Bottle, Flask, Grenade, and Vial. You can take an action to splash the contents of this container onto a creature within reach, or to make a ranged attack with it and cause it to shatter on impact, treating the container as an improvised weapon. If shattered on terrain, it creates a surface that has a 10-foot radius area and lasts for 24 hours.
Cage. A cage has a door or opening on one of its faces, and can contain a certain number of creatures depending on the size of the cage. Breaking the cage requires a successful DC 20 Strength check. Each cage comes with one key. Without the key, a creature proficient with thieves' tools can pick the cage's lock with a successful DC 15 Dexterity check. The cage imposes half cover on any attacks that pass through it. Tiny creatures are able to slip through the 10-foot cube cage's bars or mesh.
Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost.
Holster. You can draw or undraw a firearm, longbow, or shortbow within this container, keeping the object within it within reach at all times.
Raincatcher. A rain catcher is a simple contraption consisting of a 5-foot-square leather tarp and a wooden frame with legs. When the tarp is stretched across the wooden frame, it forms a basin that can catch 2 gallons of drinking water per inch of rainfall and hold up to 8 gallons. The tarp and wooden frame fold up for easy transport.
Scabbard. You can sheathe or unsheathe a melee weapon within this container, keeping the object within it within reach at all times.
The following options are available with the Use action while equipped with one of these objects.
You can take the Use (Administer) action to cause a willing creature to drink the liquid within a container that you are carrying.
You can take the Use (Coat) action to apply a concoction or liquid to your melee weapon or up to ten pieces of ammunition. Once applied, the weapon or ammunition dries after 1 minute.
You can take the Use (Dip) action to apply the properties of a liquid or surface to your melee weapon or up to ten pieces of ammunition. Once applied, the weapon or ammunition dries after 2 rounds.
You can take the Use (Douse) action to pour up to 1 gallon of the liquid within a container onto a creature, item, or a 5-foot square area.
You can take the Use (Drink) action to drink the liquid within a container that you are carrying.