The following are descriptions for items found throughout the [[Adventuring Gear|Adventuring Gear]] section, broken down by category. <br> ___ ### Standard Gear <br> ###### Acid Vial >As an action, you can splash the contents of this vial onto a creature or throw the vial, making a ranged attack roll (20/60) against a creature of your choice within range. On a hit, the target takes 2d6 acid damage. This acid does double damage to objects. If you empty the contents of this vial onto an object within 5 feet, the attack automatically hits. <br> ###### Antitoxin >A creature that drinks this vial of liquid gains [[Abilities & Skills#Advantage & Disadvantage|advantage]] on saving throws against poison for 1 hour. It confers no benefit to [[Creature Type#Undead|undead]] or [[Creature Type#Construct|constructs]]. <br> ###### 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 [[Conditions#Prone|prone]]. A creature moving through the area at half speed doesn't need to make the saving throw. Creatures that fly, jump, or hover over the area are unaffected by the ball bearings. <br> ###### Caltrops >You can use an action to spread a single bag of caltrops to cover a 5-foot-square. 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. > >Improvised collections of sharp items, such as broken glass, can be used as caltrops. Creatures that fly, jump, or hover over the space are unaffected by the caltrops. <br> ###### Candle >For 1 hour, a candle sheds [[Exploration & Environment#Bright Light|bright light]] in a 5-foot radius and [[Exploration & Environment#Dim light|dim light]] for an additional 5 feet. <br> ###### Chain (10ft) >A chain has 10 hit points. It can be broken with a successful DC 20 Strength check. <br> ###### 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. <br> ###### Crowbar >Using a crowbar grants [[Abilities & Skills#Advantage & Disadvantage|advantage]] to Strength checks where the crowbar's leverage can be applied. <br> ###### Flask or Tankard >A flask or tankard can hold 1 pint of liquid. <br> ###### Holy Water >Throwing this flask causes it to shatter on impact. Make a ranged attack (20/60) against a target. If the target is a [[Creature Type#Fiend|fiend]] or [[Creature Type#Undead|undead]], it takes 2d6 radiant damage. > >A [[Cleric|Cleric]] may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 3 ![[shard.png]] worth of powdered silver, and requires the caster to expend a 1st-level spell slot. <br> ###### Hunting Trap  >You can use an action to set this trap in an unoccupied space, which is comprised of a pressure panel and heavy iron jaws affixed to the ground by a spike and chain. When a creature walks through its 5ft. space, the trap makes a melee attack against that creature. The trap has +8 to hit and deals 1d10 piercing damage, and if it hits the target is [[Conditions#Restrained 🛠|restrained]] ([[Actions in Combat#Escape 🛠|Escape]] DC 15). Whether the attack hits or misses, the trap cannot make a second attack until the creature escapes and the trap is set again. Failing the check to escape by 5 or more deals an additional 1d10 piercing damage to the trapped creature. <br> ###### Ladder (10ft) >This item is a straight, simple wooden ladder. <br> ###### Lantern >A lantern casts [[Exploration & Environment#Bright Light|bright light]] in a 30-foot radius and [[Exploration & Environment#Dim light|dim light]] for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to [[Exploration & Environment#Dim light|dim light]] in a 5-foot radius. <br> ###### Lock >A key is provided with the lock. Without the key, a creature can attempt to pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices. <br> ###### Magnifying Glass >This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants [[Abilities & Skills#Advantage & Disadvantage|advantage]] on any check made to appraise or inspect an item that is small or highly detailed. <br> ###### Manacles >These iron restraints can bind a Small or Medium creature. A conscious, unwilling creature must be [[Making an Attack#Grapple 🛠|restrained]] in some fashion, [[Conditions#Stunned 🛠|stunned,]] or [[Conditions#Dying 🛠|dying]] before manacles can be applied to it. Escaping manacles requires a DC 20 [[Actions in Combat#Escape 🛠|Escape]] check to slip out or break them. Each set of manacles comes with one key. Without the key, a creature can attempt to pick the manacles' lock with a successful DC 17 Dexterity check. A creature with manacles applied to it's wrists cannot perform the [[Spellcasting#Components|somatic components]] of spells, has [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on attack rolls that require its hands, and a creature with manacles applied to it's ankles has a walking speed of 10 feet. Manacles may impose other restrictions at the discretion of the DM. <br> ###### Oil Flask  >You can use an action to make a ranged weapon attack (20/60) and throw this flask of flammable oil onto a creature or object, splashing the oil onto it if you hit. If the oil-covered target takes any fire damage within the next minute, it takes an additional 5 fire damage. The oil is not consumed when this fire damage is applied. You can also pour a flask of oil on the ground to cover a 5 foot square. If lit, the oil burns for 1 minute. The first time on a turn that a creature enters the burning area, or starts its turn there, it takes 5 fire damage. > >You can also spread a flask of oil over one melee weapon or 3 pieces of [[Adventuring Gear#Ammunition|ammunition]] and set them alight, with the exception of Needles, Bullets or Magazines. Half of the damage dealt by a flaming weapon or piece of ammunition is fire damage, and the lit item sheds [[Exploration & Environment#Bright Light|bright light]] in a 5-foot radius, and [[Exploration & Environment#Dim light|dim light]] for another 5. > >If you spend an hour lubricating a suit of [[Armour & Weapons#Armour|armour]] with a flask of oil, the armor does not impose [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on [[Abilities & Skills#Stealth|Stealth]] checks until the start of your next [[Survival Needs#Long Rest|long rest]]. <br> ###### Pocket Watch >A standard pocket watch used to measure the passage of time. <br> ###### Powder Keg >A powder keg, filled to the brim with explosive [[The Aeos 📜#Detondrin|Detondrin]] powder. If it takes fire or lightning damage, it explodes. Each creature and object within 20 feet of the powder keg must make a DC 14 Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much on a success. <br> ###### Rope, Hempen (50ft) >Rope has 2 hit points and can be burst with a DC 17 Escape check. <br> ###### Salt >A seasoning and preservative, salt wards also off ghosts. You can take 1 minute to spread 1 lb. of salt in a ring with a radius no larger than 10 feet. When the circle is completed, it blocks the passage of any creature from [[Planes of Existence#The Hollow|The Hollow]] or with the Incorporeal Movement trait. The effect lasts until dispelled or the salt ring is broken. The salt cannot be directly touched or disturbed by a creature that it affects. <br> ###### Scale, Merchants >A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. <br> ###### Shovel >A standard shovel used for digging. <br> ###### Spellbook >Essential for [[Wizard|Wizards]], a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. <br> ###### Spyglass >Objects viewed through a spyglass are magnified to twice their size. <br> ###### Tinderbox >This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute. <br> ###### Torch >A torch burns for 1 hour, providing [[Exploration & Environment#Bright Light|bright light]] in a 20-foot radius and [[Exploration & Environment#Dim light|dim light]] for another 20. If you hit a creature or object with a burning torch, it deals 1 fire damage. <br> ###### Vial >A vial can hold 4 ounces of liquid. <br> ###### Waterskin >A waterskin can hold 4 pints of liquid. <br> ___ ### Hobby Kits <br> #### Tool Sets Having a set of tools is one thing, but knowing how to use them is an entirely different story. Listed below are the various tool sets utilized by artisans across the Shattered Realm. Having proficiency with a Tool Set grants additional benefits, as explained below. <br> ###### Alchemy Supplies In addition to being used for [[Crafting|crafting]], when you inspect an area for clues, proficiency with Alchemy Supplies grants additional insight into any chemicals or other substances that might have been used in the area. While you have Alchemy Supplies equipped, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks involving potions or similar materials. When used in [[Crafting|crafting]], Alchemy Supplies require a dedicated [[Crafting#Requirements to Craft|tool station]]. **Components** >Alchemy Supplies includes two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water. <br><br> ###### Apothecary Kit In addition to being used for [[Crafting|crafting]], proficiency with an Apothecary Kit can help you when you try to recall facts about infamous poisonings. Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison. Additionally, your proficiency with an Apothecary Kit allows you to handle and apply a poison without risk of exposing yourself to its effects. When used in [[Crafting|crafting]], an Apothecary Kit require a dedicated [[Crafting#Requirements to Craft|tool station]]. **Components**  >An Apothecary Kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod. <br><br> ###### Brewing Supplies In addition to being used for [[Crafting|crafting]], proficiency with Brewing Supplies gives you additional insight on [[Abilities & Skills#Lore|Lore]] checks concerning events that involve alcohol as a significant element. Additionally, your knowledge of brewing enables you to purify water that would otherwise be undrinkable; with an hour of work, you can purify a gallon of water. When used in [[Crafting|crafting]], Brewing Supplies require a dedicated [[Crafting#Requirements to Craft|tool station]]. **Components** >Brewing Supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing. <br><br> ###### Calligraphy Supplies In addition to being used for [[Crafting|crafting]], this tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays. Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature. When used in [[Crafting|crafting]], Calligraphy Supplies can be used anywhere. **Components**  >Calligraphy Supplies include ink, a dozen sheets of parchment, and three quills. <br><br> ###### Carpentry Tools In addition to being used for [[Crafting|crafting]], you gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery. You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages. This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects. With an hour of work, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled. When used in [[Crafting|crafting]], Carpentry Tools can be used anywhere. **Components**  >Carpentry Tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel. <br><br> ###### Cartography Kit A Cartography Kit can be used to create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Unlike other tool sets, crafting maps can be performed while travelling, as well as during downtime, following the normal [[Crafting|crafting]] rules. To craft a map while travelling, roll a Wisdom check with your Cartography Kit proficiency (if applicable). The DC for this check is 12, and unlike downtime crafting, you may not subtract any hours worked on the map from the check. If you are successful, a map crafted in this way can be used for you and your parties' reference only and cannot be sold. If you [[Crafting|craft]] a map during [[Downtime ⚙#Crafting|downtime]], it follows all the normal rules for [[Crafting|crafting]], and may be crafted as an [[Crafting#Artistic Items|artistic item]]. Additionally, if you use a reference map that you created while travelling, you may roll your [[Crafting#The Crafting Check|crafting check]] with [[Abilities & Skills#Advantage & Disadvantage|advantage]]. When used in [[Crafting|crafting]], Cartography Kit can be used anywhere. **Components**  >A Cartography Kit consist of a quill, ink, parchment, a pair of compasses, callipers, and a ruler. <br><br> ###### Cobbling Tools In addition to being used for [[Crafting|crafting]], you can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from, and your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items. Additionally, with 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the [[Abilities & Skills#Investigation|Investigation]] check DC needed to find the compartment. When used in [[Crafting|crafting]], Cobbling Tools can be used anywhere. **Components**  >Cobbling tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread. <br><br> ###### Cooking Utensils Cooking Utensils can be used for [[Cooking|Cooking]] both magical and non-magical food. In addition, if you have proficiency with Cooking Utensils, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any checks involving making food and food knowledge. Additionally, as part of a [[Survival Needs#Short Rest|short rest]], you can prepare a tasty, non-magical using rations. You and allies of your choice regain 1 extra hit point per Hit Die spent during a [[Survival Needs#Short Rest|short rest]], provided you have access to your Cooking Utensils and sufficient food. **Components**  >Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle. <br><br> ###### Crystalogy Tools In addition to being used for [[Crafting|crafting]], your knowledge of crystalogy aids you when you examine Aeos crystals, glass objects, such as potion bottles or glass items found in a treasure hoard. When you study an area, your knowledge can aid you if the is under the effect of an Aeos crystal, or if clues involve Aeos crystals, broken glass or glass objects. With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled. Additionally, with an hour of work you may use your Crystalogy Tools to carve any [[Adventuring Gear#Spellcasting Components|Aeos crystal]] so that it resonates with a desired [[Planes of Existence|plane of existence]] for spellcasting purposes. When used in [[Crafting|crafting]], Crystalogy Tools require a dedicated [[Crafting#Requirements to Craft|tool station]]. **Components** >Crystallography Tools include a goniometer, a polarizing microscope, a hand lens, cleavage tools, balance scales, and various rulers and protractors. <br><br> ###### Disguise Kit In addition to being used for [[Crafting|crafting]], a disguise kit is the perfect tool for anyone who wants to engage in trickery, enabling its owner to adopt a false identity. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully. Additionally, with 10 ![[shard.png]] and an hour of work you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes at no cost to craft a simple disguise that involves moderate changes to your appearance. When used in [[Crafting|crafting]], a Disguise Kit can be used anywhere. **Components**  >A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing. <br><br> ###### Fishing Tackle Fishing can be as simple as setting up fishing traps, like nets, to catch fish as the tide comes and goes, or spending leisure time with a fishing pole. A fisher who is near a source of water with fish in it, can spend at least one hour fishing and make a Fishing check. To make a Fishing check, roll a Wisdom check adding either your [[Abilities & Skills#Survival|Survival]] or proficiency with Fishing Tackle. If you have proficiency with both, you only add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] once, but you roll this check with advantage. For each hour spent fishing, add +2 to the total. This combined total is your Fishing check. Once you've rolled the check, roll 1d100, add your Fishing check, then consult the following table to determine your catch. | d100 | Catch | | ----- | ----------------------------------------------------------------------------------------------------------------------------------- | | 1-39 | Tiny fish. No value. | | 40-59 | Small fish. Feeds 1 person. Worth 1 ![[shard.png]]<br>- Requires DC 12 Fishing check to reel in. | | 60 | Treasure provided at the DM's discretion. | | 61-76 | Medium sized fish. Feeds 2 people. Worth 2 ![[shard.png]]<br>- Requires DC 14 Fishing check to reel in. | | 77-88 | Large fish. Feeds 4-6 people. Worth 5 ![[shard.png]]<br>- Requires DC 16 Fishing check, and DC 10 Strength check to reel in. | | 89-96 | Huge Fish. Feeds 10-15 People. Worth 20 ![[shard.png]]<br>- Requires DC 18 Fishing check and DC 14 Strength check to reel in. | | 97-99 | Rare Fish. Can be sold as trophy catch for 150 - 200 ![[shard.png]]<br>- Requires DC 24 Fishing check to reel in. | | 100+ | Gargantuan Fish. Feeds 20-30 people. Worth 50 ![[shard.png]]<br>- Requires DC 20 Fishing check and DC 17 Strength check to reel in. | **Components** >Fishing tackle includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. <br><br> ###### Forgery Kit A forgery kit is designed to duplicate documents and to make it easier to copy a person’s seal or signature. A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie. When you examine objects, proficiency with a forgery kit is useful for determining how an object was made and whether it is genuine. When crafting, you can produce a forged document, one page in length, costing 5 ![[shard.png]] per page. Your Intelligence check using a forgery kit determines the DC for someone else’s [[Abilities & Skills#Investigation|Investigation]] check to spot the fake. A forgery kit can be used anywhere. **Components** >A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal. <br><br> ###### Harvesting