168澳洲幸运5开奖网:Dungeons And Dragons is all about preparation. How much time have you spent in the adventuring gear and tools tables of the Player's Handbook? If you can't come up with ten items every astute adventurer should have on their person, the answer is not nearly enough. Magic items might be flashy and powerful, but they're also incredibly scarce. As a general rule, it's better to rely on supplies you can trust to be available.

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Nearly every item on this list ought to be purchasable from your run-of-the-mill town me🌺rchants. Depending on your dungeon master, some items might be a little harder to find. But you can be sure that if you explore the right back alley, a sketchy peddler will have a couple of flasks of acid or vials of poison in one of♍ his many coat pockets.

Updated August 3, 2021, by Paul DiSalvo: As much fun as it is to utilize incredible effects of magical items to perform feats a character couldn’t otherwise, there are plenty of non-magical items that supply incredible utility. Unlike magical items that are often either incredibly expensive or hard to come by, non-magical items are much more easily obtainable, meaning their utility and accessibility has a much lower barrier of entry. Whether you’re trying to navigate through dungeons or improve a party’s stealth, there are plenty of useful non-magical items in D&D.

14 Torches

blazing torch art

Darkness is one of the most commonly occurring obstacles that players will face in D&D. Whether it be within the 🎉depths of a dungeon, or simply from nightfall, darkness can hinder players’ ability to see anything - from lurking monsters to deadly traps. Some races come with Darkvision by default, and some classes are able to gain cantrips such as Light.

However, for martial characters without Darkvision, for example, the darkness can be a bit more tricky. Luckily,🦂 torches are an incredibly common commodity that shines 20 feet of light and an additional 20 feet of dim light, onl൲y requiring one free hand to hold.

13 Poison꧒er’s kit

poison tip archer
Poison-Tip Archer by Dmitry Burmak

While poisoner’s kits require proficiencies to use, thanks to their update in168澳洲幸运5开奖网: Xanathar’s Guide to Everything, these items can be flexibly used in numerous ways. �𒁏�Not only can a poisoner’s kit be used to process and make poisons if a character has the needed materials, but it allows its user to treat anyone inflicted with any type of poison.

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This means that not only can a poisoner’s 🌠kit be used to poison one’s enemies, but it can be used to help treat their allies. It should be noted that while the poisoner’s kit can be used to figure out i🎉nformation about poisons and used to create them, a player still requires ingredients in order to get the most out of the item.

12 Disguise Kit ♉ 🌺

art of drow rogue wielding two daggers with cowl up
Rogue via Wizards of the Coast

As the name would imply, Disguise Kits are kits containing various items that can be used to help hide your true appearance and identity, containing make♏up, hair dye, and other props and clothes that can help keep one concealed.

Whether an individual party member or an entire party is trying to infiltrate an area where they aren’t welcome, or if the party happens to be running from the law, having access t💃o a disguise kit can make the act of keepi🔥ng a low profile a much easier endeavor.

11 ♒ Forgery K🀅it

spy kit fantasy documents

Forgey kits are a series of various types of papers, inks, ink seals, and other items that can be used to create forgeries of documents. While the ability to create forgeries is useful within the right circumstances, having access to a forgery kit ensures that a party will always have access to in🤪k and paper.

This means that they will have an easy means of sending letters and commun🐼icating without talking. You’d be shocked how useful the ability to write something on a piece of paper and hand it to another party member is in the right circum✤stances.

10 Antitoxin

Oddly enough, if you're already poisoned antitoxin isn't going to help you out. In a way, though, that makes what it actually does even better. Drinking a vial of antitoxin confers advantage on saves made against poison for the next hour. This benefit does not apply to constructs or undead, but it's not like they could be poisoned anyways.

If you know you're going up against a poisonous creature, or exploring any dungeon fitted with dangerous traps, putting down an antitoxin beforehand is an immense help against any dastardly poison you might encounter. A single vial does cost 50 gold pieces though, so swig it down wisely.

9 🌳 10 Foot Pole

In contrast to the expensive antitoxin, a 10-foot pole will only cost you a grand total of five copper pieces. In most games, it might as well be free. At this point, you're probably wondering how an item worth so little gold would be worth your time. Back in the days of old, when Gary Gygax first created the game we all know and love today as Dungeons and Dragons, an adventuring party that entered a dungeon without a 10-foot pole had already sealed their inevitable doom.

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Instead of being story-driven, games back then were murderous dungeon crawls. Deadly traps lay in wait in every corridor, and a single misstep might mean a quick, brutal end to the character you spent the better part of an hour drawing up. Needless to say, prodding ahead with a 10-foot pole was a product of the time. But the technique is no less useful in today's modern games.

8 5🔯0 Foot Ro❀pe

fifty feet of d&d mtg art

Have you ever fallen and been unable to get back up? It's a fairly common occurrence for most parties, and climbing is a perilous venture for all but the most athletic of characters. That's where your trusty rope makes all the difference.

As long as you've got one character that's a good climber in the party, they can climb up and fasten the rope to something sturdy for everyone else to use. While this might not grant the rest of the party advantage on their climbing check, it's certain to reduce the difficulty check by some amount. Rope can also be used to tie someone up, but more on that later.

7 Climber's Kit

If you're really scared of heights, a climber's kit will ease your worries. It costs a total of 25 gold pieces, so be prepared to pay up for the protection. As an action, the climber's kit allows you to anchor yourself. Once anchored, you cannot fall more than 25 feet from the point where you anchored yourself. However, you also can't climb more than 25 feet away from that point without first undoing the anchor.

As anyone who's climbed in real life might know, the way to stay secure for the entire climb is through the use of multiple anchors. That's a lot of actions in a Dungeons and Dragons scenario, so hopefully, you're not in combat.

6 Healer's Kit

Character death is a devastating event for any player to experience. If you're looking to prevent such devastation, carrying a healer's kit at all times is strongly advised. When a character is knocked unconscious, they begin making death saving throws. Three strikes and you're dead.

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In order to stabilize an unconscious character and save them from continuing to roll death saving throws, a player must normally make a DC ten medicine check. If you have a healer's kit, you can instead use an action to expend one of the kit's ten charges in order to automatically stabilize the character, no roll required. A healer's kit only costs five gold pieces. If you care for your party members, this is an item you should have.

5 Caltrops

These small, sharp pieces of metal are capable of stopping your enemies dead in their tracks. It takes an action to cover a square area of five feet. As long as the caltrops remain, "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."

It's a surprisingly powerful effect for the low cost of one gold piece. Caltrops aren't sure to work on any intelligent creature, but there's a plethora of beasts and other monsters that won't mind these shards of metal until they've already stumbled into them.