Inept Wizard

Equipment

This work is part of the tabletop role-playing game Swords & Sceptres: The Pulp Fantasy, licensed under the Creative Commons Attribution 4.0 International License, which can be accessed at https://creativecommons.org/licenses/by/4.0/legalcode.

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Coins

Coins come in three denominations, listed on the Coin Values table. The Copper Piece is the common coin of daily trade, and most prices in this book are given in copper. Electrum Pieces and Platinum Pieces are not used.

Coin Values
Coin Value in cp Value in sp Value in gp
Copper Piece (cp) 1 1/10 1/100
Silver Piece (sp) 10 1 1/10
Gold Piece (gp) 100 10 1

A coin weighs about a third of an ounce, so fifty coins weigh a pound.

What a coin buys is easiest to judge against what a coin is earned for. Daily wages for fighting men are given on the Daily Wages table, and a labourer earns what a footman earns.

Coins by Another Name

The three coins are named for their metal, but a setting may call them whatever its people would. In a medieval English setting they are the penny, the shilling, and the pound; in a Roman one, the as, the denarius, and the aureus. Only the names change. Prices in this book are drawn from what things actually cost when they actually existed, and they hold whatever the coins are called.

Daily Wages
Trade Wage
Labourer or levy footman 2 cp
Archer 3 cp
Mounted archer or armoured footman 6 cp
Man-at-arms or squire 1 sp 2 cp
Knight 2 sp 4 cp
Knight banneret 4 sp 8 cp
The Weight of a Penny

A labourer is paid in copper and a loaf is bought with it. Silver settles a merchant’s accounts. Gold belongs to lords, to bankers, and to the ransom of prisoners, and a character who has never held a Gold Piece is in no way remarkable.

Weapons

The weapons tables list the weapons in common use, arranged by group. Each entry gives the following details.

Damage. The damage a weapon deals on a hit, and the type of that damage.

Properties. Any properties the weapon has, each defined in “Properties” below.

Mastery. The weapon’s mastery property, defined in “Mastery Properties” below. You can use it only if you have a feat that unlocks it.

Weight. What the weapon weighs.

Price. What the weapon costs. Bow prices are given on the Bows table, since a bow’s price depends on its draw force.

Selling Equipment

Equipment fetches half its price when sold. Trade goods and valuables — gems, art objects, and the like — keep their full worth in the marketplace.

Weapon Groups

Every weapon belongs to one of eight groups: Axes, Bows, Daggers, Maces, Rigged, Spears, Staffs, and Swords.

Anyone can pick up any weapon and use it. Your attack roll with a weapon is a d20 plus the relevant ability modifier plus your Skill Rank in that weapon’s group.

Knacks are granted in whole groups and never in individual weapons. A Knack halves the Skill Point cost of ranks in its group and raises the cap on that rank (see “Skill Rank” in “Playing the Game”). A knight with a Knack in Swords buys ranks in Swords at half price and applies that rank to a Shortsword and a Greatsword alike.

Properties

Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing that ammunition is part of the attack rather than a Free Action, provided it is worn ready on the body in a quiver or a like holder; it belongs to the attack and not to the action that grants it, so every attack you make draws its own. Ammunition carried any other way — loose in a sack, bundled at the belt, thrust point-down in the ground — must be taken up with your Free Action for the turn, one piece at a time, and a second piece in the same turn requires the Utilise action (see “Adventuring Gear” in “Equipment”). After a fight, you can spend 1 minute to recover half the ammunition you used in the fight; the rest is lost.

Ceremonial. Once per Long Rest, while you hold this weapon, you can expend one Spell Die you have left as a Bonus Action, rolling it and regaining that many Spell Points (see “Spell Dice” in “Spells”). You gain nothing from a Ceremonial weapon unless you have Skill Rank 1 or higher in its group. A Ceremonial weapon is regalia before it is a weapon, and its price is the goldsmith’s work rather than the smith’s.

Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Heavy. You have Disadvantage on attack rolls with a Heavy weapon if your Strength score isn’t at least 13. Bows are never Heavy; a bow’s demand on the body is set by its draw force instead (see “Bows”).

Light. A Light weapon is small and balanced enough to be handled in either hand. Holding a Light weapon in each hand doesn’t by itself let you attack with both on the same turn; an extra attack with the second weapon comes only from a feat that grants one (see “Feats”).

Loading. You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.

Range. A weapon’s range appears in parentheses after the Ammunition or Thrown property. The first number is the normal range in feet; the second is the long range. Attacking a target beyond normal range gives you Disadvantage on the attack roll. You can’t attack a target beyond the long range.

Reach. A Reach weapon adds 5 feet to your reach when you attack with it, and when determining your reach for Opportunity Attacks with it.

Special. A Special weapon does something no property covers, and the rules for it are given in a note under its group’s table.

Thrown. You can throw a Thrown weapon to make a ranged attack. If it is a Melee weapon, use the same ability modifier for the attack and damage rolls that you would use for a melee attack with it.

Two-Handed. A Two-Handed weapon requires two hands when you attack with it.

Unwieldy. You have Disadvantage on attack rolls with an Unwieldy weapon if two or more creatures are within 5 feet of you. The weapon needs room for its swing, and a press doesn’t give it.

Versatile. A Versatile weapon can be used with one or two hands. The damage in parentheses is what it deals when used with two hands to make a melee attack.

Mastery Properties

Using a weapon’s mastery property requires the Weapon Mastery feat, and it does not apply to every hit. If you attack with a weapon whose mastery property you have unlocked, the d20 shows 19 or 20, and the attack hits, you can apply that property to the attack.

Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative.

Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and it can be increased only by increasing that ability modifier.

Puncture. If you hit a creature with this weapon, its Resistance Points against this weapon’s damage type count as 0 against this attack. This can’t raise them: a creature already below 0 against that damage keeps what it has.

