Dungeon Desk v0.0.1

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Ammunition

Arrows (20)

1 gp

Summary (AI)

Standard ammunition for bows.

Description

A bundle of 20 arrows used as ammunition for bows.

Ammunition

Blowgun Needles (50)

1 gp

Summary (AI)

Used with blowguns.

Description

Thin, pointed needles used as ammunition for a blowgun.

Ammunition

Crossbow Bolts (20)

1 gp

Summary (AI)

Ammunition for crossbows.

Description

A bundle of 20 bolts used with a light or heavy crossbow.

Ammunition

Sling Bullets (20)

4 cp

Summary (AI)

Used with slings.

Description

Small lead or stone bullets used as ammunition for a sling.

Arcane Focus

Crystal

10 gp

Summary (AI)

A special item used by spellcasters to channel arcane energy.

Description

A crystal is a type of arcane focus—a special item an arcane spellcaster uses to channel magical energy. It must be held in hand to be used as a spellcasting focus.

Arcane Focus

Orb

20 gp

Summary (AI)

A spherical arcane focus.

Description

An orb is a spherical arcane focus often used by wizards and sorcerers to direct spells. It must be held to be effective.

Arcane Focus

Rod

10 gp

Summary (AI)

A short, sturdy arcane focus.

Description

A rod is a type of arcane focus, often metal or wood, allowing arcane casters to channel spells more effectively.

Arcane Focus

Staff

5 gp

Summary (AI)

A long arcane focus, often doubling as a walking stick.

Description

A staff used as an arcane focus is often inscribed with runes and doubles as a walking stick or melee weapon.

Arcane Focus

Wand

10 gp

Summary (AI)

A slender arcane focus.

Description

A wand is a slender arcane focus that a spellcaster uses to direct magic. It's often made of wood or bone and fits comfortably in the hand.

Druidic Focus

Sprig of Mistletoe

1 gp

Summary (AI)

A natural item used by druids to channel nature's power.

Description

A sprig of mistletoe is a natural focus for druids, often used in their spellcasting rituals to harness the powers of nature.

Druidic Focus

Totem

1 gp

Summary (AI)

A symbolic item representing natural spirits.

Description

A druidic totem incorporates elements like bones, feathers, or fur from sacred creatures, and is used as a spellcasting focus.

Druidic Focus

Wooden Staff

5 gp

Summary (AI)

A staff made from a living tree.

Description

A wooden staff serves as a druidic focus, often carved from a living tree and imbued with natural energy.

Druidic Focus

Yew Wand

10 gp

Summary (AI)

A wand crafted from yew wood.

Description

This wand, made from the wood of a yew tree, acts as a druidic focus for casting spells tied to nature.

Holy Symbol

Amulet

5 gp

Summary (AI)

A holy symbol worn around the neck.

Description

An amulet bearing the holy symbol of a deity, worn visibly or held aloft, can be used as a divine spellcasting focus.

Holy Symbol

Emblem

5 gp

Summary (AI)

A holy symbol emblazoned on a shield or piece of clothing.

Description

An emblem displaying a holy symbol can be attached to a shield or armor and used as a divine focus by clerics and paladins.

Holy Symbol

Reliquary

5 gp

Summary (AI)

A small box holding a sacred relic.

Description

A small ornate box containing a sacred relic, used as a holy symbol for divine spellcasting.

Other Adventuring Gear

Abacus

2 gp

Summary (AI)

A wooden frame with beads sliding on wires, used for arithmetic calculations.

Other Adventuring Gear

Acid (vial)

25 gp

Summary (AI)

Can be thrown to deal 2d6 acid damage on a hit or used to corrode surfaces.

Description

As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Other Adventuring Gear

Alchemist's fire (flask)

50 gp

Summary (AI)

A sticky, adhesive fluid that ignites when exposed to air. Deals ongoing fire damage.

