Utstyr Flashcards
Acid
As an action, you can splash the contents of this vial onto a creature within 5 feet o f 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 acid as an improvised w eapon. On a hit, the target takes 2d6 acid damage.
Alchemist’s Fire
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each o f its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Antitoxin
A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.
Arcane Focus
An arcane focus is a special item— an orb, a crystal, a rod, a specially constructed staff, a wand-like length o f wood, or some similar item— designed to channel the power o f arcane spells. A sorcerer, warlock, or w izard can use such an item as a spellcasting focus, as described in chapter 10.
Ball Bearings
As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw.
Block and Tackle
A set o f pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.
Book
A book might contain poetry, historical accounts, information pertaining to a particular field
o f lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).
Caltrops
As an action, you can spread a single bag o f caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn’t need to make the saving throw.
Candle
For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Case, Crossbow Bolt
This wooden case can hold up to twenty crossbow bolts.
Case, Map or Scroll
This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
Chain
A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.
Climber’s Kit
A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor.
Component Pouch
A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description).
Crowbar
Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.
Druidic Focus
A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made o f yew or another special wood, a staff drawn whole out o f a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus, as described in chapter 10.