Push. If you hit a creature no larger than you with this weapon, you can push it up to 10 feet straight away from yourself.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Snag. If you hit a creature no larger than you with this weapon, the hook catches and holds it. The creature’s Speed is 0 until the start of your next turn. If the creature is mounted, it is instead dragged from the saddle and lands with the Prone condition in an unoccupied space within 5 feet of its mount. You can’t use this property on a thrown attack.

Sweep. If you hit a creature with this weapon, you can let the arc carry through. Each other creature within your reach takes damage equal to the ability modifier used to make the attack roll, of the same type the weapon deals. You choose whether to sweep, but not who the blade finds.

Topple. If you hit a creature no larger than you with this weapon, it has the Prone condition.

Vex. If you hit a creature with this weapon and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.

Weapons by Group

A table for each group follows, listing the weapons in it.

Axes
Weapon Damage Properties Mastery Weight Price
Bardiche 1d12 Slashing Heavy, Reach, Two-Handed, Unwieldy Cleave 8 lb. 3 sp 5 cp
Battleaxe 1d8 Slashing Versatile (1d10) Snag 4 lb. 1 sp 2 cp
Glaive 1d10 Slashing Heavy, Reach, Two-Handed Graze 6 lb. 3 sp
Greataxe 1d12 Slashing Heavy, Two-Handed Cleave 7 lb. 2 sp 5 cp
Halberd 1d10 Slashing Heavy, Reach, Two-Handed Snag 6 lb. 4 sp
Handaxe 1d6 Slashing Light, Thrown (Range 20/60) Vex 2 lb. 5 cp
Bows
Weapon Damage Properties Mastery Weight Price
Shortbow By draw force Ammunition (Range 80/320; Arrow), Two-Handed 2 lb. By draw force
Longbow By draw force Ammunition (Range 150/600; Arrow), Two-Handed 2 lb. By draw force
Composite Bow By draw force Ammunition (Range 120/480; Arrow), Two-Handed 3 lb. By draw force

No bow has a mastery property. What a bow does is set by its draw force and by the arrow on the string, and neither is a matter of technique with the bow itself. See “Bows” below for draw force, Strength requirements, damage, and prices, and “Arrows” for what the different heads do.

Daggers
Weapon Damage Properties Mastery Weight Price
Dagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60) Puncture 1 lb. 1 sp 5 cp
Dart 1d4 Piercing Finesse, Thrown (Range 20/60) Vex 1/4 lb. 2 cp
Long Dagger 1d4 Piercing Finesse, Light, Versatile (1d6) Vex 1 1/2 lb. 2 sp
Sickle 1d4 Slashing Light Snag 2 lb. 6 cp
Maces
Weapon Damage Properties Mastery Weight Price
Club 1d4 Bludgeoning Light Sap 2 lb. 1 cp
Crozier 1d6 Bludgeoning Ceremonial Snag 4 lb. 5 gp
Flail 1d8 Bludgeoning Sap 2 lb. 2 sp
Greatclub 1d8 Bludgeoning Two-Handed Push 10 lb. 2 cp
Light Hammer 1d4 Bludgeoning Light, Thrown (Range 20/60) Sap 2 lb. 5 cp
Mace 1d6 Bludgeoning Sap 4 lb. 1 sp 5 cp
Maul 2d6 Bludgeoning Heavy, Two-Handed Topple 10 lb. 1 sp
Morningstar 1d8 Piercing Puncture 4 lb. 2 sp
War Pick 1d8 Piercing Versatile (1d10) Puncture 2 lb. 1 sp 2 cp
Warhammer 1d8 Bludgeoning Versatile (1d10) Sap 5 lb. 2 sp

Crozier. The priest’s rod, crook-headed and shod in iron. A crozier leaves the other hand free for the matter a casting consumes.

Rigged
Weapon Damage Properties Mastery Weight Price
Blowgun 1 Piercing Ammunition (Range 25/100; Needle), Loading Vex 1 lb. 1 sp
Net Special, Thrown (Range 5/15) 3 lb. 6 cp
Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Sap 1 cp
Whip 1d4 Slashing Finesse, Reach Slow 3 lb. 8 cp

Net. A Large or smaller creature hit by a net has the Restrained condition until it is freed. A net has no effect on creatures that are formless, or Huge or larger. A creature can take an action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 Slashing damage to the net (Armour Class 10) also frees the creature, and destroys the net.

Spears
Weapon Damage Properties Mastery Weight Price
Javelin 1d6 Piercing Thrown (Range 30/120) Slow 2 lb. 8 cp
Lance 1d10 Piercing Heavy, Reach, Two-Handed (unless mounted) Topple 6 lb. 3 sp
Mancatcher 1d4 Piercing Heavy, Reach, Special, Two-Handed, Unwieldy Snag 12 lb. 4 sp
Pike 1d10 Piercing Heavy, Reach, Two-Handed, Unwieldy Push 18 lb. 2 sp
Spear 1d6 Piercing Thrown (Range 20/60), Versatile (1d8) Vex 3 lb. 1 sp
Trident 1d8 Piercing Thrown (Range 20/60), Versatile (1d10) Snag 4 lb. 1 sp 5 cp

Mancatcher. On a hit, a creature no larger than you has the Grappled condition, caught by the sprung collar. You must keep both hands on the mancatcher to hold it, and while you do you can’t attack with the weapon and the caught creature can’t move beyond the weapon’s reach. A creature can take an action to make a Strength check (DC 10 plus your Skill Rank in Spears), freeing itself or another creature within its reach on a success. If the creature was mounted when it was caught, it is dragged from the saddle and lands with the Prone condition.