Description

This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Other Adventuring Gear

Antitoxin (vial)

50 gp

Summary (AI)

A creature that drinks this vial gains advantage on saving throws against poison for 1 hour.

Description

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Other Adventuring Gear

Backpack

2 gp

Summary (AI)

Holds up to 30 pounds of gear and can be worn on the back.

Other Adventuring Gear

Ball bearings (bag of 1,000)

1 gp

Summary (AI)

Covers a 10-foot square area; creatures moving through must succeed on a DC 10 Dexterity saving throw or fall prone.

Description

As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.

Other Adventuring Gear

Barrel

2 gp

Summary (AI)

Can hold 40 gallons of liquid or 4 cubic feet of solid goods.

Other Adventuring Gear

Basket

4 sp

Summary (AI)

A container used to carry a variety of goods.

Other Adventuring Gear

Bedroll

1 gp

Summary (AI)

A rolled bundle of bedding for sleeping outdoors.

Other Adventuring Gear

Bell

1 gp

Summary (AI)

A small metal bell that rings when moved or struck.

Other Adventuring Gear

Blanket

5 sp

Summary (AI)

Used to keep warm. Grants advantage on saving throws against the cold when sleeping outdoors.

Other Adventuring Gear

Block and tackle

1 gp

Summary (AI)

A set of pulleys with a rope; allows lifting up to four times your normal carrying capacity.

Description

A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

Other Adventuring Gear

Book

25 gp

Summary (AI)

Contains 100 blank pages. Can be used for notes, sketches, or spell recording.

Description

A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).

Other Adventuring Gear

Bottle, glass

2 gp

Summary (AI)

A glass container suitable for holding liquids.

Other Adventuring Gear

Bucket

5 cp

Summary (AI)

Used to carry water or other substances.

Other Adventuring Gear

Caltrops (bag of 20)

1 gp

Summary (AI)

Covers a 5-foot square area; creature moving through takes 1 piercing damage and must stop if failing a DC 15 Dex save.

Description

As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.

Other Adventuring Gear

Candle

1 cp

Summary (AI)

Provides dim light in a 5-foot radius for 1 hour.

Description

For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Other Adventuring Gear

Case, crossbow bolt

1 gp

Summary (AI)

Holds up to 20 crossbow bolts.

Description

This wooden case can hold up to twenty crossbow bolts.

Other Adventuring Gear

Case, map or scroll

1 gp

Summary (AI)

Protective leather cylinder for holding maps or scrolls.

Description

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Other Adventuring Gear

Chain (10 feet)

5 gp

Summary (AI)

Has 10 hit points and can be broken with a successful DC 20 Strength check.

Description

A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

Other Adventuring Gear

Chalk (1 piece)

1 cp

Summary (AI)

Used for writing or marking surfaces.

Other Adventuring Gear

Chest

5 gp

Summary (AI)

A sturdy wooden box with a simple lock.

Other Adventuring Gear

Climber's kit

25 gp

Summary (AI)

Includes special gear to scale vertical surfaces; requires an action to anchor when climbing.

Description

A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

Other Adventuring Gear

Clothes, common

5 sp

Summary (AI)

Simple everyday garments.

Other Adventuring Gear

Clothes, costume

5 gp

Summary (AI)

Used for performances and disguises.

Other Adventuring Gear

Clothes, fine

15 gp

Summary (AI)

Elegant and expensive clothing suitable for nobility.

Other Adventuring Gear

Clothes, traveler's

2 gp

Summary (AI)

Durable and practical attire for long journeys.

Other Adventuring Gear

Component pouch

25 gp

Summary (AI)

A small bag used to carry spell components.

Description

A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

Other Adventuring Gear

Crowbar

2 gp

Summary (AI)

Grants advantage on Strength checks to pry open objects.

Description

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

Other Adventuring Gear

Fishing tackle

1 gp

Summary (AI)

Includes line, hooks, sinkers, floats, and bait.

