Broken Sorcery
Chapter 8
Equipment
Weapons, armor, and tools for adventuring! You’re gonna need some.
Gear
You start with the following adventuring Gear—which can be modified in collaboration with your GM as necessary.
If your Class provides you with a duplicate item, such as “Boots (Combat)” in place of “Boots (Basic)”, you only have the more advanced of those items.
If your Class bestows you multiple Weapons, you receive only the number of Weapons allotted by your Class.
Starting Equipment
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Backpack, Bedroll & Blanket, Belt*, Belt Pouch*, Boots (Basic)*, Candles* (× 2), Clothing (Basic)*, Coin Pouch*, Knife, Torch, Waterskin, and a Weapon
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A small allotment of coins and adventuring Equipment appropriate to your Class
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Vocation Equipment appropriate to your Background
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You may or may not own a home, or live as an apprentice. If so, you have access to all the accoutrement that comes with a residence. Work with your GM to determine your permanent residence, if any.
Repair
Your Clothing, Weapons, Armor, and other equipment must be Repaired periodically while Resting to remain effective (see Repair & Resupply).
Weapons
Slash, stab, and whack. What’s an adventurer without at least one stout Weapon?
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Proficiency is required for effective use (see Proficiencies)
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Light Weapons: Wielded by anyone, assuming you have proficiency
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Medium Weapons: Disadvantage for Tiny Species (Gnomes, Kobolds, etc.) or less than a 9 Strength
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Heavy Weapons: Disadvantage for Small Species (Dwarves, Halflings, Goblins, etc), or less than a 12 Strength
| LIGHT WEAPONS | DAMAGE | PROPERTIES |
|---|---|---|
| Club / Improvised | d6 | Throwable, Improvised clubs include any 2–10 pound object |
| Dart / Throwing Star | d4 | Throwable, Concealable, Can be drawn as part of an Attack |
| Dagger / Dirk | d6 | Throwable, Concealable |
| Hand Crossbow | d6 | Ranged, Ammo, Omits Strength Modifier |
| Handaxe / Hatchet | d6 | Throwable, Utility |
| Light Crossbow | d8 | Ranged, Two-handed, Ammo, Omits Strength Modifier |
| Shortbow | d6 | Ranged, Two-handed, Ammo, Composite for Strength Bonus |
| Shortsword | d6 | Reverse grip (optionally trade -1 Attack for +1 Defense) |
| Sling / Slingshot | d4 | Ranged, Two-handed, Ammo |
| Whip | 1 | Reach, Grappling, Omits Strength Modifier |
| MEDIUM WEAPONS | ||
| Battle Axe | d8 | Switch grip (use two-handed to deal d10) |
| Crossbow | d12 | Ranged, Two-handed, Ammo, Omits Strength Modifier |
| Longbow | d8 | Ranged, Two-handed, Ammo, Composite for Strength Bonus |
| Longsword | d8 | Switch grip (use two-handed to deal a d10) |
| Mace / Morning Star | d6 | Brutal (Critical Hits do an extra d6 Damage) |
| Quarterstaff | d6 | Concealable, Improvised (any sturdy branch or rod) |
| Spear | d6 | Throwable |
| Warhammer | d6 | Armor piercing (+1 Attack vs enemies clad in Armor) |
| HEAVY WEAPON | ||
| Greatsword | d12 | Two-handed |
| Greataxe | d10 | Two-handed, Brutal (Critical Hits do an extra d10 Damage) |
| Lance / Polearm | d10 | Two-handed, Reach |
Composite Bows
Only Composite Shortbows and Longbows tailored to a specific individual's Strength (by a Bowyer / Fletcher) receive a Strength Damage Bonus.
Composite Bows have a Strength requirement, which the wielder must possess to fire it effectively. This is also the Weapon’s max Strength Bonus.
For example, you can only string, draw, and fire a Strength +1 Composite Longbow if you have a Strength Modifier of at least +1.
Melee
Weapons can only be used in Close Combat unless they have the Ranged or Thrown property (though, any Weapon can be used as an Improvised Weapon, and thus Thrown).
