. </strong>This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's 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.</p><p><strong>Antitoxin. </strong>A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.</p><p><strong>Arcane Focus. </strong>An arcane focus is a special item— an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.</p><p><strong>Ball Bearings. </strong>As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet 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.</p><p><strong>Block and Tackle. </strong>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.</p><p><strong>Book. </strong>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. A book of spells is a spellbook (described later in this section).</p><p><strong>Caltrops. </strong>As an action, you can spread a bag of caltrops to cover a square area that is 5 feet 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 10 feet 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.</p><p><strong>Candle. </strong>For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.</p><p><strong>Case, Crossbow Bolt. </strong>This wooden case can hold up to twenty crossbow bolts.</p><p><strong>Case, Map or Scroll. </strong>This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.</p><p><strong>Chain. </strong>A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.</p><p><strong>Climber's Kit. </strong>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 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.</p><p><strong>Component Pouch. </strong>A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).</p><p><strong>Crowbar. </strong>Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.</p><p><strong>Druidic Focus. </strong>A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.</p><p><strong>Fishing Tackle. </strong>This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.</p><p><strong>Healer's Kit. </strong>This kit is a leather 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.</p><p><strong>Holy Symbol. </strong>A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.</p><p><strong>Holy Water. </strong>As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.</p><p><strong>Hunting Trap.</strong> 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.</p><p><strong>Lamp. </strong>A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.</p><p><strong>Lantern, Bullseye. </strong>A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.</p><p><strong>Lantern, Hooded. </strong>A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.</p><p><strong>Lock. </strong>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.</p><p><strong>Magnifying Glass.</strong> 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.</p><p><strong>Manacles. </strong>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.</p><p><strong>Mess Kit. </strong>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.</p><p><strong>Oil. </strong>Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.</p><p><strong>Poison, Basic.</strong> 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.</p><p><strong>Potion of Healing. </strong>A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.</p><p><strong>Pouch. </strong>A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).</p><p><strong>Quiver.</strong> A quiver can hold up to 20 arrows.</p><p><strong>Ram, Portable. </strong>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.</p><p><strong>Rations. </strong>Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.</p><p><strong>Rope.</strong> Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.</p><p><strong>Scale, Merchant's. </strong>A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.</p><p><strong>Spellbook.</strong> Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.</p><p><strong>Spyglass.</strong> Objects viewed through a spyglass are magnified to twice their size.</p><p><strong>Tent. </strong>A simple and portable canvas shelter, a tent sleeps two.</p><p><strong>Tinderbox. </strong>This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.</p><p><strong>Torch.</strong> A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.</p><table border="0"><caption><h4>Adventuring Gear</h4></caption><thead><tr><td>Item</td><td>Cost</td><td>Weight</td></tr></thead><tbody><tr><td>Abacus</td><td>2 gp</td><td>2 lb.</td></tr><tr><td>Acid (vial)</td><td>25 gp</td><td>1 lb.</td></tr><tr><td>Alchemist's fire (flask)</td><td>50 gp</td><td>1 lb.</td></tr><tr><td><em>Ammunition</em></td><td></td><td></td></tr><tr><td>Arrows (20)</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Blowgun needles (50)</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Crossbow bolts (20)</td><td>1 gp</td><td>1½ lb.</td></tr><tr><td>Sling bullets (20)</td><td>4 cp</td><td>1½ lb.</td></tr><tr><td>Antitoxin (vial)</td><td>50 gp</td><td>—</td></tr><tr><td><em>Arcane focus</em></td><td></td><td></td></tr><tr><td>Crystal</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Orb</td><td>20 gp</td><td>3 lb.</td></tr><tr><td>Rod</td><td>10 gp</td><td>2 lb.</td></tr><tr><td>Staff</td><td>5 gp</td><td>4 lb.</td></tr><tr><td>Wand</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Backpack</td><td>2 gp</td><td>5 lb.</td></tr><tr><td>Ball bearings (bag of 1,000)</td><td>1 gp</td><td>2 lb.</td></tr><tr><td>Barrel</td><td>2 gp</td><td>70 lb.</td></tr><tr><td>Basket</td><td>4 sp</td><td>2 lb.</td></tr><tr><td>Bedroll</td><td>1 gp</td><td>7 lb.</td></tr><tr><td>Bell</td><td>1 gp</td><td>—</td></tr><tr><td>Blanket</td><td>5 sp</td><td>3 lb.</td></tr><tr><td>Block and tackle</td><td>1 gp</td><td>5 lb.</td></tr><tr><td>Book</td><td>25 gp</td><td>5 lb.</td></tr><tr><td>Bottle, glass</td><td>2 gp</td><td>2 lb.</td></tr><tr><td>Bucket</td><td>5 cp</td><td>2 lb.</td></tr><tr><td>Caltrops (bag of 20)</td><td>1 gp</td><td>2 lb.</td></tr><tr><td>Candle</td><td>1 cp</td><td>—</td></tr><tr><td>Case, crossbow bolt</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Case, map or scroll</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Chain (10 feet)</td><td>5 gp</td><td>10 lb.</td></tr><tr><td>Chalk (1 piece)</td><td>1 cp</td><td>—</td></tr><tr><td>Chest</td><td>5 gp</td><td>25 lb.</td></tr><tr><td>Climber's kit</td><td>25 gp</td><td>12 lb.</td></tr><tr><td>Clothes, common</td><td>5 sp</td><td>3 lb.</td></tr><tr><td>Clothes, costume</td><td>5 gp</td><td>4 lb.</td></tr><tr><td>Clothes, fine</td><td>15 gp</td><td>6 lb.</td></tr><tr><td>Clothes, traveler's</td><td>2 gp</td><td>4 lb.</td></tr><tr><td>Component pouch</td><td>25 gp</td><td>2 lb.</td></tr><tr><td>Crowbar</td><td>2 gp</td><td>5 lb.</td></tr><tr><td><em>Druidic focus</em></td><td></td><td></td></tr><tr><td>Sprig of mistletoe</td><td>1 gp</td><td>—</td></tr><tr><td>Totem</td><td>1 gp</td><td>—</td></tr><tr><td>Wooden staff</td><td>5 gp</td><td>4 lb.</td></tr><tr><td>Yew wand</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Fishing tackle</td><td>1 gp</td><td>4 lb.</td></tr><tr><td>Flask or tankard</td><td>2 cp</td><td>1 lb.</td></tr><tr><td>Grappling hook</td><td>2 gp</td><td>4 lb.</td></tr><tr><td>Hammer</td><td>1 gp</td><td>3 lb.</td></tr><tr><td>Hammer, sledge</td><td>2 gp</td><td>10 lb.</td></tr><tr><td>Healer's kit</td><td>5 gp</td><td>3 lb.</td></tr><tr><td><em>Holy symbol</em></td><td></td><td></td></tr><tr><td>Amulet</td><td>5 gp</td><td>1 lb.</td></tr><tr><td>Emblem</td><td>5 gp</td><td>—</td></tr><tr><td>Reliquary</td><td>5 gp</td><td>2 lb.</td></tr><tr><td>Holy water (flask)</td><td>25 gp</td><td>1 lb.</td></tr><tr><td>Hourglass</td><td>25 gp</td><td>1 lb.</td></tr><tr><td>Hunting trap</td><td>5 gp</td><td>25 lb.</td></tr><tr><td>Ink (1 ounce bottle)</td><td>10 gp</td><td>—</td></tr><tr><td>Ink pen</td><td>2 cp</td><td>—</td></tr><tr><td>Jug or pitcher</td><td>2 cp</td><td>4 lb.</td></tr><tr><td>Ladder (10-foot)</td><td>1 sp</td><td>25 lb.</td></tr><tr><td>Lamp</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Lantern, bullseye</td><td>10 gp</td><td>2 lb.</td></tr><tr><td>Lantern, hooded</td><td>5 gp</td><td>2 lb.</td></tr><tr><td>Lock</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Magnifying glass</td><td>100 gp</td><td>—</td></tr><tr><td>Manacles</td><td>2 gp</td><td>6 lb.</td></tr><tr><td>Mess kit</td><td>2 sp</td><td>1 lb.</td></tr><tr><td>Mirror, steel</td><td>5 gp</td><td>1/2 lb.</td></tr><tr><td>Oil (flask)</td><td>1 sp</td><td>1 lb.</td></tr><tr><td>Paper (one sheet)</td><td>2 sp</td><td>—</td></tr><tr><td>Parchment (one sheet)</td><td>1 sp</td><td>—</td></tr><tr><td>Perfume (vial)</td><td>5 gp</td><td>—</td></tr><tr><td>Pick, miner's</td><td>2 gp</td><td>10 lb.</td></tr><tr><td>Piton</td><td>5 cp</td><td>1/4 lb.</td></tr><tr><td>Poison, basic (vial)</td><td>100 gp</td><td>—</td></tr><tr><td>Pole (10-foot)</td><td>5 cp</td><td>7 lb.</td></tr><tr><td>Pot, iron</td><td>2 gp</td><td>10 lb.</td></tr><tr><td>Potion of healing</td><td>50 gp</td><td>1/2 lb.</td></tr><tr><td>Pouch</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Quiver</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Ram, portable</td><td>4 gp</td><td>35 lb.