Equipment

Skills, abilities, and magic alone aren’t always enough to see characters through to victory. They need the right gear. This section includes an example equipment table listing the price, characteristics, and mass of various items adventurers might want to have. The price list has prices in gold pieces (“gold”, g), silver pieces (“silver”, s), copper pieces (“pennies”, p), iron pieces (“bits”, b) and is based on the following economic assumptions:

• The economy is primarily silver-based; gold coins are rare, and most folk use copper and iron coins on a daily basis 
• Average daily wage for an unskilled manual laborer: 1s (skilled labor is worth more, depending on various economic factors) 
• Average yearly income for a family of five: 576s (2s per day, 12s per week, 48 weeks of work per year)
• Average cost of living for a family: 5-10s per week
• Average room for one night at an average inn: 2s (often includes 2 meals)
• Average meal at an average inn: 1p
• Average mug of ale at an average inn: 5b
Average price of a loaf of bread: 2p
• Listed items are reasonably available; the law of supply and demand may alter prices
• 1000b = 100p = 10s = 1g

Estimating Value

There are three key guidelines to use when determining prices for goods and services not listed here. 


A Narosian silver piece (1s) is roughly equal to $1 in 1850’s eastern US. Unless you have access to a bill of goods from that era, that may not be all that helpful, so use $30 in modern US currency. 

Finally, many other RPGs use a gold standard that can convert at 2gp = 1s (or 1g = 5p) but this requires care as many items in those settings have significant price differences from Narosia. 

Cost Of Goods Pricing is intended to be as consistent as possible, which is also one of the reasons that a section on Trade Goods is listed. Weapon, armor, and shield costs were all derived from the cost of raw materials plus the cost of labor (varying by skill and time) to craft the items, based on the economic assumptions above (yes, we created a spreadsheet). 


STARTING WEALTH

All PCs start the game with 275s. This may not represent actual cash in hand, but equipment obtained earlier in their lives from patrons, as battle-trophies, or the like. 



EQUIPMENT LIST

Equipment Properties

Notes. Any additional information about the object.
Price. The price of the item in gold pieces (g), silver pieces (s), copper pieces (p), or iron bits (b). See the text for information on the values of these coins.
Tool. Tools enable you to do things that aren’t possible with your bare hands. Proficiencies can be taken with any tool, allowing you to add your proficiency bonus to any ability check when using that tool.
Weight. The object’s weight in pounds, unless some other unit of measure is noted.

ADVENTURING GEAR

Item Price Weight Notes
Acid, weak 5s 0.3 As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 1d4 acid damage.
Acid, mild 20s 0.3 As weak acid, but damage is 1d8.
Acid, strong 80s 0.3 As weak acid, but damage is 2d6.
Bedroll 40s 2 Required for sleeping comfortably on ground
Blanket 25s 1
Block and tackle 20s 4 +5 on Strength (Athletics) checks for lifting
Chalk 1b 0.02 1 piece
Climbing gear 20s 0.5 Advantage on Dexterity (Athletics) checks to climb; not rope/grappling hook
Crowbar 15s 4 +2 on Strength (Athletics) checks where a lever is useful; can be used as Heavy Club
Delver’s tools, steel 90s 0.25 Tool, lockpicking and traps
Demolition kit 30s 5 Tool, required to overcome damage threshold when using explosives
Disguise kit 20s 0.2 Tool, 10 uses
Firewood 2b 16 1 day’s worth
Fishing hook and line 2b 0.02
Flint and steel 8p 0.02
Gonne Maintenance kit 60s 5 Tool for repairing greypowder weapons
Grappling hook 10s 4 Attack Roll vs. AC 10, thrown (20/60), required to secure rope without tying
Greyfire 20s 0.5 This liquid is used in the manufacture of greypowder ammunition. When exposed to air it explodes, showering a 15 foot diameter area with a sticky, fiery liquid that will burn for up to a minute. You can make a ranged attack out to 20 feet against a creature or object. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Holy symbol of Lensae 10s 0.25 Appropriate for all ministrations and Channeling
Holy water 10s 1 As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a abomonae or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 13s worth of powdered lead, and requires the character to expend a 1st-level spell slot.
Mirror, small steel 15s 0.25
Musical Instruments 30s 6 Tool, specific instrument types may vary in cost
Oil 5s 1.25 1 pint in clay bottle
Pole, wooden 2s 4 10 feet long
Rope 10s 10 50 feet long, 2 HP, burst with DC 17 Strength check
Signet ring  45s  —  
Soap 1p 0.02 1 cake
Spike, iron 6s 1
Spyglass 600s 1 Allows you to perceive details out to 500 feet, and disadvantage on Wisdom (Perception) checks out to 1500 feet.
Tent, canvas 15s 12 2 person capacity
Whetstone 5p 0.2 Used to sharpen blades
Whistle, tin 10s 0.02 Can be heard within 300 feet easily, or out to 1000 feet with a successful DC 10 Wisdom (Perception) check

