Home >Home >

Equipment

Armor & Shields

Most PCs wear armor, which makes you more difficult to hit. There is heavy armor and light armor. Any PC (and most NPCs) can wield a shield, which simply increases your AC at the expense of an unusable hand. The table below details armor, shields, their requirements by class, and load.

Armor Class

Every combatant – PC or NPC – has an armor class (AC), or the number needed to meet or beat in order to land a hit in combat. AC is effectively the DC to hurt a target, which triggers damage.

Armor Types
Armor Type Effects Classes
Heavy Armor AC 15, Disadvantage to stealth and stamina checks, Weighs 5 load
Mail hauberk and helm
Warrior, Zealot
Light Armor AC 12 + DEX mod Weighs 2 load
Lamellar, gambeson
Warrior, Zealot, Thief
Shield +2 AC when wielded (occupies 1 hand), Weighs 1 load
Buckler, round, kite
All
None AC 10 + DEX mod All

Weapons

Weapons are broken out into categories based on their function and training needed. Weapon descriptors can change a weapon’s function. Your class describes what weapons it can use proficiently (which grants a proficiency bonus). Attacking with a weapon you’re not proficient with grants no bonus. Unarmed attacks usually don’t deal damage and can be treated as physical checks. See page 15 for common example weapons.

Effective Range

Melee Works in close range (5′); some have reach (10′)

Ranged Suited for ranged distances (15-300′) disadvantage in melee

Proficiency Required

Simple Easy to use but weak:

  • One hand: 1d6 damage
  • Two hand: 1d8 damage
  • Dual 1h: 2d6 damage, take best single d6 result

Clubs, spears, hunting bows

Martial More complex and powerful

  • One hand: 1d10 damage
  • Two hand: 1d12 damage
  • Dual 1h: 2d10 damage, take best single d10 result

Swords, halberds, war bows

Weapon Descriptors

Descriptors grant weapons special narrative and mechanical alterations, such as magical, slashing, blessed, silver, masterworked, artifact, etc. These descriptors alter permissions (like blessed weapons can deal damage against wraiths) or modify damage (e.g. slashing damage is halved vs. skeletons).

Weapon Load

One handed are 1 load, two handed are 2 load. Load counts when wielded or stowed.

Weapon Damage

A weapon’s damage lists the ability modifier used for damage. Ranged weapons usually add DEX mod to damage, while melee add STR mod to damage.

The GM can rule if a weapon’s qualities or descriptors alter this.

For example, using a war bow deals 1d12 + the PC’s DEX or STR modifier (not score), such as 7 (roll) + 2 (DEX mod) = 9 damage.

Example Weapons
Weapon Descriptors
Arming sword 1d10 + STR mod, 1h, martial, melee, slashing
Club 1d6 + STR mod, 1h, simple, melee, bludgeoning
Crossbow 1d12 + DEX/WIS mod, 2h, martial, ranged, piercing, action to reload
Dagger 1d6 + STR/DEX mod, 1h, simple, melee, piercing, slashing, stealthy
Halberd 1d12 + STR/INT mod, 2h, martial, melee, slashing, piercing, 10′ reach
Hatchet 1d6 + STR mod, 1h, simple, melee, slashing, bludgeoning
Hunting bow 1d8 + DEX mod, 2h, simple, ranged, piercing
Javelin 1d6 + STR mod, 1h, simple, melee, ranged, piercing
Longspear 1d12 + STR mod, 2h, martial, melee, piercing, 10′ reach
Longsword 1d12 + STR mod, 2h, martial, melee, slashing
Lumber axe 1d8 + STR mod, 2h, simple, melee, slashing, bludgeoning
Mace 1d6 + STR mod, 1h, simple, melee, bludgeoning, slashing
Poleaxe 1d12 + STR mod, 2h, martial, melee, slashing, piercing, bludgeoning
Quarterstaff 1d8 + STR mod, 2h, simple, melee, bludgeoning, 10′ reach
Shield 1d6 + STR mod, 1h, simple, melee, bludgeoning
Shortspear 1d8 + STR mod/1d6 + STR mod, 2h/1h, simple, melee, piercing
War axe 1d10 + STR mod, 1h, martial, melee, slashing, piercing
War bow 1d12 + DEX/STR mod, 2h, martial, ranged, piercing
Warhammer 1d10 + STR mod, 1h, martial, melee, bludgeoning, piercing
Simple Melee

