Appendix 3: Minor Items

Adventuring Tools

These items are small, inexpensive, and useful in specific situations.

  1. Crowbar

    • Cost: 2 gp
    • Weight: 5 lb.
    • Grants advantage on Strength checks to break doors, crates, or similar obstacles.
  2. Climbing Pitons (10)

    • Cost: 1 gp
    • Weight: 5 lb.
    • Used to secure ropes when climbing. Reduces the DC of climbing checks by 2.
  3. Bell

    • Cost: 1 gp
    • Weight:
    • Rings loudly when disturbed, often used as an alarm system.
  4. Signal Whistle

    • Cost: 5 cp
    • Weight:
    • Produces a sharp, piercing sound audible up to 300 feet.
  5. Hammer (Light)

    • Cost: 1 gp
    • Weight: 3 lb.
    • Used for driving spikes, nails, or pitons. Can double as an improvised weapon (1d4 bludgeoning damage).
  6. Marbles (Bag of 100)

    • Cost: 1 gp
    • Weight: 2 lb.
    • Can be spread over a 5-foot square. Creatures moving through the area must succeed on a DC 10 Dexterity saving throw or fall prone.
  7. Chalk (1 piece)

    • Cost: 1 cp
    • Weight:
    • Used for marking surfaces. Useful in labyrinths or caves.

Traps and Tricks

These small devices are ideal for clever plans or setting ambushes.

  1. Hunting Trap

    • Cost: 5 gp
    • Weight: 25 lb.
    • A mechanical trap with sharp teeth. When triggered, the creature must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and be restrained until the trap is released.
  2. Ball Bearings (Bag of 1,000)

    • Cost: 1 gp
    • Weight: 2 lb.
    • Can be spread over a 10-foot square. Creatures moving through the area must succeed on a DC 10 Dexterity saving throw or fall prone.
  3. Tripwire Kit

    • Cost: 5 gp
    • Weight: 2 lb.
    • A thin wire with hooks. Requires a DC 15 Perception check to spot. When triggered, it can activate a noise-making device, drop objects, or trip a creature (DC 12 Dexterity save).
  4. Net

    • Cost: 1 gp
    • Weight: 3 lb.
    • A thrown weapon that restrains a creature hit by it (DC 10 Strength check to escape).

Survival Items

These items are crucial for exploration and staying alive in dangerous environments.

  1. Fishing Tackle

    • Cost: 1 gp
    • Weight: 4 lb.
    • Includes a line, hook, and bait. Used to catch fish in natural bodies of water.
  2. Waterproof Bag

    • Cost: 2 gp
    • Weight: 1 lb.
    • Keeps contents dry in wet conditions. Holds up to 5 pounds of gear.
  3. Flint and Steel

    • Cost: 1 gp
    • Weight:
    • Used to ignite fires. Requires 1 minute of effort.
  4. Whetstone

    • Cost: 1 cp
    • Weight: 1 lb.
    • Maintains the edge of blades. Spending an hour sharpening restores minor wear but has no mechanical effect.
  5. Signal Mirror

    • Cost: 5 sp
    • Weight: 1 lb.
    • Used to reflect sunlight for signaling over long distances.
  6. Portable Campfire Kit

    • Cost: 3 gp
    • Weight: 5 lb.
    • A compact bundle of fuel and tinder that provides heat and light for 2 hours.

Alchemy and Poisons

These items add flavor and tactical options, encouraging creative problem-solving.

  1. Acid Flask

    • Cost: 25 gp
    • Weight: 1 lb.
    • As an action, you can throw this flask up to 20 feet. On impact, it deals 2d6 acid damage to one target.
  2. Alchemist’s Fire

    • Cost: 50 gp
    • Weight: 1 lb.
    • A sticky, flammable liquid. On impact, it ignites the target, dealing 1d4 fire damage per round until extinguished (action to end).
  3. Basic Poison

    • Cost: 100 gp
    • Weight:
    • Can be applied to a weapon or piece of ammunition. The next creature hit by the weapon must make a DC 10 Constitution saving throw or take 1d4 poison damage.
  4. Antitoxin

    • Cost: 50 gp
    • Weight:
    • Grants advantage on saving throws against poison for 1 hour.

Unique Narrative Items

These items are intended to spark creativity and storytelling opportunities.

  1. Lantern of Colors

    • Cost: 15 gp
    • Weight: 2 lb.
    • Emits light in a color chosen when lit. Can shift colors with a bonus action, useful for signals or ambience.
  2. Musical Box

    • Cost: 25 gp
    • Weight: 1 lb.
    • Plays a soft melody when opened. Often used for distractions or sentimental moments.
  3. Runestone (Blank)

    • Cost: 10 gp
    • Weight: 1 lb.
    • A polished stone ready to be inscribed with magical runes by a spellcaster.
  4. Traveler’s Dice Set

    • Cost: 1 gp
    • Weight:
    • A set of carved dice used for games or gambling.
  5. Iron Key (Mysterious)

    • Cost: 5 gp
    • Weight:
    • An unmarked key that may open a hidden lock. Often a GM’s narrative tool.