

Best artisan tools 5e free#
A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). The DC to open a lock with the Open Lock skill depends on the lock’s quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40). You can carry a hooded lantern in one hand. You can carry a bullseye lantern in one hand.Ī hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. You can carry a lamp in one hand.Ī bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.Ī lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. You can buy ink in other colors, but it costs twice as much. If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size. Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown). Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size. It can be burst with a DC 26 Strength check.Ī crowbar grants a +2 circumstance bonus on Strength checks made for such purposes. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.Ĭaltrops may not be effective against unusual opponents.Ī candle dimly illuminates a 5-foot radius and burns for 1 hour.Ĭhain has hardness 10 and 5 hit points. A charging or running creature must immediately stop if it steps on a caltrop. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded.

If the caltrops succeed on the attack, the creature has stepped on one. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. For this attack, the creature’s shield, armor, and deflection bonuses do not count.

The caltrops make an attack roll (base attack bonus +0) against the creature. One 2-pound bag of caltrops covers an area 5 feet square.Įach time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one.

You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. Containers for Small characters also carry one-quarter the normal amount.Ī few of the pieces of adventuring gear are described below, along with any special benefits they confer on the user ("you").Ī caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest.
