A D&d 5th Edition Supplement - WordPress

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Equipment,Ad&d 5th Edition SupplementBy Colin Votier

For the complete 5th Edition rules anddescriptions, see “Chapter 5: Equipment” in thePlayer's Handbook on page 143.Equipment,A D&D 5th EditionSupplementA final note before jumping into the meat of theissue. The weights presented here are in ImperialPounds. While most of the world uses the metricsystem, D&D was made in the U.S.A. and does, asa result, use pounds.Imperial Conversions.1 Pound (lb.) 16 Ounces (oz.)1 Ounce 28.3495 Grams (g)By Colin VotierThe equipment and currency presented in theDungeons & Dragons 5th Edition Source materialstands out in the RPG world. It is well balancedand comprehensive without being impenetrablycomplex or overwhelmingly vast. That said, I havefound it to have one major failing: there does notappear to be serious consideration given tocarrying large amounts of equipment or to theinconvenience of dealing with thousands of coinsworth of wealth.Also, to a lesser degree, there seems to bea disconnect between the amounts of wealth anadventurer or the nobility would have, and that ofthe common man. Trying to purchase a meal and anight at an inn with a gold piece would likely bemet with a few raised eyebrows to say the least.What I have tried to do here is to revisesome of the rules governing weight, value, andexchange of goods and services as well as to listnew costs for all the items listed in the player'shand book within this new economy.Information on basic weapons, armor, andadventuring gear is the same as the Player's HandBook, excepting the Cost. Some properties may bepresented again here if there is a change, or someother need to; otherwise, the player the need willto go to the hand book.I have also added additional weapons,armor, and equipment. Some have been pulledfrom other sources, some are of my own devising.In this case, minor changes may have been madefor better game balance and to be slightly morerealistic. Notably this includes firearms, superiorweapons, and several weapons from Asiatictraditions.To support this work and otherslike it by Colin Votier at ChromaWorks LLC please download yourcopy fromhttp://www.dmsguild.comby searching the title of thisdocument.1

be a failure of imagination. It was so difficult torefine that nobility often had their fine dining setsCarrying capacity is the limiting factor on howmade of aluminum rather than silver or gold. So inmuch gear a player character can have on them at that regard, its place in the standard coinage fits.a time. This does, however, only cover the weightBut if we look a little further, the historicalof the equipment and not the size, for that a rough Electrum coins were not pure aluminum. Theyestimate of volume as well as what straps, bags,were a mix of about half aluminum and then theand other equipment would be needed to carry“impurities” of tin, nickle, and other white metals.everything is needed; just don't forget to accountLastly, some iron would be intentionally mixed infor the bags & straps' mass and size as well.to make the coin tough enough for regularThe formula for carrying capacity is as follows: handling. All this combines to make a coin(Con. Mod. * squares occupied) * 50 lbs.significantly less valuable than a silver coin.Minimum carrying capacity is: 15 lbs. for a small Perhaps even less so than copper.creature or 25 lbs. for a medium creature.For all these reasons I have opted to omitelectrum from my system all together. In its placeCurrencyis the “Bit” system that will be explained later.Carrying CapacityThe Electrum ProblemCoinageOne of the tripping points with the existingcurrency system is the unit of currency “ElectrumPieces.” This coin is worth ½ a gold piece and isworth 50 silver pieces. All-in-all it actually does adecent job of balancing the exchange of money.Where the problem comes in is our understandingof it. Purely mechanically speaking, it is achallenge to work with because it is the onlyconversion which is not a unit of ten.But cognitively, its not prevalent in mostplayers or DMs minds. In most fantasy writingElectrum is a magical substance, usually some sortof metal that has holy powers. Historically,Electrum was a metal hodge-podge. It was whatwe would now call aluminum, but because of theless advanced metallurgy of medieval times it wasvery difficult to extract pure aluminum. From amodern perspective then, you would think itwould be less valuable than silver, but that wouldAbbreviations.Copper Bit (CB), Silver Bit (SB), Gold Bit (GB),Platinum Bit (PB)Copper Piece (CP), Silver Piece (SP), Gold Piece(GP), Platinum Piece (PP)Weight. 32 coins 1 lb. (1 coin ½ ounce)Exchange Rates.Real World10 Copper 1 SilverEquivalency.10 Silver 1 Gold1 Copper 110 Gold 1 Platinum1 Silver 101 Gold 1001 Platinum 1,000Coins can be broken into quarters by bending andsnapping them on built-in stress lines. A quartercoin is called a “Bit.” Merchants are instructed bythe treasury to regard bits at ¼ the value of a fullcoin, but tend to only give 1/5 value for them.They do this to encourage people to keep coinswhole, which are easier to count.More on Historical CoinsCoins in medieval times were worth their materialvalue. Money was not the means by which tradewas facilitated, but the thing being traded for itsself. That is why the coins were made of preciousmetals through-and-through. For a betterunderstanding of this I recommend watching ExtraCredit's “The History of Paper Money” onYoutube.Conversion from Original Currency inDMG/PHB.1 GP/10 1GP(PHB value)2(new value)