Tools This kit contains everything the average harvester needs to prepare and harvest a carcass for usable parts. Proficiency with this kit lets you add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to any check made to harvest a creature. Additionally, any components harvested from a creature using Harvesting Tools will be worth more [[Currency & Lifestyle#Currency|Shard]] when sold. See [[Flora & Fauna#Harvesting|harvesting a creature]] for more details. **Components** >A harvesting kit includes a skinning knife, a bone saw, 2 enchanted glass vials, pouches of salt, spirit paper and tweezers. <br><br> ###### Healing Kit Proficiency with a healer's kit allows you to add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to [[Abilities & Skills#Medicine|Medicine]] checks in order to [[Damage and Healing#Stabilizing a Creature|stabilize]] a [[Conditions#Dying 🛠|dying]] creature. If you already have proficiency in [[Abilities & Skills#Medicine|Medicine]], proficiency with a Healing Kit grants you [[Abilities & Skills#Advantage & Disadvantage|advantage]] instead. **Components** >A healing kit includes bandages, salves, and splints. <br><br> ###### Herbalism Kit In addition to being used for [[Crafting|crafting]], proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook. A herbalism kit is also required to [[Flora & Fauna#Flora#Using Herbs|prepare]] herbs for use. When used in [[Crafting|crafting]], a Herbalism Kit can be used anywhere. **Components** >A herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars. <br><br> ###### Jewellery Tools In addition to being used for [[Crafting|crafting]], training with jewellery tools includes the basic techniques needed to beautify gems. It also gives you the knowledge to identify precious stones. Proficiency with jewellery tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make [[Abilities & Skills#Arcana|Arcana]] checks related to gems or gem-encrusted items. When you inspect jewelled objects, your proficiency with jewellery tools aids you in picking out clues they might hold, and you can identify gems and determine their value at a glance. When used in [[Crafting|crafting]], Jewellery Tools require a dedicated [[Crafting#Requirements to Craft|tool station]]. **Components**  >Jewellery tools consist of a small saw and hammer, files, pliers, and tweezers. <br><br> ###### Leatherworking Tools In addition to being used for [[Crafting|crafting]], your practice with leather grants insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook. When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using half­ling methods. When used in [[Crafting|crafting]], Leatherworking Tools can be used anywhere. **Components**  >Leatherworking tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps. <br><br> ###### Masonry Station In addition to being used for [[Crafting|crafting]], your knowledge with masonry tools allows you to spot weak points in brick walls. Proficiency with masonry tools allows you to deal double damage to such structures with your weapon attacks. You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages. Your experience aids you in identifying a stone building’s date of construction and purpose, along with insight into who might have built it. When used in [[Crafting|crafting]], Masonry Tools require a dedicated [[Crafting#Requirements to Craft|tool station]]. **Components**  >Masonry tools consist of a trowel, a hammer, a chisel, brushes, and a square. <br><br> ###### Navigation Kit Proficiency with navigator’s tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction. If you have proficiency with Navigator's Tools, you may add your [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]] to [[Abilities & Skills#Navigation|Navigation]] checks while travelling. If you already have proficiency in [[Abilities & Skills#Navigation|Navigation]], proficiency with Navigation Tools grants you advantage instead. **Components** >Navigator’s tools include a sextant, a compass, callipers, a ruler, parchment, ink, and a quill. <br><br> ###### Painting Supplies In addition to being used for [[Crafting|crafting]], your knowledge with painting supplies aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon. When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight. When used in [[Crafting|crafting]], Painting Supplies can be used anywhere. **Components** >Painting supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette. <br><br> ###### Pottery Tools In addition to being used for [[Crafting|crafting]], your practice aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin. By examining pottery shards, you can determine an object’s original, intact form and its likely purpose. You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities. When used in [[Crafting|crafting]], a Pottery Kit require a dedicated [[Crafting#Requirements to Craft|tool station]]. **Components**  >Pottery tools include potter’s needles, ribs, scrapers, a knife, and callipers. It also includes a throwing wheel, but is too large to transport. <br><br> ###### Sewing Kit In addition to being used for [[Crafting|crafting]], your practice lends you additional insight when examining cloth objects, including cloaks and robes. Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items. As part of a [[Survival Needs#Short Rest|short rest]], you can repair a single damaged cloth object. When used in [[Crafting|crafting]], a Sewing Kit require a dedicated [[Crafting#Requirements to Craft|tool station]]. **Components** >A Sewing kit include thread, needles, and scraps of cloth. It also includes a loom and sewing machine such equipment is too large to transport. <br><br> ###### Smithing Tools In addition to being used for [[Crafting|crafting]], your practice lends you additional insight when examining metal objects, such as weapons. You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork. Additionally, with access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work. When used in [[Crafting|crafting]], Smithing Tools require a dedicated [[Crafting#Requirements to Craft|tool station]]. **Components** >Smithing tools include hammers, tongs, charcoal, rags, and a whetstone. It also includes a small anvil, but is too heavy to transport. <br><br> ###### Thieves' Tools Perhaps the most common tools used by adventurers, thieves’ tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks. Additionally as part of a [[Survival Needs#Short Rest|short rest]], you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate. **Components**  >Thieves’ tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. <br><br> ###### Tinker Tools In addition to being used for [[Crafting|crafting]], a set of tinker’s tools is designed to enable you to repair many mundane objects. You can determine the age and origin of most objects, even if you have only a few pieces remaining from the original. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago. Additionally you can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable. When used in [[Crafting|crafting]], Tinker Tools require a dedicated [[Crafting#Requirements to Craft|tool station]]. **Components**  >Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue. <br><br> ###### Woodcarving Tools In addition to being used for [[Crafting|crafting]], your practice lends you additional insight when you examine wooden objects, such as figurines or arrows. Additionally as part of a [[Survival Needs#Short Rest|short rest]], you can repair a single damaged wooden object. When used in [[Crafting|crafting]], Woodcarving Tools can be used anywhere. **Components**  >Woodcarver’s tools consist of a knife, a gouge, and a small saw. <br><br> #### Gaming Sets ###### Dejarik Set > A Dejarik set consists of a checkered board, and 32 pieces game pieces of various shapes and sizes, painted or carved in often black and white materials. You can find the rules for Dejarik [[Games & Gambling ⚙#Dejarik|here]]. <br> ###### Liar's Dice Set >A Liar's Dice set includes a set of 5 dice, as well as usually a mug or cup. Nicer sets have specialized cases for both playing and storing the game. You can find the rules for Liar's Dice [[Games & Gambling ⚙#Liar's Dice|here]]. <br> ###### Paisho Set > A Paisho set is made up of 54 intricately painted tiles, often depicting flower, ships, dragons. Tiles are often mismatched, as it is common to have picked them up across the various locations a player has been. You can find the rules for Paisho [[Games & Gambling ⚙#Paisho|here]]. <br> ###### Shuun'ay Set > A Shuun'ay sets can consist of any two objects, equal in size, weight and how they handle. Shuun'ay can be played with as little as two similarly shaped rocks, while it's not uncommon for sets sold in stores to be more intricate: artfully decorated egg shells, ceramic skulls, unpowered wands or even ceremonial knives. You can find the rules for Shuun'ay [[Games & Gambling ⚙#Shuun’ay|here]]. <br> ###### Tak Set >A Tak set includes 21 simple ceramic tiles or stones. These are often sold blank, to be decorated by the user. You can find the rules for Tak [[Games & Gambling ⚙#Tak|here]]. <br> ###### Three-Dragon Ante Set >A Three-Dragon Ante set consists of 48 cards that look similar to tarot cards. Each card has a different number of dragons drawn onto it, as well as an affinity for each dragon. You can find the rules for Three Dragon Ante [[Games & Gambling ⚙#Three-Dragon Ante|here]]. <br> ___ ### Bombs <br> ###### Aestian Flare >A tiny cloth pouch filled with magnesium strips and [[The Aeos 📜#Detondrin|Detondrin]] powder. When this bomb explodes, it produces blinding light. Each creature in a 25-foot-radius sphere must make a DC 10 Constitution saving throw. On a failed save, a target is [[Conditions#Blinded|blinded]] until the end of its next turn. Creatures with [[Physical Capabilities#Darkvision|darkvision]] make this saving throw with [[Abilities & Skills#Advantage & Disadvantage|disadvantage]]. <br> ###### Alchemist's Fire >A closely-guarded secret of contemporary alchemy, this bomb is the end result of a quest for ever-burning flames. It is a horrific incendiary which sticks to clothing, skin, and buildings. When this bomb explodes, all creatures and objects in a 20-foot-radius sphere must make a DC 17 Dexterity saving throw. On a failed save, each target takes 3d6 fire damage and is set alight. On a success, they take half as much damage and are not set on fire. > >Additionally, every flammable creature and object in a 20-foot-radius, 40-foot-high cylinder extending from the sphere's point of origin down to the ground must make the same saving throw, suffering the same effects. The contents of this bomb spread over the ground beneath the cylinder, where they burn. The first time on a turn that a creature enters a burning space or starts its turn there, it takes 2d6 fire damage, but the fire does not spread to it. > >A target set on fire by Alchemist's Fire takes an additional 2d6 fire damage at the start of each of its turns. The pain is excruciating; when a target takes this damage, it must succeed on a DC 15 Constitution saving throw or fall [[Conditions#Unconscious|unconscious]] until another creature uses an action to wake it. > >A creature can use its action to make a DC 17 Dexterity check to extinguish the flames in a 5-foot square or on a creature, including itself. This fire cannot be put out or otherwise affected by effects that extinguish or manipulate flames, such as the [[Arcane Spells#Prestidigitation|prestidigitation]] or [[Arcane Spells#Control Flames|control flames]] spells, or the effects of items, magical or otherwise. <br> ###### Cayenne Smog >Filled with a powder distilled from exotic fruits, this chemical grenade releases a billowing cloud of excruciating gas in a 25-foot radius, which lasts for 1 minute. A strong wind disperses the cloud of gas, removing it early. The first time a creature enters the cloud on a turn or starts its turn there, it must make a DC 16 Constitution saving throw. Targets immune to fire or that do not need to breathe automatically succeed on this save. On a failed save, a target is [[Conditions#Poisoned|poisoned]] and [[Conditions#Blinded|blinded]] for 10 minutes. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. <br> ###### Dynamo >A palm-sized metal sphere covered in greebling, this marvel of technical engineering unleashes stored lightning. All creatures in a 10-foot-radius sphere must make a DC 14 Dexterity saving throw. On a failed save, a target takes 4d6 lightning damage. While this bomb does create a flash of light, it creates no sounds aside from the crackle of lightning it creates. When used underwater, in heavy rain, or wet conditions, its radius increases by 10 feet. Unlike other items and weapons, it can be thrown it's full range when used underwater, as the machinery within the sphere propels it through water. <br> ###### Flame Suppressant >This thin bladder contains water, tartar, or other chemical fire suppressants and extinguishes flames within 10 feet when thrown. Magical flames maintained by a spellcaster's concentration are instead suppressed by a number of rounds equal to 10 - the level of the spell. <br> ###### Flashbang >This bomb creates a disorienting burst of light and sound within a 15-foot radius sphere. Each creature in the sphere must make a DC 10 Constitution saving throw. On a failed save, a target is [[Conditions#Blinded|blinded]] and [[Conditions#Deafened|deafened]] for 1 minute. At the end of each of its turns, a target can make another Constitution saving throw, ending the effect on itself on a success. Creatures with [[Physical Capabilities#Tremorsense|tremorsense]] or [[Physical Capabilities#Darkvision|darkvision]] have [[Abilities & Skills#Advantage & Disadvantage|disadvantage]] on the initial saving throw against this bomb. <br> ###### Gyonnyx Shardsmoke >Crafted from raw [[The Aeos 📜#Gyonnyx|Gyonnyx]], reagents, and metals, the cloud of emerald-coloured smoke from this bomb interferes with magic itself. The explosion creates a 5-foot-sphere of material that targets all creatures, spells, and effects within the area with the [[Occult Spells#Dispel Magic|dispel magic]] spell. If a check is required to dispel an effect, the bomb has a +5 bonus to the check. <br> ###### Instant-Ice >Packed with shards of True Ice and cold magic, this bomb forces all targets in a 15-foot-radius sphere to make a DC 17 Constitution saving throw. On a failed save, a target is encased in ice and becomes [[Conditions#Petrified|petrified]]. The target can use its action to make a DC 17 Strength check, freeing itself from the ice on a success. <br> ###### Knockout Charge >Fey magic and tranquilizing herbs combine in this gas bomb to sedate targets. When this bomb explodes, it subjects creatures in a 10-foot-radius sphere to the [[Occult Spells#Sleep|sleep]] spell. <br> ###### Powder Bomb >The most common of all explosives. When this bomb explodes, all creatures and objects in a 5-foot-radius sphere must make a DC 12 Dexterity saving throw. On a failed save, a target takes 2d6 fire damage and 2d6 thunder damage, and half as much damage on a success. This bomb's thunder damage is doubled against objects and structures. <br> ###### Silverburst >Silver dust fills this bomb, inflicting terrible damage on creatures vulnerable to it. All creatures within 10 feet of its explosion must make a DC 13 Dexterity saving throw. On a failed save, a target takes 4d6 piercing damage, and half as much on a success. Creatures that can only be affected by [[Armour & Weapons#Silver|silvered]] weapons take doubled piercing damage and have disadvantage on saving throws against this bomb. This bomb is considered a [[Armour & Weapons#Silver|silvered weapon]] for the purposes of overcoming [[Damage and Healing#Resistance|resistance]] and immunity to damage. <br> ###### Smokestick >The flammable compound inside this bomb produces a thick plume of smoke, filling a 10-foot radius sphere centered around the point it exploded for 1 minute. The area within the cloud of smoke is [[Exploration & Environment#Heavily Obscured|heavily obscured]]. A strong wind disperses the cloud of gas, removing it early. <br> ###### Spirit Bomb >A shell packed with hallucinogens and cursed bone powder. When this bomb explodes, any creature within 5 feet of must succeed on a DC 14 Charisma saving throw or be sent into [[Planes of Existence#The Hollow|The Hollow]] for 2d6 rounds. Afterward, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. <br> ###### Stinger >This large sphere is packed with rounded balls of soft metal and rubber. When this bomb is thrown, creatures within a 25-foot-radius sphere must make a DC 11 Constitution saving throw or be [[Conditions#Stunned 🛠|stunned]] by nonlethal pain until the end of their next turn. A creature with [[Damage and Healing#Resistance|resistance]] to bludgeoning damage makes the saving throw against this bomb with [[Abilities & Skills#Advantage & Disadvantage|advantage]], and creatures immune to bludgeoning damage automatically succeed. <br> ###### Tanglefoot Bag >A bag of magical, sticky tar that erupts in a 5-foot radius around the point of impact. Creatures in its radius must succeed on a DC 14 Dexterity saving throw against it or be [[Conditions#Restrained 🛠|restrained]] ([[Actions in Combat#Escape 🛠|Escape]] DC 14). In addition, the ground within the bomb's radius is considered [[Movement and Position#Difficult Terrain|difficult terrain]] for 1 minute, after which the compound dries. If a 5ft square of tar takes 10 points of fire damage, it dries early and is no longer [[Movement and Position#Difficult Terrain|difficult terrain]]. This bomb does not emit light or sound when it detonates. <br> ###### Thunderfuse >This tiny concoction of compressed [[The Aeos 📜#Detondrin|Detondrin]] energy shatters on impact and unleashes a concussive shockwave in a 10-foot radius. A creature or object within that area must succeed on a DC 12 Strength saving throw or take 4d6 thunder damage, be knocked 5 feet away from the centre of the explosion, and fall [[Conditions#Prone|prone]]. On a successful save, a target takes half as much damage and is not moved or knocked [[Conditions#Prone|prone]]. This bomb deals doubled damage to objects, structures, and [[Creature Type#Construct|constructs]]. <br> ###### Vomit Comet >Containing an assortment of pungent, rotting materials, the terrible smell released by this bomb stops enemies in their tracks. A creature within 15 feet of this bomb when it explodes must make a DC 10 Constitution saving throw. On a failed save, the target takes 1d4 poison damage and is [[Conditions#Poisoned|poisoned]] for 1 minute. While [[Conditions#Poisoned|poisoned]] in this way its movement speeds are reduced by 10 feet, and it must repeat the saving throw at the start of each of its turns or spend its action retching and staggering. If it succeeds on this saving throw, the [[Conditions#Poisoned|poisoned]] condition ends. Creatures that cannot be [[Conditions#Poisoned|poisoned]] or do not have to breathe are immune to this bomb. <br> ___ ### Poisons <br> #### Contact Poisons You can use an action to smear contact poison onto a surface, which remains potent until touched or washed off. A creature that touches contact poison with bare skin suffers its effects. ###### Black Ivy Paste >A creature subjected to this poison must make a DC 16 Constitution saving throw or take 3 (1d6) poison damage. The paste retains its potency until it deals at least 10 poison damage. <br> ###### Black Lotus Extract >A creature subjected to this poison must succeed on a DC 20 Constitution saving throw or take 55 (10d10) poison damage. <br> ###### Boneshard Paste >An [[Creature Type#Undead|undead]] subjected to this poison must succeed on a DC 13 Constitution saving throw. On a failed save, the target takes 18 (4d8) radiant damage and is [[Conditions#Poisoned|poisoned]] for 1 minute. On a successful save, the target takes half as much radiant damage and is no longer [[Conditions#Poisoned|poisoned]]. While [[Conditions#Poisoned|poisoned]] in this way, the target is [[Conditions#Stunned 🛠|stunned]]. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This poison ignores immunity to the [[Conditions#Poisoned|poisoned]] condition. <br> ###### Brawler's Bourbon >A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be [[Conditions#Poisoned|poisoned]] for 1 minute. If the saving throw fails by 5 or more, the creature is also [[Conditions#Unconscious|unconscious]] for the same duration. The creature wakes up if it takes damage or if another creature uses an action to shake it awake. <br> ###### Sunlight Oil >A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or become [[Conditions#Poisoned|poisoned]] for 24 hours and fall [[Conditions#Unconscious|unconscious]]. The creature wakes up if it takes damage or if another creature takes an action to shake it awake, but remains [[Conditions#Poisoned|poisoned]]. <br> ###### Thieves Bane >A creature subjected to this poison must make on a DC 15 Constitution saving throw. On a failure, they are [[Conditions#Poisoned|poisoned]] for 24 hours and the skin that touched the poison is stained pitch black. On a success, they are not [[Conditions#Poisoned|poisoned]] by their skin is still stained for 12 hours. <br> ###### True Ice >A creature that comes into contact with true ice must make a DC 17 Constitution saving throw or take 30 (12d4) cold damage. This damage ignores all [[Damage and Healing#Resistance|resistance]] and immunity to cold damage. <br><br> #### Ingested Poisons You can use an action to administer this poison to food or drink, to a creature that cannot move, or from inside another creature. A creature must swallow an entire dose of ingested poison to suffer its effects. ###### Assassin's Blood >A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is [[Conditions#Poisoned|poisoned]] for 24 hours. On a successful save, the creature takes half damage and isn’t [[Conditions#Poisoned|poisoned]]. <br> ###### Bloodwine >An [[Creature Type#Undead|undead]] subjected to this poison must succeed on a DC 18 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save or half as much damage on a successful one. If consumed by a living creature, the blood of that creature acts as bloodwine to any creature that drinks its blood until the creature completes a [[Survival Needs#Long Rest|long rest]].  <br> ###### Midnight Tears >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 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. <br> ###### Nightmare Root >A creature subjected to this poison must make a DC 19 Constitution saving throw. On a failed save, the creature's sleep is haunted with a combination of its greatest fears and memories of its greatest failures. An affected creature cannot benefit from [[Survival Needs#Rest|rest]], and suffers 1 level of [[Conditions#exhaustion|exhaustion]] at the next dawn, as well as [[Ailments#Long-Term Madness|long-term madness]]. The poison leaves the creature's system 24 hours after ingestion. <br> ###### Pale Tincture >A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become [[Conditions#Poisoned|poisoned]]. The [[Conditions#Poisoned|poisoned]] creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. <br> ###### Torpor >A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become [[Conditions#Poisoned|poisoned]] for 16 hours. The [[Conditions#Poisoned|poisoned]] creature is [[Conditions#Stunned 🛠|stunned]] and their body goes completely limp. <br> ###### Truth Serum >A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become [[Conditions#Poisoned|poisoned]] for 1 hour. The [[Conditions#Poisoned|poisoned]] creature can't knowingly speak a lie, as if under the effect of a [[Divine Spells#Zone of Truth|zone of truth]] spell. <br><br> #### Inhaled Poisons You can use an action to send a puff of powder or gas in a 5-foot cube within 20 feet of you, subjecting creatures in the cube to the poison's effects. 