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403 lines (354 loc) · 10.5 KB
lang en
title Equipment
author
Matthew T. C. Boyea
date November, 2025
subject Hex Divinity
keywords
hex divinity
dungeons and dragons
d&d
dnd
5th edition
5e
expansion
_style_ hex-divinity

Gear Condition

When a creature rolls a critical failure on a skill check using gear, that gear becomes Tarnished. When a creature rolls a critical success to hit a targeted attack, the opponent's armor becomes Tarnished. When a creature's armor is to be Tarnished, they may use a reaction to instead have a held item become Tarnished.

Pristine

When gear with the Pristine property is to become Tarnished, it instead loses the Pristine property. Pristine gear functions normally.

Tarnished

When gear with the Tarnished property is to become Tarnished, it instead becomes Ruined. Tarnished gear is slightly less effective.

  • Tarnished weapons provide -1 damage
  • Tarnished armor provides -1 AC
  • Tarnished tools provide -1 to skill checks

Ruined

Ruined gear cannot be tarnished any further. Ruined gear is unusable.

  • Ruined weapons may only be used as an Improvised Weapon
  • Ruined armor is treated as Unarmored AC (10 + Dex) while retaining other properties
  • Ruined tools are unusable

Gear

Gear can be used in ways beyond what's written. Players are encouraged to be creative with their tools.

#/Slot Item Size Example
10/1 diminutive sand, ball bearing
10/1 tiny coin, trinket, paper, parchment
10/1 small consumable torch, candle, twine, tinderbox, 10ft rope, vial, arrow
1/1 small weapon, shield, tool, ration, quiver, pouch, tent (2-person), waterskin
1/2 small two-handed armor, weapon (two-handed, versatile), 10ft pole, tent (5-person), barrel (small), backpack
1/5 medium barrel, chest
1/10 medium (bulky) barrel (large)
: Items Per Gear Slot
Cost Container #/Slot Storage
5SP pouch/roll 1/1 1000 diminutive items or 100 tiny items
1GP quiver 1/1 20 arrows/bolts
1CP sack 1/2 2 gear
2GP backpack 1/2 4 gear
5GP chest 1/5 6 gear
1GP vial 10/1 4 oz
2GP bottle/flask 1/1 16 oz
2SP waterskin 1/1 64 oz
2GP barrel (small) 1/2 1 gear/1 gal
5GP barrel 1/5 2 gear/5 gal
10GP barrel (large) 1/10 6 gear/20 gal
: Containers
Cost Pack Contents
GP Burglar's Pack backpack(climber's kit, 10ft rope(5), ration(5), candle(5)), pouch (1000 ball bearings), tinderbox (10), twine (10), waterskin, bell, light hammer, crowbar
GP Diplomat's Pack chest(calligrapher's supplies, clothing (lavish), lantern, vial of oil(2), vial of perfume, soap (10))
GP Dungeoneer's Pack backpack(crowbar, climber's kit, 10ft rope(5), ration(10)), tinderbox (10), waterskin, light hammer
GP Entertainer's Pack backpack(disguise kit, disguise kit, ration(5), candle(5)), bedroll, waterskin
GP Explorer's Pack backpack(cook's utensils, bedroll, 10'rope(5), ration(10)), tinderbox (10), waterskin
GP Priest's Pack backpack(clothing (modest), ration(2), candle(10), incense), tinderbox (10), waterskin
GP Scholar's Pack backpack(calligrapher's supplies, book(lore), dagger), pouch (sand)
: Equipment Packs
Cost Vial
25GP acid
50GP alchemist's fire
50GP antitoxin
50GP healing (basic)
 |healing (greater)
 |healing (superior)
 |healing (supreme)