CLOTHING

Clothing Mass and Price should be adjusted for size. Faelariya clothing is Mass x1/4, Price x1/2. Loriya clothing is Mass x1/2. Drothmal clothing is Mass and Price x1 1/4. Outfits do not include footwear and can only be worn over light armors.
Item Price Weight Notes
Baldric 5s 0.8
Boots 15s 1 Protect the feet
Cloak or Cape 15s 2
Cleric’s Outfit 30s 4 Required to avoid disadvantage when interacting with the devout
Common Outfit 20s 7
Entertainer’s Outfit 30s 3 Required to avoid disadvantage when entertaining
Explorer’s Outfit 40s 7 10 small pockets (0.5 lbs of storage each); water resistant
Formal Outfit 30s 4 Required to avoid disadvantage during formal occasions
Gloves 10s 0.4 Protects the hands
Hat 4s 0.2
Hunter’s Outfit 40s 5 Water resistant; Required to avoid disadvantage on Dexterity (Stealth) checks in forests
Scholar’s Outfit 30s 5 Required to avoid disadvantage when interacting with scholars
Shoes 7s 0.3 Protects the feet
Tabard 6s 0.4
Traveler’s Outfit 30s 5 Water resistant

CONTAINERS

Item Price Weight Notes
Backpack 10s 3 40lb capacity
Barrel, wooden 10s 20 25 gallon capacity
Bottle, clay 15b 1 1 quart capacity
Bottle, glass 6p 1 1 quart capacity
Chest, small wooden 30s 4 50lb capacity
Flask, clay 13b 0.5 7.5oz capacity (5 drinks)
Flask, glass 4p 0.5 7.5oz capacity (5 drinks)
Flask, steel 9s 0.5 7.5oz capacity (5 drinks)
Pouch, belt 1s 0.25 1lb capacity
Quiver 4s 0.5 Holds 10 arrows or bolts
Sack, leather 2s 0.5 30lb capacity
Sack, cloth 3p 1 50lb capacity
Saddlebags 15s 6 40lb capacity (x2)
Satchel 5s 2 20lb capacity
Waterskin 8s 0.25 1 quart capacity

FOOD, DRINK, AND LODGING

Item Price Weight Notes
Ale or Beer 5b 1 1 mug
Bread 2p 1.5 1 loaf
Butter 3p 2
Cheese 1p 0.75 1 wheel
Coffee, cup 3b 0.4 1 cup
Coffee, sack 3p 2 1kg
Inn, common room 2p 1 person for 1 day
Inn, room 2s 1 person for 1 day
Liquor, drink 2b 0.1
Liquor, bottle 3s 4 1 quart; includes clay bottle
Mead 1p 1 1 mug
Meal, common 1p  —   
Meat 5p 2 1 shoulder
Meat, salted 1s 2 1 shoulder, preserved
Travel Rations 1s 1 1 day, preserved
Wine, glass 4p 0.5
Wine, bottle 5s 4 1 quart, includes clay bottle

LIGHTING

Item Price Weight Notes
Candle 1b 0.02 Bright light in 5 foot radius, dim light to 10 feet; 1 hour
Lamp 5s 1 Bright light in 10 foot radius, dim light to 20 feet; 3 hours per half pint of oil
Lantern 10s 2 Bright light in 20 foot radius, dim light to 40 feet; 6 hours per pint of oil
Torch 1p 1 Bright light in 15 foot radius, dim light to 30 feet, 1 hour; can be used as a club at -1 to your attack rolls, and delivers 1 extra point of fire damage.

HERBS

Item Price Form Prep Weight Notes
Crimsoncap 12s fungus tea 0.05 Cures any poison affecting you at the start of your next turn.
Freshleaf 5p leaf chew 0.1 Heals 1d4 HP, but will not work if you are at 0 HP. Additionally, you can relieve 1 level of exhaustion with a successful DC 15 Constitution check during a short rest. You may only make one such attempt until after a long rest.
Heron 25s flower apply 0.1 Heals 2d4+2 HP during a rest.
Redditch 20s root ingest 0.5 Heals 1d4 HP per round for 3 rounds, but will not work if you are at 0 HP. After consuming it, all attacks against you are at advantage until the beginning of your next turn due to the size of the redditch bulb and the effort associated with eating it.
Silvertree Sap 40s resin rub 0.25 Heals 4d4+4 but causes 1 level of exhaustion if you fail a DC 10 Constitution check. Silvertree Sap can cause a burning sensation.
Startberry 2s berry inhale 0.05 Heals 1d4 HP. Additionally, it removes the stunned condition on a successful DC 15 Constitution check. Startberries start to go bad after 3 days (roll 1d6 per day after day 2: if any die is a 1, the Startberry is no good).
Sweetmoss 8s moss tea 0.25 Heals 2d4+2 HP during a short rest.
Trimblenut 15s nut ingest 0.1 Cures any disease affecting you at the start of your next turn if you succeed at a DC 10 Constitution check. Additionally if successful you will have resistance to disease for 1 hour. Make this check at the end of every hour to maintain your resistance for up to 6 hours.

