Laws of the Expanding Frontier

Rule­book

Classes

Classes are not a single-track ability outline, but a jumping-off point for all characters to start with. Classes represent how you were raised and what tools and jobs you were trusted with. Think of it as who you were before the story starts. A class provides starting proficiencies, equipment, bonds (if any), and 1-2 core abilities that can only be learned by taking that class. Classes can be found under their Culture's page, or in the Google Doc.

Leveling

Instead of class-based leveling, everyone has access to a global ability catalog organized by how various abilities are unlocked. Abilities are gated by level, conduits, and prerequisites, and fall into 5 categories: Battle Techniques, Magic Techniques, Beast Bond Abilities, Survival Abilities, and Social Abilities. Each time you level up, you may choose an ability to learn, or may choose to increase one of your current ability scores by 1. Two characters of the same class can end up wildly different despite starting identical. A full ability catalog can be found on the Google Doc.

Health

We will be playing this game with no HP pool. Every creature, whether that be a PC, an NPC, or a beast, has a body diagram divided into vital zones. Damage is not a numbers game, but about where you’re hit. Each vital zone has a different target difficulty; it is easier to shoot someone in the chest than to take out a hand. On the chart below, the numbers in parentheses represent the base, unarmored, difficulty to hit the target (a head requires a roll of 18 or greater to hit, an abdomen requires a roll of 10 or greater).

Vital Zones

In the humanoid baseline, there are ten zones, shown in the table below. Each of these has a different difficulty to target, and causes a different effect. Before you attack, you must declare your intent, choosing which zone you wish to target. Then, you will roll to hit. If you are over the threshold by 1-5, you hit a glancing blow, which incurs a wounded effect. Anywhere between 6 and 10 grants a standard blow, which incurs an impaired effect. If you hit by greater than 10, you hit a direct shot, which incurs a destroyed effect. If you miss by only 1, you do not incur any effects, but you do increase bleed by a single step (to a maximum of Failing). If you miss by greater than 5, you miss completely and overextend, granting opponents the ability to make a reaction attack against you.

While this system uses natural 20s or critical successes for non-attack actions, attack rolls can not critical succeed by default. When making an attack, a roll of 20 on the die is treated as a result of 20 before modifiers, not an automatic critical hit or instant kill. All modifiers are applied normally, and the final total is counted as a glancing blow, regular hit, or direct shot. For example, if you wish to shoot an unarmored head, you must roll between a 19-23 in order to hit a glancing blow. In order to hit a direct shot to the head, you must roll higher than a 30. If you roll a 20 on the die, you will need to add your modifiers to that 20 to get your roll above a 30 in order to achieve a direct shot, otherwise a natural 20 will be treated as a glancing blow. At the GM’s discretion, a roll of 20 may still result in an instant kill for narrative or situational reasons, but this should never be assumed.

Each zone can be in one of four states: Uninjured, Wounded, Impaired, and Destroyed. Uninjured is the baseline state of the zone. Wounded occurs when an area is glanced, and does not cause major effect. Impaired occurs when a target is regularly hit, and can cause little to great effect depending on the zone. Destroyed occurs when an area is directly hit, and usually has dire consequences. Effects do not stack, so if you hit two glancing blows, you only force the wounded effect once, but you do advance the bleeding clock by 1 for each additional injury you deliver. Once a zone is destroyed, it cannot be targeted again.

When a zone is impaired or destroyed, it will cause the impaired or destroyed effect, but it will also cause any lesser effects to occur. For example, if a creature takes a glancing blow to the primary arm, they become wounded and suffer disadvantage on attacks using that arm. Then, if they suffer a destroyed effect to the same arm, it will apply the destroyed effect (pulverizing or severing the arm), and will also apply the impaired effects on the arm as well (dropping the held item and inflicting standard bleed). Likewise, if a regular attack lands on the heart, it will apply rapid bleed as an impaired effect, while also inflicting disadvantage on Strength, Dexterity, and Constitution saving throws (the wounded effect). If an area is already wounded and you inflict an impaired or destroyed effect on it, it does not increase the bleeding clock; this can only be done in place of an effect.

Bleed

Each creature has two possible bleed states: standard bleed and rapid bleed. They never stack; rapid bleed will always override standard bleed and wipe the effect. Standard bleed is triggered by wounded effects to the abdomen and impaired effects to the leg, both arms, and spine. Rapid bleed is only triggered with destruction to the abdomen, or impaired effects to the neck and heart.

Each creature has a Bleed Track, outlined below. The standard bleed track advances 1 step every 2 turns, and the rapid one 2 steps every 1 turn. At unconscious, the creature enters shock, and at dead, they are gone.

