Difference between revisions of "Adventuring Gear"
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− | | style="text-align:left;"| {{BL| | + | | style="text-align:left;"| {{BL|Bottle (item)|Bottle}} |
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− | | | + | |0.25 gallons (32 fluid oz.)<!--quarter-gallon--> |
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| style="text-align:left;"| {{BL|Red Potion (magic item)|Medicine of life}} | | style="text-align:left;"| {{BL|Red Potion (magic item)|Medicine of life}} | ||
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|- style="background-color:#{{RowColor}};" | |- style="background-color:#{{RowColor}};" | ||
| style="text-align:left;"| {{BL|Green Potion (magic item)|Medicine of magic}} | | style="text-align:left;"| {{BL|Green Potion (magic item)|Medicine of magic}} | ||
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Latest revision as of 17:48, 18 January 2022
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Player's Guide |
System Reference |
Compendium |
Equipment→ Tools and Vehicles
Click an item's name to see a page describing that item.
AmmunitionBows, slingshots, and blowguns need ammunition for attacks.
Bombs and Traps
ClothesEvery character has at least one set of clothes, often worn under armor.
ContainersWhile an adventurer typically carries their gear in a backpack or adventure pouch, with a bottle or waterskin for drinking water, there are a few other options.
AnimalsAdventurers occasionally buy a beast to serve as a mount, to pull vehicles, or to carry extra gear. Generally you can only maintain control over one animal at a time, and it won't fight in combat unless you have a special feature. An animal normally requires feed or stabling (each 1 rupee per day), and you can equip one with barding if you buy it separately.
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IlluminationMost adventurers need a way of lighting up dark caverns and dank dungeons.
Medicines and PotionsIn Hyrule you can typically ingest a potion with a bonus action, or administer it to an unconscious creature as an action.
Other Gear
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The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]