If you consume more than 1 herb per Constitution bonus (minimum 1) you may become poisoned if you fail a DC 10 Constitution check, +3 per additional herb over your limit. This limit resets at the end of your next rest. 

LIVERY

Item Price Weight Notes
Bit, bridle, and tack 15s 1
Dog, war 144s 100 See Bestiary, treat as Wolf
Goat, pack 18s 170 See Bestiary, carries 40lbs
Feed (per 250lb animal-day) 1p 2 1 day of food for 250lb animal
Horse, riding 160s 1300 See Bestiary
Saddle, pack 15s 15 3 sets of saddlebags, plus 1 small chest
Saddle, military 40s 30 Advantage on rolls to remain seated
Saddle, riding 22s 25
Stabling (per day) 3-5p

LOCKS

Item Price Weight Notes
Poor 3s 0.2 DC 10
Average 6s 0.3 DC 13
Above Average 12s 0.3 DC 16
Expert 24s 0.3 DC 19
Master 48s 0.3 DC 22
Legendary 96s 0.4 DC 25

MEDICAL SUPPLIES

Item Price Weight Notes
Chirurgeon’s Bag 100s 20 Tool. As an action, you can revive a character to 1 HP with a successful DC 13 Wisdom (Medicine) check. When combined with a use of a Healer’s Bag or Pouch, you may spend 1 minute to restore 1d4 HP plus your Wisdom (Medicine) bonus once per wounded character if you succeed at a DC 13 Wisdom (Medicine) check.
Chirurgeon’s Pouch 20s 4 As an action, you can revive a character to 1 HP with a successful DC 13 Wisdom (Medicine) check.
Healer’s Bag 25s 10 Tool. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check (16 uses).
Healer’s Pouch 5s 2 As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check (4 uses).

REFERENCE MATERIALS

Item Price Weight Notes
Small text 2s 1 Advantage on a single narrow topic, 5 minutes to use, 50 pages
Large text 10s 3 Advantage on a broad topic, 20 minutes to use, 200 pages
Reference text 50s 11 Advantage on an entire subject, 1 hour to use, 800 pages
Tome 250s 55 Advantage on a single skill, 6 hours to use, 4000 pages
Map Var 0.1 Priced as book (no pages), 11”x17”

Subject Rarity   Price
Forgotten Lore   x4
Rare/Obscure     x2
Narrow Focus     x1/2
Popular/Common   x1/2

TRADE GOODS

Item Price Weight Notes
Adamant 40s 1 The hardest and densest metal known on Narosia. Adamant will Not Rust.
Bronze 5s 1 If made properly, bronze does not rust or corrode
Clay 1s 20
Coldiron 40s 1 This metal is believed to have flown the Void and to have been tempered in the fires of the sky by Modren, Larayil, and Grethken. Any attempt to blend Coldiron, or melt it, destroys its innate properties and it becomes simple iron. Shields made of Coldiron can grant advantage on Dexterity saving throws against magical attacks with a Chaos or Qliphothic special effect, while armor provides advantage on Constitution saving throws against such attacks. Additionally, such shields impose disadvantage on attack rolls from those effects. Voidspawn and Qliphothic Entities are especially vulnerable to Coldiron. Used instead of Steel. Coldiron will not rust.
Copper 9s 2
Glass 1s 2
Gold 500s 1 Gold is naturally connected to the flow of essence. Shapers can consume it directly during Essence Shaping. Many believe it to be hardened sunlight, referring to it as “sunstone”. Endrori are particularly vulnerable to Gold, as are some Undead. Armor made from gold grants advantage on Constitution saving throws against magical effects. Used instead of steal. Gold will not rust.
Grain 1s  40  
Greyfire 50s  1  
Greypowder 15s  1  
Hardsilver 45s 1 A rare, lightweight, silvery metal believed to be from Numos. Many refer to this metal as “moonstone”. Used instead of Steel. Acid cannot penetrate it, and armor provides resistance to acid. Hardsilver will not rust.
Iron 5s 1
Lead 100s 1 Attacks of pure magical force (e.g. Magic Missile, Eldritch Bolt, Essence Bolt, Fel Essence Bolt) are completely negated by Lead. Lead also prevents incorporeal movement or transfer of energy from the ethereal or astral planes, meaning specifically that spirits cannot pass through it. Lead will not rust.
Leather 2s 1
Lumber, hard 2s 1
Lumber, soft 1s 4
Meat 1s 4
Salt 1s 20
Silver 50s 1
Sugar 1s 2
Steel 10s 1
Tin 10s 1
Wool 7s 20

WRITING MATERIALS

Item Price Weight Notes
Book, blank paper 4s 2 Holds 160 pages
Ink 18s 0.2 160 pages of ink (1.5oz)
Page, paper 2b 1/80
Page, parchment 1p 1/100 Goatskin
Page, vellum 2p 1/125 Calfskin
Pen 5s 0.02
Quill 1p 0.02 20 pages worth
Sealing wax (.5 kg) 3s 1 20 seals worth

WEALTH AND LIVING EXPENSES

A character must expend a certain amount of wealth for food, shelter, and general living expenses when not adventuring. This expenditure reflects the character’s lifestyle and can impact her social status or her ability to interact with other members of society. This will be reflected by what clothes she wears, the locations she frequents, how she smells, and even the slang she uses. This can also impact Charisma checks during any type of interaction. 