</td></tr><tr><td>Rations (1 day)</td><td>5 sp</td><td>2 lb.</td></tr><tr><td>Robes</td><td>1 gp</td><td>4 lb.</td></tr><tr><td>Rope, hempen (50 feet)</td><td>1 gp</td><td>10 lb.</td></tr><tr><td>Rope, silk (50 feet)</td><td>10 gp</td><td>5 lb.</td></tr><tr><td>Sack</td><td>1 cp</td><td>1/2 lb.</td></tr><tr><td>Scale, merchant's</td><td>5 gp</td><td>3 lb.</td></tr><tr><td>Sealing wax</td><td>5 sp</td><td>—</td></tr><tr><td>Shovel</td><td>2 gp</td><td>5 lb.</td></tr><tr><td>Signal whistle</td><td>5 cp</td><td>—</td></tr><tr><td>Signet ring</td><td>5 gp</td><td>—</td></tr><tr><td>Soap</td><td>2 cp</td><td>—</td></tr><tr><td>Spellbook</td><td>50 gp</td><td>3 lb.</td></tr><tr><td>Spikes, iron (10)</td><td>1 gp</td><td>5 lb.</td></tr><tr><td>Spyglass</td><td>1,000 gp</td><td>1 lb.</td></tr><tr><td>Tent, two-person</td><td>2 gp</td><td>20 lb.</td></tr><tr><td>Tinderbox</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Torch</td><td>1 cp</td><td>1 lb.</td></tr><tr><td>Vial</td><td>1 gp</td><td>—</td></tr><tr><td>Waterskin</td><td>2 sp</td><td>5 lb. (full)</td></tr><tr><td>Whetstone</td><td>1 cp</td><td>1 lb.</td></tr></tbody></table><table border="0"><caption><h4>Container Capacity</h4></caption><tfoot><tr><td colspan="2">* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.</td></tr></tfoot><thead><tr><td>Container</td><td>Capacity</td></tr></thead><tbody><tr><td>Backpack*</td><td>1 cubic foot/30 pounds of gear</td></tr><tr><td>Barrel</td><td>40 gallons liquid, 4 cubic feet solid</td></tr><tr><td>Basket</td><td>2 cubic feet/40 pounds of gear</td></tr><tr><td>Bottle</td><td>1½ pints liquid</td></tr><tr><td>Bucket</td><td>3 gallons liquid, 1/2 cubic foot solid</td></tr><tr><td>Chest</td><td>12 cubic feet/300 pounds of gear</td></tr><tr><td>Flask or tankard</td><td>1 pint liquid</td></tr><tr><td>Jug or pitcher</td><td>1 gallon liquid</td></tr><tr><td>Pot, iron</td><td>1 gallon liquid</td></tr><tr><td>Pouch</td><td>1/5 cubic foot/6 pounds of gear</td></tr><tr><td>Sack</td><td>1 cubic foot/30 pounds of gear</td></tr><tr><td>Vial</td><td>4 ounces liquid</td></tr><tr><td>Waterskin</td><td>4 pints liquid</td></tr></tbody></table><hr /><h4>Equipment Packs</h4><p>The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.</p><p><strong>Burglar's Pack (16 gp).</strong> Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p><strong>Diplomat's Pack (39 gp).</strong> Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.</p><p><strong>Dungeoneer's Pack (12 gp). </strong>Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p><strong>Entertainer's Pack (40 gp). </strong>Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.</p><p><strong>Explorer's Pack (10 gp). </strong>Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p><strong>Priest's Pack (19 gp).</strong> Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.</p><p><strong>Scholar's Pack (40 gp). </strong>Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.</p>
<p>Cette section décrit les éléments qui ont des règles spéciales ou qui nécessitent des explications supplémentaires.</p><p><strong>Acide.</strong> En tant qu'action, vous pouvez éclabousser le contenu de cette fiole sur une créature à moins de 1,5 mètre de vous ou lancer la fiole jusqu'à 6 mètres, la brisant à l'impact. Dans les deux cas, effectuez une attaque à distance contre une créature ou un objet, en traitant l'acide comme une arme improvisée. En cas de succès, la cible subit 2d6 points de dégâts d'acide.</p><p><strong>Feu de l'alchimiste. </strong>Ce fluide collant et adhésif s'enflamme lorsqu'il est exposé à l'air. En tant qu'action, vous pouvez lancer cette fiole jusqu'à 6 mètres et la briser à l'impact. Effectuez une attaque à distance contre une créature ou un objet, en traitant le feu de l'alchimiste comme une arme improvisée. En cas de succès, la cible subit 1d4 dégâts de feu au début de chacun de ses tours. Une créature peut mettre fin à ces dégâts en utilisant son action pour effectuer un test de Dextérité DC 10 pour éteindre les flammes.</p><p><strong>Antitoxine. </strong>Une créature qui boit cette fiole de liquide gagne un avantage aux jets de sauvegarde contre le poison pendant 1 heure. Elle ne confère aucun avantage aux morts-vivants ou aux constructions.</p><p><strong>Arcane Focus. </strong>Un foyer des arcanes est un objet spécial - une orbe, un cristal, une tige, un bâton spécialement construit, une baguette de bois ou un objet similaire - conçu pour canaliser la puissance des sorts des arcanes. Un sorcier, un sorcier de guerre ou un magicien peut utiliser un tel objet comme foyer de sorts.</p><p><strong>Roulements à billes. </strong>En tant qu'action, vous pouvez faire jaillir ces minuscules boules de métal de leur pochette pour couvrir une zone carrée de niveau et de 10 pieds de côté. Une créature se déplaçant dans la zone couverte doit réussir un jet de sauvegarde de Dextérité DC 10 ou tomber à plat ventre. Une créature se déplaçant à travers la zone à demi-vitesse n'a pas besoin de faire ce jet de sauvegarde.</p><p><strong>Bloquer et plaquer. </strong>Un ensemble de poulies traversées par un câble et munies d'un crochet pour les attacher à des objets, une poulie et un palan vous permettent de soulever jusqu'à quatre fois le poids que vous pouvez normalement soulever.</p><p><strong>Livre. </strong>Un livre peut contenir de la poésie, des récits historiques, des informations relatives à un domaine particulier, des diagrammes et des notes sur des engins gnomes, ou à peu près tout ce qui peut être représenté par du texte ou des images. Un livre de sorts est un livre de sorts (décrit plus loin dans cette section).</p><p><strong>Caltrops. </strong>En tant qu'action, vous pouvez étendre un sac de caltrops pour couvrir une zone carrée de 5 pieds de côté. Toute créature qui pénètre dans la zone doit réussir un jet de sauvegarde de Dextérité DC 15 ou cesser de se déplacer ce tour-ci et subir 1 dégât perforant. Le fait de subir ces dégâts réduit la vitesse de marche de la créature de 10 pieds jusqu'à ce qu'elle regagne au moins 1 point de vie. Une créature se déplaçant dans la zone à demi-vitesse n'a pas besoin de faire ce jet de sauvegarde.</p><p><strong>Bougie. </strong>Pendant 1 heure, une bougie diffuse une lumière vive dans un rayon de 5 pieds et une lumière tamisée sur 5 pieds supplémentaires.</p><p><strong>Boîtier, boulon d'arbalète. </strong>Cet étui en bois peut contenir jusqu'à vingt carreaux d'arbalète.</p><p><strong>Etui, carte ou parchemin. </strong>Cet étui cylindrique en cuir peut contenir jusqu'à dix feuilles de papier enroulées ou cinq feuilles de parchemin enroulées.</p><p><strong>Chaîne. </strong>Une chaîne a 10 points de vie. Elle peut être brisée en réussissant un test de Force DC 20.</p><p><strong>Kit de l'alpiniste. </strong>Le kit du grimpeur comprend des pitons spéciaux, des embouts de bottes, des gants et un harnais. Vous pouvez utiliser le kit du grimpeur comme une action pour vous ancrer ; lorsque vous le faites, vous ne pouvez pas tomber à plus de 25 pieds du point où vous vous êtes ancré, et vous ne pouvez pas grimper à plus de 25 pieds de ce point sans défaire l'ancrage.</p><p><strong>Pochette de composants. </strong>Une pochette de composants est une petite pochette de ceinture en cuir étanche qui possède des compartiments pour contenir tous les composants matériels et autres objets spéciaux dont vous avez besoin pour lancer vos sorts, à l'exception des composants qui ont un coût spécifique (comme indiqué dans la description d'un sort).</p><p><strong>Pied-de-biche. </strong>L'utilisation d'un pied-de-biche confère un avantage aux tests de Force lorsque l'effet de levier du pied-de-biche peut être appliqué.</p><p><strong>Foyer druidique. </strong>Un foyer druidique peut être une branche de gui ou de houx, une baguette ou un sceptre en if ou en un autre bois spécial, un bâton tiré entièrement d'un arbre vivant, ou un objet totémique incorporant des plumes, de la fourrure, des os et des dents d'animaux sacrés. Un druide peut utiliser un tel objet comme foyer de lanceur de sorts.</p><p><strong>Matériel de pêche. </strong>Ce kit comprend une canne à pêche en bois, une ligne en soie, des bobbers en bois de liège, des hameçons en acier, des plombs en plomb, des leurres en velours et des filets étroits.</p><p><strong>Kit de guérisseur. </strong>Cette trousse est une pochette en cuir contenant des bandages, des pommades et des attelles. La trousse a dix usages. Comme action, vous pouvez dépenser une utilisation de la trousse pour stabiliser une créature qui a 0 point de vie, sans avoir besoin de faire un test de Sagesse (Médecine).</p><p><strong>Symbole sacré. </strong>Un symbole sacré est la représentation d'un dieu ou d'un panthéon. Il peut s'agir d'une amulette illustrant un symbole représentant une divinité, du même symbole soigneusement gravé ou incrusté comme emblème sur un bouclier, ou d'une minuscule boîte contenant un fragment d'une relique sacrée. L'annexe PH-B "Panthéons fantaisistes et historiques" dresse la liste des symboles communément associés à de nombreux dieux dans le multivers. Un clerc ou un paladin peut utiliser un symbole sacré comme point de focalisation de ses sorts. Pour utiliser le symbole de cette manière, le lanceur de sorts doit le tenir en main, le porter visiblement ou le porter sur un bouclier.