5e Equipment (Paladask Supplement)

Armor

Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Battle Robe25 gp11 + Dex--10 lb.
Leather Lamellar30 gp12 + Dex-Disadvantage13 lb.
Medium Armor
Bear Pelt50 gp+ 1 (partial armor)--5 lb.
Wood Armor15 gp13 + Dex (max 2)-Disadvantage20 lb.
Heavy Armor
Bone Armor600 gp1715Disadvantage65 lb.
Fortress Armor2,500 gp2017Disadvantage80 lb.
Shield
Buckler5 gp+1--2 lb.
Tower Shield25 gp+216Disadvantage15 lb.

Weapons

Weapon Cost Damage Weight Properties
Simple Melee Weapons
Bayonet5 gp1d4 Piercing1 lb.Special
Brass Knuckle5 sp1d4 Bludgeoning1 lb.Light
Katar5 gp1d6 Piercing2 lb.Finesse, Light
Sap1 gp1d4 Bludgeoning2 lb.Finesse, Light
Martial Melee Weapons
Arming Sword20 gp1d6 Slashing3 lb.Light, Finesse, Versatile (1d8)
Bastard Sword25 gp1d8 Slashing6 lb.Heavy, Versatile (1d10)
Bladed Chain8 gp1d6 Slashing5 lb.Finesse, Monk, Reach, Two-Handed
Cutlass10 gp1d8 Slashing2 lb.Finesse
Falchion10 gp2d4 Slashing3 lb.-
Hidden Blade100 gp1d4 Piercing1 lb.Finesse, Hidden, Light, Special
Katana15 gp1d8 Slashing3 lb.Finesse, Versatile (1d10)
Kopis25 gp1d8 Slashing3 lb.-
Monk's Spade10 gp1d6 Slashing3 lb.Monk, Reach, Versatile (1d8)
Saber35 gp1d8 Slashing3 lb.Finesse
Spiked Chain10 gp2d4 Piercing10 lb.Finesse, Reach, Two-Handed
Sword Breaker15 gp1d4 Piercing2 lb.Finesse, Light, Special
Weighted Chain10 gp2d4 Bludgeoning2 lb.Heavy, Reach, Special, Versatile (2d6)
Simple Ranged Weapons
Throwing Star5 sp1d4 Piercing1 lb.Light, Thrown (range 30/90)
Bolas30 sp1d4 Bludgeoning2 lb.Special, Thrown (range 20/60)
Martial Ranged Weapons
Firearms
Blunderbuss300 gp2d6 Piercing8 lb.Ammunition (Range 20/80), Misfire 3, Reload 1, Scatter, Two-Handed
Musket500 gp1d12 Piercing10 lb.Ammunition (Range 40/120), Misfire 1, Reload 1, Two-handed
Pistol250 gp1d10 Piercing5 lb.Ammo (Range 30/90), Misfire 2, Reload 1
Flare Gun100 gp1d4 Fire3 lb.Ammo (Range 10/40), Misfire 2, Reload 1

Firearms

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

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

Gear Cost Weight
Ammunition
:: Shot (20)30 gp4 lb.
:: Powderhorn (20 shots)25 gp1 lb.
:: Powder Keg (500 Shots)250 gp60 lb.
Gear
Climbing Axe5 gp4 lb.
Compass100 gp1/4 lb.
Flares20 gp3 lb.
Lock Box10 gp5 lb.
Pocket Watch200 gp1/4 lb.
Grappling Hook100 gp2 lb.

Tools

Tool Cost Weight
Artisan Tools
Doctor's Tools30 gp5 lb.
Tinkers' Tools10 gp8 lb.
Workman's Tools
Farmer's Tools1 gp10 lbs.
Kits
Engineering Kit30 gp25 lb.
Other Tools
Alchemical Reagant Tools40 gp3 lb.
Archeologist's Tools25 gp15 lb.
Torture Tools80 gp6 lb.

Mounts and Vehicles

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

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

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

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
Rowboat50 gp1.5 mph13-11505
Galleon28,000 gp4 mph80-1501550020
Sailing Ship10,000 gp2 mph20201001530015
Yacht12,000 gp6 mph51011225015
Cargo Ship20,000 gp5 mph3030101432510
Scouting Ship18,000 gp10 mph552132008
Warship25,000 gp2.5 mph60602001550020
Drawn Vehicles
Caravan175 gp3 mph241/4137515
Chariot100 gp25 mph2--132512

Mounts

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

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

Armor

Items



Back to Main Page 5e Homebrew Campaign Settings Paladask

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