Description

This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Other Adventuring Gear

Flask or tankard

2 cp

Summary (AI)

A small container for holding beverages.

Other Adventuring Gear

Grappling hook

2 gp

Summary (AI)

Can be tied to a rope and thrown to hook onto surfaces.

Other Adventuring Gear

Hammer

1 gp

Summary (AI)

A basic tool for driving nails or small demolition tasks.

Other Adventuring Gear

Hammer, sledge

2 gp

Summary (AI)

A heavy hammer used for demolition.

Other Adventuring Gear

Healer's kit

5 gp

Summary (AI)

Contains bandages, salves, and splints. Can stabilize a dying creature without a Medicine check.

Description

This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Other Adventuring Gear

Holy water (flask)

25 gp

Summary (AI)

Can be splashed on fiends or undead or used to coat weapons for extra damage.

Description

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

Other Adventuring Gear

Hourglass

25 gp

Summary (AI)

Used to measure time in 1-minute increments.

Other Adventuring Gear

Hunting trap

5 gp

Summary (AI)

Metal jaws that snap shut when a creature steps on them, causing damage and potentially immobilizing the target.

Description

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Movement is limited by the length of the chain. A creature can use its action to make a DC 13 Strength check to free itself or another creature within reach. Each failed check deals 1 piercing damage to the trapped creature.

Other Adventuring Gear

Ink (1 ounce bottle)

10 gp

Summary (AI)

Black ink used for writing.

Other Adventuring Gear

Ink pen

2 cp

Summary (AI)

Used with ink to write on paper or parchment.

Other Adventuring Gear

Jug or pitcher

2 cp

Summary (AI)

Holds about a gallon of liquid.

Other Adventuring Gear

Ladder (10 foot)

1 sp

Summary (AI)

Wooden ladder usable for climbing.

Other Adventuring Gear

Lamp

5 sp

Summary (AI)

Provides bright light in a 15-foot radius and burns for 6 hours per flask of oil.

Description

A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Other Adventuring Gear

Lantern, bullseye

10 gp

Summary (AI)

Casts a bright 60-foot cone of light and a dim light for an additional 60 feet.

Description

A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Other Adventuring Gear

Lantern, hooded

5 gp

Summary (AI)

Casts bright light in a 30-foot radius; can be shuttered to dim light.

Description

A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Other Adventuring Gear

Lock

10 gp

Summary (AI)

Requires a successful DC 15 Dexterity check with thieves' tools to pick.

Description

A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.

Other Adventuring Gear

Magnifying glass

100 gp

Summary (AI)

Grants advantage on checks to appraise small or detailed items.

Description

This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

Other Adventuring Gear

Manacles

2 gp

Summary (AI)

Restrains a creature. Escaping requires a DC 20 Dexterity check or breaking with a DC 20 Strength check.

Description

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

Other Adventuring Gear

Mess kit

2 sp

Summary (AI)

Tin box with simple cutlery used for eating meals.

Description

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Other Adventuring Gear

Mirror, steel

5 gp

Summary (AI)

Polished metal surface useful for viewing reflections around corners.

Other Adventuring Gear

Oil (flask)

1 sp

Summary (AI)

Can fuel a lamp or be used as a weapon. Deals fire damage when ignited.

Description

Oil usually comes in a clay flask that holds 1 pint. It can be thrown to coat creatures or poured on surfaces. If ignited, it deals 5 fire damage and can burn for 2 rounds.

Other Adventuring Gear

Paper (one sheet)

2 sp

Summary (AI)

Sheet of high-quality paper for writing or drawing.

Other Adventuring Gear

Parchment (one sheet)

1 sp

Summary (AI)

Thin, durable writing surface made from animal skin.

Other Adventuring Gear

Perfume (vial)

5 gp

Summary (AI)

Scented liquid used for personal grooming or to mask odors.

Other Adventuring Gear

Pick, miner's

2 gp

Summary (AI)

Tool used for digging through rock or soil.