25GP |holy water 1SP |oil 5GP |perfume 100GP|poison (basic) : Vials

Cost Light
candle
lantern
torch
: Light Sources
Cost Trap
caltrop
hunting trap
iron spike
: Traps
Cost Item
tent (2-person)
tent (5-person)
10ft rope
5ft chain
ration
candle
pouch of 1000 ball bearings
pouch of sand
bedroll
clothing (poor)
clothing (modest)
clothing (lavish)
clothing (winter)
incense
tinderbox
twine
bell
crowbar
block and tackle
book
chalk
10ft tarp
hourglass
10ft ladder
grappling hook
lock (poor)
lock (modest)
lock (lavish)
magnifying glass
mirror
10ft pole
ram
spyglass
measuring scale
soap
whistle
: Survival Equipment
Class Cost Item
25GP component pouch
50GP spellbook
5GP amulet
5GP emblem
5GP reliquary
10GP crystal
20GP orb
10GP rod
5GP staff
1GP totem
10GP wand
: Spellcasting Items
Cost Ammunition
6CP arrow
3CP blowgun needle
6CP crossbow bolt
1CP sling bullet
: Ammunition
Cost Weapon Damage Properties
1SP club 1d4 bludgeoning light
2GP dagger 1d4 piercing finesse, light, thrown (range 20/60)
2SP greatclub 1d8 bludgeoning two-handed
5GP handaxe 1d6 slashing light, thrown (range 20/60)
5SP javelin 1d6 piercing thrown (range 20/60)
2GP light hammer 1d4 bludgeoning light, thrown (range 20/60)
5GP mace 1d6 bludgeoning
2SP quarterstaff 1d6 bludgeoning versatile (1d8)
1GP sickle 1d4 slashing light
1GP spear 1d6 piercing thrown (range 20/60), versatile (1d8)
: Simple Melee Weapons
Cost Weapon Damage Properties
25SP light crossbow 1d8 piercing ammunition (range 80/320), loading, two-handed
5CP dart 1d4 piercing finesse, thrown (range 20/60)
25GP shortbow 1d6 piercing ammunition (range 80/320), two-handed
1SP sling 1d4 bludgeoning ammunition (range 30/120)
: Simple Ranged Weapons
Cost Weapon Damage Properties
10GP battleaxe 1d8 slashing versatile (1d10)
10GP flail 1d8 bludgeoning
20GP glaive 1d10 slashing heavy, reach, two-handed
30GP greataxe 1d12 slashing heavy, two-handed
50GP greatsword 2d6 slashing heavy, two-handed
20GP halberd 1d10 slashing heavy, reach, two-handed
10GP lance 1d12 piercing reach, special
15GP longsword 1d8 slashing versatile (1d10)
10GP maul 2d6 bludgeoning heavy, two-handed
15GP morningstar 1d8 piercing
5GP pike 1d10 piercing heavy, reach, two-handed
25GP rapier 1d8 piercing finesse
25GP scimitar 1d6 slashing finesse, light
10GP shortsword 1d6 piercing finesse, light
5GP trident 1d6 piercing thrown (range 20/60), versatile (1d8)
5GP war pick 1d8 piercing
15GP warhammer 1d8 bludgeoning versatile (1d10)
2GP whip 1d4 slashing finesse, reach
: Martial Melee Weapons
Cost Weapon Damage Properties
10GP blowgun 1 piercing ammunition (range 25/100), loading
75GP hand crossbow 1d6 piercing ammunition (range 30/120), light, loading
50GP heavy crossbow 1d10 piercing ammunition (range 100/400), heavy, loading, two-handed
50GP longbow 1d8 piercing ammuntiion (range 150/600), heavy, two-handed
1GP net special, thrown (range 5/15)
: Martial Ranged Weapons
Cost Armor AC STR ASR Stealth
5GP padded 11+DEX disadvantage
10GP leather 11+DEX
45GP studded leather 12+DEX
: Light Armor
Cost Armor AC STR ASR Stealth
10GP hide 12+DEX(max 2)
50GP chain shirt 13+DEX(max 2)
50GP scale mail 14+DEX(max 2) disadvantage
400GP breastplate 14+DEX(max 2)
750GP half plate 15+DEX(max 2) disadvantage
: Medium Armor
Cost Armor AC STR ASR Stealth
30GP ring mail 14 disadvantage
75GP chain mail 16 13 STR disadvantage
200GP splint 17 15 STR disadvantage
1500GP plate 18 15 STR disadvantage
: Heavy Armor
Cost Shield AC Properties
10GP shield +2
: Shields

A tool kit consumes one gear slot. See https://karth.fandom.com/wiki/Tool_Proficiencies for usage details.

Cost Artisan's Tool
50GP alchemist supplies
20GP brewer supplies
10GP calligrapher supplies
8GP carpenter tools
15GP cartographer tools
|climber kit

5GP |cobbler tools 1GP |cook utensils 25GP|disguise kit |fishing tackle 15GP|forgery kit 30GP|glassblower tools |healer kit 5GP |herbalism kit 25GP|jeweler tools 5GP |leatherworker tools 10GP|mason tools |miner tools 25GP|navigator tools 10GP|painter supplies 50GP|poisoner kit 10GP|potter tools 20GP|smith tools 25GP|thief tools 50GP|tinker tools 1GP |weaver tools 1GP |woodcarver tools : Artisan's Tools

Cost Gaming Kit
1SP dice
1GP dragonchess
5SP playing cards
1GP three-dragon-ante
: Gaming Sets
Cost Instrument
30GP bagpipes
6GP drum
25GP dulcimer
2GP flute
35GP lute
30GP lyre
3GP horn
12GP pan Flute
2GP shawm
30GP viol
: Musical Instruments
Cost Item
rowboat
canoe
keelboat (cargo boat)
longship (small war boat)
galley (large war boat)
sloop (sailing boat)
schooner (sailing ship)
brigantine (war ship)
galleon (cargo ship)
: Ships
Cost Daily Feed Daily Water Animal
camel
donkey
elephant
horse (draft)
horse (war)
mastiff
mule
ox
pony
: Animals
Cost Item
barding
saddle
saddlebag
sled
chariot
cart
carriage
wagon
: Animal Accessories

Docking a Boat

Stabling an Animal

Cost Quality Exhaustion/Day
|lacking|+1
|poor   |
|modest |-1
|lavish |-2

: Lodging

When you take your long rest for the day, the quality of your sleeping conditions determine any effect on exhaustion.

Cost Quality Exhaustion/Day
|lacking|+1
|poor   |
|modest |-1
|lavish |-2

: Meals

The highest quality meal you have in a day will determine any effect on exhaustion.

Cost Quality Exhaustion/Day
|lacking|+2
|poor   |+1
|modest |
|lavish |-1

: Water

The lowest quality water you have in a day will determine any effect on exhaustion. You must drink 64oz of water in a day (one full waterskin), or twice that much in hot weather, or you will suffer from lacking water. All alcohol counts as a source of modest water.

Cost Quality Exhaustion/Day
|none   |
|poor   |
|modest |-1
|lavish |-2

: Alcaholic Drinks

The lowest quality drink you have in a day will determine any effect on exhaustion. When you consume alcohol:

  • Become drunk for an additional 1d4 hours per drink.
  • If you are already drunk, roll a Constitution Saving Throw (DC 10) or become poisoned until no longer drunk.

While drunk:

  • Gain +1 to CHA and STR, lose -1 to INT and DEX
  • You have advantage on constitution saving throws against cold weather