Authenticating/Counterfeiting.In either a high or low magic setting,the markings of a coin would theprimary way of stoppingcounterfeiting. The coins are castfrom molds at the treasury, and themolds made from master carvings.The masters would includestipple-engraving with specificpatterns in places that wouldbe unique and lose enoughfidelity as to disappear inre-casting.Additionally, coins have asecret script laid into their borderthat can be read by those who knowhow to authenticate them.Depicted in a series of bumps anddivots with varying heights,the script resembles realworld brail. The languageis only know in full to theartificers and accountantsat the treasury, though theytrain some merchants, for a fee, toread parts of it.Coinage in a high-magicsetting would be enchanted suchthat any attempt to counterfeit itwould result in a long-durationHold-Person/Creature on the offender,along with an Alarm spell alerting the treasury ofthe offender and their location so that an operativecould be sent to apprehend them.they can be exchanged at any time for their valuein coinage. This is ensured by whatevergovernment rules the realm. Failing to carry thebacking coin is punishable by the confiscation ofall the banks holdings, and the execution of theoffending banker.Historical Coins (Continued)The inspiration for Bits comes from the historicaluse of half-pennies in England and the early USA.Those familiar with westerns or “Little House ofThe Prairie” might recall the use of half pennies.These coins existed because of the value ofmoney at the time. Inflation eventually renderedthe unit worthless, as it now threatens to do to thewhole penny.In these films and shows, we see the halfpenny as its own coin, as it was for a time, but thepremise predates even that. Originally, pennieshad an indented line down the middle that thecoin could be folded and snapped along, in orderto make a literal “one half penny.”Magic Item Value0 (simple potions and cantrap scrolls) 60 GP 1 (Lvl.1 & 2 potions and scrolls) 120 GP 2 (Lvl.3 & 4 potions and scrolls) 480 GP 3 (Lvl.5 & 6 potions and scrolls) 2,400 GP 4 (Lvl.7 – 9 potions and scrolls) 14,400 GPGem Stones by Rarity(Base multiplier of “1”: small and of poor quality)GemWeight ValueExoticOther forms of currency.(Diamond, Opal)For vast amounts of wealth, coins are not always aPreciousconvenient representation of value, or safe to(Ruby, Sapphire, Emerald)transport across the wilderness where there arecountless opportunities for a bandit. Bars of goldSemi-Precious0.2 g(Topaz, Tourmaline,and platinum are used in some cases, that useAquamarine)markings of the same sort as coins to keep fromCommonbeing counterfeited.(Zirconia, Amethyst, Citrine,Exchange Rates.Garnet)10 PP 1 Bar of PlatinumSize. Small(x1), Medium(x2), Large(x3)At other times, Bank Vouchers for anamount of wealth are traded, with the promise that Quality. Poor(x1), Average(x2), Fine(x3)360GP20GP5GP1GP