Staffs

The Staffs group is not a matter of length but of office. It holds what a woman carries to command rather than to cut: the staff a traveller walks with, and the rod a magician is known by.

Weapon Damage Properties Mastery Weight Price
Quarterstaff 1d6 Bludgeoning Versatile (1d8) Topple 4 lb. 1 cp
Sceptre 1d6 Bludgeoning Ceremonial, Light Sap 3 lb. 5 gp

Sceptre. A short rod of gilt and enamel, weighted at the head, made to be held up rather than swung. It is one of the costliest things in these tables and the worst weapon in them, and it is carried for what it says about the hand holding it. A sceptre leaves the other hand free for the matter a casting consumes.

Swords
Weapon Damage Properties Mastery Weight Price
Flamberge 1d10 Slashing Heavy, Versatile (1d12) Sap 5 lb. 1 gp 5 sp
Greatsword 2d6 Slashing Heavy, Reach, Two-Handed, Unwieldy Sweep 6 lb. 1 gp 5 sp
Longsword 1d8 Slashing Versatile (1d10) Sap 3 lb. 8 sp
Rapier 1d8 Piercing Finesse Vex 2 lb. 1 gp
Scimitar 1d6 Slashing Finesse, Light Graze 3 lb. 6 sp
Shortsword 1d6 Piercing Finesse, Light Vex 2 lb. 5 sp

Bows

A bow is rated by its draw force, the weight in pounds-force (lbf) needed to bring the string to full draw. Draw force determines the damage the bow deals, the Strength score needed to shoot it, and its price.

Two Archers

Two characters may both carry longbows and have nothing in common as archers. One draws 60 lbf and looses often. The other draws 150 lbf, shoots seldom, and settles the matter when the arrow lands.

Bow Strength Requirement

A bow can be shot only by a character whose Strength score meets or exceeds the bow’s requirement, listed on the Bows table. A character whose Strength falls short cannot bring the bow to full draw and cannot use it at all.

The requirement depends on how the bow is built. Round each result up.

  • Shortbow: draw force ÷ 3 + 4
  • Longbow: draw force ÷ 5 + 4
  • Composite Bow: draw force ÷ 4 + 4

The shorter the limbs, the more steeply the draw weight climbs as the bow nears full draw, and the more Strength it asks for the same stored energy.

Horn, Wood, and Sinew

A bow’s limbs must bend, and the longer they are the more kindly they do it. A longbow bends along its whole length and asks least of the archer for what it stores. A shortbow fights her for every pound. A composite bow, built up in layers of horn, wood, and sinew, is short enough to carry and to shoot from the saddle, and the layers give back some of what the short limbs cost — though not all of it, and it costs a great deal more to build. A footman with room to draw takes the longbow. A rider has no such choice.

Height Requirement

Anyone can shoot a shortbow or a composite bow. A longbow must be about as long as the archer is tall, so it requires a character at least 5 feet 5 inches in height. A shorter archer cannot bring one to full draw.

Shooting from Horseback

A longbow cannot be shot from horseback, whatever the archer’s height or skill. Its lower limb fouls the horse and never clears the saddle. A mounted archer shoots a shortbow or a composite bow.

Attack and Damage

Your attack roll with a bow is a d20 plus your Dexterity modifier plus your Skill Rank in Bows. Strength decides which bow you can shoot; Dexterity decides whether you hit with it.

On a hit, the bow deals the damage listed for its draw force on the Bows table, plus your Dexterity modifier. The damage is Piercing unless the arrow used says otherwise.

Damage, Strength requirement, and price at each draw force are given on the Bows table. A price is for the bow alone, strung, without arrows.

Bows
Draw (lbf) Damage Average Short STR Long STR Comp. STR Short Price Long Price Comp. Price
15 1 1 9 7 8 6 cp 1 sp 2 cp 8 sp 5 cp
20 1d2 1.5 11 8 9 6 cp 1 sp 3 cp 8 sp 5 cp
25 1d3 2 13 9 11 6 cp 1 sp 4 cp 9 sp
30 1d4 2.5 14 10 12 6 cp 1 sp 5 cp 9 sp
35 2d2 3 16 11 13 6 cp 1 sp 7 cp 9 sp 5 cp
40 1d2+1d3 3.5 18 12 14 6 cp 2 sp 1 gp
45 2d3 4 19 13 16 7 cp 2 sp 5 cp 1 gp 1 sp
50 1d8 4.5 21 14 17 7 cp 3 sp 1 gp 2 sp
55 2d4 5 23 15 18 7 cp 3 sp 5 cp 1 gp 3 sp
60 1d10 5.5 24 16 19 8 cp 4 sp 1 gp 4 sp
65 1d4+1d6 6 26 17 21 8 cp 4 sp 5 cp 1 gp 5 sp
70 1d12 6.5 28 18 22 9 cp 5 sp 5 cp 1 gp 7 sp
75 2d6 7 29 19 23 9 cp 6 sp 5 cp 1 gp 9 sp
80 3d4 7.5 31 20 24 1 sp 7 sp 5 cp 2 gp
85 1d6+1d8 8 33 21 26 1 sp 1 cp 9 sp 2 gp 5 sp
90 2d4+1d6 8.5 34 22 27 1 sp 2 cp 1 gp 2 gp 5 sp
95 2d8 9 36 23 28 1 sp 3 cp 1 gp 2 sp 3 gp
100 1d4+2d6 9.5 38 24 29 1 sp 4 cp 1 gp 4 sp 3 gp 5 sp
105 4d4 10 39 25 31 1 sp 5 cp 1 gp 6 sp 3 gp 5 sp
110 3d6 10.5 41 26 32 1 sp 6 cp 1 gp 8 sp 4 gp
115 3d4+1d6 11 43 27 33 1 sp 8 cp 2 gp 4 gp 5 sp
120 2d6+1d8 11.5 44 28 34 2 sp 2 gp 5 sp 5 gp
125 2d4+2d6 12 46 29 36 2 sp 2 gp 5 sp 5 gp 5 sp
130 5d4 12.5 48 30 37 2 sp 5 cp 3 gp 6 gp 5 sp
135 1d4+3d6 13 49 31 38 2 sp 5 cp 3 gp 7 gp
140 4d4+1d6 13.5 51 32 39 2 sp 5 cp 3 gp 5 sp 7 gp 5 sp
145 4d6 14 53 33 41 3 sp 4 gp 8 gp 5 sp
150 4d4+1d8 14.5 54 34 42 3 sp 4 gp 5 sp 9 gp 5 sp
155 6d4 15 56 35 43 3 sp 5 cp 5 gp 10 gp
160 2d4+3d6 15.5 58 36 44 4 sp 5 gp 11 gp
165 5d4+1d6 16 59 37 46 4 sp 5 gp 5 sp 12 gp
170 1d4+4d6 16.5 61 38 47 4 sp 5 cp 6 gp 5 sp 13 gp
175 5d4+1d8 17 63 39 48 5 sp 7 gp 14 gp
180 5d6 17.5 64 40 49 5 sp 7 gp 5 sp 15 gp
185 3d4+3d6 18 66 41 51 5 sp 5 cp 8 gp 17 gp
190 6d4+1d6 18.5 68 42 52 6 sp 8 gp 5 sp 18 gp
195 2d4+4d6 19 69 43 53 6 sp 5 cp 9 gp 5 sp 19 gp
200 6d4+1d8 19.5 71 44 54 7 sp 10 gp 21 gp