Lifestyle Expenses Level Notes
None 0 Survival is a daily challenge
Destitute 2s 1 Basic shelter, subsistence food and water
Poor 4s 2 Shared shelter and basic nutrition
Average 8s 3 Simple bed and board with some dignity
Comfortable 16s 4 Most professionals and adventurers
Wealthy 32s 5 Most guild members and merchants


Expenses. This is the Price per week to maintain this Lifestyle. When improving a character’s Lifestyle, it takes four weeks of maintaining the new Lifestyle before the character is considered to be at the new level. If the character is downgrading her lifestyle, the effect will be immediate except among those who know her. These prior acquaintances will register the lower Lifestyle at the end of the fourth week of reduced Expenses.

Level. The numeric level of the Lifestyle. If the difference between the character’s Lifestyle Level and that of another is greater than one, any Charisma-based interaction between the characters will be influenced by their lifestyle. If the disparity is not favorable, the character will be at a disadvantage. For example, a destitute character is trying to convince a wealthy merchant to assist her. This is greater than one level of difference. The destitute character is therefore likely at a disadvantage when trying to use Charisma (Persuasion), but could possibly be at an advantage if trying to use Charisma (Intimidations). Conversely, if the Merchant were to interact with the destitute character, the destitute character is going to feel more compelled to help since she knows the merchant has resources that can make her life even worse if she refuses, and thus the merchant would likely be at an advantage. 

WEAPONS LIST

All weapons are listed by weapon proficiency. Simple weapons are a broad class of weapons that includes: clubs and maces, dagger, dirk, falchion, hammer, handaxe, hatchet, javelin (all), scythe, sickle, sling, shortspear, spear, light crossbow, unarmed and fist loads. Faelariya may only use light weapons one-handed, all other non-heavy weapons are two-handed. 

Weapon Properties

Aim. The character spends his action to aim, doubling the range of the weapon on his next attack during his next action.

Ball. This ammunition is a simple spherical ball with no special game effect.
Bullet. This ammunition has a conical shape with superior range characteristics reflected in the weapon in which it is used.

Crude Timer. The timer is often very unreliable. Roll 1d20: if the number is less than or equal to the number of rounds the timer was set for, it triggers early or late (50% chance of either). For an early trigger, use the number rolled as the number of rounds before the device triggers (e.g. a roll of 3 means the device triggers in round 3). For a late trigger, the number rolled is the number of extra rounds before it triggers. Devices always trigger at the start of the character’s turn who activated the device.

Defensive. As a reaction, the character can gain +2 AC with a successful DC 13 Dexterity saving throw. Loading. Weapons with loading (action) as a property have to use an action to reload the weapon.

Loud. Loud weapons can be heard within 300 feet. Recover X. Items with a recover value have a random chance to be retrieved When appropriate, roll a d6. If the roll is one of the numbers in the recover notation, the item can be used again in the future.

Set Versus Charge. Spend a bonus action to attack an incoming target and gain 1d6 damage (of the weapon’s type) per 30 feet of the target’s current speed.

Shield Pierce. If the weapon misses a target with a shield, and the to hit roll is greater 10+, the target must succeed at a DC 13 Dexterity saving throw or the shield is rendered useless until the target spends an action to remove the weapon.

Simple. The weapon can be used if a character is only proficient in simple weapons.

Strength. Some weapons are so large and heavy that they require a minimum Strength to wield properly. If your Strength is below this score you are at a disadvantage on any attacks you make with the weapon.

Unhorse. On a successful hit a mounted target must succeed at a Dexterity or Strength saving throw versus a DC of 8 + the attacker’s to-hit bonus, or be knocked prone off the horse and suffering 1d6 bludgeoning damage per 30 feet of the mount’s current speed.

Unrecoverable. This item or ammunition is single use only.

Versatile. Some weapons are listed with not heavy or finesse as part of their versatile description. When used two-handed, such weapons are no longer considered heavy or are considered to have the finesse property as appropriate.

