Page 142 - DnD_5e_Players_Handbook_(BnW_OCR)
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the alchemist's fire as an im provised weapon. On a   Druidic Focus. A druidic focus might be a sprig of
        hit, the target takes  1d4 fire damage at the start of   mistletoe or holly, a wand or scepter made of yew or
        each of its turns. A creature can end this dam age by   another special w ood, a staff drawn whole out of a living
        using its action to make a DC  10 Dexterity check to   tree, or a totem object incorporating feathers, fur, bones,
        extinguish the flames.                             and teeth from  sacred animals. A druid can use such an
          Antitoxin. A creature that drinks this vial of liquid   object as a spellcasting focus, as described in chapter 10.
        gains advantage on saving throws against poison for 1   Fishing Tackle. This kit includes a w ooden rod, silken
        hour. It confers no benefit to undead or constructs.  line, corkw ood bobbers, steel hooks, lead sinkers, velvet
          Arcane Focus. An arcane focus is a special item—   lures, and narrow netting.
         an orb, a crystal, a rod, a specially constructed staff,   Healer’s Kit. This kit is a leather pouch containing
        a wand-like length of w ood, or som e similar item—   bandages, salves, and splints. The kit has ten uses. As
         designed to channel the power of arcane spells. A   an action, you can expend one use of the kit to stabilize
        sorcerer, warlock, or w izard can use such an item as a   a creature that has 0 hit points, without needing to make
        spellcasting focus, as described in chapter 10.   a W isdom  (M edicine) check.
          Ball Bearings. A s an action, you can spill these tiny   Holy Symbol. A holy symbol is a representation of
        metal balls from  their pouch to cover a level area  10   a god or pantheon. It might be an amulet depicting a
        feet square. A creature moving across the covered area   sym bol representing a deity, the sam e symbol carefully
        must succeed on a DC  10 Dexterity saving throw or fall   engraved or inlaid as an emblem on a shield, or a tiny
        prone. A creature moving through the area at half speed   box holding a fragment o f a sacred relic. Appendix B
         doesn’t need to make the saving throw.           lists the sym bols com m only associated with many gods
          Block and Tackle. A set of pulleys with a cable   in the multiverse. A  cleric or paladin can use a holy
        threaded through them and a hook to attach to objects, a   sym bol as a spellcasting focus, as described in chapter
        block and tackle allows you to hoist up to four times the   10.  To use the symbol in this way, the caster must hold it
        weight you can normally lift.                     in hand, wear it visibly, or bear it on a shield.
          Book. A book might contain poetry, historical     Holy Water. As an action, you can splash the contents
         accounts, information pertaining to a particular field   of this flask onto a creature within 5 feet of you or throw
         of lore, diagrams and notes on gnom ish contraptions,   it up to 20 feet, shattering it on impact. In either case,
         or just about anything else that can be represented   make a ranged attack against a target creature, treating
        using text or pictures. A book of spells is a spellbook   the holy water as an im provised weapon. If the target is
        (described later in this section).                a fiend or undead, it takes 2d6 radiant damage.
          Caltrops. As an action, you can spread a single bag
        of caltrops to cover a 5-foot-square area. Any creature
                                                            E q u i p m e n t   Pa c k s
        that enters the area must succeed on a DC  15 Dexterity
                                                           The starting equipment you get from your class includes a
        saving throw or stop moving and take  1 piercing   collection of useful adventuring gear,  put together in a pack.
         damage. Until the creature regains at least  1  hit point,   The contents of these packs are listed  here.  If you are buying
        its walking speed is reduced by 10 feet. A creature   your starting equipment, you can  purchase a pack for the
        moving through the area at half speed doesn’t need to   price shown, which might be cheaper than buying the items
         make the saving throw.                             individually.
          Candle. For 1 hour, a candle sheds bright light in a   Burglar’s Pack (16 gp).  Includes a backpack, a bag of 1,000
                                                            ball bearings,  10 feet of string, a bell,  5 candles, a crowbar, a
         5-foot radius and dim light for an additional 5 feet.
                                                            hammer,  10 pitons, a hooded lantern, 2 flasks of oil,  5 days
          Case, Crossbow Bolt. This w ooden case can hold up
                                                            rations, a tinderbox, and a waterskin. The pack also has 50
        to twenty crossbow  bolts.
                                                           feet of hempen  rope strapped to the side of it.
          Case, Map or Scroll. This cylindrical leather case can
                                                             Diplomat's Pack (39 gp).  Includes a chest, 2 cases for maps
        hold up to ten rolled-up sheets of paper or five rolled-up   and scrolls, a set of fine clothes, a bottle of ink, an ink pen,
        sheets of parchment.                                a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,
          Chain. A chain has 10 hit points. It can be burst with a   sealing wax, and soap.
        successful DC 20 Strength check.                     Dungeoneer’s Pack (12 gp).  Includes a backpack, a crowbar,
          Climber’s Kit. A clim ber’s kit includes special pitons,   a hammer,  10 pitons,  10 torches, a tinderbox, 10 days
        boot tips, gloves, and a harness. You can use the   of rations, and a waterskin. The pack also has 50 feet of
                                                            hempen  rope strapped to the side of it.
        clim ber’s kit as an action to anchor yourself; when you
                                                             Entertainer’s Pack (40 gp).  Includes a backpack, a bedroll,
        do, you can’t fall m ore than 25 feet from the point where
                                                            2 costumes, 5 candles, 5 days of rations, a waterskin, and a
        you anchored yourself, and you can't climb m ore than 25
                                                           disguise kit.
        feet away from that point without undoing the anchor.
                                                             Explorer’s Pack (10 gp).  Includes a backpack, a bedroll,
          Component Pouch. A com ponent pouch is a small,   a mess kit, a tinderbox,  10 torches,  10 days of rations, and
        watertight leather belt pouch that has compartments   a waterskin. The pack also has 50 feet of hempen rope
        to hold all the material com ponents and other special   strapped to the side of it.
        items you need to cast your spells, except for those   Priest’s Pack (19 gp).  Includes a backpack, a blanket,  10
        com ponents that have a specific cost (as indicated in a   candles, a tinderbox, an alms box, 2 blocks of incense, a
        spell's description).                              censer, vestments, 2 days of rations, and a waterskin.
                                                             Scholar’s Pack (40 gp).  Includes a backpack, a book of lore,
          Crowbar. Using a crowbar grants advantage
                                                           a bottle of ink, an ink pen,  10 sheets of parchment, a little
        to Strength checks where the crowbar’s leverage
                                                            bag of sand, and a small knife.
        can be applied.
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