Utility Items
Item Name
| Item Usage
|
Thieves' Wax (2)(T): |
This special alchemical wax can be applied to an empty lock that requires a key. If pressed to the lock in this way for 1 minute, it produces a single-use wax key. Using the wax in this way consumes it entirely. Additionally, the wax can be used to replicate a standard key. This process takes five minutes and requires the key being replicated to be within sight for the entire process. Any keys produced in this way can be used a single time. |
Smelling Salts (3): |
As an action, you can waft a vial containing these alchemical salts under the nose of an unconscious creature with a sense of smell. As a result, the creature is immediately awakened, unless it is unconscious due to being at zero hit points or as a result of a magical effect. A vial of salts can be used in this way three times before it loses its special properties. |
Flameless Torch (5): |
As a bonus action, you may activate this thin glass tube by shaking it. As a result, the tube sheds bright light in a 20 foot radius and dim light for an additional 20 feet. The tube sheds light in this way for 30 minutes. A Flameless Torch may be used in this way twice before it loses its special properties. |
Grappling Arrow (5)(T): |
You may attach up to 30 feet of rope to this special arrow with a grappling hook for a head. You may fire the arrow at a suitable surface as a regular weapon attack. |
Offensive Items
Item Name
| Item Usage
|
Rope Dart (1)(T): |
As an action, you may throw a Rope Dart at a creature of your choice within 30 feet of you. The creature must make a Dexterity saving throw. On a failure, the target is grappled by you and takes 1d8 piercing damage. Additionally, you can pull the target up to 30 feet towards you while it is grappled in this way. If the target is standing when you drag it, it is knocked prone. The target may reattempt the Dexterity saving throw to break the grapple at the end of each of its turns. |
Blinding Powder (2): |
As a bonus action, you may throw this powder into the face of a creature with eyes that is within 5 feet of you. It must make a Constitution saving throw. On a failure, it is blinded until the end of its next turn. |
Throwing Knife (3)(T): |
You may make a throwing attack with one of these specially-crafted throwing knives as a bonus action. It has the finesse and throwing (30/90) properties. It deals 1d4 piercing damage. This attack does not reveal your position if you make it while hidden, and if it hits a target that you are concealed from and that is surprised, it deals additional damage equal to a roll of half of your Sneak Attack dice, rounded up. If you apply poison to one of these knives, the poison only lasts for one throw. |
Firebomb (1): |
As an action, you may throw one of these firebombs at a point you can see within 20 feet. The firebomb covers a 10 foot by 10 foot area surrounding the point you threw it at in flames until the end of your next turn. Any creatures in the covered area when the firebomb is thrown must make a Dexterity saving throw. On a failure, they take 2d6 fire damage, or half as much on a success. If any of these creatures is coated in a flammable substance, it takes an additional 3d6 fire damage regardless of the result of the Dexterity save. Any creatures that move through the space that is covered in flames take 1d6 fire damage for every 5 feet they move through covered areas. Additionally, any creatures that end their turn in the enflamed area take 2d6 fire damage at the start of their next turn. |
Defensive Items
Item Name
| Item Usage
|
Smoke Bomb (2): |
As a bonus action, you may throw a Smoke Bomb at a point that you can see within 20 feet. The Smoke Bomb heavily obscures a 10 foot radius sphere in smoke until the end of your next turn. |
Grease Pot (3): |
As a bonus action, you may throw the Grease Pot at a point on the ground that you can see within 40 feet. The Grease Pot turns a 10 foot by 10 foot square into difficult terrain. Additionally, any creatures that are in the area when the Grease Pot is thrown are coated in flammable grease and must make a Dexterity saving throw or fall prone. Additionally, any creatures that enter the greased area or who end their turn there must also make a Dexterity saving throw or fall prone. The area remains difficult terrain for one minute. |
Firecrackers (5): |
As a bonus action, you can throw out these firecrackers at a point you can see within 30 feet. It generates loud noise and a 10 foot radius sphere of bright light for 30 seconds. |
Scented Oil (2): |
As a bonus action, you may apply some of this scented alchemical oil to a cloth, which you can then press to your face. While you are holding the scented cloth in this way, you have resistance to any damage taken from gasses, and advantage on saving throws to resist their effects. A vial of Scented Oil can be used in this way three times before it loses its special properties. |
Properties:
The quantity of each item you get per selection is shown in parentheses next to the item name. EX: Firebomb (1) means that you get one Firebomb per selection of that item type.
Some items are marked with a (T). This means that they can only be used by people with specialized training necessary to effectively use them. In other terms, only Rogues can use these items.
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