Other Adventuring Gear

Piton

5 cp

Summary (AI)

Metal spike driven into a surface to anchor climbing gear.

Other Adventuring Gear

Poison, basic (vial)

100 gp

Summary (AI)

Applies poison to a weapon to deal additional 1d4 poison damage on a hit.

Description

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Other Adventuring Gear

Pole (10-foot)

5 cp

Summary (AI)

Used for probing areas for traps or checking depth.

Other Adventuring Gear

Pot, iron

2 gp

Summary (AI)

Used for cooking over a fire.

Other Adventuring Gear

Potion of healing

50 gp

Summary (AI)

Heals 2d4 + 2 hit points when consumed.

Description

A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.

Other Adventuring Gear

Pouch

5 sp

Summary (AI)

Small bag for holding up to 20 sling bullets or 50 coins.

Description

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

Other Adventuring Gear

Quiver

1 gp

Summary (AI)

Holds up to 20 arrows.

Description

A quiver can hold up to 20 arrows.

Other Adventuring Gear

Ram, portable

4 gp

Summary (AI)

Used to break down doors; grants advantage on Strength checks.

Description

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

Other Adventuring Gear

Rations (1 day)

5 sp

Summary (AI)

Preserved food and drink sufficient for one day's sustenance.

Description

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Other Adventuring Gear

Robes

1 gp

Summary (AI)

Loose-fitting clothing often worn by spellcasters.

Other Adventuring Gear

Rope, hempen (50 feet)

1 gp

Summary (AI)

Durable rope used for climbing or tying objects.

Description

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Other Adventuring Gear

Rope, silk (50 feet)

10 gp

Summary (AI)

Lighter and stronger than hemp rope.

Description

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Other Adventuring Gear

Sack

1 cp

Summary (AI)

Cloth bag for carrying gear.

Other Adventuring Gear

Scale, merchant's

5 gp

Summary (AI)

Used to measure the weight of small goods.

Description

A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Other Adventuring Gear

Sealing wax

5 sp

Summary (AI)

Used to seal letters or scrolls.

Other Adventuring Gear

Shovel

2 gp

Summary (AI)

Tool for digging.

Other Adventuring Gear

Signal whistle

5 cp

Summary (AI)

Produces a loud sound audible up to 500 feet.

Other Adventuring Gear

Signet ring

5 gp

Summary (AI)

Personal seal used to mark ownership or authenticate documents.

Other Adventuring Gear

Soap

2 cp

Summary (AI)

Used for cleaning oneself or objects.

Other Adventuring Gear

Spellbook

50 gp

Summary (AI)

Contains written spells; required for wizards to prepare or copy spells.

Description

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

Other Adventuring Gear

Spikes, iron (10)

1 gp

Summary (AI)

Used to wedge doors or anchor climbing ropes.

Other Adventuring Gear

Spyglass

1,000 gp

Summary (AI)

Provides magnified view of distant objects.

Description

Objects viewed through a spyglass are magnified to twice their size.

Other Adventuring Gear

Tent, two-person

2 gp

Summary (AI)

Shelter for up to two people.

Description

A simple and portable canvas shelter, a tent sleeps two.

Other Adventuring Gear

Tinderbox

5 sp

Summary (AI)

Contains flint, fire steel, and tinder to light fires.

Description

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch--or anything else with abundant, exposed fuel--takes an action. Lighting any other fire takes 1 minute.

Other Adventuring Gear

Torch

1 cp

Summary (AI)

Burns for 1 hour, shedding bright light in a 20-foot radius.

Description

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Other Adventuring Gear

Vial

1 gp

Summary (AI)

Tiny glass container suitable for holding a single dose of liquid.

Other Adventuring Gear

Waterskin

2 sp

Summary (AI)

Holds 4 pints of liquid.

Other Adventuring Gear

Whetstone

1 cp

Summary (AI)

Used to sharpen blades.