Mundane Equipment

The following are new non-magical items that are available to characters using the Spheres of Might rules. With permission from the game master, these items may also be available in other games.

Weapons

Martial Weapons

(Martial) Melee Weapons Cost Damage Range Weight Properties
Garrote 5 gp 1d8 slashing 1 lb. Finesse, special, two-handed
Lasso 5 gp 10/40 1 lb. Finesse, special, thrown, two-handed
(Martial) Ranged Weapons Cost Damage Range Weight Properties
Bola 1 gp 1 bludgeoning 25/100 1 lb. finesse, special, thrown
Crossbow, net 50 gp 50/200 18 lb. ammunition, heavy, loading, special, two-handed

Bola

A Large or smaller creature struck by a bola must succeed on a Dexterity saving throw with a DC of 8 + the attacker’s proficiency bonus + the attacker’s Strength or Dexterity modifier (attacker’s choice) or fall prone. A creature that fails its saving throw cannot stand up until it or another creature spends an action untangling it. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola.

Crossbow, Net

Resembling an unusually sized crossbow, this device can launch a bola or net much farther than it can be thrown. This modified heavy crossbow may only be loaded with a bola or a net.

Garrote

If you are wielding a garrote while grappling a creature, that creature cannot breathe or speak (and thus unable to supply verbal components), though they may hold their breath in response to being grappled. Any magic bonus to hit the garrote grants applies to grapple checks made while wielding it, though you cannot attack any other creature with the garrote without first releasing the grappled creature.

Lasso

Despite being a thrown weapon, you may continue to hold onto a lasso after throwing it, retrieving it as an action or bonus action so you can throw it again, so long as you have not yet hit a target with it. When you use an action, bonus action, or reaction to attack with a lasso, you can make only one attack regardless of the number of attacks you can normally make.

A Large or smaller non-formless creature hit by a lasso is restrained until it is freed, so long as you continue to hold onto the end after throwing it. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the lasso (AC 10) also frees the creature without harming it, ending the effect and destroying the lasso.

So long as you continue to hold onto the lasso, you may attempt to shove a creature restrained by the lasso prone as a bonus action and may drag the creature behind you when you move, but you only move at half speed while doing so.



Adventuring Gear

Alchemical Items1 Cost
Alchemical ice (flask) 50 gp
Bottled lightning (vial) 25 gp
Flash powder (pouch) 50 gp
Itching powder (pouch) 60 gp
Smelling salts (pouch) 50 gp
Smoke bomb 25 gp
Sneezing powder (pouch) 200 gp
Tanglefoot bag 50 gp
Thunderstone 50 gp

1: Alchemical items are considered thrown improvised weapons unless the thrower has the Bombardier Training talent. Acid, alchemist’s fire, bombs, and holy water are also regarded as alchemical items for that purpose.

Alchemical Ice

As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against the target as an improvised weapon. On a hit, the target takes 1d6 cold damage. Creatures damaged by alchemical ice have their movement speed reduced by 10 feet for 1 round.

Bottled Lightning

As an action, you can break this flask, throwing a bolt of lightning up to 20 feet to electrify a target. Make a ranged attack against the target as an improvised weapon. You have advantage on this attack roll against creatures wearing metal or wielding weapons primarily made of metal. On a hit, the target takes 1d8 lightning damage.

Flash Powder

As an action, you can throw this pouch up to 20 feet, creating a cloud of dust on impact. Make a ranged attack against the target as an improvised weapon. On a hit, the target is blinded for 1 round. At the end of its turn, the target can make a DC 10 Constitution saving throw to end the effect early.

Itching Powder

As an action, you can throw this pouch up to 20 feet, creating a cloud of dust on impact. Make a ranged attack against the target as an improvised weapon. For 1 round, whenever a hit target makes an attack roll, saving throw, or ability check, the target must roll a d4 and subtract the number rolled from the attack roll, saving throw, or ability check. A creature can end this penalty by using its action to make a DC 10 Wisdom (Medicine) check to cleanse the creature of the powder, by using the Life sphere’s restore ability or by casting a lesser restoration. Immersing the target’s body in water also removes this effect. This counts as poisoned when removing it or dealing with immunity.

Smelling Salts

As an action, you can throw this pouch of powder up to 20 feet, creating an odorous cloud on impact. When throwing smelling salts, it creates a 10-ft. radius cloud centered on a point within range. Creatures that breathe in the dust must succeed on a DC 10 Constitution saving throw or be forced conscious and imposed with anosmia for 1 minute. A creature with anosmia cannot benefit from having a keen sense of smell and cannot track a creature by scent. A creature that is unconscious due to being reduced to 0 hit points is still made awake by smelling salts on a failed saving throw but is still incapacitated.

Smoke Bomb

As an action, you can throw this flask up to 20 feet, shattering it on impact. When you throw the smoke bomb, it creates a 10-ft. radius cloud centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 round or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Sneezing Powder

As an action, you can throw this pouch up to 20 feet, creating a cloud of dust on impact. Make a ranged attack against the target as an improvised weapon. On a hit, the target must succeed on a DC 10 Constitution saving throw or succumb to uncontrollable sneezing, becoming incapacitated for 1 round. As long as the target is conscious, it can repeat the saving throw at the end of each of its turns, ending the effect on a success. Additionally, another creature can end these penalties by using its action to make a DC 10 Wisdom (Medicine) check to cleanse the creature of the powder, by using the Life sphere’s restore ability, or by casting a lesser restoration. Immersing the target’s head in water also removes this effect. This counts as poisoned for removing it and dealing with immunity.

Tanglefoot Bag

As an action, you can throw this bag up to 20 feet, breaking upon impact. Make a ranged attack against the target as an improvised weapon. On a hit, the target’s speed is reduced to 0. A flying creature (assuming it uses wings to fly) falls to the ground. A tanglefoot bag does not function underwater. This lasts for 1 round, but a creature may end this effect by spending an action removing the glue.

Thunderstone

As an action, you can throw this thunderstone up to 20 feet, shattering it on impact. Make a ranged attack against the target as an improvised weapon. On a hit, the target must make a DC 10 Constitution saving throw or take 1d10 thunder damage and be deafened for 1 minute. Those that succeed on the saving throw take half as much damage and are not deafened.



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