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 that absorb chemicals. ###### Anosmia >A creature subjected to this poison must make a DC 18 Constitution saving throw. On a failed save, the creature loses its sense of smell for 48 hours. The creature automatically fails any [[Abilities & Skills#Perception|Perception]] check that relies on smell. If the creature has the Keen Smell trait, it must also succeed on a DC 18 Wisdom saving throw or suffer the effects of the [[Occult Spells#Confusion|confusion]] spell until the end of its next turn. <br> ###### Dust of the Desert Winds >A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or take 3 (1d6) necrotic damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 2 (1d4) necrotic damage. After five successful saves, the poison ends. If the creature spends its action consuming any liquid, it automatically succeeds the saving throw for that turn. <br> ###### Essence of Ether >A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become [[Conditions#Poisoned|poisoned]] for 8 hours and fall [[Conditions#Unconscious|unconscious]]. The creature wakes up if it takes damage or if another creature takes an action to shake it awake, but remains [[Conditions#Poisoned|poisoned]]. <br> ###### Euphoria Breath >A creature subjected to this poison must succeed on a DC 11 Wisdom saving throw or, for 1 minute the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behaviour during the turn: > >- **1-4.** The target takes no actions and uses all of its movement to move in a random direction. >- **5-6.** The target does nothing on its turn other than repeat the Wisdom saving throw, ending the effect on itself on a success. <br> ###### Gravedust >An [[Creature Type#Undead|undead]] subjected to this poison must succeed on a DC 10 Constitution saving throw or become [[Conditions#Petrified|petrified]] for 1 minute as they are rapidly transformed into stone. <br> ###### Green Dragon Breath >A creature subjected to this poison must succeed on a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. <br> ###### Malice >A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become [[Conditions#Poisoned|poisoned]] for 1 hour. While [[Conditions#Poisoned|poisoned]] in this way, the target is [[Conditions#Blinded|blinded]]. <br><br> #### Injury Poisons You can use an action to apply an injury poison can be applied to a weapon, three pieces of ammunition, a trap component, or an object that deals piercing or slashing damage. It remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Undelivered injury poisons dry after an hour. ###### Basic Poison >A creature hit by the [[Conditions#Poisoned|poisoned]] weapon or ammunition must make a DC 10 Constitution saving throw or take 2 (1d4) poison damage. <br> ###### Bloodfire Paste >A creature subjected to this poison must make a DC 13 Constitution saving throw, taking 11 (2d10) fire damage on a failed save. At the start of each of its turns, the target repeats the saving throw. On each successive failed save, the creature takes 3 (1d6) fire damage. After three successful saves, the poison ends. <br> ###### Drow Poison >A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be [[Conditions#Poisoned|poisoned]] for 1 hour. If the saving throw fails by 5 or more, the creature falls [[Conditions#Unconscious|unconscious]] while [[Conditions#Poisoned|poisoned]] in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. <br> ###### Lichbane >An [[Creature Type#Undead|undead]] subjected to this poison must make a DC 17 Constitution saving throw. On a failed save, its Intelligence, Wisdom, and Charisma scores are reduced by 2 for 1 minute. At the end of its next turn, the target repeats the saving throw. On a failure, the effect becomes permanent and can only be cured by a [[Divine Spells#Greater Restoration|greater restoration]] spell or similar magic. On a successful save, the reduction ends. <br> ###### Metabolite >A creature subjected to this poison must make a DC 25 Constitution saving throw or be [[Conditions#Poisoned|poisoned]] for 1 minute. While [[Conditions#Poisoned|poisoned]] in this way, the target suffers the effects of the [[Arcane Spells#Slow|slow]] spell. At the end of each of its turns, the target repeats the saving throw, ending the effect on itself on a success. <br> ###### Skalangi Venom >A creature subjected to the poison from a [[Skalangi 🛠|Skalangi]] must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. <br> ###### Veinrot Poison >A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 5 (2d4) necrotic damage and become [[Conditions#Poisoned|poisoned]]. While [[Conditions#Poisoned|poisoned]] in this way, the target's Constitution score decreases by 2. The [[Conditions#Poisoned|poisoned]] creature repeats the saving throw every 24 hours, taking 5 (2d4) necrotic damage on a failed save. > >While the creature is [[Conditions#Poisoned|poisoned]], the damage it takes from this poison can't be healed by any means. After three successful saving throws against this poison, the effect ends, and the hit points can be restored. <br> ###### Zealot's Blade >A creature subjected to this poison must make a DC 25 Constitution saving throw, taking 78 (12d12) poison damage on a failed save, or half as much damage on a successful one. This damage ignores [[Damage and Healing#Resistance|resistance]] and immunity to damage.