</p><p><strong>Eau bénite. </strong>En tant qu'action, vous pouvez éclabousser le contenu de cette fiole sur une créature située à 1,5 m de vous ou la lancer jusqu'à 6 m, en la brisant à l'impact. Dans les deux cas, effectuez une attaque à distance contre une créature cible, en traitant l'eau bénite comme une arme improvisée. Si la cible est un démon ou un mort-vivant, elle subit 2d6 dégâts radiants. Un clerc ou un paladin peut créer de l'eau bénite en accomplissant un rituel spécial. Le rituel prend 1 heure à réaliser, utilise 25 gp d'argent en poudre, et nécessite que le lanceur de sorts dépense un emplacement de sort de 1er niveau.</p><p><strong>Piège de chasse.</strong> Lorsque vous utilisez votre action pour le poser, ce piège forme un anneau d'acier en dents de scie qui se referme lorsqu'une créature marche sur une plaque de pression au centre. Le piège est fixé par une lourde chaîne à un objet immobile, comme un arbre ou un pic enfoncé dans le sol. Une créature qui marche sur la plaque doit réussir un jet de sauvegarde de Dextérité DC 13 ou subir 1d4 dégâts perforants et cesser de bouger. Par la suite, jusqu'à ce que la créature se libère du piège, son mouvement est limité par la longueur de la chaîne (généralement 3 pieds de long). Une créature peut utiliser son action pour effectuer un test de Force DC 13, se libérant elle-même ou une autre créature à sa portée en cas de réussite. Chaque test raté inflige 1 dégât perforant à la créature piégée.</p><p><strong>Lampe. </strong>Une lampe projette une lumière vive dans un rayon de 15 pieds et une lumière tamisée sur une distance supplémentaire de 30 pieds. Une fois allumée, elle brûle pendant 6 heures avec une fiole (1 pinte) d'huile.</p><p><strong>Lanterne, œil de bœuf. </strong>Une lanterne à œil de bœuf projette une lumière vive dans un cône de 60 pieds et une lumière faible sur 60 pieds supplémentaires. Une fois allumée, elle brûle pendant 6 heures avec une fiole (1 pinte) d'huile.</p><p><strong>Lanterne à capuchon. </strong>Une lanterne à capuchon projette une lumière vive dans un rayon de 30 pieds et une lumière tamisée sur 30 pieds supplémentaires. Une fois allumée, elle brûle pendant 6 heures avec une fiole (1 pinte) d'huile. En tant qu'action, vous pouvez abaisser le capuchon, réduisant la lumière à une lumière tamisée dans un rayon de 5 pieds.</p><p><strong>Serrure. </strong>Une clé est fournie avec la serrure. Sans la clé, une créature maîtrisant les outils de voleur peut crocheter cette serrure en réussissant un test de Dextérité DC 15. Votre MJ peut décider que de meilleures serrures sont disponibles à des prix plus élevés.</p><p><strong>Loupe.</strong> Cette loupe permet de regarder de plus près de petits objets. Elle est également utile comme substitut au silex et à l'acier pour allumer un feu. Pour allumer un feu avec une loupe, il faut une lumière aussi vive que celle du soleil pour la focaliser, de l'amadou pour l'allumer, et environ 5 minutes pour que le feu prenne. Une loupe confère un avantage sur tout test d'aptitude effectué pour évaluer ou inspecter un objet de petite taille ou très détaillé.</p><p><strong>Manacles. </strong>Ces entraves métalliques peuvent lier une créature de taille petite ou moyenne. Pour s'échapper des menottes, il faut réussir un test de Dextérité DC 20. Pour les briser, il faut réussir un test de Force DC 20. Chaque jeu de menottes est fourni avec une clé. Sans la clé, une créature maîtrisant les outils de voleur peut crocheter la serrure des menottes en réussissant un test de Dextérité DC 15. Les menottes ont 15 points de vie.</p><p><strong>Trousse à pharmacie. </strong>Cette boîte en fer blanc contient une tasse et des couverts simples. La boîte s'attache ensemble, et un côté peut être utilisé comme une casserole et l'autre comme une assiette ou un bol peu profond.</p><p><strong>Huile. </strong>L'huile est généralement vendue dans une fiole en argile d'une contenance d'une pinte. En tant qu'action, vous pouvez éclabousser une créature dans un rayon de 1,5 m de vous avec l'huile contenue dans cette fiole ou la lancer jusqu'à 6 m, en la brisant à l'impact. Effectuez une attaque à distance contre une créature ou un objet cible, en traitant l'huile comme une arme improvisée. En cas de succès, la cible est couverte d'huile. Si la cible subit des dégâts de feu avant que l'huile ne sèche (après 1 minute), elle subit 5 dégâts de feu supplémentaires à cause de l'huile brûlante. Vous pouvez également verser une fiole d'huile sur le sol pour couvrir une surface de 5 pieds carrés, à condition que la surface soit plane. Si elle est allumée, l'huile brûle pendant 2 rounds et inflige 5 dégâts de feu à toute créature qui entre dans la zone ou termine son tour dans la zone. Une créature ne peut subir ces dégâts qu'une fois par tour.</p><p><strong>Poison, de base.</strong> Vous pouvez utiliser le poison contenu dans cette fiole pour enduire une arme tranchante ou perforante ou jusqu'à trois munitions. L'application du poison nécessite une action. Une créature touchée par l'arme ou les munitions empoisonnées doit effectuer un jet de sauvegarde de Constitution DC 10 ou subir 1d4 dégâts de poison. Une fois appliqué, le poison conserve sa puissance pendant 1 minute avant de sécher.</p><p><strong>Potion de guérison. </strong>Un personnage qui boit le fluide rouge magique contenu dans cette fiole regagne 2d4 + 2 points de vie. Boire ou administrer une potion demande une action.</p><p><strong>Pochette. </strong>Une pochette en tissu ou en cuir peut contenir jusqu'à 20 balles de fronde ou 50 aiguilles de sarbacane, entre autres choses. Une poche compartimentée destinée à contenir des composants de sorts est appelée pochette de composants (décrite plus haut dans cette section).</p><p><strong>Carquois.</strong> Un carquois peut contenir jusqu'à 20 flèches.</p><p><strong>Bélier, portable. </strong>Vous pouvez utiliser un bélier portable pour enfoncer des portes. Ce faisant, vous bénéficiez d'un bonus de +4 au test de Force. Un autre personnage peut vous aider à utiliser le bélier, ce qui vous donne un avantage sur ce test.</p><p><strong>Rations. </strong>Les rations sont constituées d'aliments secs adaptés à un voyage prolongé, notamment de la viande séchée, des fruits secs, du pain dur et des noix.</p><p><strong>Corde.</strong> Une corde, qu'elle soit en chanvre ou en soie, a 2 points de vie et peut être éclatée avec un test de Force DC 17.</p><p><strong>Balance de marchand. </strong>Une balance comprend une petite balance, des casseroles, et un assortiment approprié de poids jusqu'à 2 livres. Avec elle, vous pouvez mesurer le poids exact de petits objets, comme des métaux précieux bruts ou des marchandises de commerce, pour aider à déterminer leur valeur.</p><p><strong>Livre de sorts.</strong> Essentiel pour les sorciers, le livre de sorts est un tome relié en cuir contenant 100 pages vierges en vélin pour enregistrer les sorts.</p><p><strong>Lorgnette.</strong> Les objets vus à travers une lorgnette sont agrandis au double de leur taille.</p><p><strong>Tente. </strong>Abri de toile simple et portable, une tente peut accueillir deux personnes.</p><p><strong>Boîte à amadou. </strong>Ce petit récipient contient une pierre à feu, un acier à feu et de l'amadou (généralement un tissu sec imbibé d'huile légère) utilisé pour allumer un feu. L'utiliser pour allumer une torche - ou tout autre objet dont le combustible est abondant et exposé - prend une action. Allumer tout autre feu prend 1 minute.</p><p><strong>Torche.</strong> Une torche brûle pendant 1 heure, fournissant une lumière vive dans un rayon de 20 pieds et une lumière faible sur 20 pieds supplémentaires. Si vous effectuez une attaque de mêlée avec une torche enflammée et que vous touchez, elle inflige 1 dégât de feu.</p><table border="0"><caption><h4>Équipement d'aventurier</h4></caption><thead><tr> <td> Objet</td><td>Coût</td><td>Poids</td></tr></thead><tbody> <tr><td> Boulier</td><td>2 gp</td><td>2 lb.</td></tr><tr><td> Acide (fiole)</td><td>25 gp</td><td>1 lb.</td></tr><tr><td>Feu d'alchimiste (flacon)</td><td>50 gp</td><td>1 lb.</td></tr><tr><td><em>Munitions</em></td><td></td> <td></td> </tr><tr> <td> Flèches (20)</td><td>1 gp</td><td>1 lb.</td></tr><tr><td> Aiguilles de sarbacane (50)</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Pointes d'arbalète (20)</td><td>1 gp</td><td>1½ lb.</td></tr><tr><td> Balles de fronde (20)</td><td>4 cp</td><td>1½ lb.</td></tr><tr><td> Antitoxine (fiole)</td><td>50 gp</td><td>-</td></tr><tr><td> <em> Focalisation arcanique</em></td><td></td> <td></td> </tr><tr> <td> Cristal</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Orbe</td><td>20 gp</td><td>3 lb.</td></tr><tr><td><tr><td></td><td></td><td></td></tr><tr><td></td><td></td><td>Tige</td><td>10 gp</td><td>2 lb.</td></tr><tr><td> Bâton</td><td>5 gp</td><td>4 lb.