A mithril weapon deals 5 damage and hasa 2 to attack verses armored enemies.Mithril can be crafted into the studs forStudded Leather or into any Medium or HeavyArmor. Mithril armor has 2 AC on top of the ACfor the type of armor it is crafted into.Rare MaterialsSometimes an item is crafted using a specialmaterial that gives it superior properties. Thevarious rare materials of the world and theireffects are listed here.Electrum. A natural ore with magical properties.All items crafted from this are innately 1 magicitems and have a x5 value.Orium. A mythical ore that has properties similarto steel. All items crafted from this are innately 2magic items and have a x10 value. Though mostcreatures in the world are unaware of it, Orium isfound in dragon dung and is the color of thedragon that produced it.Mithril. A natural ore with the properties ofmodern titanium. It is non-magical, but itemscrafted with it have superior properties due to thematerials strength.ArmorArmorCostArmor Class (AC)StrengthStealthWeightPadded5 SP11 Dex modifier–DisadvantageLeather1 GP11 Dex modifier––10 lbs.4 GP 5 SP12 Dex modifier––13 lbs.Light ArmorStudded Leather8 lbs.Medium ArmorHide1 GP12 Dex modifier (max 2)––12 lbs.Chain shirt5 GP13 Dex modifier (max 2)––20 lbs.Scale mail5 GP14 Dex modifier (max 2)–Disadvantage45 lbs.Breastplate40 GP14 Dex modifier (max 2)––20 lbs.Half plate75 GP15 Dex modifier (max 2)–Disadvantage40 lbs.3 GP14–Disadvantage40 lbs.7 GP 5 SP16Str 13Disadvantage55 lbs.Splint20 GP17Str 15Disadvantage60 lbs.Plate150 GP18Str 15Disadvantage65 lbs.Buckler(special)7 SP 1(special)–2 lbs.Light Shield5 SP 1––4 lbs.Heavy Shield1 GP 2Str 13Disadvantage8 lbs.Tower Shield(special)2 GP(special)Str 15Disadvantage20 lbs.Heavy ArmorRing mailChain mailShield4

WeaponsNameCostDamageWeightPropertiesClub1 CP1d4 bludgeoning2 lbs.LightDagger2 SP1d4 piercing1 lb.Finesse, light, thrown (range20/60)Dagger, boot-toe1 GP 5 SP 1d4 piercing1 lb.Covert, finesse, specialDagger, wrist1 GP 5 SP 1d4 piercing1 lb.Covert, finesse, lightGauntlet5 GP1d4 bludgeoning2 lbs.UnarmedGreatclub2 CP1d8 bludgeoning10 lbs.Two-handedHandaxe5 SP1d6 slashing2 lbs.Light, thrown (range 20/60)Javalin5 CP1d6 piercing2 lbs.Thrown (range 30/120)Light hammer2 SP1d4 bludgeoning2 lbs.Light, thrown (range 20/60)Mace5 SP1d6 bludgeoning4 lbs.–Quarterstaff2 CP1d6 bludgeoning4 lbs.Versatile (1d8)Sap2 SP1d4 bludgeoning1 lb.Finesse, light, specialScythe1 SP1d8 slashing6 lbs.Reach, two-handedSickle1 SP1d4 slashing2 lbs.LightSpear1 SP1d6 piercing3 lbs.Thrown (range 20/60),versatile (1d8)Tonfa7 SP1d4 bludgeoning2 lbs.Finesse, light, specialUnarmed strike–1 bludgeoning––Atlatl1 SP1d8 piercing3 lbs.Ammunition (javelin) (range60/180), lightBoomerang3 SP1d4 bludgeoning2 lbs.Light, returning, thrown(range 30/80)Crossbow, light2 GP 5 SP 1d8 piercing5 lbs.Ammunition (range 80/320),loading, two-handedDart2 CB0.25 lb.Finesse, thrown (range 20/60)Shortbow2 GP 5 SP 1d6 piercing2 lbs.Ammunition (range 80/320),two-handedSling1 CP1d4 bludgeoning–Ammunition (range 30/120)Battleaxe1 GP1d8 slashing4 lbs.Versatile (1d10)Broadsword1 GP 5 SP 2d4 slashing3 lbs.HeavyClaw5 SP2 lbs.Disarm immune, finesseSimple Melee WeaponsSimple Ranged Weapons1d4 piercingMartial Melee Weapons1d6 slashing5

