Equipment (5E): Difference between revisions
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Revision as of 14:02, 31 July 2018
Adamantine weapons
- Xanathar’s Guide to Everything (p.78)
Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft adamantine armor, the metal is also used for weapons.
Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.
Tools and skills together
- Xanathar’s Guide to Everything (p.78–85)
Gaming set
| Activity | DC |
|---|---|
| Catch a player cheating | 15 |
| Gain insight into an Opponent’s personality | 15 |
- Xanathar’s Guide to Everything (p.81)
Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.
Components: A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.
History: Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.
Insight: Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.
Sleight of Hand: Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pick-pocketing attempt.
Herbalism kit
| Activity | DC |
|---|---|
| Find plants | 15 |
| Identify poison | 20 |
- Xanathar’s Guide to Everything (p.82)
Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.
Components: An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.
Arcana: Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.
Investigation: When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.
Medicine: Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.
Nature and survival: When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.
Identify plants: You can identify most plants with a quick inspection of their appearance and smell.
Musical instruments
| Activity | DC |
|---|---|
| Identify a tune | 10 |
| Improvise a tune | 20 |
- Xanathar’s Guide to Everything (p.83)
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History: Your expertise aids you in recalling lore related to your instrument.
Performance: Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a tune: As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Common magic items
- Xanathar’s Guide to Everything (p.136–145)
Heward’s handy spice pouch
Wondrous item, common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Moon-touched sword
Weapon (any sword), common
In darkness, the unsheathed blade of this sword. sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Unbreakable arrow
Weapon (arrow), common
This arrow can’t be broken, except when it is within an antimagic field.