15 KiB
15 KiB
title | description | date_pub | section | content_type | short_code |
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HOSR Core Rules: Fantasy Equipment Tables | 2024-03-08T16:42:11.000-04:00 | rules | feature | uhef |
Below are the equipment tables for a standard fantasy campaign. They may be superseded by campaign-specific ones.
Adventuring Equipment
Item | Cost (gp) | Encumbrance |
---|---|---|
Backpack (400 coins) | 5 | Storage |
Barrel (40 gal / 320 pints) | 1 | 3 |
Bedroll | 2 | 1 |
Bell (1") | 1 | 1 |
Belt pouch (50 coins) | 1 | 0 |
Block and tackle | 5 | 1 |
Box (iron, large, 800 coins) | 30 | 3 |
Box (iron, small, 250 coins) | 10 | 1 |
Bucket (5 gal / 40 pints) | 1 | 1 |
Caltrops (bag of 20) | 1 | 1 |
Candles (10) | 1 | 1 |
Chain (10') | 30 | 2 |
Chalk (10 pieces) | 1 | 1 |
Chest (wooden, large, 1000 coins) | 5 | 3 |
Chest (wooden, small, 300 coins) | 1 | 1 |
Chisel | 2 | 1 |
Cooking pots | 3 | 3 |
Crowbar | 10 | 1 |
Firewood (bundle) | 1 | 1 |
Fishing rod and tackle | 4 | 1 |
Garlic | 5 | 0 |
Grappling hook | 25 | 1 |
Hammer (small) | 2 | 1 |
Holy Symbol (gold) | 100 | 0 |
Holy symbol (silver) | 25 | 0 |
Holy Symbol (wooden) | 5 | 0 |
Holy water (vial) | 25 | 1 |
Ink (vial) & Quill | 1 | 1 |
Ladder (wooden, 10') | 5 | 3 |
Iron spikes (12) | 1 | 1 |
Lantern, bullseye | 20 | 1 |
Lantern, hooded | 10 | 1 |
Lock | 20 | 1 |
Magnifying glass | 3 | 1 |
Manacles | 15 | 2 |
Marbles (bag of 20) | 1 | 1 |
Mining pick | 3 | 1 |
Mirror (hand-sized, steel) | 5 | 1 |
Musical instrument, string | 20 | 1 |
Musical instrument, wind | 5 | 1 |
Oil (1 flask) | 2 | 1 |
Paper / parchment (2 sheets) | 1 | 0 |
Pole (10’ long, wooden) | 1 | 2 |
Rations (iron, 7 days) | 15 | 3 |
Rations (standard, 7 days) | 5 | 3 |
Rope (50’) | 1 | 1 |
Sack (large, 600 coins) | 2 | Storage |
Sack (small, 200 coins) | 1 | Storage |
Saw | 1 | 2 |
Scroll case | 1 | 1 |
Sledgehammer | 5 | 2 |
Spade / shovel | 2 | 1 |
Stakes (3) and mallet | 3 | 2 |
Tent | 20 | 2 |
Thieves’ tools | 25 | 1 |
Tinder box (flint & steel) | 3 | 1 |
Torches (6) | 1 | 2 |
Twine (100', ball) | 1 | 1 |
Vial (glass) | 1 | 0 |
Waterskin | 1 | 1 |
Whistle | 1 | 0 |
Wine (2 pints) | 1 | 1 |
Wolfsbane (1 bunch) | 10 | 1 |
[Adventuring Equipment]
Equipment Details
- Backpack: Leather bag with shoulder straps, holds 400 coins.
- Block and tackle: For lifting and hauling.
- Reduces weight by 75%, uses 4x as much rope.
- Caltrops: Small metal spikes, covers 5' square area.
- Creatures moving through have 2-in-6 chance of being wounded by spike.
- Wounded creatures move at 50% for 24 hours (or until healed).
- Candle: Casts dim light in 5' radius, burns 1 hour.
- Cooking pots: Various pots and pans useful for cooking by campfire.
- Firewood: Burns 8 hours.
- Holy symbol: Carried by divine spell casters, often as a pendant or attached to their shields.
- Gold: Grants +1 bonus to 2d6 roll when turning undead.
- Wooden: Inflicts -1 penalty to 2d6 roll when turning undead.
- Holy water: Blessed water, inflicts damage on undead, loses blessing when removed from vial.
- Ink & quill: Vial of black ink and large feather for writing.
- Colored ink costs double.
- Enough for 50 pages of writing.
- Iron spikes: Used to wedge doors (open or shut), rope anchor, etc.
- Lantern, bullseye: Narrows light to beam, 60' long and 20' wide.
- Includes shutters to hide light and protect flame.
- Can also cast light in 30' radius.
- Uses one oil flask every 4 hours.
- Lantern, hooded: Includes shutters to hide light and protect flame.
- Casts light in 30' radius.
- Uses one oil flask every 4 hours.
- Lock: Basic iron lock with key.
- Musical instrument: Price listed is for standard quality, higher quality costs up to 10x more.
- Oil flask: Lasts 4 hours in lantern, can be used as a weapon.
- Can be used to create a 3' diameter pool that burns for 1 turn (doing 1d8/round damage to creatures who pass through it).
