| lang |
en |
| title |
Equipment |
| author |
|
| date |
November, 2025 |
| subject |
Hex Divinity |
| keywords |
hex divinity |
dungeons and dragons |
d&d |
dnd |
5th edition |
5e |
expansion |
|
| _style_ |
hex-divinity |
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.
When gear with the Pristine property is to become Tarnished, it instead loses the Pristine property.
Pristine gear functions normally.
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 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 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 |
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