Heavier Bows

Bows above 200 lbf exist, but mortals do not shoot them. A giant or a titan may draw 400 lbf without strain.

To extend the table, each additional 5 lbf adds 0.5 to average damage. The Strength formulas above continue unchanged. Prices continue as follows, in copper pieces:

  • Shortbow: 6 + 4 × (draw force ÷ 80)³
  • Longbow: 12 + 8 × (draw force ÷ 40)³
  • Composite Bow: twice the longbow price, plus 60

Round the result off before you charge it: to the nearest 1 cp below 20 cp, to the nearest 5 cp below 1 gp, to the nearest 10 cp below 2 gp, to the nearest 50 cp below 10 gp, and to the nearest 100 cp above that. Then quote it in the largest coin that fits, using two denominations at most.

What the Warbow Costs

A soldier who shoots a heavy warbow for twenty years does not walk away from it. His left arm thickens until the bone itself is misshapen; his shoulder wears through; his spine bends towards the draw. Bodies pulled from old wrecks and old graves are recognisable as archers before anything else about them is known. The bow gives what it is given, and it keeps a portion.

Arrows

Arrows are sold by the dozen, at the prices given on the Arrows table. Unless an arrow’s entry says otherwise, an arrow deals the bow’s damage as Piercing damage and does nothing else.

The bow sets how hard the arrow arrives; the head sets what it does when it gets there. An archer who carries only one kind of arrow has decided in advance what every shot will be for.

Arrows
Arrow Price (dozen) Effect
Common Arrow 8 cp The bow’s damage, as Piercing damage.
Barbed Arrow 1 sp 2 cp The head cannot be drawn back out, and the creature’s Hit Point maximum is reduced by the damage the arrow dealt. A creature can take an action to cut a barbed head free from itself or from a creature within its reach, dealing 1d4 Piercing damage and ending the reduction.
Blunt Arrow 6 cp Damage is halved and becomes Bludgeoning.
Bodkin Arrow 2 sp A narrow hardened point made for armour. Reduce the target’s Resistance Points against Piercing damage by 5 against this attack. This reduction can’t lower them below 0.
Broadhead Arrow 1 sp 5 cp A wide cutting head that opens a wound but turns on plate. Deals 2 extra Piercing damage, and the target’s Resistance Points against Piercing damage increase by 5 against this attack.
Fire Arrow 1 sp 5 cp A cage of split iron packed with tow and pitch. Must be lit from an open flame as a Free Action, and burns out after 1 minute. The bow’s normal and long ranges are halved, and the arrow deals 1d4 Fire damage instead of the bow’s damage. A creature it hits has the Burning condition, and a flammable object it hits is set alight. The fire on a creature ends when that creature, or one within its reach, takes an action to beat it out.
Flight Arrow 1 sp A light shaft for distance. The bow’s normal and long ranges increase by half, and the arrow deals half the bow’s damage.
Forked Arrow 1 sp 5 cp A crescent head that shears rather than pierces. Damage becomes Slashing, and it deals double damage to rope, sailcloth, and similar objects.
Line Arrow 3 sp Trails a light cord up to 50 feet behind it. The bow’s ranges are halved and damage is halved.
War Arrow 1 sp A heavy shaft that carries its weight into the wound. Deals 2 extra Piercing damage, and the bow’s normal and long ranges are halved.
Whistling Arrow 1 sp 5 cp Deals no damage. Its shriek is clearly audible up to 1,000 feet away.
Choosing an Arrow

A hunter uses blunt arrows on birds and small game, where a broadhead would ruin what it hit. The choice that matters in war is bodkin or broadhead: the bodkin is made to find a way through armour and does little once it is through, while the broadhead opens a wound no man walks away from and skids off a breastplate. Fire arrows are meant for roofs, tents, and stores rather than for men. A whistling arrow carries no message of its own, and armies that use them agree beforehand what each volley is to mean.

Armour

Armour is bought and worn by category, and each category is a separate skill: Light Armour, Medium Armour, and Heavy Armour. A character wears one armour at a time, with the single exception given below.

A Knack in an armour category covers every armour on that category’s table.

