Air Safe
Air Safe
This airtight 1-foot diameter metallic sphere is able to withstand pressures of up to 15,000 feet without rupture or collapse. While you are at a depth of 5,000 feet or less, you can use a bonus action to press the air safe’s valve against your mouth and breathe from it. When at a depth between 5,001 feet and 11,000 feet, breathing from the air safe requires an action. Between depths of 11,001 and 15,000 feet the air safe’s valve only functions with a DC 13 Strength check and a DC 12 Dexterity check is needed to successfully breathe from it.
Bedroll
Bedroll
This essential commodity provides insulation and comfortable sleep on rocky, wet, or uneven terrain.
Blanket
Blanket
Provides warmth while resting in cold environments.
Bog Sled
Bog Sled
This simple, high-sided wooden sled is the best way to evenly distribute the extra weight of goods and equipment on the wetlands, and keep them out of the muck. If empty they make for a helpful platform for a single Medium creature to lay a sleeping bag on, to prevent them from getting damp or sinking in the night. A bog sled can carry 50 pounds of goods, 15 Supply, and 2 bulky items.
Bog Stilts
Bog Stilts
While wearing this set of 5-foot stilts and using the accompanying staff for support, you have disadvantage on ability checks and attack rolls the Narrator deems appropriate. Additionally, you can make a DC 10 Acrobatics or Athletics check to increase your Speed by 10 feet for 1 hour (on a failure you fall prone and take 1 bludgeoning damage). Donning bog stilts takes 1 minute.
Climbing Gear
Climbing Gear
A set of climbing gear includes special pitons, boot tips, gloves, and a harness. You can use the climbing gear as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the anchor point, and you can’t climb more than 25 feet away from that point without undoing the anchor.
Cold Weather Gear
Cold Weather Gear
Cold weather gear includes special boots, gloves, warm padding, and face protection. This gear can be worn over or under any armor and takes 5 minutes to don or remove. While wearing cold weather gear you automatically succeed on saving throws against effects caused by an environment of extreme cold, but have disadvantage on saving throws against effects from environments of extreme heat and spells or effects that deal fire damage. This gear can also be worn to provide warmth while resting in cold environments.
Compass
Compass
This device has a free-turning needle that always points towards the magnetic north.
Diving Set
Diving Set
Diving sets come in a wide variety of shapes and forms, though all include both a face mask and bodysuit.
Bodysuit. A suit of armor is needed to utilize this leather and aquatic animal hide slip, but once integrated it hermetically seals the wearer from the outside. While wearing a suit of armor equipped with a bodysuit, you gain resistance to cold damage while underwater and advantage on saving throws made against pressure. A fine or masterwork bodysuit does not require integration into a suit of armor to be worn.
Fishing Trap
Fishing Trap
Whenever you retrieve this arrangement of netting, wires, and weights from a body of water with aquatic life, roll a d20 and add a bonus equal to the number of hours the trap has been set. On a 21 or higher the trap has captured fish or other aquatic animals totaling 1d4 Supply.
Hunting Snare
Hunting Snare
This simple arrangement of stakes, wires, and ropes can be set for catching small game in woodlands, forests, or other hunting grounds. Whenever you retrieve the snare, roll a d20 and add a bonus equal to the number of hours the snare has been set. On a 21 or higher the snare has captured and killed a Tiny game animal with 1d4 Supply.
Hunting Trap
Hunting Trap
Once 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 makes a DC 13 Dexterity saving throw or it takes 2d4 piercing damage and stops moving. On a failed save, until the creature breaks free of the trap its movement is limited by the length of the chain (typically 3 feet long).
Map (distant)
Map (distant)
When using a map, you may travel at a fast pace without taking a penalty to your passive Perception while within the area it depicts. If you also use a compass in conjunction with a map, you gain an expertise die on checks made to avoid becoming lost.
Distant: This map depicts a region far-flung from those that made it, and it only shows the major geographical features and best known routes within the realm.