Stable → Hurting → Fading → Failing → Unconscious → Dead

At the start of their turn, a bleeding creature may, if they wish to, roll a Constitution saving throw. If they succeed, they delay the clock advancement by 1 round. If they fail, the clock advances as normal. If they roll a critical failure, the clock advances an extra step. Multiple bleed wounds do not increase your bleed from standard to rapid, but for each additional area inflicted by bleed, you gain disadvantage on the Constitution saving throw. For example, if you take a glancing blow to the abdomen, you will have standard bleed and roll 1d20 for your saving throw. If, next turn, you also take impaired effects to your spine and primary arm, you will roll 3d20 and take the worst result.

You can stop bleeding by using the stabilize action on yourself or an injured party member. This requires a free hand (so you cannot perform the action if your hands have been wounded or impaired), and a tourniquet, or an improvised equivalent. You must make a Medicine check to stop it, with a higher DC for rapid bleeding than for standard.

Poison

When struck by a poisoned weapon or ingested, these toxins inebriate but do not directly damage. They begin at the start of the victim’s next turn, regardless of when they were applied, and require the victim to make a Constitution saving throw at the start of each turn they remain poisoned to resist its effects. Poison always targets the Abdomen and cannot be prevented or resisted due to AR. On a failed Constitution save, the poison applies an effect based on its severity, which will last until the victim succeeds on a save or the poison is treated.

Severity Effect
Irritant-2 to attack rolls, reactions, and initiative
SystemicWounded effect to the Abdomen
CriticalImpaired effect to the Abdomen. Movement speed halved

After Combat: Infection and Recovery

Once combat ends, all injured creatures enter stabilization, then recovery. In the minutes after combat ends, any creatures with bleeding injuries, destroyed zones, or in shock/unconscious must be stabilized, or they will die. To stabilize them, you must use medical supplies or magic. The former requires a Medicine check, the latter depends on the spell being used. Failing the roll does not waste the medical supplies, but does further damage the zone.

Once stable, effects turn into injuries. These must be treated before the character can benefit from a rest. Each injured zone requires individual treatment. Wounds can be treated in a single long rest, with basic medical supplies. They leave no lasting effects. Impaired injuries require 1d6 + 2 long rests minimum to heal, and require a limit in activity and proper treatment. If you attempt to act normally during this time, you could worsen your injury to destroyed. While recovering, you may have disadvantage on relevant actions or reduced speed based on the zone injured. Destroyed injuries can take weeks to months, and may never fully heal. Usually, destroyed injuries require prosthetics or magic in order to restore function to the zone, and often leave the injured with permanent disadvantage for certain abilities.

Any untreated or poorly treated injury risks infection. For each day that an injury goes untreated, you must make a Constitution saving throw. On a failure, you gain a mark on the Infection Track, drawn below. Antibiotics, herbal remedies, or magic can halt or reverse progression.

Stage Effect
MildFever, 1 level of exhaustion
SevereHallucinations and delirium. Permanent disadvantage on Intelligence and Wisdom checks (until healed)
CriticalOrgan failure. Permanent disadvantage on Constitution saving throws (until healed)
TerminalDeath

Human Vital Zones

ZoneDifficulty to TargetWounded EffectImpaired EffectDestroyed Effect
HeadVery Hard (18)Disadvantage on perception, and spellcastingCan only take reactions or crawlInstant kill/knockout
Neck/ThroatVery Hard (18)Verbal speech impossibleRapid bleedDecapitation or tracheal collapse. Instant Death
HeartHard (14)Disadvantage on Strength, Dexterity, and Constitution savesRapid bleedInstant death
SpineVery Hard (16)Disadvantage on movement-based checksStandard bleedParalysis
Primary ArmMedium (12)Disadvantage on attacks using that armArm unusable; drop held item. Standard bleedArm severed or pulverized
Offhand ArmMedium (12)Disadvantage on off-hand actionsNo off-hand use, cannot reload or grapple. Standard bleedArm severed or pulverized
HandHard (14)Drop held item, fine-motor skills incur disadvantageFingers unusable; cannot hold weapons or toolsHand severed or pulverized
LegMedium (12)Speed halved, disadvantage on Athletics and Acrobatics checksSpeed 0, fall prone if attempting to move; standard bleedLeg lost or shattered. Fall prone immediately
FootHard (14)Speed quarteredMust make balance checks each round or fall proneFoot lost or shattered. Long-term lameness without prosthetics or magic
AbdomenEasy (10)Standard bleedNausea; actions taken at disadvantageRapid bleed

Combat

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Initiative

In this campaign, initiative is malleable depending on circumstance. Instead of one static roll at the start that holds the entire time, initiative is rolled at the start, then will be rerolled if a creature is wounded, is knocked prone, restrained, or dismounted, or has their cover destroyed. In these instances, only the affected creatures reroll, and reinsert into the initiative order immediately, sometimes gaining additional turns and sometimes losing turns. Additionally, at the start of combat, the GM will decide which individuals (if any) have an edge to their initiative. Instances in which you might gain edge include an ambush, higher ground, or already drawn weapons. If you are granted edge, you may roll initiative twice and decide which roll you wish to take. You also gain priority reactions (see below). Edge is lost immediately if you are wounded or your attack misses by +5.

