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.īook. A creature moving through the area at half speed doesn't need to make the save.īlock and Tackle. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. 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 sorcerer, warlock, or wizard can use such an item as a spellcasting focus.īall Bearings. An arcane focus is a special item-an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item-designed to channel the power of arcane spells. It confers no benefit to undead or constructs.Īrcane Focus. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.Īntitoxin. On a hit, the target takes 1d4 fire damage at the start of each of its turns. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. As an action, you can throw this flask up to 20 feet, shattering it on impact. This sticky, adhesive fluid ignites when exposed to air. On a hit, the target takes 2d6 acid damage.Īlchemist's Fire. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. 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. This section describes items that have special rules or require further explanation.
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