5e Equipment (Paladask Supplement)

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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
Bear Pelt 50 gp + 1 (partial armor) - - 5 lb.
Wood Armor 15 gp 13 + Dex (max 2) - Disadvantage 20 lb.
Heavy Armor
Bone Armor 600 gp 17 15 Disadvantage 65 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.

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
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)
Bladed Chain 8 gp 1d6 Slashing 5 lb. Finesse, Monk, Reach, Two-Handed
Cutlass 10 gp 1d8 Slashing 2 lb. Finesse
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. -
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
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
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
Flare Gun 100 gp 1d4 Fire 3 lb. Ammo (Range 10/40), Misfire 2, Reload 1

Firearms[edit]

The development of gunpowder as a weapon has not been “explosive” as it could have been. First discovered in 2e146 by Reedian explorer Shumant DeLange, gunpowder has served a viable occupation for many entrepreneurs in Paladask; both the harvesting and the refining. Since its discovery in the second era, many advancements have been made in order to produce gunpowder at a higher volume.

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.
Gear
Climbing Axe 5 gp 4 lb.
Compass 100 gp 1/4 lb.
Flares 20 gp 3 lb.
Lock Box 10 gp 5 lb.
Pocket Watch 200 gp 1/4 lb.
Grappling Hook 100 gp 2 lb.

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.
Kits
Engineering Kit 30 gp 25 lb.
Other Tools
Alchemical Reagant Tools 40 gp 3 lb.
Archeologist's Tools 25 gp 15 lb.
Torture Tools 80 gp 6 lb.

Mounts and Vehicles[edit]

A good mount can help you move more quickly through the wilderness, but it can also carry the gear that would otherwise slow you down in addition to yourself. The Mount table shows each animal’s speed and base carrying capacity. An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Paladask doesn't offer much in the way of mounts seeing as people rarely have to move faster than a walking speed or carry more than is comfortable. But sometimes situations arise where a mount would be preferred, and sometimes even needed.

Vehicles[edit]

Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Visibility[edit]

A relatively calm sea offers great visibility. From a crow’s nest or from the back of a flying mount, a lookout can spot another ship or a coastline up to 10 miles away, assuming clear skies. Overcast skies reduce that distance by half. Rain and fog reduce visibility just as they do on land. On land in Paladask, what is not hidden behind trees or the foliage is hidden behind the horizon or otherwise obscured.

Owning A Ship[edit]

At some point in your campaign, the adventurers might gain custody of a ship. They might purchase or capture one or receive one to carry out a mission.

Crew. A ship needs a crew of skilled hirelings to function. As per the Player’s Handbook, one skilled hireling costs at least 2 GP per day. The minimum number of skilled hirelings needed to crew a ship depends on the type of vessel, as shown in the vehicles table. You can track the loyalty of individual crew members or the crew as a whole using the optional loyalty rules in chapter 4 of the Dungeon Master’s Guide. If at least half the crew becomes disloyal during a voyage, the crew turns hostile and stages a mutiny. If the ship is berthed, disloyal crew members leave the ship and never return.
Passengers. The table indicates the number of Small and Medium passengers the ship can accommodate. Accommodations typically consist of shared hammocks in tight quarters. A ship outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 SP per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 GP per day.
Cargo. The table indicates the maximum tonnage each kind of ship can carry.
Damage Threshold. A ship has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the ship’s hit points.
Ship Repair. Repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage requires 1 day and costs 20 GP for materials and labor.
Vehicles Cost Speed Crew Passengers Cargo (Tons) AC HP Damage Threshold
Nautical Ships
Rowboat 50 gp 1.5 mph 1 3 - 11 50 5
Galleon 28,000 gp 4 mph 80 - 150 15 500 20
Sailing Ship 10,000 gp 2 mph 20 20 100 15 300 15
Yacht 12,000 gp 6 mph 5 10 1 12 250 15
Cargo Ship 20,000 gp 5 mph 30 30 10 14 325 10
Scouting Ship 18,000 gp 10 mph 5 5 2 13 200 8
Warship 25,000 gp 2.5 mph 60 60 200 15 500 20
Drawn Vehicles
Caravan 175 gp 3 mph 2 4 1/4 13 75 15
Chariot 100 gp 25 mph 2 - - 13 25 12

Mounts[edit]

The cost of buying a trained mount is approximately the value listed below. Many of Paladask's mounts previously served in fields and farms or had a working background of the like. When the wilds became increasingly dangerous, people learned quickly that their beloved Betsy the Cow could run almost 30mph!

  • Cow - 200gp
  • Oxen - 100gp
  • Boar - 150gp
  • War Boar - 250gp
  • Elephant - 300gp

Magic Items[edit]

Paladask holds its very own secretive background, most backed up by the discovery of several ancient and powerful relics, each having their own magical properties. Who knows how many more could be found or who has the ones already found?

Weapons[edit]

Armor[edit]

Items[edit]



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