Training. Armour that has not been drilled in is worn badly. If you have no Skill Rank in the category of the armour you wear, you still gain the Armour Class its entry gives you, you gain no Resistance Points from it of any kind, and you have Disadvantage on Dexterity ability checks, on Dexterity saving throws, and on attack rolls made with Dexterity for as long as you wear it.

Armour Class. Each category sets your Armour Class in its own way, and the number in an entry is not added to anything else. Only the outermost armour you wear sets your Armour Class. A shield’s bonus is added to it (see “Shields” in “Equipment”).

Resistance Points. Armour grants Resistance Points equal to your Skill Rank in its category, and each category grants them against two damage types and no others (see “Resistance Points” in “Playing the Game”). Where the points are yours to assign, you assign each point when you gain the Skill Rank that grants it, one at a time and in any combination. The assignment stands as you made it. It does not change when you take the armour off, and it applies to every armour of that category you wear.

Starting Resistance Points. Each armour grants the Resistance Points listed in its own column, over and above those your Skill Rank grants. You gain them only if you have Skill Rank 1 or higher in that armour’s category, and where the entry offers a choice you make it when you don the armour.

The Limit of Worn Protection. Your armour and your shield together grant you no more than 15 Resistance Points against any one damage type. Count only what those two things grant. Resistance Points from feats, spells, races, enchantments, and every other source lie outside this limit and are added after it.

Armour Categories

Light Armour. Light armour does not set your Armour Class. It remains 10 + your Dexterity modifier, as it is for a character wearing nothing.

Its Resistance Points are not yours to assign. Half of them, rounded up, are against Slashing damage, and the rest are against Piercing damage. At Skill Rank 5 in Light Armour you have 3 Resistance Points against Slashing and 2 against Piercing.

Medium Armour. Your Armour Class is 10 + your Dexterity modifier or 10 + your Constitution modifier, whichever you choose when you don the armour.

You assign its Resistance Points to Bludgeoning or Piercing damage.

Heavy Armour. Your Armour Class is the number given in the armour’s entry plus your Strength modifier or your Constitution modifier, whichever you choose when you don the armour. Your Dexterity modifier does not apply.

You assign its Resistance Points to Slashing or Bludgeoning damage.

Armour Strength Requirement

Medium and Heavy armour must be carried on the frame as well as worn on it, and each such armour lists a Strength score on its table. Light armour has no requirement.

Armour Strength Requirement = the armour’s weight in pounds ÷ 10 + 8, rounded up.

If your Strength score meets the requirement, the armour sits where it was made to sit and costs you nothing. If your Strength score falls short, your Speed is reduced by 5 feet for each point of the shortfall, and if it falls short by 3 or more you cannot wear the armour at all. A Light armour worn beneath another does not count toward the requirement of the armour above it.

Donning and Doffing

Donning armour means putting it on, buckling it, and settling it; doffing it means getting it off. The time each takes is given on the Donning and Doffing Armour table. Neither is an action, and neither can be done in a fight.

Donning and Doffing Armour
Category Don Doff
Light 1 minute 1 minute
Medium 5 minutes 1 minute
Heavy 10 minutes 5 minutes

Wearing a Garment Beneath

An armour with the Underlayer property may be worn under Medium or Heavy armour. No other pairing of armours is allowed, and nothing may be worn under an Underlayer armour.

The outer armour sets your Armour Class and grants its Resistance Points as usual. The garment beneath grants its Starting Resistance Points and nothing further: your Skill Rank in Light Armour grants no points while another armour is worn over it, though you must still have Skill Rank 1 in Light Armour to gain the garment’s Starting Resistance Points at all.

You dress from the inside out and undress from the outside in. You cannot don the garment while the outer armour is on, and you cannot doff the garment while the outer armour is on: the outer armour comes off first. The times add together, so a Gambeson under a Mail Hauberk takes 11 minutes to don and 6 minutes to doff.

Armour Properties

An armour’s entry names the properties it has, and those properties are given here.

Bespoke. This armour is made to one body. You gain nothing at all from a Bespoke armour made for another creature — no Armour Class, no Resistance Points, and none of its other properties — until an armourer refits it to you, which takes 10 days and costs a quarter of the armour’s price.

Noisy. You have Disadvantage on Dexterity (Stealth) checks while you wear this armour.

Proof. A ranged weapon attack made against you from more than 60 feet away deals no damage to you.

Stifling. Iron holds the heat that reaches it and draws the storm down on the man inside it. You have −1 Resistance Points against Fire damage and −1 Resistance Points against Lightning damage while you wear this armour.

Underlayer. This armour may be worn beneath Medium or Heavy armour.

Warm. You have Advantage on saving throws against extreme cold.

Armour by Category

Light Armour
Armour Armour Class Starting Resistance Points Properties Weight Price
Gambeson 10 + Dex modifier 2 Bludgeoning Underlayer, Warm 12 lb. 8 sp
Hide 10 + Dex modifier 1 against each of two types you choose Warm 12 lb. 2 sp
Jack 10 + Dex modifier 2 Piercing or 2 Slashing, your choice Underlayer 8 lb. 3 sp
Leather 10 + Dex modifier 2 Piercing 10 lb. 6 sp

Gambeson. Twenty and more layers of linen quilted together into a coat that stands up on its own. It is the padding a knight wears under his mail and the whole armour of the man who cannot afford mail, and there is more stitching in one than in a wedding dress.

Hide. Skins with the hair still on, sewn thick and worn greased. It stinks in the rain, it stops what it stops, and it is cut by anyone who owns a herd.

Jack. A short coat stuffed with tow and rag and stitched through in lines a finger apart. Every town in the realm keeps a chest of them for the levy, and every one of them has been worn by someone else first.

Leather. Hide boiled in wax and moulded to the chest, then dried until it turns a point like a plank. It is the armour of hunters, drovers, and men who must look armed while riding a long way.