Club, dagger, hatchet, javelin, lumber axe, mace, quarterstaff, shield, short spear

Simple Ranged

Hunting bow, javelin

Martial Melee

Arming sword, halberd, longspear, longsword, poleaxe, war axe, warhammer

Martial Ranged

Crossbow, war bow

Load & Encumbrance

Items and weight are tracked in terms of load. Each item the size of a human head or 5 lbs. is considered 1 load. PCs are able to carry load equal to their STR score without issue.

Heavy armor is 5 load, light armor is 2 load. Items and weapons are 1 load each hand used when holding or wielding that item. Other miscellany can be stacked into 1 load. Carrying load over your STR causes you to be encumbered, which reduces your speed by 5′ every point of load over your STR, and forces disadvantage on all checks.

Magic Items & Attunement

A PC can only equip and use magic items equal in number to their CHA mod (min 1). Wands, scrolls, and other consumable items don’t count toward this limit. Wielding too many items causes detrimental effects such as damage to the item or its wielder.

Some magic items require attunement, which takes 1 hour of concentration or prayer. You can only attune to 1 item at a time whether the attuned item is held or not.

If you attempt to use a magic item that needs attunement without being attuned, none of its magical properties function. Some items will fight against their keeper, causing damage or effects fitting the item’s nature.

Supply

Each PC has supply (SUP) up to their INT score. This is how much resupply the PC brought and represents their ability to plan ahead with what they might need to bring.

You lose some SUP each time you replenish an expendable item (like a torch). You regain SUP by succeeding at a check to forage or cannibalize an item. You can buy supply in a town or caravan (usually 1 gp per SUP).

SUP can’t create new things while adventuring. SUP can only replenish or replace the spent, consumed, or lost. SUP only works for items that the PC stated were brought prior to the start of the adventure (not serve as quantum equipment).

The GM has the final say on how much SUP something costs, keeping in mind its rarity, value, and size. An antitoxin is small but because of its specificity it has a high SUP.

Once a PC has insufficient SUP to replenish their item of choice, they can no longer use that item. Reaching 0 SUP prevents the PC from replenishing any consumable gear. A PC can choose to carry less than their max SUP prior to leaving on a quest.

Supply and Load

Five SUP is one load. SUP is rounded to the nearest 5 per load (e.g. 14 SUP is 3 load, and 11 SUP is 2 load). SUP can be split among the party, so long as no one exceeds their max.

Example SUP by Gear

Below are common SUP costs to replace or refill the listed item.

Equipment
Item SUP
Arrows – 1 fight, or 10 arrows 1
Torches – 1 hour duration 1
Rations – 1 day 1
Parchment – 1 magic scroll 1
Lockpicks – 1 failed check 1
Lantern oil – 3 hours 1
Rope – 100′ 1
Nails or pitons – 10 pieces 1
Healing kit – 1 use 2
Smith’s kit – 1 use 2
Spell components – per level 2
Potion, weak – 1 use 3
Potion, strong – 1 use 5
Antitoxin or poison – 1 use 5
Quicksilver – 1 application 5
Holy water – 1 application 5
Alchemical grenade – 1 use 7
Dragon’s breath bomb – 1 use 9

Foraging

A PC can spend an hour in a fertile region and forage 1 SUP without making a check. A check produces more forage worth 1 SUP per rolled result over DC 11 (e.g. 13 = 2 SUP).

