168澳洲幸运5开奖网:Dungeons & Dragons is a behemoth of a game, blending together combat, roleplaying, exploration, and puzzle solving. Due to the free-form nature of the game, D&D is home to rules for any occassion and corner ꦿcase you could possibly imagine. This means that whilꦏe the game may have specific rules for the massive number of magical items that players can find in their travels, there are also rules for mundane commonplace objects and items that players can utilize as well.

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As much as we love magic items, mundane adventuring gear is much cheaper and easy to come by, making it accessible when stocking up even when low on funds. Here are the best pieces of mundane, nonmagical adventuring gear you can use in D&D's fifth edition.

7 Crowbar

Plundering Barbarian by Andrew Mar
Plundering Barbarian by Andrew Mar

Though they may be the most straightforward item on this list, there's not a single strength-focused character who wouldn't benefit from having a crowbar in their inventory. Throughout their adventures, a party is more than likely to run into their fair share of locked chests and doors.

For those who don't want to attempt to open these locks with thieves' tools, a crowbar can help characters looking to bust it open with brute force. Whenever a creature would make a strength check to pry something open, if a crowbar is used, that creature makes their strength check at advantage and significantly increases the chances of success. In the hands of a particularly strong Fighter or 168澳洲幸运5开奖网:Barbarian, success is practically guaranteed.

6 🎀 Caltrops, Ball Bearings, and Hunting Tꦓraps

sword coast guide
Sword Coast Adventurer's Guide by Tyler Jacobson

Caltrops, Ballbearings, and Hunting Traps are each mundane pieces of adventuring gear that make🎀 their way onto this list because of their ability to allow a party to set traps for their foes.

Each requires a ch🐟aractꦬer to set the item up in advance, but if a party knows that monsters or other foes are on their way, Caltrops, Ballbearings, and Hunting Traps can serve as hazards to more reliably get the drop on them.

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While Caltrops deal negligible damage to a creature that steps through them, that creature is forced to stop moving when they step through them, and their movement speed is notably reduced by ten feet until they replenish HP. Similarly, Hunting Traps can deal minor damage whilst limiting an affected creature's mobility. Alternatively, ball bearings can cause an affected creature to lose their footing, falling prone and making them an easier target to hit in combat.

5 Holy Water ꦑ

A cleric with a mace and casting a spell, lit by a full moon behind them
Moon-Blessed Cleric by Marta Nael

Produced through blessings of a Cleric or Paladin, despite what some may expect Holy Water isn't classified as a magical item. When thrown or splashed on a Fiend or Undead, Holy Water is treated as an improvised weapon that deals 2d6 radiant damage.

In dungeons and crypts rife with fiends and undead monsters, Holy Water can provide an additional offensive option that can provide notable damage for a low-leveled party. Additionally, while Holy Water itself is not magical, it's worth noting that it serves as a mandatory casting component for the ever-excellent defensive spell, Protection from Evil and Good.

4 Torches

Delver's Torch by Bram Sels
Delver's Torch by Bram Sels

While many r🔯aces in D&D have access to darkvision that allows them to see even without notable light sources, for characters without this feature darkness can be quite hi꧟ndering, forcing many attacks to be made at disadvantage.

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Luckily for those willing to use on🅠e of their hands to hold a torch, these items and provide a 20-foot radius of bright light, and dim light for an additional 20 feet beyond that. This means t𝓀hat, even within the depths of a subterranean dungeon, a character without darkvision, such as a human will be able to see without much trouble.

3 Manacles

Dungeons and Dragons - Rogue
Rogue Via Wizards of the Coast

Though many newer players will often attempt to slay their foes as quickly as possible, when restraining a monster o🐓r NPC for either interrogation or as a bounty, manacles a෴re a great choice. Once bound to a creature, that creature can only escape them if they can break a DC 20 strength or dexterity check, rendering them significantly less threatening.

For those looking to restrain their foes and take prisoners, manacles are a must-have. It's important to know that while manacles are usually locked onto a creature, those proficient in Thieves' Tools only need to succeed a DC 15 check to unlock them. Restraining rogues with manacles may be rather difficult.

2 Rope

Sword Coast Sailor by Toni Foti
Sword Coast Sailor by Toni Foti

Appearing in the majority of adventurers' starting inventories, rope is among the most underrated items in D&D due to its sheer flexibility.

On one hand, rope ca🔴n be used in a comparable manner to manacles in order to restrain another creature. However, while manacles only reꦦally offer one use, rope can be used in a wide variety of other ways.

Whether used to move objects, function as a harness when used as a means of climbing, or be used as a 🐠⛎tightrope, rope is incredibly open-ended in its utility, rewarding creative players. Few items can fill as many niches simultaneously as rope.

1 Healer's Kits

Human cleric heals orc
Dawnbringer Cleric by Lie Setiawan

While many players view healers, such as Clerics and Druids, as a necessity, Healer's Kits offer a nonmagical means of keeping your allies alive. Representing bandages, salves, and other traditional medicines, a Healer's Kit comes with ten uses, allowing a creature to use their action to expend a use in order to automatically stablize another creature with zero HP.

Not only can this help prevent an ally from running the risk of succumbing to dea🍸th-saving throws, but these kits can be made all the more useful through access to the Healer feat.

In addition to their normal benefits, when a Healer's Kit is used by a character with this feat, the kit's recipient automatically gains one HP so they can get back into the fray. Furthermore, a character with the Healer feat can even spend an action to heal additional HP to an ally, serving as a solid nonmagical means of replenishing hit points.

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