Adventuring Gear

This section describes items that have special rules or require further information.

Adventuring Gear
ItemCostWeight
Blast powder, powder horn50 gp1 lb.
Burst grenade30 gp1 lb.
Climbing claws3 gp1/2 lb.
Corrosive, vial75 gp1 lb.
Daemon’s poison60 gp1 lb.
Explosive grenade40 gp1 lb.
Flare grenade50 gp1 lb.
Frozen ichor, flask50 gp1 lb.
Garrote2 gp1/4 lb.
Lanyard8 sp1/2 lb.
Lariat1 gp5 lb.
Smoke grenade25 gp1 lb.
Teardrop grenade20 gp1 lb.
Weapon bindings6 gp1/4 lb.

Black Powder. Black powder is volatile, exploding when exposed to flame. As an action, you can scatter the powder onto a creature within 5 feet of you or throw it up to 20 feet, scattering the contents on impact. When thrown, make a ranged attack roll against a target creature or object, treating the powder as an improvised weapon. On a hit, the target is dusted in powder. If the target takes any fire damage before the powder is brushed or washed off (which take a creature one action), the powder ignites and the target takes 1d6 bludgeoning and 1d6 fire damage. You can also spread the powder on the ground or an object to cover a 5-foot square area, provided that the surface is mostly level. If lit, the powder explodes and deals 1d6 bludgeon damage and 1d6 fire damage to any creature or object occupying that space. A structure takes an additional 10 bludgeoning damage. For every additional pound of powder ignited, the bludgeoning damage to a creature increases by 1 (to a maximum of 20) and the damage to a structure by 10 (to a maximum of 200). Exposed powder in an adjacent space will ignite in a chain fashion when black powder explodes.

Burst Grenade. This grenade explodes in a concussive force. As an action, you can throw the grenade at a point up to 30 feet away, where it explodes on impact. Each creature within 5 feet of the explosion must succeed on a DC 12 Strength saving throw or be knocked prone.

Climbing Claws. These special gloves have barbs to better grip a surface. While wearing them, you have advantage on Strength (Athletics) checks to maintain your grip while climbing, but have disadvantage on attack rolls with weapons.

Corrosive. This flask contains a highly corrosive compound that dissolves metal and leather. As an action, you can splash the contents of the vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case make a ranged attack against a creature or object, treating the corrosive as an improvised weapon. On a hit, the target takes 1d6 acid damage and has its AC reduced by 2 if it is wearing armor (this can’t reduce the base AC below 10) or composed of leather or metal for 1 hour. If the target is a leather or metal object, it takes an addition 2d6 acid damage.

Daemon’s Poison. This sticky, adhesive fluid exudes a foul gas when exposed to air. As an action, you can throw the flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the daemon’s poison as an improvised weapon. On a hit, the target takes 1d4 poison damage at the start of each of its turns for 1 minute or until the poison is washed off. In addition, a creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 minute. The target makes a new Constitution saving throw at the end of each of its turns, ending the condition for it on a success.

Explosive Grenade. This grenade explodes with destructive force. As an action, you can throw the grenade at a point up to 30 feet away, where it explodes on impact. Each creature within 5 feet of the explosion must make a DC 12 Dexterity saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

Flare Grenade. This grenade explodes in blinding light. As an action, you can throw the grenade at a point up to 30 feet away, where it explodes on impact. Each creature within 5 feet of the explosion must succeed on a DC 10 Dexterity saving throw or be blinded until the end of its next turn.

Frozen Ichor. This sticky, alchemical fluid freezes when exposed to air. As an action, you can throw the flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature, treating the frozen ichor as an improvised weapon. On a hit, the target takes 1d4 cold damage at the start of each of its turns for 1 minute or until it takes fire damage.

Garrote. A garrote is a strong cord that you can use to strangle a creature. As an action, you can make one attack against an unaware or incapacitated creature that is no more than one size larger than you. On a hit, you grapple the target. While you maintain this grapple, you can’t use your hands for another action. A creature that doesn’t breathe is grappled normally.

During the grapple, the target begins to suffocate as you choke it. If the target ends its turn suffocating for a number of consecutive rounds equal to 1d4 + its Constitution modifier (minimum of 1 round), it is reduced to 0 hit points. At the end of each of its turns, an unconscious creature automatically fails two death saving throws.

The first time the target breaks your grapple it can breathe normally, but is remains grappled by you until the end of your next turn. During your next turn, you can attempt to strangle your target again by succeeding on a grapple check. If the grapple check fails, your target is no longer grappled by you.

A garrote can be cut, has AC 10, 5 hit points, and immunity to bludgeoning, cold, necrotic, poison, psychic, and thunder damage. When cut this way, your target is no longer grappled, and your garrote is rendered unusable.

Lanyard. This strap is wrapped around your wrist and the hilt or handle of a one-handed weapon or similar sized tool. While wearing it, you can’t be disarmed. While the weapon or tool dangles out of your hand, you have disadvantage on attack rolls and ability checks using that hand.

Lariat. A lariat is a stiff rope with a loop on one end, with a length of 30 to 50 feet. It requires two hands to lasso and shove a target, but only one hand to maintain a grapple with it.

When you take the Attack action on your turn, you can replace one of your attacks with a lasso attempt of the lariat at a creature or object within 20 feet of you. Make a melee attack roll using your Dexterity instead of your Strength. On a hit, the target is grappled by you until it escapes the lariat. To escape, a creature capable of grasping the rope must use its action to make a DC 10 Strength (Athletics) check, freeing the target on a success. Destroying the lariat (AC 10, 10 hit points, and immunity to bludgeoning, poison, and psychic damage) also frees the target, ending the grapple.

While the target is grappled this way, you can attempt to shove it using the lariat. You can only pull a creature toward you unless the creature is no larger than you (or your mount if you are mounted), in which case you can choose to knock it prone instead. A grappled creature must be strong enough to carry you in order to move away from you, but it must spend 2 feet of movement for every foot moved unless it is larger than you (or your mount) in which case it can move normally.

Smoke Grenade. When this grenade explodes, it covers a 10-foot radius area in thick smoke. As an action, you can throw the grenade at a point up to 30 feet away, where it explodes on impact. The area is heavily obscured for 1 minute or until a moderate wind (at least 10 miles per hour) disperses it.

Teardrop Grenade. This grenade explodes, creating a mist. As an action, you can throw the grenade at a point up to 30 feet away, where it explodes on impact. Each creature within 5 feet of the explosion must succeed on a DC 12 Dexterity saving throw or have its eyes covered by the substance of the mist. For 1 minute, the target has disadvantage on Wisdom (Perception) checks and ranged attack roll. The target can end this effect by using its action to make a DC Dexterity saving throw to wipe away the substance. A creature without eyes is immune to the effect.

Weapon Bindings. When applied to a claw, hand crossbow, knuckle duster, spiked knuckle, or war chain, the weapon can’t be disarmed, but it takes requires an action to equip or remove it.