Medium Armour
Armour Armour Class Starting Resistance Points Strength Properties Weight Price
Breastplate 10 + Dex or Con modifier 2 Bludgeoning, 1 Piercing 10 20 lb. 2 gp 5 sp
Brigandine 10 + Dex or Con modifier 2 Slashing, 1 Piercing 11 25 lb. 3 gp
Chain Shirt 10 + Dex or Con modifier 3 Slashing 10 20 lb. 5 gp
Scale 10 + Dex or Con modifier 2 Piercing, 1 Slashing 11 Noisy 30 lb. 2 gp

Breastplate. A single plate hammered to the shape of a chest, worn over a coat with the arms and legs left bare. It turns a thrust that would go through anything hung on rings, and it is the cheapest good iron a man can put in front of his heart.

Brigandine. Hundreds of small plates riveted between two layers of canvas, the rivet heads showing on the outside in rows. It moves with the body, it is quiet, and from ten feet away it is a coat.

Chain Shirt. A thigh-length shirt of riveted rings with short sleeves, worn over padding. Nothing cuts it. Everything with a point eventually finds a way through it.

Scale. Iron scales laced in overlapping courses onto a leather backing, each one a small tile shrugging a point aside. It rattles, it is heavy on the shoulders, and it can be mended by anyone who can lace a boot.

Heavy Armour
Armour Armour Class Starting Resistance Points Strength Properties Weight Price
Full Plate 12 + Str or Con modifier 2 Slashing, 2 Piercing, 1 Bludgeoning 14 Bespoke, Noisy, Proof, Stifling 60 lb. 40 gp
Half Plate 12 + Str or Con modifier 3 Piercing, 2 Slashing 13 Bespoke, Noisy 50 lb. 25 gp
Mail and Plates 11 + Str or Con modifier 3 Slashing, 2 Piercing 13 Noisy, Stifling 50 lb. 18 gp
Mail Hauberk 11 + Str or Con modifier 5 Slashing 12 Noisy 40 lb. 12 gp

Full Plate. Every part of a man cased in shaped iron, hinged and strapped and fitted to him alone. A man in full plate is not hard to kill; he is hard to reach, and the fight ends when someone gets him on the ground.

Half Plate. Cuirass, pauldrons, and greaves over a mail skirt, with the joints left in rings. It is what a soldier wears who has to march to the battle rather than ride to it.

Mail and Plates. A hauberk with plates riveted over the chest, the arms, and the thighs, so that the rings cover what the plates cannot. It is the answer of an armourer who has seen a lance go through mail and has not yet learned to shape a whole cuirass.

Mail Hauberk. Rings to the knee and to the wrist, with a coif at the throat, worn over a gambeson and taken off across the shoulders like a wet sack. It has been the armour of every fighting man of means for four hundred years and it will not be given up in a hurry.

Shields

A shield is armour, and a character who wears none may still carry one. Holding a shield occupies one hand, and a character cannot hold a shield and use a Two-Handed weapon in the same turn without putting one of them away first.

Unless a shield’s entry says otherwise, a shield adds the number in its AC column to your Armour Class, and readying or putting one away is a Free Action like any other piece of equipment (see “Utilise” in “Playing the Game”).

Training. A shield is no use to a child who has never been taught to hold one. You gain nothing at all from a shield unless you have Skill Rank 1 or higher in Shields: its Armour Class bonus, its properties, and its Resistance Points all require that rank. A character with no rank in Shields may buy a shield, carry it, and strap it on, and it will do nothing for her.

Resistance Points. A shield grants Resistance Points equal to half your Skill Rank in Shields, rounded down, and you assign them one point at a time to Bludgeoning, Piercing, or Slashing damage, in any combination. You assign each point when you gain the Skill Rank that grants it, and the assignment stands as you made it, whatever shield you take up. At Skill Rank 1 a shield grants none, the first point arriving at Skill Rank 2. These Resistance Points apply only while you hold the shield ready, and you gain them from one shield at a time, however many you carry (see “Resistance Points” in “Playing the Game”).

A Knack in Shields covers every shield on the Shields table.

Shield Properties

Barded. While you are mounted, your mount’s Armour Class increases by 1.

Cumbersome (N). You have Disadvantage on Dexterity (Stealth) checks while you carry this shield, whether you hold it ready or have it slung. While you hold it ready, you also take a penalty equal to the number in brackets to Dexterity ability checks, to Dexterity saving throws, and to attack rolls made with Dexterity.

Defensive. This shield adds half your Dexterity modifier to your Armour Class, rounded down, with a minimum of 1, instead of the number in the AC column.

Formation. As a Bonus Action, you can form up with creatures within 5 feet of you who hold a shield with this property ready, and each of them may take a Reaction as you do so to join you. While you are in a formation you can take no action on your turn but Dodge, you can move no more than half your Speed, and you must end your movement within 5 feet of another creature in the formation. You leave the formation if you do otherwise, if you are moved against your will, or if you choose to on your turn.

Count the creatures in the formation. Each of them gains the benefit listed for that number, and only that benefit, against attacks and effects that originate outside the formation.

Creatures Benefit
Three +1 bonus to Armour Class
Four Half Cover
Five or more Three-Quarters Cover

Placed. This shield is not carried into a fight but set down in one. As an action you can plant it upright before you, or take up one already planted. A planted shield stands where it was put until something moves it, and a creature behind it has Three-Quarters Cover against anything originating on the far side of it. A Placed shield grants no Armour Class bonus of its own, and the Training rule above does not apply to it: a shield you hide behind asks nothing of the arm.

Quick. In addition to the Free Action that readies any equipment, you can don or doff this shield as a Bonus Action.