Thrown
Thrown Weapons can be used at Medium Range, or Far Range with Disadvantage.
Ranged
Ranged Weapons can be used at Far Range. At Extreme Range and Close Combat they are used at Disadvantage. Beyond Extreme Range is too far to be effective.
Unarmed Attacks
Punching, kicking, headbutting, etc. are Unarmed Attacks dealing 1 Damage while wearing Light or No Armor, or d2 Damage while wearing Medium or Heavy Armor, plus any Damage Modifiers. Spiked gauntlets or boots deal d4 Damage.
Ammo
A quiver of arrows or bolts, or a bag of sling ammo, counts as a single item. Ammo should be tracked, and has a 50% chance of breaking or being lost, assuming you have time after battle to collect spent missiles.
Armor
Armor may be an essential asset to surviving your adventurers, especially if you plan to get up close and bloody with your enemy.
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Proficiency is required for effective use (see Proficiencies)
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Shields: Wielded in addition to Armor
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Size: Armor is created for specific sized humanoids (a Halfling cannot wear an Orc’s Armor without modification) and must be custom fitted to individuals
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Min Strength: Imposes Disadvantage on Attacks, Strength, and Dexterity if you do not meet the minimum Strength requirement
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Max Dexterity Bonus: Limits all Dexterity Bonuses you may receive (your Dexterity based Defense, Ranged Attack Bonus, Ability Checks, etc.)
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Medium & Heavy Armor: Disadvantage on Stealth
| SHIELD | BONUS | MIN STR. | MAX DEX. | DESCRIPTION |
|---|---|---|---|---|
| Shield | +2 | Straps to the arm. | ||
| LIGHT | ||||
| Leather | +1 | Pauldrons and breastplate of leather. | ||
| Studded Leather | +2 | Leather Armor with metal studs. | ||
| MEDIUM | ||||
| Scale Mail | +3 | 9 | +2 | Metal pauldrons and breastplate of interlocking scales, forearm & shin guards. |
| Chain Shirt | +4 | 9 | +2 | A shirt made of Chain Mail. |
| Half Plate | +5 | 9 | +2 | Metal pauldrons, breastplate, & greaves. |
| HEAVY | ||||
| Chain Mail | +6 | 12 | +1 | A full suit of interlocking metal rings. |
| Splint Mail | +7 | 12 | +1 | Half Plate over Chain Mail. |
| Field Plate | +8 | 12 | +1 | Full coverage interlocking metal armor. |
Specialized Armor
Dwarven Plate: A rare and expertly crafted suit of Armor made of Mythril. May be fabricated as any Armor except Leather.
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+1 Armor
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+1 Magic Resistance
Elven Chain Mail: A rare and exquisitely crafted suite of Chain Mail, or a Chain Shirt, over padded cloth.
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Negates any Max Dexterity Bonus
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Negates Disadvantage on Stealth
Gnomish Workman’s Leather: A finely crafted and immaculately oiled suit of Leather Armor which covers the entire body. Gnomish Workman’s Leather is tricked out with dozens of pockets, pouches, tool holders, straps, and secret compartments. Typically only manufactured for the very small—though for the right friend a Gnome may make a suite for larger folk.
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Grants the same Armor Bonus as Studded Leather when adorned with tools and equipment—otherwise grants the same as Leather
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Grants the wearer 3 additional Equipment Slots without suffering Encumbrance
Adventuring Equipment
A non-exhaustive list of adventuring gear and its typical rarity. Items marked with an asterisk (*) are Free To Carry.