Weapon Price Weight Effect
Ammunition
   Arrows (16) 4.8s 1 As bow, recover 4-6
   Arrows, blunt (16) x2 1 Bludgeoning damage, -2 to hit, recover 4-6
   Arrows, bodkin (16) x4 1 Reroll 1s or 2s on damage, recover 4-6
   Arrows, crescent (16) x4 1 Slashing damage, advantage versus rope-like targets or -2 to hit other targets, recover 4-6
   Arrows, hornbow (16) 9.6s 2 For Icewalker Hornbow only, recover 4-6
   Arrows, skybow (16) 3.2s 0.75 For Faelariyen Skybow only, recover 4-6
Bow, composite 63s 2 1d8 piercing, ammunition (range 120/480), two-handed, Strength 13+
Bow 42s 1.75 1d6 piercing, ammunition (range 100/400), two-handed, Strength 11+
Faelariyen Skybow 26s 0.75 1d4 piercing, ammunition (skybow, range 60/240), two-handed
Icewalker Hornbow 43s 5 1d12 piercing, ammunition (hornbow, range 120/360), heavy, two-handed, Strength 17+
Longbow, composite 126s 4 1d10 piercing, ammunition (range 180/720), heavy, two-handed, Strength 15+
Longbow 84s 3.5 1d8 piercing, ammunition (range 150/600), heavy, two-handed, Strength 13+
Shortbow, composite 36s 1.5 1d6 piercing, ammunition (range 80/320), two-handed, Strength 8+
Shortbow 24s 1 1d6 piercing, ammunition (range 60/240), two-handed

CLUBS AND MACES

Weapon Price Weight Effect
Club 4s 1.75 1d4 bludgeoning, light, thrown (10/30), simple
Club, great 27s 12 1d8 bludgeoning, two-handed, heavy, thrown (10/30), simple
Club, heavy 7s 3 1d6 bludgeoning, heavy, thrown (10/30), simple
Club, light 2s 1 1d2 bludgeoning, light, thrown (10/30), simple
Club, war 13s 6 1d6 bludgeoning, heavy, versatile (1d8, not heavy), thrown (10/30), simple
Mace 14s 1.75 1d6 bludgeoning, thrown (10/30), simple
Mace, heavy 26s 3 1d8 bludgeoning, heavy, thrown (10/30), simple
Mace, war 50s 6 1d8 bludgeoning, heavy, versatile (1d10, not heavy), thrown (10/30), simple
Quarterstaff 17s 6 1d6 bludgeoning, versatile (1d8, defensive), simple
Shortstaff 6s 1.75 1d4 bludgeoning, light, versatile (1d4, finesse, defensive), simple
Staff 10s 3 1d6 bludgeoning, versatile (1d6, finesse, defensive), simple

CROSSBOWS

Weapon Price Weight Effect
Ammunition
   Bolts (10) 2s 0.6 As crossbow, recover 4-6
   Bolts, blunt (10) x2 0.6 Bludgeoning damage, -2 to hit, recover 4-6
   Bolts, bodkin (10) x4 0.6 Reroll 1s or 2s on damage , recover 4-6
   Bolts, hand crossbow (10) 1.5s 0.4 For hand crossbow only, recover 4-6
Magazine 5s 2 For Repeating Crossbow, holds 6 bolts, loading (action)
Crossbow, arbalest 91s 12 1d12 piercing, ammunition (range 120/480), heavy, loading (action unless Strength 13+), two-handed
Crossbow, hand 100s 2.25 1d6 piercing, ammunition (hand crossbow, range 30/120), light, loading
Crossbow, heavy 40s 9 1d10 piercing, ammunition (range 100/400), heavy, loading, two-handed
Crossbow, light 21s 4.5 1d8 piercing, ammunition (range 80/320), loading, two-handed, simple
Crossbow, repeating 320s 12 1d8 piercing, ammunition (magazine, range 80/320), heavy, two-handed

FLAILS

Weapon Price Weight Effect
Flail, heavy 27s 3 1d8 bludgeoning, heavy, bonus action: +1d4 to hit vs target with shield on next attack
Flail 15s 1.75 1d6 bludgeoning, bonus action: +1d4 to hit vs target with shield on next attack
Greatflail 96s 12 1d12 bludgeoning, heavy, two-handed, bonus action: +1d4 to hit vs target with shield on next attack
Warflail 51s 6 1d8 bludgeoning, heavy, versatile (1d10, not heavy), bonus action: +1d4 to hit vs target with shield on next attack

Malfunction

All Greypowder weapons have a Malfunction die of at least 1d6. All Malfunction dice should be rolled with the attack roll. If the Malfunction die results in a 1, there is a malfunction. Roll on the table below. 


Malfunction Table 
Roll 3d6 and count the number of “1s” that appear to determine the result (Droth and Modren have influence; Malice will increase, Grace will decrease). Each “1” is worth 1 point. 

Result      Effect 
3 Points    Explode 
2 Points    Complication 
1 Point     Delay 
0 Points    Dud 

Explode. Shooter takes weapon damage; DC 10 Dexterity saving throw or shooter is blinded until he succeeds at a Constitution saving throw at the end of his turn; weapon destroyed. Explosives apply all damage to the character (no saving throw) and affect the area as normal. 
Complication. Weapon Malfunction dice increased by +1d6 and all attacks with the weapon are at a disadvantage until repaired (requires 1 hour and the use of gonnesmith toolkit). Explosives are triggered 1d6x5 feet from the character in the direction of the original target. 
Delay. Weapons require an action and a successful DC 10 Dexterity (gonnesmith toolkit) check to clear a jam. A result of 5 or less increases the Malfunction dice by +1d6 and the weapon is still jammed. Explosives are delivered to the target as normal, but are triggered at some random time in the future: every 5 initiative counts roll 1d6 and trigger the explosives on a result of 6. Add a cumulative +1 to the roll for each previous roll after the first that the explosive does not trigger. 
Dud. The weapon does not fire, or the explosive does not trigger and cannot be reused.