</td></tr><tr><td> Baguette</td><td>10 gp</td><td>1 lb.</td></tr><tr><td> Sac à dos</td><td>2 gp</td><td>5 lb.</td></tr><tr><td> Roulements à billes (sac de 1 000)</td><td>1 gp</td><td>2 lb.</td></tr><tr><td> Baril</td><td>2 gp</td><td>70 lb.</td></tr><tr><td> Panier</td><td>4 sp</td><td>2 lb.</td></tr><tr><td> Rouleau de lit</td><td>1 gp</td><td>7 lb.</td></tr> [email protected]</td></tr><tr><td>Bloc et palanquin</td><td>1 gp</td><td>5 lb.</td></tr><tr><td> Livre</td><td>25 gp</td><td>5 lb.</td></tr><tr><td> Bouteille, verre</td><td>2 gp</td><td>2 lb.</td></tr><tr><td> Seau</td><td>5 cp</td><td>2 lb.</td></tr><tr><td> Caltrops (sac de 20)</td><td>1 gp</td><td>2 lb.</td></tr><tr><td> Bougie</td><td>1 cp</td><td>-</td></tr><tr><td> Etui, carreau d'arbalète</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Etui, carte ou parchemin</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Chaîne (10 pieds)</td><td>5 gp</td><td>10 lb.</td></tr><tr><td> Craie (1 morceau)</td><td>1 cp</td><td>-</td></tr><tr><td> Coffre</td><td>5 gp</td><td>25 lb.</td></tr><tr><td> Kit du grimpeur</td><td>25 gp</td><td>12 lb.</td></tr><tr><td> Vêtements, communs</td><td>5 sp</td><td>3 lb.</td></tr><tr><td>Vêtements, costumes</td><td>5 gp</td><td>4 lb.</td></tr><tr><td> Vêtements, fins</td><td>15 gp</td><td>6 lb.</td></tr><tr><td></td><td>Vêtements de voyageur</td><td>2 gp</td><td>4 lb.</td></tr><tr><td> Pochette de composants</td><td>25 gp</td><td>2 lb.</td></tr><tr><td> Pied-de-biche</td><td>2 gp</td><td>5 lb.</td></tr><tr><td> <em> Foyer druidique</em></td><td></td> <td></td> </tr><tr> <td> Brin de gui</td><td>1 gp</td><td>-</td></tr><tr><td> Totem</td><td>1 gp</td><td>-</td></tr><tr><td> Bâton en bois</td><td>5 gp</td><td>4 lb.</td></tr><tr><td> Baguette en if</td><td>10 gp xml-ph-0031@d</td></tr><tr><td>Matériel de pêche</td><td>1 gp</td><td>4 lb.</td></tr><tr><td>Flacon ou chope</td><td>2 cp</td><td>1 lb.</td></tr><tr><td>Grappin</td><td>2 gp</td><td>4 lb.</td></tr><tr><td> Marteau</td><td>1 gp</td><td>3 lb.</td></tr><tr><td> Marteau, masse</td><td>2 gp</td><td>10 lb.</td></tr><tr><td> Trousse de guérisseur</td><td>5 gp</td><td>3 lb.</td></tr><tr><td> <em> Symbole sacré</em></td><td></td> <td></td> </tr><tr> <td> Amulette</td><td>5 gp</td><td>1 lb.</td></tr><tr><td> Emblème</td><td>5 gp</td><td>-</td></tr><tr><td> Reliquaire</td><td>5 gp</td><td>2 lb</td></tr><tr><td>Eau bénite (flacon)</td><td>25 gp</td><td>1 lb.</td></tr><tr><td> Sablier</td><td>25 gp</td><td>1 lb.</td></tr><tr><td> Piège de chasse</td><td>5 gp</td><td>25 lb.</td></tr><tr><td> Encre (bouteille de 1 once)</td><td>10 gp</td><td>-</td></tr><tr><td> Stylo à encre</td><td>2 cp</td><td>-</td></tr><tr><td> Cruche ou pichet</td><td>2 cp</td><td>4 lb.</td></tr><tr><td> Échelle (10 pieds)</td><td>1 sp</td><td>25 lb.</td></tr><tr><td> Lampe</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Lanterne, œil de bœuf</td><td>10 gp</td><td>2 lb.</td></tr><tr><td> Lanterne, capuchon</td><td>5 gp</td><td>2 lb.</td></tr><tr><td> Serrure</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Loupe</td><td>100 gp</td><td>-</td></tr><tr><td> Manacles</td><td>2 gp</td><td>6 lb.</td></tr><tr><td>Trousse à pharmacie</td><td>2 gp</td><td>1 lb.</td></tr><tr><td>Miroir, acier</td><td>5 gp</td><td>1/2 lb.</td></tr><tr><td> Huile (flacon)</td><td>1 sp</td><td>1 lb.</td></tr><tr><td>Papier (une feuille)</td><td>2 sp</td><td>-</td></tr><tr><td> Parchemin (une feuille)</td><td>1 sp</td><td>-</td></tr><tr><td> Parfum (fiole)</td><td>5 gp</td><td>-</td></tr><tr><td> Aiguille de mineur</td><td>2 gp</td><td>10 lb.</td></tr><tr><td> Piton</td><td>5 cp</td><td>1/4 lb.</td></tr><tr><td>Poison, basique (fiole)</td><td>100 gp</td><td>-</td></tr><tr><td> Perche (10 pieds)</td><td>5 cp</td><td>7 lb.</td></tr><tr><td> Pot, fer</td><td>2 gp</td><td>10 lb.</td></tr><tr><td> Potion de guérison</td><td>50 gp</td><td>1/2 lb.</td></tr><tr><td> Pochette</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Carquois</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Bélier, portable</td><td>4 gp</td><td>35 lb.</td></tr><tr><td> Rations (1 jour)</td><td>5 sp</td><td>2 lb.</td></tr><tr><td>Robes</td><td>1 gp</td><td>4 lb.</td></tr><tr><td>Corde, chanvre (50 pieds)</td><td>1 gp</td><td>10 lb.</td></tr><tr><td> Corde, soie (50 pieds)</td><td>10 gp</td><td>5 lb.</td></tr><tr><td> Sac</td><td>1 cp</td><td>1/2 lb.</td></tr><tr><td> Balance, marchand</td><td>5 gp</td><td>3 lb.</td></tr><tr><td> Cire à cacheter</td><td>5 sp</td><td>-</td></tr><tr><td> Pelle</td><td>2 gp</td><td>5 lb.</td></tr><tr><td><tr><td></td><td></td><td>Sifflet de signalisation</td><td>5 cp</td><td>-</td></tr><tr><td> Chevalière</td><td>5 gp</td><td>-</td></tr><tr><td> Savon</td><td>2 cp</td><td>-</td></tr><tr><td> Livre de sorts</td><td>50 gp</td><td>3 lb.</td></tr><tr><td> Pointes, fer (10)</td><td>1 gp</td><td>5 lb.</td></tr><tr><td> Lorgnette</td><td>1 000 gp</td><td>1 lb.</td></tr><tr><td> Tente, deux personnes</td><td>2 gp</td><td>20 lb.</td></tr><tr><td> Poudre à briquet</td><td>5 sp</td><td>1 lb.</td></tr> xml</td></tr><tr><td>Fiole</td><td>1 gp</td><td>-</td></tr><tr><td> Peau d'eau</td><td>2 sp</td><td>5 lb. (pleine)</td></tr><tr><td> Pierre à aiguiser</td><td>1 cp</td><td>1 lb.</td></tr></tbody></table><table border="0"><caption><h4>Capacité du conteneur</h4></caption><tfoot><tr> <td colspan="2"> * Vous pouvez également attacher des objets, tels qu'une couverture ou une corde, à l'extérieur d'un sac à dos.</td></tr></tfoot><thead><tr><td>Conteneur</td><td>Capacité</td></tr></thead><tbody> <tr><td> Sac à dos*</td><td>1 pied cube/30 livres d'équipement</td></tr><tr><td> Baril</td><td>40 gallons liquide, 4 pieds cubes solide</td></tr><tr><td> Panier</td><td>2 pieds cube/40 livres d'équipement</td></tr><tr><td> Bouteille</td><td>1½ pintes liquide</td></tr><tr><td> Seau</td><td>3 gallons liquide, 1/2 pied cube solide</td></tr><tr><td> Coffre</td><td>12 pieds cubes/300 livres d'équipement</td></tr><tr><td> Flacon ou chope</td><td>1 pinte liquide</td></tr><tr><td> Cruche ou pichet</td><td>1 gallon liquide</td></tr><tr><td> Pot, fer</td><td>1 gallon de liquide</td></tr><tr><td> Sac</td><td>1/5 pied cube/6 livres d'équipement</td></tr><tr><td> Sac</td><td>1 pied cube/30 livres d'équipement</td></tr><tr><td> Fiole</td><td>4 onces de liquide</td></tr><tr><td> Serviette à eau</td><td>4 pintes de liquide</td></tr></tbody></table> <hr /><h4> Packs d'équipement</h4><p>L'équipement de départ que vous recevez de votre classe comprend une collection d'équipement d'aventure utile, regroupée dans un pack. Le contenu de ces packs est répertorié ici. Si vous achetez votre équipement de départ, vous pouvez acheter un pack pour le prix indiqué, ce qui peut être moins cher que d'acheter les articles individuellement.</p><p><strong>Pack du cambrioleur (16 gp).</strong> Comprend un sac à dos, un sac de 1 000 roulements à billes, 10 pieds de ficelle, une cloche, 5 bougies, un pied de biche, un marteau, 10 pitons, une lanterne à capuchon, 2 flacons d'huile, 5 jours de rations, un amadou et une gourde. Le sac a également 15 mètres de corde de chanvre attachée sur le côté.</p><p><strong>Sac de diplomate (39 gp).</strong> Comprend un coffre, 2 étuis pour cartes et parchemins, un ensemble de vêtements raffinés, une bouteille d'encre, un stylo à encre, une lampe, 2 flacons d'huile, 5 feuilles de papier, une fiole de parfum, de la cire à cacheter et du savon.</p><p><strong>Pack du Dungeoneer (12 gp). </strong>Comprend un sac à dos, un pied-de-biche, un marteau, 10 pitons, 10 torches, un amadou, 10 jours de rations et une gourde. Le sac a également 50 pieds de corde de chanvre attachés sur le côté.</p><p><strong>Sac de l'amuseur (40 gp). </strong>Comprend un sac à dos, une literie, 2 costumes, 5 bougies, 5 jours de rations, une gourde et un kit de déguisement.</p><p><strong>Sac d'explorateur (10 gp). </strong>Comprend un sac à dos, une literie, une gamelle, une amadouette, 10 torches, 10 jours de rations et une gourde. Le sac a également 50 pieds de corde de chanvre attachés sur le côté.</p><p><strong>Sac du prêtre (19 gp).</strong> Comprend un sac à dos, une couverture, 10 bougies, un amadou, une boîte à aumônes, 2 blocs d'encens, un encensoir, des vêtements, 2 jours de rations et une gourde.</p><p><strong>Sac de l'érudit (40 gp). </strong>Comprend un sac à dos, un livre d'érudition, une bouteille d'encre, un stylo à encre, 10 feuilles de parchemin, un petit sac de sable et un petit couteau.</p>