| ITEM | RARITY | DESCRIPTION |
|---|---|---|
| Alchemy Equipment | Rare |
Alembic, aludel, athanor, crucible, cupellation, mortar, pestle, and retort. Extremely fragile. |
| Abacus | Uncommon | Mathematical tool useful for Engineering. |
| Backpack * | Common | Holds about a dozen items. |
| Bedroll & Blanket | Common | Good for camping. |
| Belt Pouch * | Common | A sturdy leather pouch which holds a few small items, alchemical ingredients, or coins. |
| Bottle/Vial (glass) | Uncommon | Collect samples, hold Potions, or fill with explosive liquid. |
| Caltrops, bag of 30 | Uncommon | Drop to slow down pursuers and deal d4 Damage. |
| Candle * | Common | Useful in the dark. |
| Cauldron | Uncommon | Large pot for cooking, or brewing positions. |
| Chalk, stick or powder * | Common | Good for marking passages and performing rituals. |
| Climbing Gear | Rare | Crampons, pitons, carabiners, ice axes, and hammer. |
| Compass * | Rare | Small device which points north to assist navigation. |
| Drafting Tools | Uncommon | Everything required for Engineering designs. |
| First Aid Kit | Uncommon | Stops bleedout—useful! Contains supplies for 5 uses. |
| Flint & Steel * | Uncommon | Drastically improves your chance to start a fire. |
| Gloves * | Common | Leather gloves for rough work. |
| Grappling Hook | Uncommon | Attach to rope and throw. |
| Healing Salve | Rare | Heals d4 HP. |
| Knife * | Common | Metal, bone, or stone knife. Not much use in a real fight. |
| Lantern | Uncommon | Burns oil. Can be carried or affixed to a belt or pack. |
| Lockpick Set | Rare | A small leather case containing lockpicking instruments. |
| Marbles, bag of 30 | Common | Drop to cause pursuers to slip and fall. |
| Merchant’s Scale | Uncommon | A scale and weight set used for weighing coins, precious medals, and gems. |
| Mess Kit | Common | Cooking ware and utensils for the Wilderness. |
| Musical Instrument | Rare | Provides entertainment and brings cheer, usually. |
| Oil | Uncommon | Greasy, flammable liquid. |
| Parchment * | Uncommon | Primitive paper. |
| Quill Pen & Ink * | Uncommon | A fine set of calligraphy supplies. |
| Quiver | Uncommon | Holds arrows or bolts. Affixes to the back or waist. |
| Rations | Common | Daily hardtack. 3 days of rations fill 1 equipment slot. |
| Rope | Common | Useful for climbing, binding, and other activities. |
| Scroll Case | Uncommon | Waterproof leather map or scroll tube. |
| Sewing Kit | Uncommon | Complete set of needles, thread, patches, and scissors. |
| Soap | Uncommon | Kills germs and improves disposition. |
| Spyglass | Rare | Telescoping eye-piece. Magnifies objects at distance. |
| Tack & Harness | Uncommon | Necessary for most to ride horses effectively. |
| Tent | Uncommon | Helps maintain warmth and keep bugs off. |
| Tools & Tool Kits | Common | Shovels, hammers, pick axes, chisels, pilers, winches, etc. |
| Torch | Common | Oil soaked wood or metal which burns for a few hours. |
| Utility Belt | Uncommon | Leather chest belt which holds easily accessed items. |
| Waterskin | Common | Remember to stay hydrated! |
Encumbrance
When you try to carry too many items you become Encumbered.
- You have a number Equipment Slots (excluding Free To Carry items) equal to 10 or your Strength Ability Score (whichever is greater)
While Encumbered you:
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Suffer Disadvantage to Strength, Dexterity, and Constitution Checks
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You cannot take the Dash Action
Free To Carry
Small, lightweight items—marked with an asterisk (*) on the Adventuring Equipment table—as well as clothing and pouches you wear (excluding Armor)—do not count against Encumbrance.
Coins & Gems
Long ago fine coins were minted by a vast empire. Some whisper of ancient Treasure Hoards which have survived.
Today, currencies are unregulated. Varying coinage is crudely minted and interchanged. But gold is gold.
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Coin Pouches hold about 100 coins
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Each Coin Pouch, in excess of your first, counts as an item
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A Bag of Gems—which holds about a dozen gems—counts as a single item
Gold Pieces (GP) are the base currency and come in many shapes and sizes. Most merchants weigh coins to make sure you haven’t been coin clipping (shaving off the edges to melt and forge new coins).
Gems can be raw or uncut, and can vary in value anywhere from 10 GP to 5,000 GP (see Gems).