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

  • Backpack, Bedroll & Blanket, Belt*, Belt Pouch*, Boots (Basic)*, Candles* (× 2), Clothing (Basic)*, Coin Pouch*, Knife, Torch, Waterskin, and a Weapon

  • A small allotment of coins and adventuring Equipment appropriate to your Class

  • Vocation Equipment appropriate to your Background

  • 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?

  • Proficiency is required for effective use (see Proficiencies)

  • Light Weapons: Wielded by anyone, assuming you have proficiency

  • Medium Weapons: Disadvantage for Tiny Species (Gnomes, Kobolds, etc.) or less than a 9 Strength

  • 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.

  • Proficiency is required for effective use (see Proficiencies)

  • Shields: Wielded in addition to Armor

  • 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

  • Min Strength: Imposes Disadvantage on Attacks, Strength, and Dexterity if you do not meet the minimum Strength requirement

  • Max Dexterity Bonus: Limits all Dexterity Bonuses you may receive (your Dexterity based Defense, Ranged Attack Bonus, Ability Checks, etc.)

  • 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.

  • +1 Armor

  • +1 Magic Resistance

Elven Chain Mail: A rare and exquisitely crafted suite of Chain Mail, or a Chain Shirt, over padded cloth.

  • Negates any Max Dexterity Bonus

  • 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.

  • Grants the same Armor Bonus as Studded Leather when adorned with tools and equipment—otherwise grants the same as Leather

  • 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:

  • Suffer Disadvantage to Strength, Dexterity, and Constitution Checks

  • 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.

  • Coin Pouches hold about 100 coins

  • Each Coin Pouch, in excess of your first, counts as an item

  • 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).