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Other Equipment

Combat Consumables

Do you want to make a character with a utility belt full of goodies? Look no further. Combat Consumables may be used in or out of combat. Certain Professions can craft Combat Consumables (notably, Artisans and Alchemists), but this page is more concerned with how you'd manage to buy Combat Consumables from a vendor. It includes every item available, its purchase price, and its effect.

Item Cost Effect
Alchemist’s Fire (flask) 10 gold This sticky, adhesive fluid ignites when exposed to air. Throw this flask, shattering it on impact. The target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Ball Bearings (bag of 1,000) 15 gold Spill these tiny metal balls from their pouch to cover a medium-sized area. A creature moving across the covered area must succeed on a DC 15 Dexterity check or fall prone.
Bomb 20 gold Light the bomb and throw it! Each creature near where it lands must succeed on a DC 10 Dexterity check or take 3d6 fire damage.
Caltrops (bag of 20) 15 gold Spread a bag of caltrops to cover a medium-sized area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 damage. Taking this damage reduces the creature's Movement speed to Low until the creature regains at least 1 hit point.
Dynamite (1 stick) 40 gold Light a stick of dynamite and throw it! Each creature near where it lands must roll a DC 15 Dexterity check. On a failed save they take 3d6 fire damage, and half that on a successful save. A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 20d6) and the burst radius (DM discretion). Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative.
Flash Powder 15 gold As a minor this in melee range of an enemy or two, and it will blind them for one turn.
Healer’s Kit 30 gold This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. You can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Knowledge check.
Hunting Trap 30 gold When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 15 Dexterity saving throw or take 1d4 damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can  make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Oil (flask) 5 gold Oil usually comes in a clay flask that holds 1 pint. Roll a D20 to splash the oil in this flask onto a nearby creature. The creature rolls Physical Defense. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 5 rounds), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a small area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Smoke Bomb 15 gold Drop the smokebomb at your feet or throw it to create a medium-sized area of billowing smoke. The smoke blocks line of sight for all creatures. Creatures inside the Smoke Bomb are Blinded.
Tangler Grenade 20 gold A tangler grenade is an alchemical, nonmagical item with an ovoid resin shell that shatters on impact. Throw it! Each creature near where it lands must roll a DC 15 Dexterity check, or be restrained by sticky white webs. A restrained creature’s Movement Speed becomes 0. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 15 Strength check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them.

Combat Poisons

Combat Poisons are crafted by Alchemists or purchased from vendors. Using a poison requires a Minor Action. The poisons listed in the table below (aside from Basic Poison) are all inhaled, meaning they take the form of powders or gases. Blowing the powder or releasing the gas subjects creatures in a small radius to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.

Item Cost Effect
Ascerbic Spores 60 gold A creature subjected to this poison must succeed on a DC 15 Stamina saving throw or take 1d6 poison damage and become poisoned, taking 2 poison damage each turn for 3 turns. Until this poison ends, the damage the poison deals can't be healed by any means. After the effect ends the creature can heal normally.
Basic Poison (1 vial) 10 gold You can use the poison in this vial to coat one weapon or up to three pieces of ammunition. Applying the poison takes a Minor action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Stamina saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Burnt Aggerivic Fumes 60 gold A creature subjected to this poison must succeed on a DC 10 Stamina check or take 5 poison damage immediately, and 2 poison damage each turn for 3 turns.
Dreamleaf Essence 60 gold A creature subjected to this poison must succeed on a DC 15 Stamina saving throw or fall unconscious for 1 turn. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Pocket Sand 60 gold A creature subjected to this poison must succeed on a DC 15 Stamina check or become blinded for 2 turns.

Non Combat Poisons

These poisons cannot be used in combat. They have specific delivery styles (injection, contact, or consumption) that must be adhered to in order for the poison to work. Alchemists can craft these poisons, or they can be bought from a vendor.

Poison Name Cost Effect
Swarming Spiderbite 200 gold The effect of this poison is like the biting mouths of venomous spiders, starting from the extremities and advancing throughout the body. Used for torture purposes. One application deals 5% of the victim’s health in damage over 2d12 + 10 minutes. Must be injected by needle or blowdart.
Ground Thassil Root 200 gold This poison is a flavorless blue powder. It can only be delivered by way of food or drink, and takes effect 2d6 minutes after its victim consumes it to slowly knock them unconscious.
Stormclaw Scorpion Venom 200 gold The purple-black venom of Stormclaw Scorpions attack the nerves. It must be injected by needle or blowdart, and slowly paralyzes the victim over 2d6 minutes.
Black Lotus 200 gold When prepared as a poison, black lotus is ground into a fine, black powder that causes terrifying hallucinations. It takes effect 2d12 minutes after consumption.
Carrion Ichor 200 gold Smearing this poison on bare skin causes it to irritate the skin. Used for torture purposes. One application deals 5% of the victim’s health in damage over 10+d12 minutes. In large quantities, it causes a slow painful death by rot and disease.
Midnight Tears 200 gold A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 20 Stamina check, taking 10d6 poison damage on a failed save, or half as much damage on a successful one.
Truth Serum 200 gold This poison is a flavorless clear liquid. On consumption, a creature subjected to this poison can't knowingly speak a lie.

Potions

Potions are useful tools for recovering health and stamina. These potions can be crafted by an alchemist, or bought from a vendor. Using or administering a potion requires a Minor Action.

Potion Name Cost Effect
Healing Potion 30 gold A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points.
Greater Healing Potion 60 gold A character who drinks the magical red fluid in this vial regains 4d4 + 4 hit points.
Superior Healing Potion 120 gold A character who drinks the magical red fluid in this vial regains 3d6 + 6 hit points.
Stamina Potion 120 gold A character who drinks the magical green fluid in this vial regains one usage of a Tier 3 ability.
Greater Stamina Potion 240 gold A character who drinks the magical green fluid in this vial regains one usage of a Tier 2 ability.
Superior Stamina Potion 680 gold A character who drinks the magical green fluid in this vial regains two usages of a Tier 2 ability, or 3 usages of a Tier 3 ability.

The items and effects on this page were inspired by [D&D Beyond] Equipment Lists.