Mercer
Items
Adventuring Gear
- Abacus (2 GP)
- Animal Feed (1 Day) (5 GP)
- Backpack (2 GP) - Capacity: 1 Cubic Foot
- Barrel (2 GP) - Capacity: 4 Cubic Feet/40 Gallons
- Basket (4 SP) - Capacity: 2 Cubic Feet
- Bedroll (1 GP)
- Blanket (5 SP)
- Block and Tackle (1 GP) - A set of pulleys with cable and a hook that allows you to hoist objects up to four times the weight you can normally lift
- Bottle, Glass (1 GP) - Capacity: 1.5 Pints
- Bucket (5 SP) - Capacity: .5 Cubic Feet/3 Gallons
- Candle 5 CP - For one hour, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet
- Case, Map or Scroll (1 GP)
- Chain (10 Foot) (5 GP) - The chain has 10 Hit Points and 20 AC. It can be broken with a successful DC 20 Strength check.
- Chalk (1 Piece) (5 CP)
- Chest (5 GP) - Capacity: 12 Cubic Feet
- Chisel (1 GP)
- Clothes, Common (5 SP)
- Clothes, Traveler's (2 GP)
- Compass (10 GP)
- Cotton Thread (30 Feet) (1 SP)
- Crowbar (2 GP) - The crowbar grants advantage to applicable Strength checks
- Flask or Tankard (2 SP) - Capacity: 1 Pint
- Grappling Hook (2 GP)
- Hammer (1 GP)
- Hammer, Sledge (2 GP)
- Hourglass (25 GP)
- Hunting Trap (5 GP) - As an action, you can set the hunting trap, which forms a saw-toothed steel ring that snaps shut when a creature steps on the pressure plate in the center. The trap can be affixed by a heavy chain to an object such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. The creature's movement is limited by the length of the chain until the creature breaks free of the trap. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
- Jug or Pitcher (2 SP) - Capacity: 1 Gallon
- Kettle (2 GP)
- Ladder (10 Foot) (1 GP)
- Lantern, Hooded (5 GP) - The 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, consuming a flask of oil. As an action, you can lower the hood, reducing the light to dim light in a 50-foot radius.
- Leather Cord (15 Feet) (1 GP)
- Lock and Key, Common (10 GP) - DC 10 Dex
- Magnifying Glass (100 GP) - The magnifying glass grants advantage on applicable ability checks
- Map (10 GP)
- Mirror (5 GP)
- Needle (5 CP)
- Oil (1 SP) - As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object. On a hit, the target is covered in oil. If the target takes any fire damage within the next minute, the target takes an additional 2d4 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a level, 5-foot-square. If lit, the oil burns for 2 rounds and deals 2d4 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
- Pickaxe (2 GP)
- Piton (5 CP)
- Pole (10 Foot) (2 SP)
- Pot, Iron (2 GP) - Capacity: 1 Gallon
- Pouch (5 SP) - Capacity: .2 Cubic Feet
- Rations (1 Day) (5 SP)
- Rope, Hempen (50 Feet) (1 GP)
- Sack (5 CP) - Capacity: 1 Cubic Foot
- Saw (2 GP)
- Scale, Merchant's (5 GP)
- Sealing Wax (5 SP)
- Sextant (500 GP)
- Shovel (2 GP) - The shovel grants advantage to applicable Strength checks.
- Signal Whistle (5 SP)
- Soap (5 CP)
- Spikes, Iron (10) (1 GP)
- Spyglass (1000 GP)
- Tent (2 GP) - The tent can accommodate two medium creatures
- Tinderbox (5 SP) - As an action, you can light a torch or exposed fuel
- Torch (5 CP) - The 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.
- Vial (1 GP) - Capacity: 4 Ounces
- Waterskin (2 SP) - Capacity: 4 Pints
- Whetstone (1 SP) - You can spend 10 minutes sharpening a single slashing or piercing weapon or up to five pieces of ammunition. If you do, the the weapon or ammunition gains a +1 bonus to attack damage for the next 8 hours. A slashing or piercing weapon also losses the +1 attack damage bonus after you make 3 successful attacks with the weapon.
- Wire (15 Feet) (2 SP)
- Climber's Kit (25 GP)- As an aciton, you can you the climbing kit to anchor yourself. While anchored, you cannot fall more than 25 feet from the point where you anchored yourself, and your cannot climb more than 25 feet away from that point without undoing the anchor.
- Cook's Utensils (5 GP)
- Fishing Tackle (1 GP)
- Healer's Kit (5 GP) - As an action, you can expend one use of the healer's kit to stabilize a creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check. The kit has 10 uses.
- Mess Kit (2 SP)
- Navigator's Tools (25 GP)
- Dagger (2 GP) - 1d4 Piercing - Finesse, Light, Thrown (20/60)
- Handaxe (5 GP) - 1d6 Slashing - Light, Thrown (20/60)
- Sickle (1 GP) - 1d4 Slashing - Light
- Quarterstaff (2 SP) - 1d6 Bludgeoning - Versatile (1d8)
- Whip (2 GP) - 1d4 Slashing - Finesse, Reach
- Net (1 GP) - Special (5/15)
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