Slight. This shield grants no Resistance Points, whatever your Skill Rank in Shields.

Strapped. Donning or doffing this shield takes the Utilise action rather than a Free Action.

Warding. At the start of your turn you can name one ally you can see within 5 feet of you. Until the start of your next turn, that ally’s Armour Class increases by 1 while it remains within 5 feet of you; the benefit is lost the moment either of you leaves the other’s reach, and it does not return until you name the ally again. You grant nothing at all for a turn in which you do not hold the shield ready.

Shields
Shield AC Properties Weight Price
Bossed Round Shield +2 Cumbersome (1) 8 lb. 3 sp 5 cp
Buckler Defensive, Quick, Slight 3 lb. 5 cp
Heater +1 Barded 6 lb. 4 sp
Kite Shield +2 Barded, Cumbersome (1), Strapped 10 lb. 4 sp 5 cp
Pavise Cumbersome (3), Placed, Slight 22 lb. 3 sp 5 cp
Small Round Shield +1 4 lb. 8 cp
Strapped Round Shield +1 Cumbersome (1), Strapped, Warding 9 lb. 2 sp 5 cp
Tower Shield +2 Cumbersome (1), Formation, Strapped 15 lb. 3 sp

Bossed Round Shield. Three feet of planking with an iron cup at the centre, held in the fist behind it. It is carried rather than worn, comes off the arm in an instant, and a man who knows it will put the boss in your face as readily as he will take a blow on the board.

Buckler. A fist-sized plate held out on a short grip and used to turn a blade aside rather than to hide behind. It protects a quick hand and nothing else.

Heater. The knight’s shield of the newer fashion, a flat-topped triangle of ash faced in gesso and painted with his arms. It is small for its price, and half of what it buys is being recognised.

Kite Shield. A long shield tapering to a point, made to hang from the shoulder and cover a rider’s leg. On foot it is a door strapped to the arm, and someone carrying one does not go quietly or change her mind quickly.

Pavise. A tall board on a folding prop, planted before a bowman while she winds. It is not a shield so much as a wall she brings with her, and it must be carried to where it is wanted.

Small Round Shield. A plank of limewood faced in hide and rimmed in iron, a foot and a half across, strapped to the forearm. It is the shield a townsman owns, a levy is handed, and a sailor keeps by the rail.

Strapped Round Shield. The same board as the bossed round, but hung on two straps so the arm bears it and the hand is spare. It is the shield of those who fight shoulder to shoulder: worn this way it overlaps the neighbour’s, and covers a little of her as well.

Tower Shield. A great rectangle of laminated board, curved to the body and shod top and bottom in iron. One man behind one is slow. Five behind five are a building.

The Shield a Man Keeps

A sword is a purchase and a shield is a habit. A soldier who has stood in a line will keep the round shield he was drilled with long after he can afford better, because a shield is only as good as the arm that has learned it. The buckler belongs to a different trade altogether: it is carried in town, where a man expects a quarrel rather than a battle, and it is worn on the belt with the sword.

Adventuring Gear

What a character carries beyond her arms and armour is listed on the Adventuring Gear table. Prices are what the work costs. A lock is cheap because it is a small piece of ironmongery a smith turns out by the dozen; a suit of clothes is dear because cloth is dear and cutting it is a trade; and the coat on a beggar’s back and the robe on a bailiff’s differ by a factor of twenty-five.

Adventuring Gear
Item Weight Price
Backpack 5 lb. 8 cp
Bedroll 7 lb. 5 cp
Bottle 2 lb. 4 cp
Candles (five) 10 oz. 1 cp
Chain, 10 feet 10 lb. 3 sp
Clothes, fine 6 lb. 7 sp 5 cp
Clothes, squalid 2 lb. 3 cp
Clothes, traveller’s 4 lb. 5 sp
Crowbar 5 lb. 5 cp
Grappling Hook 4 lb. 6 cp
Healer’s Kit 3 lb. 1 sp
Jug 4 lb. 1 cp
Lantern 2 lb. 1 sp 5 cp
Lock 1 lb. 5 cp
Lockpick 2 oz. 1 sp 5 cp
Oil, one pint 1 lb. 3 cp
Poison, basic 4 oz. 5 sp
Potion of Healing 1 lb. 5 sp
Quiver 1 lb. 9 cp
Rations, one day 2 lb. 2 cp
Rope, 50 feet 10 lb. 1 sp
Sack 8 oz. 2 cp
Shovel 5 lb. 2 cp
Spell Scroll, empty 1 oz. 2 cp
Tent 20 lb. 5 sp
Tinderbox 1 lb. 3 cp
Torches (three) 1 lb. 1 cp
Waterskin 5 lb. 3 cp

Most of what the table lists does what its name says and needs nothing further. The items below carry rules of their own.

Backpack. A backpack holds 30 pounds within a cubic foot. What it holds is carried weight like anything else.

Bottle and Jug. A bottle holds a pint and a jug holds a gallon.

Candles. A lit candle burns for 1 hour and sheds Bright Light in a 5-foot radius. Tallow candles are sold by the handful and gutter in a draught.

Chain. Ten feet of welded iron links. It has 10 Hit Points, and a creature can burst it with a successful DC 20 Strength (Athletics) check.

Clothes. Squalid clothes are what a beggar wears and what a corpse is stripped of. Traveller’s clothes are sound, warm, and made to be repaired. Fine clothes are cut to display the standing of the wearer, and a creature who wishes to pass as a person of consequence needs them; the GM may call for a Charisma (Deception) check and may rule that no check succeeds without them.

Healer’s Kit. Linen, thread, a needle, and a salve. As an action you can expend a Healer’s Kit to treat one injury on yourself or on a creature within 5 feet of you.