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<p>This section describes items that have special rules or require further explanation.</p><p><strong>Acid.</strong> As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, 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.</p><p><strong>Alchemist's Fire. </strong>This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's 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.</p><p><strong>Antitoxin. </strong>A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.</p><p><strong>Arcane Focus. </strong>An arcane focus is a special item— an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.</p><p><strong>Ball Bearings. </strong>As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet 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.</p><p><strong>Block and Tackle. </strong>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.</p><p><strong>Book. </strong>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. A book of spells is a spellbook (described later in this section).</p><p><strong>Caltrops. </strong>As an action, you can spread a bag of caltrops to cover a square area that is 5 feet 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 10 feet 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.</p><p><strong>Candle. </strong>For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.</p><p><strong>Case, Crossbow Bolt. </strong>This wooden case can hold up to twenty crossbow bolts.</p><p><strong>Case, Map or Scroll. </strong>This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.</p><p><strong>Chain. </strong>A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.</p><p><strong>Climber's Kit. </strong>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 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.</p><p><strong>Component Pouch. </strong>A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).</p><p><strong>Crowbar. </strong>Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.</p><p><strong>Druidic Focus. </strong>A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.</p><p><strong>Fishing Tackle. </strong>This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.</p><p><strong>Healer's Kit. </strong>This kit is a leather 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.</p><p><strong>Holy Symbol. </strong>A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.</p><p><strong>Holy Water. </strong>As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.</p><p><strong>Hunting Trap.</strong> 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.</p><p><strong>Lamp. </strong>A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.</p><p><strong>Lantern, Bullseye. </strong>A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.</p><p><strong>Lantern, Hooded. </strong>A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.</p><p><strong>Lock. </strong>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.</p><p><strong>Magnifying Glass.</strong> 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.</p><p><strong>Manacles. </strong>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.</p><p><strong>Mess Kit. </strong>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.</p><p><strong>Oil. </strong>Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.</p><p><strong>Poison, Basic.</strong> 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.</p><p><strong>Potion of Healing. </strong>A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.</p><p><strong>Pouch. </strong>A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).</p><p><strong>Quiver.</strong> A quiver can hold up to 20 arrows.</p><p><strong>Ram, Portable. </strong>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.</p><p><strong>Rations. </strong>Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.</p><p><strong>Rope.</strong> Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.</p><p><strong>Scale, Merchant's. </strong>A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.</p><p><strong>Spellbook.</strong> Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.</p><p><strong>Spyglass.</strong> Objects viewed through a spyglass are magnified to twice their size.</p><p><strong>Tent. </strong>A simple and portable canvas shelter, a tent sleeps two.</p><p><strong>Tinderbox. </strong>This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.</p><p><strong>Torch.</strong> A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.</p><table border="0"><caption><h4>Adventuring Gear</h4></caption><thead><tr><td>Item</td><td>Cost</td><td>Weight</td></tr></thead><tbody><tr><td>Abacus</td><td>2 gp</td><td>2 lb.</td></tr><tr><td>Acid (vial)</td><td>25 gp</td><td>1 lb.</td></tr><tr><td>Alchemist's fire (flask)</td><td>50 gp</td><td>1 lb.</td></tr><tr><td><em>Ammunition</em></td><td></td><td></td></tr><tr><td>Arrows (20)</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Blowgun needles (50)</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Crossbow bolts (20)</td><td>1 gp</td><td>1½ lb.</td></tr><tr><td>Sling bullets (20)</td><td>4 cp</td><td>1½ lb.</td></tr><tr><td>Antitoxin (vial)</td><td>50 gp</td><td>—</td></tr><tr><td><em>Arcane focus</em></td><td></td><td></td></tr><tr><td>Crystal</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Orb</td><td>20 gp</td><td>3 lb.</td></tr><tr><td>Rod</td><td>10 gp</td><td>2 lb.</td></tr><tr><td>Staff</td><td>5 gp</td><td>4 lb.</td></tr><tr><td>Wand</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Backpack</td><td>2 gp</td><td>5 lb.</td></tr><tr><td>Ball bearings (bag of 1,000)</td><td>1 gp</td><td>2 lb.</td></tr><tr><td>Barrel</td><td>2 gp</td><td>70 lb.</td></tr><tr><td>Basket</td><td>4 sp</td><td>2 lb.</td></tr><tr><td>Bedroll</td><td>1 gp</td><td>7 lb.</td></tr><tr><td>Bell</td><td>1 gp</td><td>—</td></tr><tr><td>Blanket</td><td>5 sp</td><td>3 lb.</td></tr><tr><td>Block and tackle</td><td>1 gp</td><td>5 lb.</td></tr><tr><td>Book</td><td>25 gp</td><td>5 lb.</td></tr><tr><td>Bottle, glass</td><td>2 gp</td><td>2 lb.</td></tr><tr><td>Bucket</td><td>5 cp</td><td>2 lb.</td></tr><tr><td>Caltrops (bag of 20)</td><td>1 gp</td><td>2 lb.</td></tr><tr><td>Candle</td><td>1 cp</td><td>—</td></tr><tr><td>Case, crossbow bolt</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Case, map or scroll</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Chain (10 feet)</td><td>5 gp</td><td>10 lb.</td></tr><tr><td>Chalk (1 piece)</td><td>1 cp</td><td>—</td></tr><tr><td>Chest</td><td>5 gp</td><td>25 lb.</td></tr><tr><td>Climber's kit</td><td>25 gp</td><td>12 lb.</td></tr><tr><td>Clothes, common</td><td>5 sp</td><td>3 lb.</td></tr><tr><td>Clothes, costume</td><td>5 gp</td><td>4 lb.</td></tr><tr><td>Clothes, fine</td><td>15 gp</td><td>6 lb.</td></tr><tr><td>Clothes, traveler's</td><td>2 gp</td><td>4 lb.</td></tr><tr><td>Component pouch</td><td>25 gp</td><td>2 lb.</td></tr><tr><td>Crowbar</td><td>2 gp</td><td>5 lb.</td></tr><tr><td><em>Druidic focus</em></td><td></td><td></td></tr><tr><td>Sprig of mistletoe</td><td>1 gp</td><td>—</td></tr><tr><td>Totem</td><td>1 gp</td><td>—</td></tr><tr><td>Wooden staff</td><td>5 gp</td><td>4 lb.</td></tr><tr><td>Yew wand</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Fishing tackle</td><td>1 gp</td><td>4 lb.</td></tr><tr><td>Flask or tankard</td><td>2 cp</td><td>1 lb.</td></tr><tr><td>Grappling hook</td><td>2 gp</td><td>4 lb.</td></tr><tr><td>Hammer</td><td>1 gp</td><td>3 lb.</td></tr><tr><td>Hammer, sledge</td><td>2 gp</td><td>10 lb.</td></tr><tr><td>Healer's kit</td><td>5 gp</td><td>3 lb.</td></tr><tr><td><em>Holy symbol</em></td><td></td><td></td></tr><tr><td>Amulet</td><td>5 gp</td><td>1 lb.</td></tr><tr><td>Emblem</td><td>5 gp</td><td>—</td></tr><tr><td>Reliquary</td><td>5 gp</td><td>2 lb.</td></tr><tr><td>Holy water (flask)</td><td>25 gp</td><td>1 lb.</td></tr><tr><td>Hourglass</td><td>25 gp</td><td>1 lb.</td></tr><tr><td>Hunting trap</td><td>5 gp</td><td>25 lb.</td></tr><tr><td>Ink (1 ounce bottle)</td><td>10 gp</td><td>—</td></tr><tr><td>Ink pen</td><td>2 cp</td><td>—</td></tr><tr><td>Jug or pitcher</td><td>2 cp</td><td>4 lb.</td></tr><tr><td>Ladder (10-foot)</td><td>1 sp</td><td>25 lb.</td></tr><tr><td>Lamp</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Lantern, bullseye</td><td>10 gp</td><td>2 lb.</td></tr><tr><td>Lantern, hooded</td><td>5 gp</td><td>2 lb.</td></tr><tr><td>Lock</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Magnifying glass</td><td>100 gp</td><td>—</td></tr><tr><td>Manacles</td><td>2 gp</td><td>6 lb.</td></tr><tr><td>Mess kit</td><td>2 sp</td><td>1 lb.</td></tr><tr><td>Mirror, steel</td><td>5 gp</td><td>1/2 lb.</td></tr><tr><td>Oil (flask)</td><td>1 sp</td><td>1 lb.</td></tr><tr><td>Paper (one sheet)</td><td>2 sp</td><td>—</td></tr><tr><td>Parchment (one sheet)</td><td>1 sp</td><td>—</td></tr><tr><td>Perfume (vial)</td><td>5 gp</td><td>—</td></tr><tr><td>Pick, miner's</td><td>2 gp</td><td>10 lb.</td></tr><tr><td>Piton</td><td>5 cp</td><td>1/4 lb.</td></tr><tr><td>Poison, basic (vial)</td><td>100 gp</td><td>—</td></tr><tr><td>Pole (10-foot)</td><td>5 cp</td><td>7 lb.</td></tr><tr><td>Pot, iron</td><td>2 gp</td><td>10 lb.</td></tr><tr><td>Potion of healing</td><td>50 gp</td><td>1/2 lb.</td></tr><tr><td>Pouch</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Quiver</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Ram, portable</td><td>4 gp</td><td>35 lb.</td></tr><tr><td>Rations (1 day)</td><td>5 sp</td><td>2 lb.</td></tr><tr><td>Robes</td><td>1 gp</td><td>4 lb.</td></tr><tr><td>Rope, hempen (50 feet)</td><td>1 gp</td><td>10 lb.</td></tr><tr><td>Rope, silk (50 feet)</td><td>10 gp</td><td>5 lb.</td></tr><tr><td>Sack</td><td>1 cp</td><td>1/2 lb.