Difference between revisions of "Adventuring Gear (5A)"

From Action
Jump to navigation Jump to search
(++)
(++)
Line 69: Line 69:
 
=== Spell Component Robe 30 gp, 3 lb ===
 
=== Spell Component Robe 30 gp, 3 lb ===
 
This is a spell component pouch sewn into a fine wizard's robe. Numerous small pockets can be used to store sundry spell components and keep them easily accessible. Less obvious than a spell component pouch, it has the same utility; assume any small, free material component for a spell the caster knows is kept in this robe.
 
This is a spell component pouch sewn into a fine wizard's robe. Numerous small pockets can be used to store sundry spell components and keep them easily accessible. Less obvious than a spell component pouch, it has the same utility; assume any small, free material component for a spell the caster knows is kept in this robe.
 +
 +
== Mechanical Devices ==
 +
=== Pendulum Clock 100 gp 10 lb ===
 +
A device for telling time. A pendulum clock is very accurate if properly calibrated but must remain stationary to function. Besides the obvious uses in time keeping and spell duration timing, timepieces find great use in astronomy, making it possible to time astronomical observations.
 +
 +
=== Spring Clock 200 gp, 10 lb ===
 +
A device for telling time. A spring clock can be moved around but is less accurate than a pendulum clock. Timepieces find great use in navigation, making it much easier to measure speed and time astronomical observations, giving advantage when using Navigator’s tools.
 +
 +
=== Pocket Watch 500 gp ===
 +
A wearable device for telling time and also a status symbol. Less reliable than even a spring clock, it is safest to calibrate a pocket watch at least once per week if exact timing is required.
 +
 +
=== Music Box 500 gp, 20 lbs to negligible ===
 +
A clockwork contraption that plays a set piece of music. Larger devices play at a higher volume, using more notes, and for a longer time, with the largest playing up to half an hour of music and the smallest only one minute. The device has a Perform skill of +1 per four pounds of weight in pounds and can play three minutes per pound of weight (minimum +0 and 1 minute). Variant music boxes have no springs, which means they must be cranked by hand but can play indefinitely.
 +
 +
=== Notebook 5 gp, 5 lbs ===
 +
A blank book to take notes in.
 +
 +
=== Reference Work 25 gp, 5 lbs ===
 +
A book containing standard information on a variety of subjects related to one field of [[Skill_Examples_(5A)#Lore|lore]]. A reference work allows a reroll on a failed Knowledge check with one minute of reading.

Revision as of 14:03, 15 August 2021

5A5A logo
Starfox's 5th Edition Fan Page

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.

  • It extends the range of Search to 10 ft.
  • You can spend an action to gain advantage on a jump.
  • You can spend an action to gain advantage on a balance check.


Lead Lined Vestments 25 gp 4 lb

A body covering heavy garment, like a full catsuit, hooded robe, or suit of full armor can be lined with lead to stop certain detection spells from detecting the wearer. This works best with stiff materials, like a suit of rigid armor or a leather raincoat; other clothes lose the integrity of the lining after about day of use. This counts as wearing metal armor for a druid, even if the vestments are not armor.

Money Belt 5 gp

This looks like a heavy belt of thick skin or metal ornamentation. Even on close inspection it takes a DC 20 Intelligence (Investigation) check to recognize anything is out of the ordinary. The buckle gas a tiny concealed edge. Using this tool, the wearer measures off two-inch segments of the belt, starting at the buckle. Each two-inch segment can hold up to five coins, 10 gems, a tightly folded sheet (which can hold things like a message, map, or scroll of a single spell) or a similar diminutive object. The pockets are routinely lined with thin lead to block detection magic.

Secret Compartment 10 gp

There is a number of personal items ubiquitous in each culture. The trick is to select an item so common it does not register as unusual, yet large enough and rigid enough to hold a compartment. Examples from various areas include armor, saddles, sheathes, holy symbols, codpieces, corsets, clogs, high-heeled boots, fancy hats, sword hilts, and so on. Such objects can be fitted with secret compartments, perfect for hiding a weapon like a knife, reserve funds, a potion, or other objects up to 8 ounces or so in weight. The compartment is lined in lead to foil detection spells. A secret compartment like this will pass most searches automatically, and only a determined search allows an Intelligence (Investigation) check (DC 20) to discover the compartment.

Secret Pocket 5 gp

Tiny secret pockets can be sewn into clothing. Even on close inspection it takes an Intelligence (Investigation) check to recognize anything is out of the ordinary. Each secret pocket can hold up to five coins, 20 gems, a tightly folded sheet (which can hold a message, map, or scroll) or a similar diminutive object. The pocket is lined in lead to foil detection.

Spell Component Robe 30 gp, 3 lb

This is a spell component pouch sewn into a fine wizard's robe. Numerous small pockets can be used to store sundry spell components and keep them easily accessible. Less obvious than a spell component pouch, it has the same utility; assume any small, free material component for a spell the caster knows is kept in this robe.

Mechanical Devices

Pendulum Clock 100 gp 10 lb

A device for telling time. A pendulum clock is very accurate if properly calibrated but must remain stationary to function. Besides the obvious uses in time keeping and spell duration timing, timepieces find great use in astronomy, making it possible to time astronomical observations.

Spring Clock 200 gp, 10 lb

A device for telling time. A spring clock can be moved around but is less accurate than a pendulum clock. Timepieces find great use in navigation, making it much easier to measure speed and time astronomical observations, giving advantage when using Navigator’s tools.

Pocket Watch 500 gp

A wearable device for telling time and also a status symbol. Less reliable than even a spring clock, it is safest to calibrate a pocket watch at least once per week if exact timing is required.

Music Box 500 gp, 20 lbs to negligible

A clockwork contraption that plays a set piece of music. Larger devices play at a higher volume, using more notes, and for a longer time, with the largest playing up to half an hour of music and the smallest only one minute. The device has a Perform skill of +1 per four pounds of weight in pounds and can play three minutes per pound of weight (minimum +0 and 1 minute). Variant music boxes have no springs, which means they must be cranked by hand but can play indefinitely.

Notebook 5 gp, 5 lbs

A blank book to take notes in.

Reference Work 25 gp, 5 lbs

A book containing standard information on a variety of subjects related to one field of lore. A reference work allows a reroll on a failed Knowledge check with one minute of reading.