GREYPOWDER BLUNDERBUSSES

All cartridges are purchased for a specific type of blunderbuss. Range for a blunderbuss is in three categories: close/normal/long. Damage changes for each range category. At normal range, attacks are made with +1d4 to hit. At long range there is no penalty to attack, but damage is greatly reduced.

Weapon Price Weight Effect
Blunderbuss 516s 6 3d6/2d6/1d6 piercing, ammunition (range 20/60/180), two-handed, loud, loading (action), malfunction (1d6)
Blunderbuss, heavy 633sp 8 3d8/2d8/1d8 piercing, ammunition (range 20/60/180), heavy, two-handed, loud, loading (action), malfunction (1d6)
Ammunition
  Cartridge (B), copper (16) 19.2s 2.4 Scattershot, unrecoverable
  Cartridge (B), greyfire 11s 0.4 Fire damage, cone (10/20/30), no attack roll (DC 13 Dexterity saving throw to take half damage), unrecoverable
  Cartridge (B), lead (16) 144s 3.2 Scattershot, damage is considered magical versus undead and incorporeal targets, unrecoverable

GREYPOWDER GRENADES

Weapon Price Weight Effect
Bomb 184s 4 3d6/2d6/1d6 fire, radius (15/30/45), range (20/60), loud, malfunction (1d6), crude timer, DC 13 Dexterity saving throw to take half damage, unrecoverable
Grenade 22s 1 3d4/2d4/1d4 fire, radius (10/20/30), range (30/90), loud, malfunction (1d6), DC 13 Dexterity saving throw to take half damage, unrecoverable
Grenade, flash 22s 1 1d6 force, 15 foot radius, range (30/90), loud, malfunction (1d6), DC 13 Constitution saving throw or target in the area of effect is blinded; at the end of each of its turns, the target can make another Constitution saving throw, ending the condition on a success, unrecoverable
Grenade, force 22s 1 3d4 force, 20 foot radius, range (30/90), loud, malfunction (1d6), DC 13 Constitution saving throw to take half damage, unrecoverable
Grenade, smoke 22s 1 As the spell fog cloud but composed of smoke, range (30/90), malfunction (1d6) , unrecoverable

GREYPOWDER HANDGONNES

All cartridges are purchased for a specific type of handgonne.

Weapon Price Weight Effect
Handgonne 246s 3 2d6 piercing, ammunition (range 30/180), loud, loading (action), malfunction (1d6)
Heavygonne 333s 6 2d8 piercing, ammunition (range 40/240), heavy, loud, loading (action), malfunction (1d6)
Ammunition
  Cartridge (H), lead (16) 52s 2.5 Ball, damage is considered magical versus undead and incorporeal targets, unrecoverable
  Cartridge (H), copper (16) 12.8s 2 Ball, unrecoverable

GREYPOWDER LONGBORES

All cartridges are purchased for a specific type of longbore and rifle cartridges will only work in rifles.

Weapon Price Weight Effect
Longbore 683s 9 2d10 piercing, ammunition (range 60/240), two-handed, loud, loading (action), malfunction (1d6), aim
Longbore, heavy 866s 12 2d12 piercing, ammunition (range 70/280), heavy, two-handed, loud, loading (action), malfunction (1d6), aim
Rifle 770s 7 2d6 piercing, ammunition (range 120/480), two-handed, loud, loading (action), malfunction (1d6), aim
Rifle, heavy 960s 10 2d8 piercing, ammunition (range 140/560), heavy, two-handed, loud, loading (action), malfunction (1d6), aim
Ammunition
  Cartridge (L), copper (16) 19.2s 2.5 Ball
  Cartridge (L), lead (16) 144s 3.25 Ball, damage is considered magical versus undead and incorporeal targets.
  Cartridge (R), copper (16) 24s 2.5 Bullet
  Cartridge (R), lead (16) 152s 3.25 Bullet, damage is considered magical versus undead and incorporeal targets.
  Cartridge (R), steel (16) 48s 2 Bullet, reroll 1s or 2s on damage