A PC is carrying arrows, torches, and rations in their backpack. They decided to carry 12 SUP on their adventure. While out on their quest, the PC fights several battles and is out of arrows. The PC spends 5 SUP toward 50 arrows, and now has only 7 SUP remaining. Later, the PC’s party is out of torches and other light sources. Since this PC decided to bring along torches, they spend another 5 SUP to replenish the party’s cache (now 2 SUP remaining). Finally, the PC tries to spend some SUP toward replenishing rope. However, the GM notes that the PC didn’t bring any rope and so can’t use SUP toward any more or ?new? rope. Instead, the PC can only spend their remaining SUP toward arrows, torches, or rations. Eventually, the PC is completely out of SUP. Once they fire their last arrow, burn their last torch, and eat their last ration, the PC won’t be able to replenish any of their consumable equipment until they refill their SUP.

Durability, Sundering, & Crafting

Durability & Sundering

Equipment – gear, weapons, armor – have durability between 1 and 5; the higher the sturdier. Glass and cloth have 1 durability, wood and bone 2-3, metal or mythical 3+.

When an item is used as part of a check (weapon for attack, armor for defense) it might take sundering damage. Rolling a critical failure or suffering from an enemy’s critical success reduces the item’s durability by 1. Once at 0 durability, the item breaks. Only repairs can restore durability.

Shields can trade HP damage for sundering damage, preventing HP damage at the expense of the item’s durability. The PC must declare that they are sacrificing their shield in this way.

A PC has 10 HP and a wooden shield with 2 durability. The PC gets hit and takes 11 damage, but sacrifices their shield’s 2 durability to reduce the incoming damage by 2, taking only 9 damage. This allows them to remain standing at the cost of a shattered shield, which is no longer usable.

Later, the PC is firing a wooden bow. The PC rolls a 1 on their attack, which causes the bow string to snap and reduce its durability by 1 (now 1).

Another time, the PC is fighting a bear.

The GM rolls for the bear’s attack and gets a natural 20. The PC’s chainmail armor takes sundering damage, and its durability is reduced by 1 (now 2).

Equipment
Item DUR
Boiled leather armor 2
Padded gambeson 2
Wooden and bossed shield 2
Spear 2
Wooden bow 2
Laminated bone bow 3
Chainmail 3
Sword 3
Steel mace 4
Steel breastplate 5

Repairs

Repairing equipment is possible during rest or when in a stronghold. Items with less than max DUR but greater than 0 DUR can be repaired. No check is necessary to repair the item if the PC is proficient in its use and has a forge or similar workstation.

Repairing a sundered item with improper tools, while not proficient, or while in a dangerous situation (such as a dungeon) requires an INT check with DC 10 + DUR attempted to be repaired (such as DC 11 for 1 DUR, DC 12 for 2 DUR, etc). Having the right ?kit? grants advantage to this check. Each DUR repaired requires 1 SUP and 1 hour of labor, regardless if a check is made.

Crafting

Crafting items from scratch takes many hours and materials. A character must be proficient in the tool or its use to attempt to craft it. Crafting requires a series of checks:

  • Forge: construct the disposable work station such as a crucible or saw horse
  • Prep: ready the constituent components for the item such as smelted ore or treated wood
  • Assemble: combining the materials and shaping, tempering, or connecting them
  • Hone: converting the rough item into a polished, sharpened, ready to use tool

Each check starts with a base of DC 11, but might be more difficult given the exotic nature of the item or its materials. Each step takes a half day of work. Failure at any point ruins the item and wastes the materials.

A warrior PC has chainmail armor with 1 out of 3 max DUR. While in a dungeon, they use 2 SUP to attempt to repair it. They have a smith’s kit, and so roll at advantage against the DC 12 check. They roll twice with a high of 9. After two hours and wasting 2 SUP, the armor’s DUR remains at 1 of 3.