Provisions
Item | Cost | Weight |
---|---|---|
Acid vial | 25 gp | 1 lb. |
Ammunition | 1 gp | 1 lb. |
Ball Bearings (2) | 1 gp | 1 lb. |
Caltrops (2) | 1 gp | 1 lb. |
Holy water | 25 gp | 1 lb. |
Alchemist’s fire | 50 gp | 1 lb. |
Rations (1 day) | 1 gp | 2 lb. |
Acid vial
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.
Ammunition
A set of 20 arrows, crossbow bolts, or bullets with case included. Equivalent to standard ammunition, at a standardized cost and weight.
Ball Bearings
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.
Caltrops
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.
Alchemist’s Fire
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.
Holy Water
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.
Ration
A small meal tin containing dry foods and water. Consumed when taking a short rest.