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Holy water (flask)

Holy water (flask)

You can use an action to splash the contents of this flask on an adjacent creature. Alternatively, you can throw it up to 20 feet where it shatters on impact. Make a ranged weapon attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage and becomes slowed until the end of your next turn.

A cleric or herald can create holy water by performing a special ritual that takes 1 hour to perform, uses 25 gp worth of powdered silver, and require

Hammer

Hammer

A hammer is a tool, most often a hand tool, consisting of a weighted "head" fixed to a long handle that is swung to deliver an impact to a small area of an object. This can be, for example, to drive nails into wood, to shape metal (as with a forge), or to crush rock. Hammers are used for a wide range of driving, shaping, breaking and non-destructive striking applications. Traditional disciplines include carpentry and blacksmithing.

Grappling hook

Grappling hook

A grappling hook or grapnel is a device that typically has multiple hooks (known as claws or flukes) attached to a rope or cable; it is thrown, dropped, sunk, projected, or fastened directly by hand to where at least one hook may catch and hold on to objects. Generally, grappling hooks are used to temporarily secure one end of a rope. They may also be used to dredge for submerged objects.

Flash bomb

Flash bomb

You can use an action to throw this glass bauble, making a ranged weapon attack against a creature within 20 feet and treating the flash bomb as an improvised weapon. The target makes a DC 14 Constitution saving throw or it is blinded until the end of your next turn.

Fishing tackle

Fishing tackle

This includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Eyepatch

Eyepatch

Eyepatches can be used to prepare one eye for lower light vision, especially for working on deck and in the relative darkness of a ship. When you are wearing an eyepatch and enter an area of darkness or dim light from a brightly lit area, you can use a bonus action to swap it from one eye to the other to gain an expertise die on Perception checks until you enter an area of bright light or for the next 10 minutes.

Crowbar

Crowbar

You gain advantage on Strength checks when you are able to apply leverage with this hooked metal bar.

Component pouch

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).

Clothes (traveler's)

Clothes (traveler's)

Clothes of varying styles can be appropriate to any number of cultures or social situations and can be worn over light armor. A DC 14 Perception check is required to notice light armor hidden underneath clothes.

Clothes (fine)

Clothes (fine)

Clothes of varying styles can be appropriate to any number of cultures or social situations and can be worn over light armor. A DC 14 Perception check is required to notice light armor hidden underneath clothes.