Spidersilk Rope — 50 gp
Adventuring GearWeight: 5 lbs
This item is resistant to nonmagical fire damage and is made from silk spun by spiders of Medium or Large size. It is incredibly supple and slightly adhesive, and thus provides you a 1d4 bonus on any Strength or Dexterity checks related to climbing with this rope.
The rope has 10 hit points and can be burst with a DC 19 Strength check. If the rope drops to 0 hit points, it is destroyed.
Dridersilk Rope — 150 gp
Adventuring GearWeight: 5 lbs
This item is immune to nonmagical fire damage and is made from silk spun by driders or aranea. It is incredibly supple and slightly adhesive, and thus provides you a 1d4 bonus on any Strength or Dexterity checks related to climbing with this rope.
The rope has 10 hit points and can be burst with a DC 19 Strength check. If the rope drops to 0 hit points, it is destroyed.
Rope of Climbing — 1,200 gp
Wondrous item, uncommonWeight: 3 lb.
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Spidersilk Robes — 500 gp
Light ArmorWeight: 4 lbs
An outfit made of arachnid silk from Medium or Large sized spiders, you do not need to be proficient in light armor to wear this item and your base Armor Class is 11 + your Dexterity modifier while wearing it.
This is equivalent to the pride silk outfit in Explorer’s Guide to Wildemount.
Dridersilk Shirt — 1,000 gp
Light ArmorWeight: 2 lbs
A tunic made of drider or aranea silk, you do not need to be proficient in light armor to wear this item and your base Armor Class is 11 + your Dexterity modifier while wearing it.
Dridersilk Robes — 2,000 gp
Light ArmorWeight: 4 lbs
An outfit made of drider or aranea silk, you do not need to be proficient in light armor to wear this item and your base Armor Class is 12+ your Dexterity modifier while wearing it.
Cloak of Elvenkind — 3,500 gp
Wondrous item, uncommon (requires attunement)Weight: 1 lb.
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Piwafwi (Superior Cloak of Elvenkind) — 4,250 gp
Wondrous item, rare (requires attunement)Weight: 1 lb.
This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It loses its magic if exposed to sunlight for 12 hours without interruption.
While you wear this cloak with its hood up, you have resistance to fire damage, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Cloak of Arachnida — 5,000 gp
Wondrous item, very rare (requires attunement)Weight: 1 lb.
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
- You have resistance to poison damage.
- You have a climbing speed equal to your walking speed.
- You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
- You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
Portable Hole — 8,000 gp
Wondrous item, rareWeight: —
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.