</td></tr><tr><td>Scale, merchant's</td><td>5 gp</td><td>3 lb.</td></tr><tr><td>Sealing wax</td><td>5 sp</td><td>—</td></tr><tr><td>Shovel</td><td>2 gp</td><td>5 lb.</td></tr><tr><td>Signal whistle</td><td>5 cp</td><td>—</td></tr><tr><td>Signet ring</td><td>5 gp</td><td>—</td></tr><tr><td>Soap</td><td>2 cp</td><td>—</td></tr><tr><td>Spellbook</td><td>50 gp</td><td>3 lb.</td></tr><tr><td>Spikes, iron (10)</td><td>1 gp</td><td>5 lb.</td></tr><tr><td>Spyglass</td><td>1,000 gp</td><td>1 lb.</td></tr><tr><td>Tent, two-person</td><td>2 gp</td><td>20 lb.</td></tr><tr><td>Tinderbox</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Torch</td><td>1 cp</td><td>1 lb.</td></tr><tr><td>Vial</td><td>1 gp</td><td>—</td></tr><tr><td>Waterskin</td><td>2 sp</td><td>5 lb. (full)</td></tr><tr><td>Whetstone</td><td>1 cp</td><td>1 lb.</td></tr></tbody></table><table border="0"><caption><h4>Container Capacity</h4></caption><tfoot><tr><td colspan="2">* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.</td></tr></tfoot><thead><tr><td>Container</td><td>Capacity</td></tr></thead><tbody><tr><td>Backpack*</td><td>1 cubic foot/30 pounds of gear</td></tr><tr><td>Barrel</td><td>40 gallons liquid, 4 cubic feet solid</td></tr><tr><td>Basket</td><td>2 cubic feet/40 pounds of gear</td></tr><tr><td>Bottle</td><td>1½ pints liquid</td></tr><tr><td>Bucket</td><td>3 gallons liquid, 1/2 cubic foot solid</td></tr><tr><td>Chest</td><td>12 cubic feet/300 pounds of gear</td></tr><tr><td>Flask or tankard</td><td>1 pint liquid</td></tr><tr><td>Jug or pitcher</td><td>1 gallon liquid</td></tr><tr><td>Pot, iron</td><td>1 gallon liquid</td></tr><tr><td>Pouch</td><td>1/5 cubic foot/6 pounds of gear</td></tr><tr><td>Sack</td><td>1 cubic foot/30 pounds of gear</td></tr><tr><td>Vial</td><td>4 ounces liquid</td></tr><tr><td>Waterskin</td><td>4 pints liquid</td></tr></tbody></table><hr /><h4>Equipment Packs</h4><p>The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.</p><p><strong>Burglar's Pack (16 gp).</strong> Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p><strong>Diplomat's Pack (39 gp).</strong> Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.</p><p><strong>Dungeoneer's Pack (12 gp). </strong>Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p><strong>Entertainer's Pack (40 gp). </strong>Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.</p><p><strong>Explorer's Pack (10 gp). </strong>Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p><strong>Priest's Pack (19 gp).</strong> Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.</p><p><strong>Scholar's Pack (40 gp). </strong>Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.</p>
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<p>This section describes items that have special rules or require further explanation.</p><p><strong>Acid.</strong> As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, 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.</p><p><strong>Alchemist's Fire. </strong>This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's 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.</p><p><strong>Antitoxin. </strong>A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.</p><p><strong>Arcane Focus. </strong>An arcane focus is a special item— an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.</p><p><strong>Ball Bearings. </strong>As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet 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.</p><p><strong>Block and Tackle. </strong>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.</p><p><strong>Book. </strong>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. A book of spells is a spellbook (described later in this section).</p><p><strong>Caltrops. </strong>As an action, you can spread a bag of caltrops to cover a square area that is 5 feet 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 10 feet 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.</p><p><strong>Candle. </strong>For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.</p><p><strong>Case, Crossbow Bolt. </strong>This wooden case can hold up to twenty crossbow bolts.</p><p><strong>Case, Map or Scroll. </strong>This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.</p><p><strong>Chain. </strong>A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.</p><p><strong>Climber's Kit. </strong>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 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.</p><p><strong>Component Pouch. </strong>A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).</p><p><strong>Crowbar. </strong>Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.</p><p><strong>Druidic Focus. </strong>A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.</p><p><strong>Fishing Tackle. </strong>This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.</p><p><strong>Healer's Kit. </strong>This kit is a leather 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.</p><p><strong>Holy Symbol. </strong>A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.</p><p><strong>Holy Water. </strong>As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.</p><p><strong>Hunting Trap.</strong> 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.</p><p><strong>Lamp. </strong>A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.</p><p><strong>Lantern, Bullseye. </strong>A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.</p><p><strong>Lantern, Hooded. </strong>A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.</p><p><strong>Lock. </strong>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.</p><p><strong>Magnifying Glass.</strong> 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.</p><p><strong>Manacles. </strong>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.</p><p><strong>Mess Kit. </strong>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.</p><p><strong>Oil. </strong>Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.</p><p><strong>Poison, Basic.</strong> 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.</p><p><strong>Potion of Healing. </strong>A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.</p><p><strong>Pouch. </strong>A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).</p><p><strong>Quiver.</strong> A quiver can hold up to 20 arrows.</p><p><strong>Ram, Portable. </strong>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.</p><p><strong>Rations. </strong>Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.</p><p><strong>Rope.</strong> Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.</p><p><strong>Scale, Merchant's. </strong>A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.</p><p><strong>Spellbook.</strong> Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.</p><p><strong>Spyglass.</strong> Objects viewed through a spyglass are magnified to twice their size.</p><p><strong>Tent. </strong>A simple and portable canvas shelter, a tent sleeps two.</p><p><strong>Tinderbox. </strong>This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.</p><p><strong>Torch.</strong> A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.</p><table border="0"><caption><h4>Adventuring Gear</h4></caption><thead><tr><td>Item</td><td>Cost</td><td>Weight</td></tr></thead><tbody><tr><td>Abacus</td><td>2 gp</td><td>2 lb.</td></tr><tr><td>Acid (vial)</td><td>25 gp</td><td>1 lb.</td></tr><tr><td>Alchemist's fire (flask)</td><td>50 gp</td><td>1 lb.</td></tr><tr><td><em>Ammunition</em></td><td></td><td></td></tr><tr><td>Arrows (20)</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Blowgun needles (50)</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Crossbow bolts (20)</td><td>1 gp</td><td>1½ lb.</td></tr><tr><td>Sling bullets (20)</td><td>4 cp</td><td>1½ lb.</td></tr><tr><td>Antitoxin (vial)</td><td>50 gp</td><td>—</td></tr><tr><td><em>Arcane focus</em></td><td></td><td></td></tr><tr><td>Crystal</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Orb</td><td>20 gp</td><td>3 lb.</td></tr><tr><td>Rod</td><td>10 gp</td><td>2 lb.</td></tr><tr><td>Staff</td><td>5 gp</td><td>4 lb.</td></tr><tr><td>Wand</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Backpack</td><td>2 gp</td><td>5 lb.</td></tr><tr><td>Ball bearings (bag of 1,000)</td><td>1 gp</td><td>2 lb.</td></tr><tr><td>Barrel</td><td>2 gp</td><td>70 lb.</td></tr><tr><td>Basket</td><td>4 sp</td><td>2 lb.</td></tr><tr><td>Bedroll</td><td>1 gp</td><td>7 lb.</td></tr><tr><td>Bell</td><td>1 gp</td><td>—</td></tr><tr><td>Blanket</td><td>5 sp</td><td>3 lb.</td></tr><tr><td>Block and tackle</td><td>1 gp</td><td>5 lb.</td></tr><tr><td>Book</td><td>25 gp</td><td>5 lb.</td></tr><tr><td>Bottle, glass</td><td>2 gp</td><td>2 lb.</td></tr><tr><td>Bucket</td><td>5 cp</td><td>2 lb.</td></tr><tr><td>Caltrops (bag of 20)</td><td>1 gp</td><td>2 lb.</td></tr><tr><td>Candle</td><td>1 cp</td><td>—</td></tr><tr><td>Case, crossbow bolt</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Case, map or scroll</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Chain (10 feet)</td><td>5 gp</td><td>10 lb.</td></tr><tr><td>Chalk (1 piece)</td><td>1 cp</td><td>—</td></tr><tr><td>Chest</td><td>5 gp</td><td>25 lb.