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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	   
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