Adventuring Gear (5A)

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Revision as of 12:21, 15 August 2021 by Starfox (talk | contribs) (Manacles, Inquisitor's)
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Manacles, Inquisitor's 100 gp 5 lb.

This is the same as masterwork 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.

Manacles, Masterwork 20 gp 4 lb.

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 25 Dexterity (acrobatics) check. Breaking them requires a successful DC 25 Strength (athletics) check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the masterwork manacles’ lock with a successful DC 20 Dexterity check. Masterwork manacles have 30 hit points.

Manacles, Simple 5 sp 8 lb.

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity (acrobatics) check. Breaking them requires a successful DC 20 Strength (athletics) check. Simple manacles do not have a lock, they are sealed with a sprint or chain, often used to form a chain gang. Simple manacles have 10 hit points.

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.