Page 152 - Dungeons and Dragons - Players Handbook
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the alchemist's tire as an improvised weapon. On a  Druidic Focus. A druidic focus might be a sprig of
            hit, the target takes Id4 tire 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 damage by  another special wood, 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 liames.                            and teeth from sacred animaIs. A druid can use such an
             Antitoxin. A creature that drinks this viaI of liquid  object as a spellcasting focus, as described in chapter 10.
            gains advantage on saving throws against poison for I  Fishing Tackle. This kit includes a wooden rod, silken
            hour. lt confers no benetit to undead or constructs.  line, corkwood 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 ofwood, or some 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 wizard can use such an item as a  a creature that has O hit points, without needing to make
            spellcasting focus, as described in chapter 10.   a Wisdom (Medicine) check.
             Bal/ Bearings. As an action, you can spill these tiny  Holy Symbol. A holy symbol is a representation of
            metal balls from their pouch to cover a levei area 10  a god or pantheon. lt might be an amulet depicting a
            feet square. A creature moving across the covered area  symbol representing a deity, the same symbol carefully
            must succeed on a DC 10 Dexterity saving throw or fali  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 of a sacred relic. Appendix B
            doesn't need to make the saving throw.            lists the symbols commonly 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  symbol as a spellcasting focus, as described in chapter
            block and tackle allows you to hoist up to four times the  lO. 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 tield  of this lIask onto a creature within 5 feet of you or throw
            of lore, diagrams and notes on gnomish 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 improvised weapon. If the target is
            (described later in this section).                a tiend or undead, it takes 2d6 radiant damage.
              Caltrops. As an action, you can spread a single bag  4                                      ,
            of caltrops to cover a 5-foot-square area. Any creature  EQUIPMENT  PACKS
            that enters the area must succeed on a DC 15 Dexterity  lhe starting equipmenl you gel fram your elass ineludes a
            saving throw or stop moving and take I piercing    colleclion of useful advenluring gear, pullogelher  in a pack.
            damage. Unti! the creature regains at least I hit point,  lhe conlenls oflhese packs are Iisled here. Ifyou are buying
            its walking speed is reduced by 10 feet. A creature  your slarling equipmenl, you can purchase a pack for lhe
            moving through the area at half speed doesn't need to  price shown, which mighl be cheaper lhan buying lhe ilems
            make the saving throw.                             individually.
              Candle. For I hour, a candle sheds bright light in a  Surglar's Pack (16 gp). Ineludes a backpack, a bag of 1,000
            5.foot radius and dim light for an additional 5 feet.  ball bearings, 10 feel of slring, a bell, 5 candles, a crowbar, a
              Case, Crossbow Bolt. This wooden case can hold up  hammer, 10 pilons, a hooded lanlern, 2 ftasks of oil, 5 days
            to twenty crossbow bolts.                          ralions, a linderbox, and a walerskin. lhe pack also has 50
                                                               feel of hempen rope slrapped lo lhe side of it.
              Case, Map or Scrol/. This cylindricalleather  case can  Diplomat's  Pack (39 gp). Ineludes a chesl, 2 cases for maps
            hold up to ten rolled-up sheets of paper or tive rolled-up  and scrolls, a seI offine elolhes, a bollle ofink, an ink pen,
            sheets of parchment.                               a lamp, 2 flasks of oil, 5 sheels of paper, aviai of perfume,
              Chain. A chain has 10 hit points. lt can be burst with a  sealing wax, and soap.
            successful DC 20 Strength check.                     Dungeoneer's  Pack (12 gp). Ineludes a backpack, a crowbar,
              Climber's Kit. A climber's kit includes special pitons,  a hammer, 10 pilons, 10 lorches, a linderbox, 10 days
            boot tips, gloves, and a harness. You can use the  of ralions, and a walerskin. lhe pack also has 50 feel of
            climber's kit as an action to anchor yourself; when you  hempen rope slrapped lo lhe side of il.
            do, you can't fali more than 25 feet from the point where  Entertainer's  Pack (40 gp). Ineludes a backpack, a bedrall,
                                                               2 coslumes, 5 candles, 5 days of ralions, a walerskin, and a
            you anchored yourself, and you can't climb more than 25  disguise kil.
            feet away from that point without undoing the anchor.  Explorer's Pack (10 gp). Ineludes a backpack, a bedrall,
              Component Pouch. A component pouch is a small,   a mess kil, a linderbox, 10 lorches, 10 days of ralions, and
            watertight leather belt pouch that has compartments  a walerskin. lhe pack also has 50 feel ofhempen  rape
            to hold ali the material components and other special  slrapped lo lhe side of il.
            items you need to cast your spells, except for those  Priest's Pack (19 gp). Ineludes a backpack, a blankel, 10
            components that have a specitic cost (as indicated in a  candles, a linderbox, an alms box, 2 blocks ofincense, a
            spell's description).                              censer, veslmenls, 2 days of ralions, and a walerskin.
              Crowbar. Using a crowbar granls advantage          Scholar's Pack (40 gp). Includes a backpack, a book aflore,
            to Strength checks where the crowbar's leverage    a boltle ofink, an ink pen, 10 sheels ofparchmenl,  a lillle
            can be applied.                                    bag of sand, and a small knife.
                                                               ~                                          ~

                                                                                            PART I  EQUIP  fENT
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