</td></tr><tr><td>Climber's kit</td><td>25 gp</td><td>12 lb.</td></tr><tr><td>Clothes, common</td><td>5 sp</td><td>3 lb.</td></tr><tr><td>Clothes, costume</td><td>5 gp</td><td>4 lb.</td></tr><tr><td>Clothes, fine</td><td>15 gp</td><td>6 lb.</td></tr><tr><td>Clothes, traveler's</td><td>2 gp</td><td>4 lb.</td></tr><tr><td>Component pouch</td><td>25 gp</td><td>2 lb.</td></tr><tr><td>Crowbar</td><td>2 gp</td><td>5 lb.</td></tr><tr><td><em>Druidic focus</em></td><td></td><td></td></tr><tr><td>Sprig of mistletoe</td><td>1 gp</td><td>—</td></tr><tr><td>Totem</td><td>1 gp</td><td>—</td></tr><tr><td>Wooden staff</td><td>5 gp</td><td>4 lb.</td></tr><tr><td>Yew wand</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Fishing tackle</td><td>1 gp</td><td>4 lb.</td></tr><tr><td>Flask or tankard</td><td>2 cp</td><td>1 lb.</td></tr><tr><td>Grappling hook</td><td>2 gp</td><td>4 lb.</td></tr><tr><td>Hammer</td><td>1 gp</td><td>3 lb.</td></tr><tr><td>Hammer, sledge</td><td>2 gp</td><td>10 lb.</td></tr><tr><td>Healer's kit</td><td>5 gp</td><td>3 lb.</td></tr><tr><td><em>Holy symbol</em></td><td></td><td></td></tr><tr><td>Amulet</td><td>5 gp</td><td>1 lb.</td></tr><tr><td>Emblem</td><td>5 gp</td><td>—</td></tr><tr><td>Reliquary</td><td>5 gp</td><td>2 lb.</td></tr><tr><td>Holy water (flask)</td><td>25 gp</td><td>1 lb.</td></tr><tr><td>Hourglass</td><td>25 gp</td><td>1 lb.</td></tr><tr><td>Hunting trap</td><td>5 gp</td><td>25 lb.</td></tr><tr><td>Ink (1 ounce bottle)</td><td>10 gp</td><td>—</td></tr><tr><td>Ink pen</td><td>2 cp</td><td>—</td></tr><tr><td>Jug or pitcher</td><td>2 cp</td><td>4 lb.</td></tr><tr><td>Ladder (10-foot)</td><td>1 sp</td><td>25 lb.</td></tr><tr><td>Lamp</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Lantern, bullseye</td><td>10 gp</td><td>2 lb.</td></tr><tr><td>Lantern, hooded</td><td>5 gp</td><td>2 lb.</td></tr><tr><td>Lock</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Magnifying glass</td><td>100 gp</td><td>—</td></tr><tr><td>Manacles</td><td>2 gp</td><td>6 lb.</td></tr><tr><td>Mess kit</td><td>2 sp</td><td>1 lb.</td></tr><tr><td>Mirror, steel</td><td>5 gp</td><td>1/2 lb.</td></tr><tr><td>Oil (flask)</td><td>1 sp</td><td>1 lb.</td></tr><tr><td>Paper (one sheet)</td><td>2 sp</td><td>—</td></tr><tr><td>Parchment (one sheet)</td><td>1 sp</td><td>—</td></tr><tr><td>Perfume (vial)</td><td>5 gp</td><td>—</td></tr><tr><td>Pick, miner's</td><td>2 gp</td><td>10 lb.</td></tr><tr><td>Piton</td><td>5 cp</td><td>1/4 lb.</td></tr><tr><td>Poison, basic (vial)</td><td>100 gp</td><td>—</td></tr><tr><td>Pole (10-foot)</td><td>5 cp</td><td>7 lb.</td></tr><tr><td>Pot, iron</td><td>2 gp</td><td>10 lb.</td></tr><tr><td>Potion of healing</td><td>50 gp</td><td>1/2 lb.</td></tr><tr><td>Pouch</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Quiver</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Ram, portable</td><td>4 gp</td><td>35 lb.</td></tr><tr><td>Rations (1 day)</td><td>5 sp</td><td>2 lb.</td></tr><tr><td>Robes</td><td>1 gp</td><td>4 lb.</td></tr><tr><td>Rope, hempen (50 feet)</td><td>1 gp</td><td>10 lb.</td></tr><tr><td>Rope, silk (50 feet)</td><td>10 gp</td><td>5 lb.</td></tr><tr><td>Sack</td><td>1 cp</td><td>1/2 lb.</td></tr><tr><td>Scale, merchant's</td><td>5 gp</td><td>3 lb.</td></tr><tr><td>Sealing wax</td><td>5 sp</td><td>—</td></tr><tr><td>Shovel</td><td>2 gp</td><td>5 lb.</td></tr><tr><td>Signal whistle</td><td>5 cp</td><td>—</td></tr><tr><td>Signet ring</td><td>5 gp</td><td>—</td></tr><tr><td>Soap</td><td>2 cp</td><td>—</td></tr><tr><td>Spellbook</td><td>50 gp</td><td>3 lb.</td></tr><tr><td>Spikes, iron (10)</td><td>1 gp</td><td>5 lb.</td></tr><tr><td>Spyglass</td><td>1,000 gp</td><td>1 lb.</td></tr><tr><td>Tent, two-person</td><td>2 gp</td><td>20 lb.</td></tr><tr><td>Tinderbox</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Torch</td><td>1 cp</td><td>1 lb.</td></tr><tr><td>Vial</td><td>1 gp</td><td>—</td></tr><tr><td>Waterskin</td><td>2 sp</td><td>5 lb. (full)</td></tr><tr><td>Whetstone</td><td>1 cp</td><td>1 lb.</td></tr></tbody></table><table border="0"><caption><h4>Container Capacity</h4></caption><tfoot><tr><td colspan="2">* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.</td></tr></tfoot><thead><tr><td>Container</td><td>Capacity</td></tr></thead><tbody><tr><td>Backpack*</td><td>1 cubic foot/30 pounds of gear</td></tr><tr><td>Barrel</td><td>40 gallons liquid, 4 cubic feet solid</td></tr><tr><td>Basket</td><td>2 cubic feet/40 pounds of gear</td></tr><tr><td>Bottle</td><td>1½ pints liquid</td></tr><tr><td>Bucket</td><td>3 gallons liquid, 1/2 cubic foot solid</td></tr><tr><td>Chest</td><td>12 cubic feet/300 pounds of gear</td></tr><tr><td>Flask or tankard</td><td>1 pint liquid</td></tr><tr><td>Jug or pitcher</td><td>1 gallon liquid</td></tr><tr><td>Pot, iron</td><td>1 gallon liquid</td></tr><tr><td>Pouch</td><td>1/5 cubic foot/6 pounds of gear</td></tr><tr><td>Sack</td><td>1 cubic foot/30 pounds of gear</td></tr><tr><td>Vial</td><td>4 ounces liquid</td></tr><tr><td>Waterskin</td><td>4 pints liquid</td></tr></tbody></table><hr /><h4>Equipment Packs</h4><p>The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.</p><p><strong>Burglar's Pack (16 gp).</strong> Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p><strong>Diplomat's Pack (39 gp).</strong> Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.</p><p><strong>Dungeoneer's Pack (12 gp). </strong>Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p><strong>Entertainer's Pack (40 gp). </strong>Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.</p><p><strong>Explorer's Pack (10 gp). </strong>Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p><strong>Priest's Pack (19 gp).</strong> Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.</p><p><strong>Scholar's Pack (40 gp). </strong>Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.</p>
<p>This section describes items that have special rules or require further explanation.</p><p><strong>Acid.</strong> As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, 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.</p><p><strong>Alchemist's Fire. </strong>This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's 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.</p><p><strong>Antitoxin. </strong>A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.</p><p><strong>Arcane Focus. </strong>An arcane focus is a special item— an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.</p><p><strong>Ball Bearings. </strong>As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet 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.</p><p><strong>Block and Tackle. </strong>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.</p><p><strong>Book. </strong>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. A book of spells is a spellbook (described later in this section).</p><p><strong>Caltrops. </strong>As an action, you can spread a bag of caltrops to cover a square area that is 5 feet 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 10 feet 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.</p><p><strong>Candle. </strong>For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.</p><p><strong>Case, Crossbow Bolt. </strong>This wooden case can hold up to twenty crossbow bolts.</p><p><strong>Case, Map or Scroll. </strong>This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.</p><p><strong>Chain. </strong>A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.</p><p><strong>Climber's Kit. </strong>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 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.</p><p><strong>Component Pouch. </strong>A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).</p><p><strong>Crowbar. </strong>Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.</p><p><strong>Druidic Focus. </strong>A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.</p><p><strong>Fishing Tackle. </strong>This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.</p><p><strong>Healer's Kit. </strong>This kit is a leather 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.</p><p><strong>Holy Symbol. </strong>A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.</p><p><strong>Holy Water. </strong>As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.</p><p><strong>Hunting Trap.</strong> 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.</p><p><strong>Lamp. </strong>A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.</p><p><strong>Lantern, Bullseye. </strong>A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.</p><p><strong>Lantern, Hooded. </strong>A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.</p><p><strong>Lock. </strong>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.</p><p><strong>Magnifying Glass.</strong> 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.</p><p><strong>Manacles. </strong>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.</p><p><strong>Mess Kit. </strong>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.</p><p><strong>Oil. </strong>Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.