NameCostDamageWeightPropertiesFlail1 GP1d8 bludgeoning2 lbs.–Glaive2 GP1d10 piercing6 lbs.Heavy, reach, two-handedGreataxe3 GP1d12 piercing7 lbs.Heavy, two-handedGreatsword5 GP2d6 slashing6 lbs.Heavy, two-handedHalberd2 GP1d10 slashing6 lbs.Heavy, reach, two-handedJian1 GP 5 SP 1d8 slashing3 lbs.FinesseKatana2 GP 5 SP 1d6 slashing3 lbs.Finesse, versatile (2d4)Katar7 SP1d6 piercing2 lbs.Disarm immune, finesseKhopesh1 GP2d4 slashing2 lbs.SpecialLance1 GP1d12 piercing6 lbs.Reach, specialLongspear5 SP1d8 piercing5 lbs.Reach, two-handed, specialLongsword1 GP 5 SP 1d8 slashing3 lbs.Versatile (1d10)Maul1 GP10 lbs.Heavy, two-handedMorningstar1 GP 5 SP 1d8 piercing4 lbs.–Nunchaku1 GP1d8 bludgeoning2 lbs.FinessePike5 SP1d10 piercing18 lbs.Heavy, reach, two-handedRapier2 GP 5 SP 1d8 piercing2 lbs.FinesseScimitar2 GP 5 SP 1d6 slashing3 lbs.Finesse, lightSheath, sword3 SP1d4 bludgeoning1 lbs.Finesse, lightShortsword1 GP1d6 piercing2 lbs.Finesse, lightSword, cane2 GP1d6 slashing3 lbs.Covert, finesseTomahawk5 SP1d6 slashing2 lbs.Finesse, light, thrown (range60/140)Trident5 SP1d6 piercing4 lbs.Thrown (range 20/60),versatile (1d8)War pick5 SP1d8 piercing2 lbs.–Warhammer1 GP 5 SP 1d8 bludgeoning2 lbs.Versatile (1d10)Whip2 SP1d4 slashing3 lbs.Finesse, reachBlowgun1 GP1 piercing1 lb.Ammunition (range 25/100),loadingCrossbow, hand7 GP 5 SP 1d6 piercing3 lbs.Ammunition (range 30/120),light, loadingCrossbow, heavy5 GP1d10 piercing18 lbs.Ammunition (range 100/400),heavy, loading, two-handedLongbow5 GP1d8 slashing2 lbs.Ammunition (range 150/600),heavy, two-handed2d6 bludgeoningMartial Ranged Weapons6

NameCostDamageWeightPropertiesNet1 SP–3 lbs.Special, thrown (range 5/15)Buster Sword7 GP 5 SP 2d8 slashing25 lbs.Heavy, two-handed, specialChakram1 GP1d6 slashing2 lbs.Finesse, light, returning,special, thrown (range 15/30)Double Axeoff-hand3 GPld10 slashingld10 slashing12 lbs.Double weapon, heavy,specialDouble weapon, heavy,specialDouble Swordoff-handld8 slashing2 GP 5 SPld8 slashing8 lbs.Double weapon, finesse,specialDouble weapon, finesse,specialExecutioners axe5 GP3d6 slashing14 lbs.Heavy, two-handed, specialFighting Knife (Dirk)5 SP1d6 slashing1 ½ lbs.Finesse, specialGreatspear1 GP1d12 piercing10 l

stands out in the RPG world. It is well balanced and comprehensive without being impenetrably complex or overwhelmingly vast. That said, I have found it to have one major failing: there does not appear to be serious consideration given to carrying large amounts of equipment or to the inconvenience of dealing with thousands of coins worth of wealth.