5e Equipment (JJBA Setting)

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Equipment

Weapons

The following weapons are in addition to all official weapons, which count as Common items, and replace official firearms.

Simple Ranged Weapons

Revolver

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Revolver Common 2d8 piercing 1 lb. Ammunition (range 30/300), long reload (6 shots)

Despite using rudimentary technology, revolvers have stood the test of time as reliable weapons capable of handling larger rounds without may chamber pressure limitations. Due to their simple design, they can typically take larger rounds than a handgun.

Handgun

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Handgun Common 2d6 piercing 1 lb. Ammunition (range 30/300), light, reload (12 shots)

Pistols are widely available across the world, from military and police to civilian use.

Handgun, Heavy

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Handgun, Heavy Uncommon 2d8 piercing 1 lb. Ammunition (range 30/300), reload (12 shots)

Heavy handguns fire larger rounds, typically .50 caliber, and make for a heavier sidearm than a typical handgun.

Pump Shotgun

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Pump Shotgun Common 1d4 piercing 7 lb. Ammunition (range 30/300), long reload (6 shots), spread (1d6), two-handed, loading

Shotguns fire a large spread of small, relatively low velocity projectiles with a single shot. While initially introduced into the military, their simple production and the use of body armor have made them mostly a non-issue for military personnel, leading to them being widespread on the civilian market.

Double-Barrel Shotgun

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Double-Barrel Shotgun Common 1d4 piercing 7 lb. Ammunition (range 30/300), reload (2 shots), spread (1d6), two-handed

Even older than pump-action shotguns, double-barrel shotguns were some of the earliest handheld gunpowder weapons created, and as such have been outpaced in military use, making them exclusively civilian.

Taser

Simple Ranged Weapons

Weapon Cost Damage Weight Properties
Taser Common 1d4 piercing 1 lb. Ammunition (range 15/150), long reload (1 shot), special

A taser is a less-lethal device primarily used by law enforcement that channels electricity into a target through a pair of barbs. If the target takes damage from a ranged attack with this weapon, they must attempt a DC 15 Constitution saving throw. On a failure, they are paralyzed until the end of their next turn. On a success, they are stunned until the end of their next turn. Creatures that are resistant to lightning damage have advantage on this saving throw, and creatures that are immune to lightning damage are immune to this effect.

Martial Ranged Weapons

Bolt Action Rifle

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Bolt Action Rifle Uncommon 3d6 piercing 8 lb. Ammunition (range 120/1200), long reload (5 shots), loading, two-handed

The primary weapon of most militaries during the early World Wars era, bolt action rifles boast the first full-power cartridges ever developed, capable of tearing through infantry armor and covering entire battlefields in the hands of skilled marksmen. However, their cumbersome manual cycling and the advancement of technology eventually resulted in the modern automatic rifle, leading to these weapons mostly being used by hunters.

Battle Rifle

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Battle Rifle Rare 3d6 piercing 8 lb. Ammunition (range 120/1200), long reload (20 shots), two-handed

An updated, semi-automatic variant to the now-outdated bolt action rifle, battle rifles are a direct upgrade, but cost significantly more to produce, and therefore buy.

Submachine Gun

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Submachine Gun Uncommon 2d4 piercing 6 lb. Ammunition (range 60/600), reload (8 shots), spread (1d4)

Using pistol rounds, a submachine gun is able to fire a large number of rounds in a relatively short amount of time.

Automatic Shotgun

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Automatic Shotgun Rare 1d4 piercing 7 lb. Ammunition (range 30/300), reload (10 shots), spread (1d6), two-handed

Shotguns fire a large spread of small, relatively low velocity projectiles with a single shot. While most shotguns are largely civilian, automatic variants are typically significantly harder to obtain.

Automatic Rifle

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Automatic Rifle Rare 2d8 piercing 6 lb. Ammunition (range 60/600), reload (10 shots), spread (1d4)

Using low-power rifle rounds, automatic rifles have become the most effective way to deal large amounts of damage capable of overcoming armor.

Machine Gun

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Machine Gun Very Rare 3d6 piercing 65 lb. Ammunition (range 60/600), long reload (10 shots), spread (1d4), stabilizing

This massive firearm spits out a barrage of full-size cartridges. Newer models use multiple rotary barrels to keep from overheating.

