5e Equipment (Shinobi World Setting)

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Influenced Development[edit]

Due to the numerous applications of chakra, technology developed in a rather unique way. While technology generally resembles that of the early 21st century, weaponry has generally stagnated at swords. Due to the immense speed of most combatants, bows were nigh useless, thus close range or thrown weapons dominated combat. A similar event occurred in the development of vehicles, thus most are no more advanced than a drawn cart. All exchange is done in ryō, a paper currency backed by gold. A single ryō bill is worth 10 silver.

Weapons[edit]

While all traditional 5e weapons exist within the Shinobi World, the following weapons are much more common.

Weapon Cost
Simple Melee Weapons
Nunchaku 10 gp
Bladed Knuckle Duster 2 gp
Wakizashi 5 gp
Bokken 5 gp
Shakujō 7 gp
Simple Ranged Weapons
Senbon 5 cp
Shuriken 1 sp
Martial Melee Weapons
Fūma Shuriken 5 gp
Kunai 8 sp
Katana 15 gp
Kodachi 15 gp
Kusarigama 30 gp
War Fan 15 gp
Naginata 60 gp
Tachi 30 gp
Zanbatō 50 gp
Tetsubo 20 gp
Kanabo 35 gp
Martial Ranged Weapons
Yumi 60 gp

Armor[edit]

Unlike its weaponry, the Shinobi World never ceased in advancing its armor, taking the form of increasingly-useful flak jackets. Variants of each armor exist within each village, each with their own minor modifications and color. Generally, only chunin and above are authorized to buy and wear armor, but exceptions do occasionally occur, often with a large increase in price. While the following are much more common, traditional 5e armor also exists.

Rudimentary Jacket: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
1000 ryō 11 + Dex modifier 10 lb.

More ceremonial and traditional than useful in combat in the modern era, especially when compared to other models of flak jacket, this rudimentary model is the easiest and cheapest to produce. Having been invented in the Warring States Period, they have made a resurgence after the end of the Fourth Shinobi World War.

Maneuverable. While wearing this armor, you may add any bonuses from it to your unarmored AC beyond 10 + your Dexterity modifier.

Iruka_-_The_Last.png
[Source]
Modern Jacket: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
1500 ryō 12 + Dex modifier 10 lb.

Invented and used since at least the First Shinobi World War, this typical flak vest does its job exceptionally, becoming the standard since its inception.

Maneuverable. While wearing this armor, you may add any bonuses from it to your unarmored AC beyond 10 + your Dexterity modifier.

Pocketed. This armor has up to six pockets, each of which can hold a single scroll, seal, or thrown weapon. You may draw one item from one of these pockets on each of your turn without spending your free action. Each pocket above the first increases this armor's cost by 50 ryo.

Suna_Flak_Jacket.png
[Source]
Light Jacket: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
1750 ryō 11 + Dex modifier Special 10 lb.

An early variant of ANBU jackets, light jackets are intended for reconnaissance over combat, being built on top of pre-existing rudimentary jackets. Certain versions appear as civilian clothing, rolling cloth mimicking sand dunes, or gravel-like backs to appear identical to the ground beneath them.

Maneuverable. While wearing this armor, you may add any bonuses from it to your unarmored AC beyond 10 + your Dexterity modifier.

Camouflaged. This armor has camouflage resembling one environment (i.e. forest, marsh, desert, mountains, tundra, urban, etc.) of the DM's choice. While wearing this armor within that environment, you have advantage on Stealth checks.

Young_Ganryu.png
[Source]
Battle Jacket: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
1750 ryō 13 + Dex modifier Disadvantage 10 lb.

Primarily used during the Second Shinobi World War, shinobi battle jackets hearken back to shinobi battle armor, and are only deployed when the only option is outright confrontation.

Maneuverable. While wearing this armor, you may add any bonuses from it to your unarmored AC beyond 10 + your Dexterity modifier.

Wartime_flak_jacket.png
[Source]
ANBU Jacket: Light Armor
Cost Armor Class (AC) Strength Stealth Weight
2250 ryō 13 + Dex modifier Special 10 lb.

Among the newest armor developed, ANBU armor combines the design philosophies of each generation of shinobi flak jacket into a single piece of armor. Extremely costly in both production and training, they are restricted to the Kage's personal guard and elite squads.