- Monsters with a fire attack are not harmed by fire.
- Paper / parchment: 1' square sheets.
- Rations, iron: Food preserved for traveling.
- Rations, standard: Fresh food.
- Rope: Can hold 3 up to 3 people.
- Stakes and mallet: Wooden mallet and 3x 1.5' long stakes, useful against vampires.
- Tent: Can fit up to 2 adult humanoids.
- Thieves' Tools: Small case containing tools for picking locks.
- Tinder box: Useful for lighting fires.
- Takes 1 round, 2-in-6 chance of success.
- Torch: Burns for 1 hour, Casts light in 30' radius.
- Twine: Can hold 30 lbs weight.
- Vial: Glass vial that holds up to 1/2 pint of liquid.
- Waterskin: Holds up to 2 pints of liquid.
- Wolfsbane: Herb that repels lycanthropes with a successful hit in melee combat.
Weapons
Melee Weapons
Weapon | Cost (gp) | Damage | Properties |
---|---|---|---|
Battleaxe | 7 | 1d8 | Versatile (1d10) |
Blackjack | 1 | 1d2 | Blunt, Stealth |
Club | 3 | 1d4 | Blunt, Light |
Dagger | 3 | 1d4 | Light, Thrown (10' / 20' / 30') |
Flail | 5 | 1d6 | |
Garotte | 1 | 1d4 | Entangle, Stealth, Two-handed |
Greatsword | 15 | 1d10 | Reach, Slow, Two-handed |
Greatclub | 6 | 1d8 | Blunt, Slow, Two-handed |
Hand Axe | 4 | 1d4 | Light, Thrown (10' / 20' / 30') |
Javelin | 1 | 1d6 | Thrown (30'/ 60' / 90') |
Lance | 5 | 1d6 | Charge |
Light Hammer | 4 | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') |
Longsword | 10 | 1d8 | Versatile (1d10) |
Mace | 5 | 1d6 | Blunt |
Morningstar | 10 | 1d8 | |
Nunchaku | 10 | 2d4 | Blunt, Two-handed |
Pickaxe | 7 | 1d8 | Slow, Two-handed |
Polearm | 7 | 1d10 | Reach, Slow, Two-handed |
Rapier | 7 | 1d8 | |
Scimitar | 10 | 1d6 | Thrown (10' / 20' / 30') |
Sickle | 5 | 1d4 | Light |
Shortsword | 7 | 1d6 | |
Spear | 3 | 1d6 | Thrown (20' / 40' / 60'), Versatile (1d8) |
Staff | 2 | 1d4 | Blunt, Versatile (1d6) |
Trident | 5 | 1d6 | Thrown (10' / 20' / 30'), Versatile (1d8) |
Warhammer | 5 | 1d6 | Blunt, Versatile (1d8) |
Whip | 5 | 1d4 | Entangle, Reach |
[Melee Weapons]
Melee Weapon Details
- Blackjack: On successful hit, target must Save vs Paralyze or be knocked unconscious for 1d6 turns.
- Garotte: While target is entangled, inflicts damage automatically each round.
- Polearm: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike).
- Whip: On a successful hit, may either inflict damage OR entangle.
Ranged Weapons
Weapon | Cost (gp) | Damage | Range | Properties |
---|---|---|---|---|
Blowgun | 3 | 1 | 25' / 50' / 100' | Reload |
Bolas | 5 | 1d2 | 20' / 40' / 60' | Blunt, Entangle |
Crossbow, Hand | 25 | 1d4 | 20' / 40' / 80' | Light, Reload |
Crossbow, Heavy | 50 | 1d8 | 80' / 160' / 240' | Reload, Slow, Two-handed |
Crossbow, Light | 30 | 1d6 | 40' / 80' / 120' | Reload, Two-handed |
Great Bow | 60 | 1d8 | 70' / 140' / 210' | Slow, Two-handed |
Longbow | 40 | 1d6 | 70' / 140' / 210' | Two-handed |
Net | 5 | 0 | 10' / 20' / 30' | Blunt, Entangle, Two-handed |
Shortbow | 25 | 1d6 | 50' / 100' / 150' | Two-handed |
Sling | 2 | 1d4 | 40' / 80' / 160' | Blunt |
[Ranged Weapons]
Ranged Weapon Details
- Sling: Typically uses stones, bullets add +1 damage (1d4+1 total).
Ammunition | Cost (gp) |
---|---|
Arrows (quiver of 20) | 5 |
Crossbow bolts (case of 30) | 10 |
Blowgun darts (case of 5) | 1 |
Silver tipped ammo (1) | 5 |
Sling bullets (bag of 20) | 5 |
Sling stones | 0 |
[Ranged Ammunition Costs]
Ranged Ammunition Details
- Sling bullets: +1 damage with sling (1d4+1 total)
Weapon Properties
!!!include(rules/weapon-properties.md)!!!
Armor
Armor Type | Cost (gp) | AC |
---|---|---|
None | 0 | 10 |
Padded / Hide | 10 | 11 |
Leather | 20 | 12 |
Studded Leather | 30 | 13 |
Chainmail | 40 | 14 |
Half-Plate | 50 | 15 |
Full Plate | 60 | 16 |
[Armor]
!!!include(license/wotc-cc-by.md)!!!