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Lamp. A lamp casts bright light in a 15- foot radius Poison, Basic. You can use the poison in this vial
and dim light for an additional 30 feet. Once lit, it to coat one slashing or piercing weapon or up to
burns for 6 hours on a flask (1 pint) of oil. three pieces of ammunition. Applying the poison
Lantern, Bullseye. A bullseye lantern casts bright takes an action. A creature hit by the poisoned
light in a 60- foot cone and dim light for an additional weapon or ammunition must make a DC 10
60 feet. Once lit, it burns for 6 hours on a flask (1 Constitution saving throw or take 1d4 poison
pint) of oil. damage. Once applied, the poison retains potency for
Lantern, Hooded. A hooded lantern casts bright 1 minute before drying.
light in a 30- foot radius and dim light for an Potion of Healing. A character who drinks the
additional 30 feet. Once lit, it burns for 6 hours on a magical red fluid in this vial regains 2d4 + 2 hit
flask (1 pint) of oil. As an action, you can lower the points. Drinking or administering a potion takes an
hood, reducing the light to dim light in a 5- foot action.
radius. Pouch. A cloth or leather pouch can hold up to 20
Lock. A key is provided with the lock. Without the sling bullets or 50 blowgun needles, among other
key, a creature proficient with thieves’ tools can pick things. A compartmentalized pouch for holding spell
this lock with a successful DC 15 Dexterity check. components is called a component pouch (described
Your GM may decide that better locks are available earlier in this section).
for higher prices. Quiver. A quiver can hold up to 20 arrows.
Magnifying Glass. This lens allows a closer look at Ram, Portable. You can use a portable ram to
small objects. It is also useful as a substitute for flint break down doors. When doing so, you gain a +4
and steel when starting fires. Lighting a fire with a bonus on the Strength check. One other character
magnifying glass requires light as bright as sunlight can help you use the ram, giving you advantage on
to focus, tinder to ignite, and about 5 minutes for the this check.
fire to ignite. A magnifying glass grants advantage on Rations. Rations consist of dry foods suitable for
any ability check made to appraise or inspect an extended travel, including jerky, dried fruit, hardtack,
item that is small or highly detailed. and nuts.
Manacles. These metal restraints can bind a Small Rope. Rope, whether made of hemp or silk, has 2
or Medium creature. Escaping the manacles requires hit points and can be burst with a DC 17 Strength
a successful DC 20 Dexterity check. Breaking them check.
requires a successful DC 20 Strength check. Each set Scale, Merchant’s. A scale includes a small
of manacles comes with one key. Without the key, a balance, pans, and a suitable assortment of weights
creature proficient with thieves’ tools can pick the up to 2 pounds. With it, you can measure the exact
manacles’ lock with a successful DC 15 Dexterity weight of small objects, such as raw precious metals
check. Manacles have 15 hit points. or trade goods, to help determine their worth.
Mess Kit. This tin box contains a cup and simple Spellbook. Essential for wizards, a spellbook is a
cutlery. The box clamps together, and one side can leather- bound tome with 100 blank vellum pages
be used as a cooking pan and the other as a plate or suitable for recording spells.
shallow bowl. Spyglass. Objects viewed through a spyglass are
Oil. Oil usually comes in a clay flask that holds 1 magnified to twice their size.
pint. As an action, you can splash the oil in this flask Tent. A simple and portable canvas shelter, a tent
onto a creature within 5 feet of you or throw it up to sleeps two.
20 feet, shattering it on impact. Make a ranged attack Tinderbox. This small container holds flint, fire
against a target creature or object, treating the oil as steel, and tinder (usually dry cloth soaked in light
an improvised weapon. On a hit, the target is oil) used to kindle a fire. Using it to light a torch—or
covered in oil. If the target takes any fire damage anything else with abundant, exposed fuel—takes an
before the oil dries (after 1 minute), the target takes action. Lighting any other fire takes 1 minute.
an additional 5 fire damage from the burning oil. You Torch. A torch burns for 1 hour, providing bright
can also pour a flask of oil on the ground to cover a light in a 20- foot radius and dim light for an
5- foot- square area, provided that the surface is level. additional 20 feet. If you make a melee attack with a
If lit, the oil burns for 2 rounds and deals 5 fire burning torch and hit, it deals 1 fire damage.
damage to any creature that enters the area or ends
its turn in the area. A creature can take this damage Adventuring Gear
only once per turn.
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 68