Rocket Launcher

Martial Ranged Weapons

Weapon Cost Damage Weight Properties
Rocket Launcher Legendary 24 lb. Ammunition (range 60/600), long reload (1 shot), heavy, loading, special, two-handed, stabilizing

Rocket launchers are military devices primarily used to destroy buildings and vehicles in a single shot using a self-propelled explosive projectile. Each creature within 30 feet of where you fire this weapon at must make a DC 15 Dexterity saving throw or take 10d6 bludgeoning damage. On a successful save, a creature takes half damage.

Siege Weapon

A rocket launcher deals double damage against objects and structures.

Grenades

Weapon Cost
Grenade, Beehive Rare
Grenade, Concussion Uncommon
Grenade, Flare Common
Grenade, Fragmentation Common
Grenade, Incendiary Uncommon
Grenade, Nerve Gas Very Rare
Grenade, Smoke Uncommon
Grenade, Stun Rare
Grenade, Tear Gas Very Rare

Other Weapons

Weapon Cost
Anti-Personnel Mine Rare
Plastic Explosives Rare

Ammunition

Pistol Rounds (10)

Cost: Common
Weight: 1 lb.

These rounds can be loaded into handguns, revolvers, submachine guns, and ballistic knives.

Heavy Pistol Rounds (10)

Cost: Uncommon
Weight: 1 lb.

These rounds can be loaded into revolvers and heavy handguns.

Shotgun Shells (10)

Cost: Common
Weight: 1 lb.

These rounds can be loaded into pump action shotguns and double-barrel shotguns.

Automatic Rifle Rounds (10)

Cost: Common
Weight: 1 lb.

These rounds can be loaded into automatic rifles.

Rifle Rounds (10)

Cost: Uncommon
Weight: 1 lb.

These rounds can be loaded into bolt action rifles, battle rifles, and machine guns.

Explosive Rocket

Cost: Rare
Weight: 1 lb.

This round can be loaded into a rocket launcher.

Special Ammunition Types

The following can be applied to any firearm's ammunition, and increase the ammunition's rarity by its own rarity (i.e. Common special pistol rounds are Uncommon, Rare special pistol rounds are Very Rare, Legendary special rocket rounds are Special Legendary).

Adventuring Gear Cost Weight
Armor Piercing Bullets (10) Rare 1 lb.
Armor Piercing Discarding Sabot Rounds (10) Very Rare 1 lb.
Explosive Bullets (10) Rare 1 lb.
Hollow Point Bullets (10) Common 1 lb.
Incendiary Bullets (10) Uncommon 1 lb.
Match Grade Bullets (10) Common 1 lb.
Rubber Bullets (10) Common 1 lb.
Semi-Armor Piercing Bullets (10) Uncommon 1 lb.
Shotgun Slugs (10) Uncommon
Subsonic Bullets (10) Rare 10.5 ¼ lb.
Tranquilizer Rounds (10) Legendary 1 lb.

Armor

Light Armor

Camouflage Fatigues: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
Common -1 Special 4 lb.

While these clothes bear no armor, their camouflage pattern makes the wearer difficult to stop in a variety environments. Choose one type of camouflage: arctic, coast, desert, forest, grassland, mountain, swamp, outdoor manmade, or indoor manmade. While wearing fatigues, you gain advantage on Stealth checks while in the chosen terrain.

Padded Armor: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
Common -1 8 8 lb.

Ranging anywhere from a gambeson, to hardened leather, to a weaker defensive vest, an extra layer of padding can reliably stop a dagger or grazed bullet, but not much else. This armor has a damage threshold of 5.

Chain Shirt: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
Common -2 10 Disadvantage 20 lb.

A chain shirt grants significantly more protection than cloth padding using a simple, cheap combination of chain rings. In modern armor, it is typically compressed in a vest, dispersing force and reducing penetration from attacks, while historically it was worn loose beneath clothing. This armor has a damage threshold of 7.

Breastplate: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
Uncommon -2 10 20 lb.

A thick piece of metal or ceramic shaped to the wearer's chest, a breastplate can typically deflect most direct blows from edged weapons and smaller calibers. This armor has a damage threshold of 10.

Medium Armor

Hide Armor: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
Common -2 10 12 lb.

Hide armor is similar to padded armor, with the difference bein the replacement of simple cloth with hardened leather, making it significantly more protecting and heavier than padded armor. This armor has a damage threshold of 7.

Chain Armor: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
Common -3 12 Disadvantage 40 lb.

Unlike a simple chain shirt, chain mail covers the wearer's entire body, but weighs significantly more. This armor has a damage threshold of 10.