Lantern. A lantern burns oil and sheds Bright Light in a 30-foot radius. Its panes are scraped horn, and as a Bonus Action you can close the shutter, reducing the light to a 5-foot radius, or open it again.

Lock. A lock comes with one key. Without the key, a creature holding a lockpick can pick it with a successful DC 15 Dexterity (Sleight of Hand) check. Without a lockpick it cannot be picked at all, and must be broken, cut out, or left alone.

Lockpick. A roll of thin steel picks and a tension bar. It is the same steel as a dagger and a tenth of the weight of one, and it costs the same, because the whole of the price is in the fineness of the work. In most towns it is not illegal to own one and it is very difficult to explain owning one.

Oil. Lamp oil is fuel and nothing else. One pint burns for 6 hours in a lantern, and the hours need not be consecutive: you can put the lantern out with a Utilise action and light it again later, until the pint is spent.

Poison, Basic. A vial of thickened venom, sold by apothecaries for stated purposes of another kind. As a Utilise action you can coat one weapon or three pieces of ammunition with it, and the coating dries and loses its strength after 1 minute. The first creature struck before then must succeed on a DC 12 Constitution saving throw or take 1d4 Poison damage and gain the Weakened condition. A creature Weakened by this poison repeats the saving throw at the end of each of its turns, ending the condition on a success.

Potion of Healing. Drinking a potion takes a Bonus Action and restores 1d4 + 2 Hit Points. Administering one to another creature within 5 feet of you takes the same Bonus Action.

Quiver. A quiver holds two dozen arrows and is worn at the hip or on the back. It is what makes drawing an arrow part of the shot rather than an act of its own (see “Ammunition” in “Weapons”).

Rations, One Day. Dry food that keeps: hard bread, salt meat, cheese, nuts, dried fruit. A day of it costs a labourer a day of his wages.

Rope. Fifty feet of hemp rope. It has 2 Hit Points, and a creature can burst it with a successful DC 17 Strength (Athletics) check.

Spell Scroll, Empty. A prepared sheet of vellum, ruled and sized, holding nothing at all. It is the stock a scribe writes a spell onto, and it is worth the price of the skin. A scroll with a spell already fixed on it is priced by that spell (see “Suggested Prices” in “Spellcasting”), and what you pay for is the spell rather than the sheet.

Tent. A canvas tent sleeps three. It is the most expensive ordinary thing in this list, because it is a great deal of cloth and cloth is not cheap.

Tinderbox. Flint, fire steel, and tinder in a tin box. Lighting a candle, a lantern, or a torch with it takes a Bonus Action. Lighting anything else takes 1 minute, and takes longer or fails outright in wind and wet.

Torches. A lit torch burns for 1 hour and sheds Bright Light in a 20-foot radius. A torch is a brand dipped in pitch, and it is made rather than bought wherever there is a woodpile.

Waterskin. A waterskin holds four pints. A creature needs a gallon of water a day, and twice that in heat.

Oil Will Not Take a Spark

A wick draws oil up a thread at a time and the flame lives on what little it is fed. The pint in the reservoir is not burning and will not begin to: put a lit torch into a puddle of lamp oil and the torch goes out. Oil catches when it is hot enough to give off vapour, and a cold flask on a cold floor never gets there. A character who empties one across a doorway and lays a spark for it has made a slippery doorway.

Lifestyle Expenses

Lifestyle expenses cover what it costs to go on living: a roof, a bed, food and drink, laundry, and the small constant repairs that keep a kit serviceable. At the start of each week, or of each month if the GM prefers, choose a lifestyle from the Lifestyle Expenses table and pay for it.

A lifestyle carries no rule of its own, but it is not invisible. The GM may weigh it when deciding what dangers find you, what a stranger assumes about you, and who is willing to talk.

Lifestyle Expenses
Lifestyle Price per Week
Wretched
Squalid 3 cp
Poor 7 cp
Modest 1 sp 5 cp
Comfortable 3 sp 5 cp
Wealthy 1 gp 4 sp
Aristocratic 7 gp

Wretched. You live on chance and charity, sleep where the night finds you, and eat what is given or found. Weather and sickness are dangers in their own right, and nobody is looking for you when you do not arrive.

Squalid. A corner of a room shared with strangers, and food that is cheap because something is wrong with it. You are among the sort of people who notice a full purse.

Poor. You spend carefully and go without. The lodging is honest and the food is dull, and neither is anything to be ashamed of.

Modest. A tradesman’s living: your own room, meat some days, and clothes that do not announce your circumstances either way.

Comfortable. You want for nothing you need and have a few things you do not. Innkeepers remember your name and put you in the good room.

Wealthy. You keep servants, or the establishments you stay in keep them for you. What you spend in a week would feed a family for a season, and people who count such things have counted.

Aristocratic. You pay for the best of everything and a staff to arrange it. Your wealth is a matter of public knowledge, and there will be those who feel entitled to a share of it, by petition or by other means.

On Hoards and the Price of Bread

A dragon asleep on its money does a realm no harm at all. It does the realm a service. Coin under a dragon is coin out of circulation, and for as long as the hoard lies still, prices stay honest and a penny buys what a penny should. It is the week after the killing that ruins people. Turn a hoard loose on one market town and bread doubles, and then doubles again, and the widow who put away eleven silver against her old age finds she has put away rather less than three.

Merchants understand this long before lords do, and long before the fighting starts. When word goes round that a company means to kill the dragon, the wise traders stop taking coin and start taking goods, anything at all they can hold and sell afterwards. If the rumour is good enough they may work out that the cheaper course is to see the company never reaches the lair. Heroes are seldom told that the man who sold them their rations has an interest in how it ends.

All of which leaves the survivors with the awkward part. The money is only worth carrying somewhere else, or spending on the things a hoard cannot spoil the price of: land, walls, a mill, and men who will remember who paid them.