Maneuverable. While wearing this armor, you may add any bonuses from it to your unarmored AC beyond 10 + your Dexterity modifier.

Camouflaged. This armor has camouflage resembling urban environments. While wearing this armor within that environment, you have advantage on Stealth checks.

Yamato_Anbu_Uniform.png
[Source]
Root Jacket: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
2400 ryō 14 + Dex modifier (max 2) Special 10 lb.

Developed in secrecy by Root, a rogue splinter of the Hidden Leaf Village's ANBU, root jackets are heavy and awkward to wear without proper training, and are almost impossible to produce beyond a small handful of those that actively make them for Root.

Maneuverable. While wearing this armor, you may add any bonuses from it to your unarmored AC beyond 10 + your Dexterity modifier.

Camouflaged. This armor has camouflage resembling urban environments. While wearing this armor within that environment, you have advantage on Stealth checks.

Pocketed. This armor has up to six pockets, each of which can hold a single scroll, seal, or thrown weapon. You may draw one item from one of these pockets on each of your turn without spending your free action. Each pocket above the first increases this armor's cost by 50 ryo.

Anbu_Root_Jacket.png
[Source]
Land of the Sky Armor: Medium Armor
Cost Armor Class (AC) Strength Stealth Weight
2400 ryō 15 + Dex modifier (max 2) Disadvantage 10 lb.

Worn by the northern residents of the Land of the Sky, this armor was designed to be as protective as possible from their bow-wielding enemies in the Land of Demons.

Maneuverable. While wearing this armor, you may add any bonuses from it to your unarmored AC beyond 10 + your Dexterity modifier.

Pocketed. This armor has up to six pockets, each of which can hold a single scroll, seal, or thrown weapon. You may draw one item from one of these pockets on each of your turn without spending your free action. Each pocket above the first increases this armor's cost by 50 ryo.

Land_ok_Sky_Flak_Jacket.png
[Source]
Shinobi Armor: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
2600 ryō 16 str 16 10 lb.

Worn before the invention of flak jackets, shinobi armor offers exceptional protection at the cost of maneuverability. Despite being a relic of the past, many shinobi including the Hokages continue to choose this armor over others, while younger shinobi find training to use it to be a waste of time.

Maneuverable. While wearing this armor, you may add any bonuses from it to your unarmored AC beyond 10 + your Dexterity modifier.

Shinobi_Battle_Armour.png
[Source]
Samurai Armor: Heavy Armor
Cost Armor Class (AC) Strength Stealth Weight
2600 ryō 18 str 16 Disadvantage 10 lb.

Worn by the samurai of the Land of Iron, this armor has been upgraded generation-after-generation to produce the best heavy armor possible.

Uplink. While wearing this armor, you can communicate via radio to other suits of samurai armor and similarly advanced radios.

Respirators. While wearing this armor, you have advantage on saving throws against airborne toxins and resistance to poison damage from airborne toxins.

Samurai_Sabre_Technique.png
A team of samurai wielding chakra blades, Source [[1]].

Adventuring Gear[edit]

