![]() A creature moving through the area at half speed doesn’t need to make the save.īlock and Tackle. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.īall Bearings. ![]() An arcane focus is a special item- an orb, a crystal, a rod, a specially constructed staff, a wand-‐‑like length of wood, or some similar item- designed to channel the power of arcane spells. It confers no benefit to undead or constructs.Īrcane Focus. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.Īntitoxin. On a hit, the target takes 1d4 fire damage at the start of each of its turns. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. As an action, you can throw this flask up to 20 feet, shattering it on impact. ![]() This sticky, adhesive fluid ignites when exposed to air. ![]() On a hit, the target takes 2d6 acid damage.Īlchemist’s Fire. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. This section describes items that have special rules or require further explanation.Īcid. Adventuring Gear Table: Adventuring Gear Item Like gems and art objects, trade goods-bars of iron, bags of salt, livestock, and so on-retain their full value in the market and can be used as currency. On the borderlands, many people conduct transactions through barter. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. The value of magic is far beyond simple gold and should always be treated as such. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Weapons and armor used by monsters are rarely in good enough condition to sell. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.Īrms, Armor, and Other Equipment. Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.Ī standard coin weighs about a third of an ounce, so fifty coins weigh a pound. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. A single copper piece buys a candle, a torch, or a piece of chalk. One silver piece is worth ten copper pieces, which are common among laborers and beggars. A silver piece buys a laborer’s work for half a day, a flask of lamp oil, or a night’s rest in a poor inn. One gold piece is worth ten silver pieces, the most prevalent coin among commoners. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. A skilled (but not exceptional) artisan can earn one gold piece a day. With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). Common coins come in several different denominations based on the relative worth of the metal from which they are made.
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