5e Equipment (Vanchilia Supplement)
From D&D Wiki
by Lars Grant-West |
Armor[edit]
Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
---|---|---|---|---|---|
Light Armor | |||||
Battle Robe | 25 gp | 11 + Dex | - | - | 10 lb. |
Leather Lamellar | 30 gp | 12 + Dex | - | Disadvantage | 13 lb. |
Medium Armor | |||||
Kozane Armor | 75 gp | 15 + Dex (max 2) | 12 | Disadvantage | 30 lb. |
Plated Leather Armor | 75 gp | 13 + Dex (max 2) | - | - | 40 lb. |
Wood Armor | 15 gp | 13 + Dex (max 2) | - | Disadvantage | 20 lb. |
Heavy Armor | |||||
Lorica Segmentata | 45 gp | 15 | 11 | Disadvantage | 30 lb. |
Fortress Armor | 2,500 gp | 20 | 17 | Disadvantage | 80 lb. |
Shield | |||||
Buckler | 5 gp | +1 | - | - | 2 lb. |
Tower Shield | 25 gp | +2 | 16 | Disadvantage | 15 lb. |
Fencing Cloak | 6 gp | +1 | - | - | 2 lb. |
Weapons[edit]
Weapon | Cost | Damage | Weight | Properties | |
---|---|---|---|---|---|
Simple Melee Weapons | |||||
Bayonet | 5 gp | 1d4 Piercing | 1 lb. | Special | |
Brass Knuckle | 5 sp | 1d4 Bludgeoning | 1 lb. | Light | |
Karambit | 4 gp | 1d4 Slashing | 1 lb. | Finesse, Light | |
Katar | 5 gp | 1d6 Piercing | 2 lb. | Finesse, Light | |
Sap | 1 gp | 1d4 Bludgeoning | 2 lb. | Finesse, Light | |
Martial Melee Weapons | |||||
Arming Sword | 20 gp | 1d6 Slashing | 3 lb. | Light, Finesse, Versatile (1d8) | |
Bastard Sword | 25 gp | 1d8 Slashing | 6 lb. | Heavy, Versatile (1d10) | |
Bec De Corbin | 20 gp | 2d4 Piercing | 6 lb. | Heavy, Reach, Two-Handed | |
Bladed Chain | 8 gp | 1d6 Slashing | 5 lb. | Finesse, Monk, Reach, Two-Handed | |
Boar Spear | 10 gp | 2d6 Piercing | 5 lb. | Heavy, Reach, Two-Handed | |
Cutlass | 10 gp | 1d8 Slashing | 2 lb. | Finesse | |
Estoc | 25 gp | 1d8 Piercing | 3 lb. | Special | |
Falchion | 10 gp | 2d4 Slashing | 3 lb. | - | |
Hidden Blade | 100 gp | 1d4 Piercing | 1 lb. | Finesse, Hidden, Light, Special | |
Katana | 15 gp | 1d8 Slashing | 3 lb. | Finesse, Versatile (1d10) | |
Kopis | 25 gp | 1d8 Slashing | 3 lb. | - | |
Man Catcher | 25 gp | 1d4 Bludgeoning | 2 lb. | Two-Handed, Reach, Special | |
Meteor Hammer | 15 gp | 1d6 Bludgeoning | 5 lb. | Reach, Two-Handed, Special | |
Monk's Spade | 10 gp | 1d6 Slashing | 3 lb. | Monk, Reach, Versatile (1d8) | |
Saber | 35 gp | 1d8 Slashing | 3 lb. | Finesse | |
Spiked Chain | 10 gp | 2d4 Piercing | 10 lb. | Finesse, Reach, Two-Handed | |
Sword Breaker | 15 gp | 1d4 Piercing | 2 lb. | Finesse, Light, Special | |
Weighted Chain | 10 gp | 2d4 Bludgeoning | 2 lb. | Heavy, Reach, Special, Versatile (2d6) | |
Simple Ranged Weapons | |||||
Blowgun | 10 sp | 1d4 Piercing | 1 lb. | Ammunition (range 20/100), Loading | |
Boomerang | 10 sp | 1d4 Bludgeoning | 1 lb. | Light, Thrown (range 30/120) | |
Throwing Star | 5 sp | 1d4 Piercing | 1 lb. | Light, Thrown (range 30/90) | |
Bolas | 30 sp | 1d4 Bludgeoning | 2 lb. | Special, Thrown (range 20/60) | |
Martial Ranged Weapons | |||||
Chakram | 15 gp | 1d6 Slashing | 1 lb. | Light, Thrown (range 30/90) | |
Firearms | |||||
Blunderbuss | 300 gp | 2d6 Piercing | 8 lb. | Ammunition (Range 20/80), Misfire 3, Reload 1, Scatter, Two-Handed | |
Musket | 500 gp | 1d12 Piercing | 10 lb. | Ammunition (Range 40/120), Misfire 1, Reload 1, Two-handed | |
Pistol | 250 gp | 1d10 Piercing | 5 lb. | Ammo (Range 30/90), Misfire 2, Reload 1 |
Firearms[edit]
The development of gunpowder as a weapon has not been “explosive” as it could have been. Black powder and firearms are both expensive to produce and black powder is dangerous to store. Muskets and other firearms are produced by specialists and artisans on a specific commission basis. Rifling is complex and time consuming addition to their construction, without it accuracy suffers but many weapons are simple smoothbore muskets.