Item Cost Weight
Air Bladder 1 sp 1/2 lb.
Alchemist's Grenade 35 gp 5 lb.
Animal Call 10 gp
Anti-Rust Salve 5 sp 1/2 lb.
Aviator's Goggles 75 gp 1/4 lb.
Binoculars 200 gp 1 lb.
Bipod 5 GP 1/4 lb.
Blast Charge 75gp 15lb
Blinding Powder 20 gp 1 lb
Bonesaw 15 gp 2 lb.
Brakmarian Oil 500 gp 275 lb.
Breathing Mask 1 sp 0.25 lb
Cloak 20 gp 5 lb.
Clothes, Cold Weather 10gp 8 lb.
Clothes, Courtier 50gp 5 lb.
Clothes, Hot Weather 10gp 2 lb.
Clothes, Livery 30 gp 6 lb.
Clothes, Work 1 gp 3 lb.
Clothing, Rags 1 cp 2 lb.
Coffee 5gp 1 lb.
Coffee, Eastern 10gp 1 lb.
Coffin 100gp 40lb
Collector's Coat 35 gp 20 lb.
Common Cigar 5 sp -
Compass 100 gp 1/4 lb
Creature Manual 50gp 5 lb
Deck of Stories 10 gp 1 lb
Dictionary 10 gp 2 lb.
Drugs and Medicines (5e Variant Rule)
Dungeon Delver's Pocket Manual 140 sp 2 lbs
Electric Milk 30 gp 1/2 lbs.
Flares 20 gp 3 lb
Flashlight 0.5 ½ lb.
Fume Mask 30 gp 0.5 lb
Gas Mask 1 lb.
Giant Sword Sheath 6gp 1 lb.
Grappling Hookshot 140gp 10lbs
Gunpowder Pouch 8 gp ½ lb.
Half Mask 10 1
Hammock 1gp 3 lb.
Hazmat Bodysuit 15 lbs.
Healing Potion (Herbalism) Various 1lb
Healing Powder 100 gp 1 lb
Hidden Weapon Mechanism 2 gp 0.05 lb.
Holsters, Pair 5 sp 1 lb.
Hunting Trap, Variant 5 gp 25 lb.
Khakkhara 7 gp 5 lb
Land Mine 200 gp 1 lb
Laser Sight 3/4 lb.
Laudanum 15 gp 1 pint
Lock Box 15 gp 4 lb.
Map, Area 50 gp 2 lb.
Martial Artist Handwraps 1 gp 0.5 lb.
Mask 10 gp 1 lb.
Massive Ordnance Air Blast Bomb 21,600 lb. (11 short tons)
Mechanical Calculator 2,000 gp 50 lb.
Medical Leeches 10gp 1lb
Metallurgist's Tools 8 lb.
Microscope 1000 gp 1 lb
Miner's Mate 4 lb
Miner’s Delight 20 gp 1/2 lb.
Necklace of the Nap
Nest of Bees 5 gp 2 lbs
Night-Vision Device 3/4 lb.
OGC:Alchemical Torch 25 gp 1 lb.
OGC:Facemold Paste 50 gp. 1 lb.
OGC:Glacial Effector 100 gp. 1 lb.
OGC:Gun Kit 25 gp. 3 lb.
OGC:Midnight Dust 75 gp. 2 lbs.
OGC:Powder Flask 1 sp. 1 lb.
OGC:Rest 5 gp. 2 lb.
OGC:Smoke Bomb 100 gp. 3 lbs.
OGC:Sparksprig 75 gp. 2 lbs.
OGC:Triangular Bayonet 5 gp. 1 lb.
Parachute 100 gp 30 lbs
Parachute, Variant 30 lb.
Personal Glider 400 gp 40 lbs
Personal Grapple 100 gp 2 lb.
Pitchfork 2 gp 5 lb.
Plague Doctor's Case 25 gp 15 lbs.
Plastic Explosives 1 0.5 ¼ lb.
Portable Bath 20gp 25 lb.
Power Source 100 Gp
Preston Mess Kit 4 sp 2 lb
Pyre Fuel 2gp 1lb
Racial Rations 2gp varies
Relaxing Herbs 50 gp 1 lb
Roll of Bandages 2 sp 1/4 lb
Saddle, Variant
Safe 200 lbs
SCBA 35 lb.
Silver Armor Coating 100 gp 1 lb.
Skis 50 gp 10 lb.
Smoke Bomb 30 gp 1 lb
Smoldering Paste 25gp .5
Stink Bomb 50 gp 1 lb
Sunglasses 0.5 ¼ oz.
Suppressor 10 oz.
Syringe 20 gp ¼ lb.
Tactical Flashlight 0.5 ½ lb.
Tea Set 1gp-200gp 3 lb.
Thunderstone 25 gp 1 lb.
Tindertwig 10gp -
Tobacco 3gp -
Turpentine 5 gp. 1 lb.
Utility Belt 5 gp
Walkie-Talkie 2 lb.
Whetstone 1 cp 1 lb.