HAFTED

Weapon Price Weight Effect
Arzhak 67sp 2 1d6 slashing or piercing, light; tsvergic handaxe with spike
Axe 27sp 3 1d6 slashing, versatile (1d8)
Battleaxe 51sp 6 1d8 slashing, versatile (1d10)
Greataxe 96sp 12 1d12 slashing, heavy, two-handed
Hammer 15sp 1.75 1d6 bludgeoning, light, thrown (range 20/60), simple
Handaxe 15sp 1.75 1d6 slashing, light, thrown (range 20/60), simple
Hatchet 9sp 1 1d4 slashing, light, finesse, thrown (range 20/60), simple
Nadzhak 143sp 7 1d8 bludgeoning or piercing, versatile (1d10); tsvergic warhammer with spike
Scythe 63sp 10 1d10 slashing, heavy, two-handed, simple
Sickle 20sp 2 1d4 slashing, light, simple
Tornadzhak 175sp 12 1d12 bludgeoning or piercing, heavy; tsvergic battlehammer with spike
Torzhak 152sp 7 1d8 slashing or piercing, versatile (1d10); tsvergic battleaxe with spike
Warhammer 56sp 6 1d8 bludgeoning, versatile (1d10)

HEAVY BLADES

Weapon Price Weight Effect
Bastard sword 85s 6 1d10 slashing, heavy, versatile
Broadsword 50s 3 1d8 slashing, versatile (1d10)
Cutlass 51s 2 1d6 slashing or 1d4 bludgeoning with hand-guard, defensive
Falchion 105s 8 1d8 slashing, two-handed, simple
Greatsword 150s 12 2d6 slashing, heavy, two-handed

LANCES

Weapon Price Weight Effect
Faelariyen Skylance 15s 1.75 1d6 piercing, finesse, two-handed, special
Lance 68s 9 1d10 piercing, reach, special
Lance, heavy 89s 12 1d12 piercing, heavy, reach, special
Lance, light 47s 6 1d8 piercing, finesse, reach, special

LIGHT BLADES

Weapon Price Weight Effect
Dagger 17s 1 1d4 piercing, finesse, light, thrown (20/60), simple
Dirk 19s 1 1d4 slashing, finesse, light, simple
Eloren Featherblade 55s 1.5 1d6 slashing, finesse, light
Eloren Thinblade 81s 3 1d8 piercing, finesse
Eloren Thornblade 19s 1 1d4 piercing, finesse, light, thrown (30/90)
Loriyen Warblade 48s 1.5 1d6 piercing or slashing, finesse, light, thrown (20/60)
Parryblade 38s 1 1d4 slashing or bludgeoning with hand-guard, finesse, light, defensive
Sabre 71s 3 1d6 slashing or 1d4 bludgeoning with hand-guard, finesse, defensive
Shortsword 29s 2 1d6 piercing, finesse, light

Faelariyen Skylance. Tiny characters cause only half damage unless you move at least 10 feet before their attack. Small or larger characters are at a disadvantage to use this weapon due to its design, but for them it is considered a one-handed, light weapon. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted and does only half damage unless you move at least 10 feet before your attack.

POLEARMS

Weapon Price Weight Effect
Bill 81s 10 1d10 slashing, heavy, reach, unhorse
Billpike 94s 12 1d12 slashing, heavy, two-handed, reach, unhorse, strength 15
Girzhak 67s 14 1d10 slashing or piercing, heavy, two-handed; tsvergic poleaxe
Halberd 94s 12 1d10 slashing or piercing (reach), heavy, two-handed, set versus charge
Longspear 89s 12 1d12 piercing, two-handed, heavy, reach, set versus charge
Prongspear 91s 12 1d10 piercing or 1d6 bludgeoning, heavy, two-handed, reach, defensive
Shortspear 26s 3 1d6 piercing, versatile (1d8 piercing or 1d4 bludgeoning), light, thrown (20/60); as a simple weapon, a shortspear is not light
Spear 47s 6 1d8 piercing, versatile (1d10 piercing or 1d6 bludgeoning), set versus charge, thrown (20/60); as a simple weapon, a spear is 1d8 piercing, two-handed
Trident 40s 4 1d6 piercing, versatile (1d8), +1 to hit, thrown (20/60)

THROWN JAVELINS AND SPEARS

Weapon Price Weight Effect
Javelin 3s 2 1d6 piercing, thrown (40/160), recover 6, simple
Javelin, heavy 5s 3 1d8 piercing, thrown (30/120), heavy, recover 6, simple
Javelin, light 2s 1 1d4 piercing, finesse, thrown (50/200), recover 6, simple
Pilum 9s 6 1d8 piercing, thrown (20/60), shield pierce, heavy, recover 6

UNARMED AND FIST LOADS

Weapon Price Weight Effect
Fist Load 7s 1 2 bludgeoning, can be improvised with -2 to hit, simple
Gauntletspikes 10s 0.5 1d4 bludgeoning, added to gauntlets included with medium or heavy armor
Gauntlet 2 bludgeoning, included with medium or heavy armor, simple
Rock 1 2 bludgeoning, thrown (30/90), simple
Sap 5s 2 1d4 bludgeoning, light, finesse, simple
Unarmed Strike 1 bludgeoning, simple

UNCOMMON MELEE WEAPONS

Weapon Price Weight Effect
Whip 10s 2 1 slashing or Special, finesse, reach

Whip. Instead of causing damage, you may choose to attack to restrain instead, restraining a Large or smaller creature hit by a whip until it is freed. A whip has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a Strength check with a DC of 8 plus the attacker’s to hit bonus, freeing itself or another creature within its reach on a success. Dealing 8 slashing damage to the whip (AC 10) also frees the creature without harming it, ending the effect and destroying the whip. Alternatively, the attacker can grab an object held by the target and pull it away. The target immediately makes a Strength check with the same DC as above. If she fails, the object is torn from her grasp and ends up on the ground anywhere within the whip’s reach.

