Equipment, Old

Gear Slot & Quantity Table

This table shows common items, their costs, and how many can fit into a single gear slot.

   
ItemCostQuantity Per Gear Slot
Arrows (20)1 gp1–20
Backpack2 gp1 (first one free)
Caltrops (one bag)5 sp1
CoinVaries100 (first 100 free)
Crossbow bolts (20)1 gp1–20
Crowbar5 sp1
Flask or bottle3 sp1
Flint and steel5 sp1
GemVaries1–10
Grappling hook1 gp1
Iron spikes (10)1 gp1–10
Lantern5 gp1
Mirror10 gp1
Oil, flask5 sp1
Pole5 sp1
Rations (3 days)5 sp1–3
Rope, 60'1 gp1
Torch5 sp1
  Arrows. Ammunition for shortbows or longbows.
Backpack. Holds all the gear you can carry. Don't lose it.
Caltrops. Tiny, triangle-shaped iron spikes. Living creatures who step on caltrops take 1 damage and can only move at half speed for 10 rounds.
Coin. One gold piece (gp) is worth 10 silver pieces (sp) and 100 copper pieces (cp).
Crossbow bolts. Ammunition for crossbows.
Crowbar. Grants advantage on checks to pry open stuck objects.
Flask or bottle. Glass containers that hold one draught of liquid.
Flint and steel. A small fire starter. With it, routine attempts to light a fire always succeed.
Gem. Gems come in numerous varieties and are very valuable.
Grappling hook. A rope anchor with three, curved tines.
Iron spikes. Strong spikes. Each has a hole for threading rope. Can be hammered in with weapons or other iron spikes.
Lantern. Casts light up to a double near distance. Requires oil. Has a shutter to hide the light.
Mirror. A small, polished mirror.
Oil flask. Fuels a lantern for one hour of real time. One flask covers a close area and burns for 4 rounds, dealing 1d4 damage each round.
Pole. Wooden, 10' long.
Rations. One day of food and water supply for one person.
Rope. Hemp, 60’ long.
Torch. Sheds light to a near distance. Burns for one hour
   

Kits and Tools

ItemCost (GP)Gear SlotsUsesProperties
Weapon Maintenance Kit5110Used for maintaining and honing weapons
Armor Maintenance Kit5110Used to maintain, care for, and adjust armor
Healer's Kit5110Equipped with bandages, salves, ointments, and other items to aid in the natural healing process
Cartographer's Kit101-Instruments and supplies for surveying and mapping
Cook Kit21-Basic equipment that allows for cooking in the wild
Musical Instrument51-A musical instrument to be played. Includes: Flute, Lute, Lyre, Shawn, and panpipes among others
Thieves' Tools50-Precision tools for Craft: Tinkering checks for picking locks and disabling traps
Alchemist Kit503-A set of tools and substances used for crafting potions, salves, and other alchemical concoctions. Includes: vials, flasks, mortar and pestle, tongs, burner, and various reagents and solvents
   

Weapons and Armor


WeaponCostTypeRangeDamageProperties
Bastard sword10 gpMC1d8/1d10V, 2 slots
Club5 cpMC1d4-
Crossbow8 gpRF1d62H, L
Dagger1 gpM/RC/N1d4F, Th
Greataxe10 gpMC1d8/1d10V, 2 slots
Greatsword12 gpMC1d122H, 2 slots
Javelin5 spM/RC/F1d4Th
Longbow8 gpRF1d82H
Longsword9 gpMC1d8-
Mace5 gpMC1d6-
Shortbow6 gpRF1d42H
Shortsword7 gpMC1d6-
Spear5 spM/RC/N1d6Th
Staff5 spMC1d42H
Warhammer10 gpMC1d102H
Finesse (F). You can use your Strength or Dexterity when attacking with this weapon.
Loading (L). You must forgo moving to reload this weapon.
Thrown (Th). You can throw this weapon to make a ranged attack with it using Strength.
Two-handed (2H). You must use this weapon with two hands.
Versatile (V). You can use this weapon with one or two hands. Use the higher damage die if you’re wielding it with two.
Weapon types. Melee weapons (M) strike at arm's reach, and ranged weapons (R) strike at a distance.
Range. You can use a weapon at close (C), near (N), or far (F) range.


ArmorCostBonusTypeGear SlotsMax Dex BonusProperties
Leather101Light14-
Studded Leather302Light14-
Scale Mail453Medium23Disadv on stealth and swim
Chainmail604Medium23Disadv on stealth and swim
Half Plate1005Heavy32No swim, disadv stealth
Full Plate1306Heavy32No swim, disadv stealth
Shield102-1-Occupies one hand
   

Equipment Slots

  You can carry a number of items equal to your Strength stat or 10, whichever is higher. Unless noted, all equipment besides typical clothing fills one gear slot. Equipment that is hard to transport might fill more than one slot.

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