Re: Throw six alchemist fire flasks in one turn Originally Posted by Shaofoo The problem is that it states it takes an action to throw a flask, a flask is not a weapon so it can't be used by the attack skill and you can't consider them improvised ranged weapons either. In the Dungeons & Dragons game, each player creates an adventurer (also called a character) and teams up with other adventurers (played by friends). Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a. For more information on speed, see the player’s D&D basic rules or the Player’s Handbook. All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. Some creatures have one or more of the following additional movement modes.
If you ever need to quickly equip a character, here is what I use in my D&D Lite house rules.
For first level characters, you can use the starting package listed below
Clothing:
Your character has one outfit of normal clothes. Your can ignore the weight of your clothing when calculating the weight you are carrying. This will typically include sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. The clothes have plenty of pockets (especially the cloak). The outfit can also include any extra items you might need, such as a scarf or a wide-brimmed hat.
Equipment:
Your character has this equipment: backpack, waterskin, one day’s trail rations, bedroll, sack, flint and steel, and three torches. Add to this the equipment and money listed below for your character’s class.
Barbarian: Studded leather armor, greataxe, shortbow, quiver with 20 arrows and 8 gp.
Bard: Studded leather armor, longsword, light crossbow, case with 10 crossbow bolts, lute (common), spell component pouch and 8 gp.
Cleric: Scale mail armor, heavy wooden shield, heavy mace, light crossbow, case with 10 crossbow bolts, wooden holy symbol and 4 gp.
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Druid: Hide armor, heavy wooden shield, scimitar, club, sling, pouch with 10 sling bullets, holly and mistletoe and 6 gp.
Fighter: Scale mail armor, greatsword, shortbow, quiver with twenty arrows and 8 gp.
Monk: Quarterstaff, sling, pouch with 10 sling stones and 8 gp. (no armor)
Paladin: Scale mail armor, heavy wooden shield, longsword, shortbow, hooded lantern, three pints of oil, quiver with 20 arrows, wooden holy symbol and 24 gp.
Ranger: Studded leather armor, longsword, short sword, longbow, quiver with 20 arrows and 8 gp.
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Rogue: Leather armor, short sword, light crossbow, dagger, thieves’ tools, hooded lantern and three pints of oil, case with 10 crossbow bolts and 16 gp.
Sorcerer: Shortspear, light crossbow, hooded lantern, 5 pints of oil, spell component pouch, case with 10 crossbow bolts and 12 gp. (no armor)
Wizard: Quarterstaff, light crossbow, ten candles, map case, three pages of parchment, ink, inkpen, spell component pouch, spellbook, case with 10 crossbow bolts and 18 gp. (no armor)