Appendix 3: Minor Items
Adventuring Tools
These items are small, inexpensive, and useful in specific situations.
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Crowbar
- Cost: 2 gp
- Weight: 5 lb.
- Grants advantage on Strength checks to break doors, crates, or similar obstacles.
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Climbing Pitons (10)
- Cost: 1 gp
- Weight: 5 lb.
- Used to secure ropes when climbing. Reduces the DC of climbing checks by 2.
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Bell
- Cost: 1 gp
- Weight: —
- Rings loudly when disturbed, often used as an alarm system.
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Signal Whistle
- Cost: 5 cp
- Weight: —
- Produces a sharp, piercing sound audible up to 300 feet.
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Hammer (Light)
- Cost: 1 gp
- Weight: 3 lb.
- Used for driving spikes, nails, or pitons. Can double as an improvised weapon (1d4 bludgeoning damage).
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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.
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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.
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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.
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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.
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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).
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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.
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Fishing Tackle
- Cost: 1 gp
- Weight: 4 lb.
- Includes a line, hook, and bait. Used to catch fish in natural bodies of water.
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Waterproof Bag
- Cost: 2 gp
- Weight: 1 lb.
- Keeps contents dry in wet conditions. Holds up to 5 pounds of gear.
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Flint and Steel
- Cost: 1 gp
- Weight: —
- Used to ignite fires. Requires 1 minute of effort.
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Whetstone
- Cost: 1 cp
- Weight: 1 lb.
- Maintains the edge of blades. Spending an hour sharpening restores minor wear but has no mechanical effect.
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Signal Mirror
- Cost: 5 sp
- Weight: 1 lb.
- Used to reflect sunlight for signaling over long distances.
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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.
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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.
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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).
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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.
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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.
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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.
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Musical Box
- Cost: 25 gp
- Weight: 1 lb.
- Plays a soft melody when opened. Often used for distractions or sentimental moments.
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Runestone (Blank)
- Cost: 10 gp
- Weight: 1 lb.
- A polished stone ready to be inscribed with magical runes by a spellcaster.
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Traveler’s Dice Set
- Cost: 1 gp
- Weight: —
- A set of carved dice used for games or gambling.
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Iron Key (Mysterious)
- Cost: 5 gp
- Weight: —
- An unmarked key that may open a hidden lock. Often a GM’s narrative tool.