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Dungeon Delver Equipment

Dungeon Delver Equipment

Table: New Equipment

Item

Cost

Weight

Air Bladder 8 sp 1 lb.
Alchemical Corrosive Oil 2,000 gp -
Alchemical Frigid Oil 500 gp -
Alchemical Glaring Oil 2,200 gp -
Alchemical Lifebane Oil 600 gp -
Alchemical Scorching Oil 500 gp -
Alchemical Shocking Oil 400 gp -
Ascender/Descender 50 gp 3 lbs.
Boat, Collapsible 100 gp 50 lbs.
Cave Tent 1 gp 10 lbs.
Luminescent Compass 65 gp

1/2 lb.

Pole (10-foot), Collapsible 1 gp 7 lbs.
Rope Ladder, Basic 2 gp 6 lbs.
Rope Ladder, Heavy Duty 30 gp 6 lbs.
Snorkel 3 sp -
Spore Netting 4 gp 1/2 lb.
Spring Holster 4 gp 1/2 lb.
Underwater Lantern 15 gp 1 lb.
Underwater Lantern, Alchemical 30 gp 1 lb.
Wand Bracer 5 gp 1/2 lb.

 

Air Bladder. An air bladder is similar to a water-skin but can hold up to 2 gallons of air when fully inflated, allowing for four breaths. It has a valve at the opening, eliminating the need for removing and replacing a cover or cap. When at least half inflated, an air bladder can also function as a flotation device, granting a creature holding it advantage on Athletics checks to avoid sinking.

Alchemical Weapon Oils. These oils can be applied to a weapon, increasing the damage the weapon deals and sometimes providing other benefits. Applying an alchemical weapon oil requires an action, and the effect lasts for 1 hour.

  • Corrosive Oil. A weapon coated with this pungent green liquid deals an additional 2d6 acid damage.
  • Frigid Oil. A weapon smeared with this bluish-white paste deals an additional 1d6 cold damage.
  • Glaring Oil. Sometimes called "portable sunlight," this cloudy, silvery-white oil sheds bright light in a 20-foot radius and dim light for an additional 20 feet. A weapon treated with glaring oil deals an additional 2d6 radiant damage.
  • Lifebane Oil. This viscous black liquid trails thing, mist-like tendrils of darkness at all times. A weapon coated with lifebane oil deals an additional 1d8 necrotic damage.
  • Scorching Oil. This thin red oil ignites when exposed to air. A weapon coated with scorching oil deals an additional 1d6 fire damage and sheds bright light in a 10-foot radius and dim light for an additional 20 feet.
  • Shocking Oil. This vibrant yellow oil arcs with a powerful electrical current. A weapon coated with shocking oil deals an additional 1d4 lightning damage and sheds dim light in a 20-foot radius.

Ascender/Descender. These small metal devices allow better control of ropes when climbing up (ascender) or sliding down (descender), granting a creature using them an expertise die on Athletics checks to move in the corresponding direction. Despite their similar names, ascenders and descenders work differently. Ascenders are mechanical devices that assist in climbing. Descenders are small metal loops that facilitate better control of ropes while rappelling. A creature can use only one of these devices at a time. The listed price is for a set of one of each device.

Boat, Collapsible. When deployed, this two-person boat resembles a kayak or canoe. It can hold up to 500 pounds without sinking and can fold up enough to be carried by a single humanoid. (While folded, the boat has the Bulky property; a creature can carry a number of bulky items equal to one plus its Strength modifier.) Setting up the boat (which comes with two folding paddles) or collapsing and packing it takes 20 minutes.

Cave Tent. This tent has a padded base and anchor points at the peak. It dampens sound and minimizes the vibrations produced by its occupants, which many underground predators use to hunt. Creatures sleeping or performing light activities inside the tent are invisible to tremorsense. However, a cave tent can keep out rain for only one hour before it starts to leak.

Luminescent Compass. The needled and directional markings of this compass are treated with a luminescent compound. It can be read easily in dim light or darkness .