Half Plate: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
Uncommon -3 10 20 lb.

With plates of metal or ceramic covering most of the wearer's body, half plate significantly lowers the chance for injury. This armor has a damage threshold of 12.

Heavy Armor

Woven Metal: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
Uncommon -3 12 Disadvantage 75 lb.

Woven metal armor consists of strips of metal woven together with hardened leather, making it significantly lighter that other heavy armor, but heavier than any light armor. This armor has a damage threshold of 10.

Splint Armor: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
Uncommon -4 15 Disadvantage 40 lb.

Rather than rings, splint armor is constructed of metal strips riveted to much lighter armor, allowing nearly any armor to feasibly deflect bullets. This armor has a damage threshold of 14.

Plate Armor: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
Rare -5 16 Disadvantage 65 lb.

With plates covering the wearer's entire body, injury from anything but rifle rounds becomes highly unlikely, as does the wearer dodging such an attack. This armor has a damage threshold of 15.


Adventuring Gear

The following equipment is available in addition to all official, non-magical equipment.

Land Vehicles

Vehicle Cost
Civilian Vehicles
Bicycle Common
Motorcycle Special Common
Subcompact Car Special Common
Compact Car Special Common
Mid-Size Car Special Common
Full-Size Car Special Common
Sports Car Special Common
Supercar Special Uncommon
Semi-Truck Special Uncommon
Military Vehicles
Armored Personnel Carrier Special Rare
Light Tank Special Rare
Infantry Fighting Vehicle Special Rare
Medium Tank Special Rare
Heavy Tank Special Rare
Super-Heavy Tank Special Legendary

Air Vehicles

Vehicle Cost
Glider Uncommon
Single Prop-Plane Special Common
Crew Prop-Plane Special Uncommon
Transport Prop-Plane Special Rare
Single Jet Special Rare
Crew Jet Special Rare
Transport Jet Special Rare
Single Helicopter Special Rare
Crew Helicopter Special Very Rare
Transport Helicopter Special Uncommon

Water Vehicles

Vehicle Cost
Civilian Vehicles
Raft Common
Jet Ski Special Common
Yacht Special Uncommon
Tanker Special Uncommon

Other Adventuring Gear

The following items are readily available as adventuring gear. Items without a listed cost are Common.