Firearms are a significant investment that can be difficult to repair and are ultimately less accurate than a longbow. However, firearms more than make up for their shortcomings by being brutally effective. Firearms require little specialized training, and a well coordinated firing line remains the most viscerally terrifying sight on a battlefield.
Firing firearms takes an action to reload the barrel before the weapon can be fired. When fired, any enemy within 60 ft. that was previously unaware of your presence may be made aware.
Firearms Properties[edit]
- Reload. The Weapon can be fired a number of times equal to its reload score before you must spend an action to reload it. You must have one hand free to reload a firearm.
- Misfire. Whenever you make an attack roll with a firearm and the dice roll is equal to or lower than the weapon’s misfire score, the weapon misfires. The attack misses and the weapon cannot be used again until you spend an action to try and repair it. (DC = 8 + misfire score). If the check fails, the weapon is broken and cannot be repaired in combat. The expense to repair the weapon is half the weapon’s value.
- Scatter. An attack is made against each creature within a cone. If an affected creature is adjacent to you, they suffer double damage on a hit.
Adventuring Gear[edit]
Gear | Cost | Weight | |||
---|---|---|---|---|---|
Ammunition | |||||
:: Shot (20) | 30 gp | 4 lb. | |||
:: Powderhorn (20 shots) | 25 gp | 1 lb. | |||
:: Powder Keg (500 Shots) | 250 gp | 60 lb. | |||
Climbing Axe | 4 gp | 3 lb. | |||
Compass | 100 gp | 1/4 lb. | |||
Flares | 20 gp | 3 lb. | |||
Glider | 50 gp | 10 lb. | |||
Grenade | 100 gp | 1 lb. | |||
Lock Box | 10 gp | 5 lb. | |||
Magnifying Glass* | 25 gp | 1/4 lb. | |||
Parachute | 100 gp | 15 lb. | |||
Pocket Watch | 200 gp | 1/4 lb. | |||
Prism | 25 gp | 1/4 lb. | |||
Smoke Bomb | 30 gp | 1/8 lb. | |||
Spyglass* | 200 gp | 1 lb. | |||
Stink Bomb | 15 gp | 1/8 lb. | |||
Vial* | 30 sp | - | |||
Work Clothes | 15 sp | 3 lb. |
- Flight Suit - 150 gp
- Jumpsuits designed with the enchanted floatwood lining it and similarly enchanted for controlled descent. There are thin wings sewn under the arm and down to the leg. this is worn for siege and adrenaline and allows the wearer to make a controlled glide through the sky.
- Falling Jacket - 30 gp
- a simple vest with floatwood sewn into the material, reduces falling speed to 60 ft per round & doubles jumping distance.
- Personal Grapple - 100 gp
- These are common tools for people who travel on board of ships and who adventure in unpopulated islands or through reefs, they provide an additional tool for mobility and safety.
Glassworks[edit]
Glass vessels like vials and bottles, or lenses like a magnifying glass or a spyglass are much more easily sourced and produced than they were in previous eras. Scientists and alchemists have even come to a basic understanding of optics, as well as principles of reflection and refraction.
Tools[edit]
Tool | Cost | Weight | |||
---|---|---|---|---|---|
Artisan Tools | |||||
Doctor's Tools | 30 gp | 5 lb. | |||
Tinkers' Tools | 10 gp | 8 lb. | |||
Workman's Tools | |||||
Farmer's Tools | 1 gp | 10 lbs. | |||
Prospector's Tools | 2 gp. | 5 lbs. | |||
Whaler's Tools | 10 gp. | 15 lbs. | |||
Gaming Sets | |||||
Backgammon Set | 15 gp | 2 lb. | |||
Chess Set | 18 gp | 3 lb. | |||
Checkers Set | 10 gp | 2 lb. | |||
Go Set | 15 gp | 3 lb. | |||
Loaded Dice | 30 gp | - | |||
Musical Instruments | |||||
Castanets | 15 sp | 1/8 lb. | |||
Grand Piano | 400 gp | 800 lb. | |||
Harp | 75 gp | 30 lb. | |||
Mountain Dulcimer | 8 gp | 3 lb. |