Pole (10-foot), Collapsible. This lightweight but sturdy metal pole can telescope to a length of 10 feet but can also be locked at 3, 5, and 7 feet if desired. At its 5- and 7-foot lengths, it functions as a quarterstaff. At its 3-foot length, it functions as a club.

Rope Ladder. This collapsible ladder is made from two ropes connected to a series fo rungs, with a pair of hooks at the top to anchor it. Rope ladders are easier to climb while carrying a lot of gear and can be used by creatures who lack the strength or coordination to scale a rope. A rope ladder must hang from a solid anchor point to be useful.

Basic Rope Ladder. This rope ladder has hempen ropes and wooden rungs. It is 10 feet long when deployed and can support up to 500 pounds of weight without breaking.

Heavy-Duty Rope Ladder. This model has silk rope and metal rungs. It is 25 feet long and can support up to 750 pounds, but thanks to the lighter materials it weights as much as the 10-foot model.

Snorkel. This sturdy, angled tube allows a creature swimming beneath the surface of a body of water to breathe, provided the snorkel can poke above the water level. Snorkels are invaluable for cave swimming, where there may be pockets of air but the ceiling is too close to the water for a swimmer to position their head above the surface.

Spore Netting. Base on mosquito netting, spore netting is made from giant spider silk, allowing for an even finer weave. It can keep out toxic fungus spores as well as biting insects.

Spring Holster. This bracer-like device allows a creature to draw a very small weapon such as a dagger, shuriken, or derringer from a concealed position up the creature's sleeve. Drawing a weapon from a spring holster requires a reaction but can be done at any time.

Underwater Lantern. This sturdy metal lantern uses bioluminescent fungus in a sealable glass box to shed bright light in a 5-foot radius and dim light for an additional 10 feet. As long as the fungus is tended once every 7 days, it remains useful indefinitely.

Underwater Lantern, Alchemical. Using the same compounds as alchemical torches, this lantern can burn for 1 hour, shedding bright light in a 10-foot radius and dim light for an additional 20 feet. It can be refueled for 25 gp.

Wand Bracer. This leather bracer has several channels (the usual number is five) along the underside. Each channel is sized to hold a wand or similarly shaped item, such as a throwing dagger or an individual lockpick. Once on your turn, you can draw an item stored in the bracer without using an action or interacting with the object. Stowing an item in the bracer requires an action.

Feats for Citified Heroes

Feats for Citified Heroes

From the most sprawling metropolises to brisk market towns, each urban settlement is a living thing. Every city has its own rhythm, a heartbeat that drives the thousands of lives, and with each rhythm comes unique peculiarities that adventurers need to deal with. Far from the remote, sometimes solitary life of the wilds, in the cities there are countless lives that can get in the way, both socially and physically, including the local watch trying to keep the peace—whatever that means for the city in question. Cities are also sources of intrigue, with well-hidden intentions and even more well-hidden knives. It takes a special kind of adventurer to navigate these complications, threats, and opportunities, and the following feats are meant for just such characters.

As always, players should make sure to consult the Narrator before deciding on a feat, as being skilled at crowds and influencing local politics will not be of much use in a campaign that focuses on exploring the wilderness.


Alley Adventurer

You’ve had your fair share of rough and tumble experiences in back alleys, sewers, and other urban environs.

City Survivor

You’re used to eking out a living in urban environments, finding ways to scrounge and scavenge everything you need to survive.

Face in the Crowd

You have a knack for blending into a crowd.

Familiar to the Watch

Whether you’re a former member of the constabulary or you’ve just had your share of run-ins with the city guards, you’ve developed a familiarity with how law enforcement tends to work.

Hidden Armorer

You become particularly adept at altering weapons to better hide them on your person and at sneaking them past most guards.

Neighborhood Figure

You have the look of someone even strangers can bring their troubles and gossip to.

Pillar of the Community

You’ve gone above and beyond for the community and everyone knows that you’re the person to go to for favors, advice, or getting something handled.

Politician

You seek a life in politics, or at least you’re pretending to be interested in it.