Map (frontier)
Map (frontier)
When using a map, you may travel at a fast pace without taking a penalty to your passive Perception while within the area it depicts. If you also use a compass in conjunction with a map, you gain an expertise die on checks made to avoid becoming lost.
Map (local)
Map (local)
When using a map, you may travel at a fast pace without taking a penalty to your passive Perception while within the area it depicts. If you also use a compass in conjunction with a map, you gain an expertise die on checks made to avoid becoming lost.
Local: This map depicts an area that is well known to its makers and shows the full details as well as routes within the realm, including the names of hamlets, villages, and towns.
Marshland Gear
Marshland Gear
Marshland gear includes special boots, gloves, and clothes designed to repel moisture and muck. This gear can be worn over light armor and takes 5 minutes to don or remove. While you are wearing marshland gear, you can move at a normal pace through nonmagical swamps and marshes, but you have disadvantage on Dexterity checks and saving throws made on dry or rocky terrain.
Mosquito Netting
Mosquito Netting
This thin mesh cloth provides protection from small insects while sleeping in jungles, swamps, or similar environments.
Portable Altimeter
Portable Altimeter
This device has a number of air bladders inside it, allowing it to measure relative altitude. The pressure-sensitive device can also detect when bad weather is coming, giving advance warning of snow and other storms. You can accurately read the device with a DC 10 Engineering or Survival. A successful read grants you an expertise die on checks and saving throws to navigate snow storms or similar conditions. However, if you take thunder damage, the device is damaged. It can be repaired with a DC 10 jeweler’s tools check.
Pressure suit
Pressure suit
Pressure suits appear different depending on where they are made but they always have an airsuit and pressure helmet.
Airsuit. A suit of armor is needed to utilize this leather and alchemically-tailored slip, but once integrated it hermetically seals the wearer from the outside. While wearing a suit of armor equipped with an airsuit, you have advantage on saving throws made against pressure. A fine or masterwork airsuit does not require integration into a suit of armor to be worn.
Snow Goggles
Snow Goggles
Sunlight on snow can cause a blinding glare, resulting in severe pain and disorientation for many creatures. Snow goggles, made from wood or bone, have a small eye slit carved into them in order to cut this glare.This allows the wearer to operate normally when otherwise they would suffer disadvantage to Survival checks and ranged attacks. While wearing the goggles, you suffer disadvantage on Perception checks related to sight.
Snow Shoes
Snow Shoes
Large wicker constructions with a broad sole, these prevent the wearer from sinking into snow. Donning these shoes takes two minutes and allows the wearer to only decrease their movement speed by 5 feet instead of halving it when on difficult terrain caused by snow. Shoes must be worn on all feet to gain the benefits. They cause disadvantage on Dexterity saving throws, but grant an expertise die (+3) to the DC for resisting knockdown attempts.
Tent (communal)
Tent (communal)
These stitched together canvases, hides, or tarps provide protection from the elements so long as there is a flat space for them to be deployed.
Suitable for up to 6 Medium- sized creatures. Occupies a 15-foot by 15-foot space when set up.
Tent (one person)
Tent (one person)
These stitched together canvases, hides, or tarps provide protection from the elements so long as there is a flat space for them to be deployed.
Suitable for a Medium-sized creature. Occupies a 5-foot by 10-foot space when set up.
Tent (two person)
Tent (two person)
These stitched together canvases, hides, or tarps provide protection from the elements so long as there is a flat space for them to be deployed.
Suitable for up to 2 Medium- sized creatures. Occupies a 10-foot by 10-foot space when set up.
Torch
Torch
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. When you use a burning torch as a club to make a melee attack, it deals an extra 1 fire damage on a hit.
Torch (alchemical)
Torch (alchemical)
The rough, sticky tar at the end of this torch burns through even the most adverse conditions. An alchemical torch burns for 1 hour even in heavy rains, strong winds, and underwater (albeit poorly when submerged, shedding only dim light in a 5-foot radius). Dimmer than a normal torch, it sheds bright light in a 10-foot radius and dim light for an additional 10 feet.