UNCOMMON RANGED WEAPONS

Weapon Price Weight Effect
Net 17s 3 Special, thrown (20/60)
Sling 3s 0.25 1d4 bludgeoning, Ammunition, simple
Ammunition
Bullet, sling (10) 3s 5 Range (60/240)
Stone, sling (10) 5 Range (30/120)

Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.


ARMOR

Armor is sized like Clothing with similar adjustments to Weight and Price. Faelariya clothing is Weight x1/4, Price x1/2. Loriya clothing is Weight x1/2. Drothmal clothing is Weight and Price x1 1/4. Barding can be made for horses and has Price x4 and Weight x2. All armor includes the mass of basic undergarments (e.g. simple shirt, pants, etc.).

LIGHT ARMOR

Armor Price Armor Class (AC) Strength Stealth Weight
Cloth 12s 11 + Dex Modifier Disadvantage 8
Arming Doublet 77s 11 + Dex Modifier 12
Studded Cloth 56s 12 + Dex Modifier Disadvantage 11
Leather 71s 12 + Dex Modifier 15

MEDIUM ARMOR

Armor Price Armor Class (AC) Strength  Stealth  Weight
Studded Leather 105s 12 + Dex Modifier (max 2)    18
Leather, heavy 110s 13 + Dex Modifier (max 2)  Disadvantage  20
Scaled Leather 243s 14 + Dex Modifier (max 2) Str 10  Disadvantage  30
Chain Shirt 372s 14 + Dex Modifier (max 2) Str 10    25
Chain Hauberk 527s 15 + Dex Modifier (max 2) Str 10  Disadvantage  35
Chainmail 900s 15 + Dex Modifier (max 2) Str 10    40

HEAVY ARMOR

Armor Price Armor Class (AC) Strength  Stealth  Weight
Ringed Leather 155s 14  Disadvantage  20
Banded Leather 383s 15 Str 13  Disadvantage  40
Breastplate, fitted 758s 15 Str 13    50
Chainmail, reinforced 1250s 16 Str 13  Disadvantage  60
Platemail 1100s 17 Str 15  Disadvantage  60
Plate Armor, fitted 1530s 18 Str 15  Disadvantage  60

Fitted armor is designed for a single individual. It may be refit at a price of 30s by an expert smith (DC 15) requiring 8 hours. Otherwise, the wearer is at a disadvantage on all Dexterity ability checks and saving throws.

ARMOR OPTIONS

Option Price Weight Effect
Gauntlet Lock 18s 0.5 Advantage when making a saving throw to resist disarming; use item action to Lock/Unlock; added to heavy or medium armor
Shield Spikes 10s 1 Shield bash damage becomes 1d6 bludgeoning

SHIELDS

Shield Bash

As an attack you can use the shield to attack your opponent. You gain advantage on the attack out of surprise, but lose the shield’s AC bonus until the start of your next turn. A shield bash causes 1d4 bludgeoning damage and you do not add your Strength bonus unless you have a feat that allows off-hand damage bonus. If you have the shield master feat the damage is +2.

Shield Cover

As an action, the character can choose to use the shield as cover against incoming attacks. This provides resistance to non-magical bludgeoning, piercing, and slashing damage if he succeeds at a Dexterity saving throw with a DC based on the shield type, but the character loses the shield’s AC bonus until the start of his next turn. The character pulls the shield in to absorb the blow rather than trying to deflect incoming attacks. When a shield takes damage from bludgeoning or slashing it may become broken if the character fails to make a Strength saving throw versus DC 10 or the amount of damage the character takes from the hit, whichever is greater. Metal shields have advantage on this save. Broken shields provide only half their AC bonus and are at a disadvantage on future saving throws.

SHIELDS

Armor Price Armor Class (AC) Cover (DC) Strength Stealth Weight
Buckler 9s +1, melee only 15 3
Buckler, metal 30s +1, melee only 15 5
Shield, small 24s +1 13 6
Shield, small metal 59s +1 13 Str 10 10
Shield 36s +2 10 Str 10 10
Shield, metal 86s +2 10 Str 13 14
Shield, tower 74s +2 melee, special automatic Str 13 Disadvantage 18
Shield, tower metal 172s +2 melee, special automatic Str 15 Disadvantage 26

A tower shield imposes disadvantage on Dexterity (Stealth) checks whether in use or slung Shield, tower metal. This massive shield can also be used to provide half-cover while stationary if a character spends an action planting the shield into the ground. Once planted in the ground any character can use the shield in this way, but only one character at a time may do so. As a reaction the character can also gain three-quarters cover against a single incoming attack. The character may not use the shield cover action when using the shield in this way.