Office Holder

Whether elected or appointed, you’ve managed to secure a position of some political power within the city.

Second Story Worker

You’ve spent time as a specific kind of criminal: the sort that climbs drainpipes and grabs things from open windows.

Snoop

You’re good at learning things in cities.

Tavern Fly

More than once has the joke been made about you that you hold up the bar as much as it holds up you, and it has become a badge you wear with pride.

Urbane

On your adventures you’ve met more people than you can count, and have become familiar with many other cultures.

Fertilize Field

Fertilize Field

-level (
)
Duration:

You bless the ground to accommodate a specific crop in a 130-foot square area. The soil alters its composition to become ideal for that specific plant, purging contaminants (such as salt or other undesirable minerals), instantly decomposing any bodies lying in its soil down to a depth of 5 feet, and dispelling curses of up to 4th level. For a year and a day, plants of the type specified at the casting of the spell produce 50% more yield than they normally would, potentially increasing the income of a farm if properly harvested.

Map Marker

Map Marker

-level (
)
Duration:

When casting this spell, touch a map. If you cast the spell in territory not depicted on the map, the spell fails. If you are in territory depicted on the map, your position is marked by a small glowing spot on the map. The spot continues to move with your position on it, updating once per minute. If you enter territory not marked on the map, the spell ends.

Laundry Day

Laundry Day

-level (
)
r
Duration:

When you cast this spell, choose a pile of laundry that you can see within range, weighing up to 25 pounds and occupying a single 5-foot square, to clean and repair. Threadbare or worn laundry is restored to as new condition, and even extremely damaged laundry (bloodstained, cut to tatters in a combat, etc.) is restored. As long as at least half the material that comprises an article of laundry is present, it can be restored by this spell. This spell leaves no trace that the object was damaged.

r
This spell may be cast as a ritual

Instant Window

Instant Window

-level (
)
Duration:

You create a window roughly 4 inches square, centered on the point that you touch. If the surface is more than 1 foot thick or made of materials other than wood, dirt, or stone, the spell fails. The window is sufficiently braced to prevent any structural weakening to the surrounding structure, but otherwise is just a small hole you can look through. The hole lasts for 1 minute, then vanishes. The hole can also be dismissed by the caster as a bonus action.

Housekeeping

Housekeeping

-level (
)
r
Duration:

When you cast this spell, select a 10-foot square section within range. If it is a hard, treated, or manufactured surface (such as wood, fabric, leather, stone, glass, or metal) it becomes spotlessly clean. Any foreign substances on the surface of the square that you specify such as dirt, blood, toxic chemicals, paint, ink, and so on vanish harmlessly, leaving the surface clean and sanitary. This cleaning makes it impossible to track a creature through the affected areas via mundane means, but the utter cleanliness may itself be suspicious.

r
This spell may be cast as a ritual

Chef's Palate

Chef's Palate

-level (
)
Duration:

You instantly learn the ingredients list and preparation method for the item of food or drink targeted by this spell. For one hour after you cast the spell you retain perfect, detailed knowledge sufficient to perfectly recreate the serving of food or drink, including an accurate awareness of any contaminants (including vermin and poisons, but not disease) in the fare. Identifying such contaminants as harmful usually requires a DC 10 Perception check, but the Narrator may use DC 15 for those that are uncommon, DC 20 for rare, or DC 25 for those that are truly unique.

Beautify Creature

Beautify Creature

-level (
)
Duration:

The creature is immediately and beautifully groomed, as if it had been lovingly attended to by a group of no less than 4 highly-skilled servants. Its clothing (if it has any) will be spotlessly clean with any minor damage mended and, at the creature’s option, it may also be festooned with ribbons, be perfumed, and have makeup, face paint, or body paint applied. If the creature desires, its hair, beard, fur, and/or feathers can be styled or cut by this spell.

Convenient Retrieval

Convenient Retrieval

-level (
)
Duration:

You reach into the container and instantly retrieve an object, regardless of its position in the container.

Pagination