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How many ball bearings 5e do you use when you cover an area in D&D?
Although it doesn’t specify how many ball bearings are used up in the Adventuring Gear section, it does state that one bag contains 1000 ball bearings.
If you have enough balls to cover a 5×5 area, 25 squares, or one “map grid,” your DM may allow you to use multiple bags (4 or more). The big question is if your DM requires you to keep track. While it is simple to DumpNgo all of the bags, portioning can be more difficult. A little bit of hand DC (10?) Controlled pour, with a failure being an excessive use of (DM Discretion), balls (wasting balls), on an odd result (lower DC to fail), or on an actual impact (lower DC for passing).
Bearings can be used for more than to dump them. For proximity alarms, you could throw them in the hallways. They could be used as non-magical rocks in slings, slingshots, or cheap improvised weapons. They could be rolled across the floor to search for hidden pits. They could be rolled in your hands to relieve stress. Once you have made the dog tag, you can get a gnome to help make it into a pseudo-dog tag necklace.
Total number of ball bearings dnd 5e
The total number of ball bearings dnd 5e is all of them for an area of 10 feet. That’s ten balls per square foot. Clever uses allowed by DM on a case-by-case base
These rules don’t cover all possible uses for bearings. They only allow one to be used on a 10-x-10 foot area. The DM may qualify for other clever benefits of ball bearings without affecting their intended purpose.
To determine the slope of a floor, you could use a few bearings (e.g., The “magic” sphere for slope detection doesn’t necessarily remove the possibility of using them as a tripping danger. It is possible to have 999. The DM will let you know when they are no longer needed for the purpose stated.
What does Ball bearings 5e do?
These tiny metal balls can be poured from the pouch as an action to cover a 10-foot square area. If a creature is moving over the area, it must make a DC 10 Dexterity saving throw. The save is not required for a creature that moves at half speed.
- adventuring gear
- Categories: Items
- Get Dexterity at a Discount
- Target: Every creature within a 10-foot radius centered on a point within the range of the target
- Weight: 2
Do you want to use ball bearings and 5e caltrops in every battle?
It’s almost useless if the enemies see the trap and don’t force them to run towards it. It doesn’t matter how you hide it (a smoke bomb with ball bearings and ball bearings next to a door or a pile of caltrops along a trail covered in leaves). Enemies might be able to hit the trap and become prone/damaged and slow down. You can make a more extensive area with ball bearings and swing across the courtyard on a rope. Then you can shoot down from buildings and walls with your caltrops. You can slow down an enemy who has to cross a tunnel or doorway to reach you.
Superior action economy is a spell or ability that allows you to spend one action and then speed up, allowing you to keep moving while the enemy is delayed. Caltrops or Ball Bearings should not be used for every battle. These are instrumental pieces of equipment for specific situations. They are not meant to be an “I escape automatically” tool. The enemy will walk around a bag of Caltrops 5e if you place them on the ground in an open area.
It is probably the easiest and most effective thing for the game to say that enemies know where the caltrops/or ball bearings are unless countermeasures are taken. Then limit those countermeasures to preparations outside of combat. (E.g. Suppose it takes more than a minute to dig caltrops in loose soil and scatter leaves, and a Stealth (Intelligence) roll is required to detect them. In that case, you won’t be exploring them in the middle of a melee. However, you may do it in the middle of a long-ish battle or spy-vs.-spy war.
Even if an enemy knows where they are, ball bearings and caltrops can still be used. The enemy must slow down to half speed to avoid this effect. Remember that 5E tracks speed turn-by-turn. It would be best if you slowed down for the entire turn and not for one square. Suppose you have only one tank and squad orcs are charging you down a tunnel 10 feet wide. In that case, the PC with the most initiative should strew caltrops in front of and near the tank to prevent them from attacking the squishies behind. Instead, at least one of the orcs will step on a Caltrop and stop next to the tank, plugging it.