</p><p><strong>Poison, Basic.</strong> 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.</p><p><strong>Potion of Healing. </strong>A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.</p><p><strong>Pouch. </strong>A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).</p><p><strong>Quiver.</strong> A quiver can hold up to 20 arrows.</p><p><strong>Ram, Portable. </strong>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.</p><p><strong>Rations. </strong>Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.</p><p><strong>Rope.</strong> Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.</p><p><strong>Scale, Merchant's. </strong>A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.</p><p><strong>Spellbook.</strong> Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.</p><p><strong>Spyglass.</strong> Objects viewed through a spyglass are magnified to twice their size.</p><p><strong>Tent. </strong>A simple and portable canvas shelter, a tent sleeps two.</p><p><strong>Tinderbox. </strong>This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.</p><p><strong>Torch.</strong> A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.</p><table border="0"><caption><h4>Adventuring Gear</h4></caption><thead><tr><td>Item</td><td>Cost</td><td>Weight</td></tr></thead><tbody><tr><td>Abacus</td><td>2 gp</td><td>2 lb.</td></tr><tr><td>Acid (vial)</td><td>25 gp</td><td>1 lb.</td></tr><tr><td>Alchemist's fire (flask)</td><td>50 gp</td><td>1 lb.</td></tr><tr><td><em>Ammunition</em></td><td></td><td></td></tr><tr><td>Arrows (20)</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Blowgun needles (50)</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Crossbow bolts (20)</td><td>1 gp</td><td>1½ lb.</td></tr><tr><td>Sling bullets (20)</td><td>4 cp</td><td>1½ lb.</td></tr><tr><td>Antitoxin (vial)</td><td>50 gp</td><td>—</td></tr><tr><td><em>Arcane focus</em></td><td></td><td></td></tr><tr><td>Crystal</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Orb</td><td>20 gp</td><td>3 lb.</td></tr><tr><td>Rod</td><td>10 gp</td><td>2 lb.</td></tr><tr><td>Staff</td><td>5 gp</td><td>4 lb.</td></tr><tr><td>Wand</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Backpack</td><td>2 gp</td><td>5 lb.</td></tr><tr><td>Ball bearings (bag of 1,000)</td><td>1 gp</td><td>2 lb.</td></tr><tr><td>Barrel</td><td>2 gp</td><td>70 lb.</td></tr><tr><td>Basket</td><td>4 sp</td><td>2 lb.</td></tr><tr><td>Bedroll</td><td>1 gp</td><td>7 lb.</td></tr><tr><td>Bell</td><td>1 gp</td><td>—</td></tr><tr><td>Blanket</td><td>5 sp</td><td>3 lb.</td></tr><tr><td>Block and tackle</td><td>1 gp</td><td>5 lb.</td></tr><tr><td>Book</td><td>25 gp</td><td>5 lb.</td></tr><tr><td>Bottle, glass</td><td>2 gp</td><td>2 lb.</td></tr><tr><td>Bucket</td><td>5 cp</td><td>2 lb.</td></tr><tr><td>Caltrops (bag of 20)</td><td>1 gp</td><td>2 lb.</td></tr><tr><td>Candle</td><td>1 cp</td><td>—</td></tr><tr><td>Case, crossbow bolt</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Case, map or scroll</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Chain (10 feet)</td><td>5 gp</td><td>10 lb.</td></tr><tr><td>Chalk (1 piece)</td><td>1 cp</td><td>—</td></tr><tr><td>Chest</td><td>5 gp</td><td>25 lb.</td></tr><tr><td>Climber's kit</td><td>25 gp</td><td>12 lb.</td></tr><tr><td>Clothes, common</td><td>5 sp</td><td>3 lb.</td></tr><tr><td>Clothes, costume</td><td>5 gp</td><td>4 lb.</td></tr><tr><td>Clothes, fine</td><td>15 gp</td><td>6 lb.</td></tr><tr><td>Clothes, traveler's</td><td>2 gp</td><td>4 lb.</td></tr><tr><td>Component pouch</td><td>25 gp</td><td>2 lb.</td></tr><tr><td>Crowbar</td><td>2 gp</td><td>5 lb.</td></tr><tr><td><em>Druidic focus</em></td><td></td><td></td></tr><tr><td>Sprig of mistletoe</td><td>1 gp</td><td>—</td></tr><tr><td>Totem</td><td>1 gp</td><td>—</td></tr><tr><td>Wooden staff</td><td>5 gp</td><td>4 lb.</td></tr><tr><td>Yew wand</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Fishing tackle</td><td>1 gp</td><td>4 lb.</td></tr><tr><td>Flask or tankard</td><td>2 cp</td><td>1 lb.</td></tr><tr><td>Grappling hook</td><td>2 gp</td><td>4 lb.</td></tr><tr><td>Hammer</td><td>1 gp</td><td>3 lb.</td></tr><tr><td>Hammer, sledge</td><td>2 gp</td><td>10 lb.</td></tr><tr><td>Healer's kit</td><td>5 gp</td><td>3 lb.</td></tr><tr><td><em>Holy symbol</em></td><td></td><td></td></tr><tr><td>Amulet</td><td>5 gp</td><td>1 lb.</td></tr><tr><td>Emblem</td><td>5 gp</td><td>—</td></tr><tr><td>Reliquary</td><td>5 gp</td><td>2 lb.</td></tr><tr><td>Holy water (flask)</td><td>25 gp</td><td>1 lb.</td></tr><tr><td>Hourglass</td><td>25 gp</td><td>1 lb.</td></tr><tr><td>Hunting trap</td><td>5 gp</td><td>25 lb.</td></tr><tr><td>Ink (1 ounce bottle)</td><td>10 gp</td><td>—</td></tr><tr><td>Ink pen</td><td>2 cp</td><td>—</td></tr><tr><td>Jug or pitcher</td><td>2 cp</td><td>4 lb.</td></tr><tr><td>Ladder (10-foot)</td><td>1 sp</td><td>25 lb.</td></tr><tr><td>Lamp</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Lantern, bullseye</td><td>10 gp</td><td>2 lb.</td></tr><tr><td>Lantern, hooded</td><td>5 gp</td><td>2 lb.</td></tr><tr><td>Lock</td><td>10 gp</td><td>1 lb.</td></tr><tr><td>Magnifying glass</td><td>100 gp</td><td>—</td></tr><tr><td>Manacles</td><td>2 gp</td><td>6 lb.</td></tr><tr><td>Mess kit</td><td>2 sp</td><td>1 lb.</td></tr><tr><td>Mirror, steel</td><td>5 gp</td><td>1/2 lb.</td></tr><tr><td>Oil (flask)</td><td>1 sp</td><td>1 lb.</td></tr><tr><td>Paper (one sheet)</td><td>2 sp</td><td>—</td></tr><tr><td>Parchment (one sheet)</td><td>1 sp</td><td>—</td></tr><tr><td>Perfume (vial)</td><td>5 gp</td><td>—</td></tr><tr><td>Pick, miner's</td><td>2 gp</td><td>10 lb.</td></tr><tr><td>Piton</td><td>5 cp</td><td>1/4 lb.</td></tr><tr><td>Poison, basic (vial)</td><td>100 gp</td><td>—</td></tr><tr><td>Pole (10-foot)</td><td>5 cp</td><td>7 lb.</td></tr><tr><td>Pot, iron</td><td>2 gp</td><td>10 lb.</td></tr><tr><td>Potion of healing</td><td>50 gp</td><td>1/2 lb.</td></tr><tr><td>Pouch</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Quiver</td><td>1 gp</td><td>1 lb.</td></tr><tr><td>Ram, portable</td><td>4 gp</td><td>35 lb.</td></tr><tr><td>Rations (1 day)</td><td>5 sp</td><td>2 lb.</td></tr><tr><td>Robes</td><td>1 gp</td><td>4 lb.</td></tr><tr><td>Rope, hempen (50 feet)</td><td>1 gp</td><td>10 lb.</td></tr><tr><td>Rope, silk (50 feet)</td><td>10 gp</td><td>5 lb.</td></tr><tr><td>Sack</td><td>1 cp</td><td>1/2 lb.</td></tr><tr><td>Scale, merchant's</td><td>5 gp</td><td>3 lb.</td></tr><tr><td>Sealing wax</td><td>5 sp</td><td>—</td></tr><tr><td>Shovel</td><td>2 gp</td><td>5 lb.</td></tr><tr><td>Signal whistle</td><td>5 cp</td><td>—</td></tr><tr><td>Signet ring</td><td>5 gp</td><td>—</td></tr><tr><td>Soap</td><td>2 cp</td><td>—</td></tr><tr><td>Spellbook</td><td>50 gp</td><td>3 lb.</td></tr><tr><td>Spikes, iron (10)</td><td>1 gp</td><td>5 lb.</td></tr><tr><td>Spyglass</td><td>1,000 gp</td><td>1 lb.</td></tr><tr><td>Tent, two-person</td><td>2 gp</td><td>20 lb.</td></tr><tr><td>Tinderbox</td><td>5 sp</td><td>1 lb.</td></tr><tr><td>Torch</td><td>1 cp</td><td>1 lb.</td></tr><tr><td>Vial</td><td>1 gp</td><td>—</td></tr><tr><td>Waterskin</td><td>2 sp</td><td>5 lb. (full)</td></tr><tr><td>Whetstone</td><td>1 cp</td><td>1 lb.</td></tr></tbody></table><table border="0"><caption><h4>Container Capacity</h4></caption><tfoot><tr><td colspan="2">* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.</td></tr></tfoot><thead><tr><td>Container</td><td>Capacity</td></tr></thead><tbody><tr><td>Backpack*</td><td>1 cubic foot/30 pounds of gear</td></tr><tr><td>Barrel</td><td>40 gallons liquid, 4 cubic feet solid</td></tr><tr><td>Basket</td><td>2 cubic feet/40 pounds of gear</td></tr><tr><td>Bottle</td><td>1½ pints liquid</td></tr><tr><td>Bucket</td><td>3 gallons liquid, 1/2 cubic foot solid</td></tr><tr><td>Chest</td><td>12 cubic feet/300 pounds of gear</td></tr><tr><td>Flask or tankard</td><td>1 pint liquid</td></tr><tr><td>Jug or pitcher</td><td>1 gallon liquid</td></tr><tr><td>Pot, iron</td><td>1 gallon liquid</td></tr><tr><td>Pouch</td><td>1/5 cubic foot/6 pounds of gear</td></tr><tr><td>Sack</td><td>1 cubic foot/30 pounds of gear</td></tr><tr><td>Vial</td><td>4 ounces liquid</td></tr><tr><td>Waterskin</td><td>4 pints liquid</td></tr></tbody></table><hr /><h4>Equipment Packs</h4><p>The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.</p><p><strong>Burglar's Pack (16 gp).</strong> Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p><strong>Diplomat's Pack (39 gp).</strong> Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.</p><p><strong>Dungeoneer's Pack (12 gp). </strong>Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p><strong>Entertainer's Pack (40 gp). </strong>Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.</p><p><strong>Explorer's Pack (10 gp). </strong>Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</p><p><strong>Priest's Pack (19 gp).</strong> Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.</p><p><strong>Scholar's Pack (40 gp). </strong>Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.</p>
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