Item Cost Weight
Item Cost Weight
Abacus 2 gp 2 lb.
Acid (vial) 25 gp 1 lb.
Alchemist's Fire (flask) 50 gp 1 lb.
Antitoxin (vial) 50 gp
Arcane Focus, Crystal 10 gp 1 lb.
Arcane Focus, Orb 20 gp 3 lb.
Arcane Focus, Rod 10 gp 2 lb.
Arcane Focus, Staff 5 gp 4 lb.
Arcane Focus, Wand 10 gp 1 lb.
Backpack 2 gp 5 lb.
Ball Bearings (bag of 1,000) 1 gp 2 lb.
Barrel 2 gp 70 lb.
Basket 4 sp 2 lb.
Bedroll 1 gp 7 lb.
Bell 1 gp
Blanket 5 sp 3 lb.
Block and Tackle 1 gp 5 lb.
Book 25 gp 5 lb.
Bottle, Glass 2 gp 2 lb.
Bucket 5 cp 2 lb.
Caltrops (bag of 20) 1 gp 2 lb.
Candle 1 cp
Case, Crossbow Bolt 1 gp 1 lb.
Case, Map or Scroll 1 gp 1 lb.
Chain (10 feet) 5 gp 10 lb.
Chalk (1 piece) 1 cp
Chest 5 gp 25 lb.
Climber's Kit 25 gp 12 lb.
Clothes, Common 5 sp 3 lb.
Clothes, Costume 5 gp 4 lb.
Clothes, Fine 15 gp 6 lb.
Clothes, Traveler's 2 gp 4 lb.
Component Pouch 25 gp 2 lb.
Crowbar 2 gp 5 lb.
Druidic Focus, Sprig of Mistletoe 1 gp
Druidic Focus, Totem 1 gp
Druidic Focus, Wooden Staff 5 gp 4 lb.
Druidic Focus, Yew Wand 10 gp 1 lb.
Equipment Packs
Fishing Tackle 1 gp 4 lb.
Flask or Tankard 2 cp 1 lb.
Grappling Hook 2 gp 4 lb.
Hammer 1 gp 3 lb.
Hammer, Sledge 2 gp 10 lb.
Healer's Kit 5 gp 3 lb.
Holy Symbol, Amulet 5 gp 1 lb.
Holy Symbol, Emblem 5 gp
Holy Symbol, Reliquary 5 gp 2 lb.
Holy Water (flask) 25 gp 1 lb.
Hourglass 25 gp 1 lb.
Hunting Trap 5 gp 25 lb.
Ink (1 ounce bottle) 10 gp
Ink Pen 2 cp
Jug or Pitcher 2 cp 4 lb.
Ladder (10-foot) 1 sp 25 lb.
Lamp 5 sp 1 lb.
Lantern, Bullseye 10 gp 2 lb.
Lantern, Hooded 5 gp 2 lb.
Lock 10 gp 1 lb.
Magnifying Glass 100 gp
Manacles 2 gp 6 lb.
Mess Kit 2 sp 1 lb.
Mirror, Steel 5 gp 0.5 ½ lb.
Oil (flask) 1 sp 1 lb.
Paper (one sheet) 2 sp
Parchment (one sheet) 1 sp
Perfume (vial) 5 gp
Pick, Miner's 2 gp 10 lb.
Piton 5 cp 0.5 ¼ lb.
Poison, Basic (vial) 100 gp
Pole (10-foot) 5 cp 7 lb.
Pot, Iron 2 gp 10 lb.
Potion of Healing 50 gp 0.5 ½ lb.
Pouch 5 sp 1 lb.
Quiver 1 gp 1 lb.
Ram, Portable 4 gp 35 lb.
Rations (1 day) 5 sp 2 lb.
Robes 1 gp 4 lb.
Rope, Hempen (50 feet) 1 gp 10 lb.
Rope, Silk (50 feet) 10 gp 5 lb.
Sack 1 cp 0.5 ½ lb.
Scale, Merchant's 5 gp 3 lb.
Sealing Wax 4 sp
Shovel 2 gp 5 lb.
Signal Whistle 5 cp
Signet Ring 5 gp
Soap 2 cp
Spellbook 50 gp 3 lb.
Spikes, Iron (10) 1 gp 5 lb.
Spyglass 1,000 gp 1 lb.
Tent, two-person 2 gp 20 lb.
Tinderbox 5 sp 1 lb.
Torch 1 cp 1 lb.
Vial 1 gp
Waterskin 2 sp 5 lb. (full)
Whetstone 1 cp 1 lb.

Additional Setting-Unique Costs[edit]

Name Cost
Simple Melee Weapons
Training Access to any of the following should be restricted based on the provider's ability to produce specific the good.
Jutsu 5,000 ryō x minimum chakra cost.
Feat 150,000 ryō.
Dōjutsu 500,000 ryō.
Subclass Feature 750,000 ryō.
Boon 1,000,000 ryō.

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