Adventuring Gear Rarity Weight
Fire Extinguisher Common 1 lb.
Flashlight Common 0.5 ½ lb.
Gas Mask Uncommon 1 lb.
Hazmat Bodysuit Rare 15 lbs.
Laser Sight Common 3/4 lb.
Night-Vision Device Rare 3/4 lb.
Parachute, Variant Common 30 lb.
Plastic Explosives Rare 1 0.5 ¼ lb.
Safe Common 200 lb.
SCBA Uncommon 35 lb.
Sunglasses Common 0.5 ¼ oz.
Suppressor Very Rare 10 oz.
Tactical Flashlight Uncommon 0.5 ½ lb.
Walkie-Talkie Common 2 lb.
Air Bladder 1/2 lb.
Animal Call
Aviator's Goggles 1/4 lb.
Bandage 1/10 lb
Binoculars 1 lb.
Bipod 1/4 lb.
Blast Charge 15 lbs.
Blinding Powder 1 lb.
Bonesaw 2 lb.
Breathing Mask 0.25 lb
Cloak 5 lb.
Clothes, Cold Weather 8 lb.
Clothes, Courtier 5 lb.
Clothes, Hot Weather 2 lb.
Clothes, Livery 6 lb.
Clothes, Rags 2 lb.
Clothes, Work 3 lb.
Coffee 1 lb.
Coffee, Eastern 1 lb.
Collector's Coat 20 lb.
Compass 1/4 lb
Creature Manual 5 lb
Crutch 5 lb
Deck of Stories 1 lb
Dictionary 2 lb.
Dungeon Delver's Pocket Manual 2 lbs
Face Mask of Safe Breathing Rare 1 lb.
Firegrass 3 lbs
Fume Mask 0.5 lb
Giant Sword Sheath 1 lb.
Grappling Hookshot 10lbs
Gunpowder Pouch ½ lb.
Half Mask 1
Hammock 3 lb.
Hempen Cord (50 feet) 0.5 lb
Hidden Weapon Mechanism 0.05 lb.
Holsters, Pair 1 lb.
Hunting Trap, Variant 25 lb.
Insect Repellent 0.5 ¼ lb.
Khakkhara 5 lb
Laudanum 1 lb.
Lock Box 4 lb.
Map 1 lb.
Map, Area 2 lb.
Martial Artist Handwraps 0.5 lb.
Mask 1 lb.
Medical Leeches 1lb
Microscope 1 lb
Mortkin Bag 1lb/ how heavy the items you put in the Mortkin Bag
Nest of Bees 2 lbs
Parachute 30 lbs
Personal Glider 40 lbs
Personal Grapple 2 lb.
Pitchfork
Plague Doctor's Case 15 lbs.
Portable Bath 25 lb.
Preston Mess Kit 2 lb
Racial Rations varies
Raw Silk 3 lb.
Relaxing Herbs 1 lb
Roll of Bandages 1/4 lb
Saddle, Variant
Silk Cord (50 feet) 0.25 lb
Silver Armor Coating 1 lb.
Skis 10 lb.
Small Bombs 1 lb.
Snowshoes 3 lb.
Syringe ¼ lb.
Tea Set 3 lb.
Tindertwig -
Tuning Fork 1/3 lb.
Turpentine 1 lb.
Unholy Water 1 lb.
Utility Belt
Whetstone 1 lb.
Abacus 2 lb.
Acid (vial) 1 lb.
Alchemist's Fire (flask) 1 lb.
Antitoxin (vial)
Arcane Focus, Crystal 1 lb.
Arcane Focus, Orb 3 lb.
Arcane Focus, Rod 2 lb.
Arcane Focus, Staff 4 lb.
Arcane Focus, Wand 1 lb.
Backpack 5 lb.
Ball Bearings (bag of 1,000) 2 lb.
Barrel 70 lb.
Basket 2 lb.
Bedroll 7 lb.
Bell
Blanket 3 lb.
Block and Tackle 5 lb.
Book 5 lb.
Bottle, Glass 2 lb.
Bucket 2 lb.
Caltrops (bag of 20) 2 lb.
Candle
Case, Crossbow Bolt 1 lb.
Case, Map or Scroll 1 lb.
Chain (10 feet) 10 lb.
Chalk (1 piece)
Chest 25 lb.
Climber's Kit 12 lb.
Clothes, Common 3 lb.
Clothes, Costume 4 lb.
Clothes, Fine 6 lb.
Clothes, Traveler's 4 lb.
Component Pouch 2 lb.
Crowbar 5 lb.
Druidic Focus, Sprig of Mistletoe
Druidic Focus, Totem
Druidic Focus, Wooden Staff 4 lb.
Druidic Focus, Yew Wand 1 lb.
Equipment Packs
Fishing Tackle 4 lb.
Flask or Tankard 1 lb.
Grappling Hook 4 lb.
Hammer 3 lb.
Hammer, Sledge 10 lb.
Healer's Kit 3 lb.
Holy Symbol, Amulet 1 lb.
Holy Symbol, Emblem
Holy Symbol, Reliquary 2 lb.
Holy Water (flask) 1 lb.
Hourglass 1 lb.
Hunting Trap 25 lb.
Ink (1 ounce bottle)
Ink Pen
Jug or Pitcher 4 lb.
Ladder (10-foot) 25 lb.
Lamp 1 lb.
Lantern, Bullseye 2 lb.
Lantern, Hooded 2 lb.
Lock 1 lb.
Magnifying Glass
Manacles 6 lb.
Mess Kit 1 lb.
Mirror, Steel 0.5 ½ lb.
Oil (flask) 1 lb.
Paper (one sheet)
Parchment (one sheet)
Perfume (vial)
Pick, Miner's 10 lb.
Piton 0.5 ¼ lb.
Poison, Basic (vial)
Pole (10-foot) 7 lb.
Pot, Iron 10 lb.
Pouch 1 lb.
Quiver 1 lb.
Ram, Portable 35 lb.
Rations (1 day) 2 lb.
Robes 4 lb.
Rope, Hempen (50 feet) 10 lb.
Rope, Silk (50 feet) 5 lb.
Sack 0.5 ½ lb.
Scale, Merchant's 3 lb.
Sealing Wax
Shovel 5 lb.
Signal Whistle
Signet Ring
Soap
Spellbook 3 lb.
Spikes, Iron (10) 5 lb.
Spyglass 1 lb.
Tent, two-person 20 lb.
Tinderbox 1 lb.
Torch 1 lb.
Vial
Waterskin 5 lb. (full)
Whetstone 1 lb.

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