Adventuring Gear (5A)
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Diving Kit 25 gp 6 lb.
A set of primitive diving equipment. This includes a set of flippers, a nose clamp, and a simple snorkel. It grants a swim speed of 10 ft. Wearing flippers reduces the wearer’s land speed to 5 ft. Taking each flipper on or off is an action.
Armored Boots 20 gp 2 lb.
This is a pair of heavy boots reinforced with steel. They grant immunity to attacks that specifically target the foot, such caltrops or bear traps. Armored boots are noisy and give disadvantage on stealth.
Armored Boots, Mithral 1,000 gp 1 lb.
Mithral armored boots do not impose disadvantage on stealth and can be shaped like dainty slippers and other fantastic shapes.
Assembly Weapon +50 gp x2 price
A weapon can be constructed so that it can be quickly assembled from parts, each of which is inconspicuous. It takes a minute to assemble or disassemble the weapon. Recognizing the disassembled weapon for what it is requires an Intelligence (Investigation) check (DC 15). If the pieces are separated (generally carried by different creatures), the DC of recognizing any single piece as being part of a weapon is 20. An assembly weapon costs an additional 50 gold pieces, plus twice the cost of the weapon. If it is a magic weapon, only one of the disassembled pieces carry the magic, other pieces can be replaced without harming the enchantment.
Cheval de Frise 1 gp 20 lb
A larger, wooden version of caltrops, a single cheval de frise creates a danger zone 5 ft. square and takes an action to set up. A creature from Large to Colossal in size that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1d8 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. Smaller creatures easily avoid these oversize obstructions.
Spring-Heels (150 gp, 6 lb.)
A pair of sturdy springs worn on the feet. Moving on spring-heels requires a Dexterity (acrobatics) check for balance (DC 10) each round. Add the DC of any other balance check required into a single check. The springs doubles speed and allow jumping twice as far. Moving on spring feet is strenuous; a creature that fights with these on gains a level of exhaustion if the fight is more rounds that its Constitution score. The springs are noisy and movement jerky and erratic, giving disadvantage on Stealth. Taking spring heels on or off is an action.
Stilts (1 gp, 15 lb)
Short stilts are common as toys. The stilts described here are ten ft. tall or more. These stilts are tied to the lower leg of the wearer, who cannot move normally with the stilts fitted. Putting on or removing each stilt is an action. It takes no hands to use stilts tied this way. Walking on stilts requires a Dexterity (acrobatics) check for balance (DC 5) each round. Standing up from prone with stilts fitted requires a DC 20 Dexterity (acrobatics) check unless done from an elevated position. A character on stilts can move at normal speed through difficult ground that does not entangle, as long as there is a hard ground beneath. Examples include crowds, caltrops, spikes, water, tall grass, and hedgerows but not uneven ground, slick ground, gravel, mud, or vines.
Fighting in stilts puts you at 10 ft. range from adjacent creatures on the ground, but you can be shoved and grappled as if you were on the ground. The stilts have ac 17 and 10 hit points. Mithral stilts can be made at a cost of 1,500 gp and have ac 23.
Wheelchair (25 gp, 15 lb)
A wheelchair allows a practiced rider to move normally on flat ground without using the legs. A character in a wheelchair needs both hands to move and has a speed of 20 ft. With one hand on the wheel, the rider has a speed of 5 ft. With no hands on the wheels, the rider is immobilized but is not helpless. An assistant can push the wheelchair, freeing the rider's hands. A wheelchair is very susceptible to terrain conditions; soft ground, extensive litter, or uneven surfaces are all difficult ground to a wheelchair. Terrain considered difficult ground to walkers is impassible to a wheelchair. A wheelchair ignores ground-based hazards like caltrops and grease but counts such areas as difficult ground.
Manacles, Inquisitor's 100 gp 5 lb.
This is the same as normal manacles, but they also incorporate elements that stops the caster from concentrating on or casting spells, requiring a Constitution save (DC 20) to do so. On a failed check, the spell and spell slot is lost. Anything that gives a bonus to concentration checks also benefits this Constitution save.
Parasol Shield 100 gp 4 lb
This is an elegant silk parasol that is sturdy enough to function as a shield in an emergency. It has an ac of 12 and 10 hit points. Strictly an emergency weapon, once it has been used as a shields, it no longer looks like a high-class parasol. On close inspection it takes an Intelligence (Investigation) (DC 15) to recognize the device for what it is.
Pole 5 cp 7 lb.
The pole is in the PH, but use is not explained A pole of springy wood popular with adventurers. Because it is springy, it is not good at taking weight, such as to stop crushing walls or be used as a lever. It can be used in various ways.