Beasts in Initiative

Bonded beasts will have two separate character sheets: one for when they are mounted, and one for when they are unmounted. While mounted, you may use their base speed as your own, but they can only take reactions (though they have a separate reaction from their rider). As a reaction, they can choose to brace, attack, defend, or disengage. Bracing can be used when an enemy declares an attack against either rider or mount, and sets your movement speed to 0 until the end of your next turn, but grants both beast and rider immunity from being dismounted or knocked prone. Attacking can be used when an enemy enters melee range, and allows your beast to make a single attack action. This is only available if your beast has attack actions they may take. Defending can only occur if the rider has been dismounted, and allows the beast to interpose between rider and attacker, forcing anyone targeting the rider to target the beast until the end of the rider’s turn. Disengaging can be done during the rider’s turn, allowing repositioning without provoking reactions, but it requires both the rider and the mount to take the action together (thus consuming the rider’s action and the mount’s reaction).

When dismounted, both you and your bonded beasts move on separate initiatives and can both take actions and reactions, though your beast might not always know the optimal way to play the game. Keep in mind that, unless you have an exceptional bond, it is unlikely that an unmounted beast will be able to conceive the same kind of strategy their rider is capable of, and will likely act on animalistic urges.

If you wish to mount your beast in the heat of battle, you must spend either your reaction (if your beast is a mount beast), or an action (if your beast is an apex or greater beast).

Armor Class and Shields

Armor does not provide a flat AC bonus. Instead, it covers specific zones and can mitigate certain injury severity. Each armor piece lists the zones it covers (head, neck/throat, heart, spine, abdomen, primary arm, offhand arm, hand, leg, foot). Armor almost never covers everything.

Each type of armor has an armor rating (AR) from 0-3. At 0, the zone is unarmored. A 1 provides light armor (+2 to hit difficulty), a 2 provides medium armor (+5 to hit difficulty), and a 3 provides heavy armor (+8 to hit difficulty). This stacks on top of the zone’s base difficulty.

Certain armor types, such as chain mail or plate armor, will also mitigate types of injuries. Against certain weapons, these armors will negate glancing blows.

Shields also do not add AC, but allow the wielder to cover a certain number of zones per round, providing additional AR to those zones. See Equipment for more information.

Bonded Beasts and Armor

Bonded beasts may also be fitted with armor, though such equipment is never mass produced; it is always custom made for the individual. These items can only be crafted by specialized artisans or classes, and can be found rarely at shops that cater to riders and warbands. Because improperly fitted armor can endanger both beast and rider, all beast armor is designed with GM input. The GM will determine availability, cost, zones covered, AR, and any special drawbacks or benefits. Beast armor follows the same zone-based and AR rules as humanoid armor, but may carry additional constraints such as extra heat, mobility penalties, or bond strain depending on the creature and materials used.

Interruptions and Reactions

Unlike 5e, we will not be playing with bonus actions, so a turn should consist of movement, an action, and any free actions that may be possible. Additionally, at the top of each round, everyone gets 1 reaction. Reactions can be spent to parry, dive for cover or intercept a blow meant for an adjacent creature. Parrying will negate a melee hit to a limb, turning it into a glancing blow, diving for cover forces your attacker to reroll their ranged attack, and intercepting a blow means you take the injury for an adjacent individual (the attacker must check their attack against your AR).

When an enemy misses an attack on you by 5 or more, you may use your reaction to make one attack against them. This attack must be within the effective range of your currently equipped weapon, and you must be proficient with your currently equipped weapon.

A creature with edge may spend their reaction to interrupt the movement of a higher-initiative creature and make a single attack, shove, or grapple action.

Opportunistic Zones

If a target is prone, restrained or otherwise incapacitated, then certain zones become easier to target. These zones have their difficulty reduced by one level so long as the target is unmoving. Unless an ability specifies particular zones, the DM determines which zones are opportunistic based on circumstance and/or a random roll.

Cover

Cover comes in two forms: partial and full, and blocks lines of attack. It is directional and applies only against attacks originating from the protected side, forcing attackers to forgo targeting you or to reposition. Partial cover, such as low walls, barricades, trees, or a mount’s body, increase the AR of all covered zones by +2 (to exceed 3). Additionally, covered zones cannot suffer destroyed effects from ranged attacks. While behind partial cover, a creature gains advantage on any reaction attacks they may take.

Full cover includes walls, fortifications, greater or apex beasts, or any kind of terrain that completely blocks line of sight. Covered zones cannot be targeted directly, instead the attacker declares they wish to shoot the cover, and the GM will roll to determine what (if any) zones end up affected. Attacks made from behind full cover cannot provoke reactions from enemies, and attacks made against full cover are automatically taken at disadvantage.

Whenever cover is destroyed, the covered creature must reroll initiative.

Unarmed Attacks and Improvised Weapons

When without weapons, you can resort to using bare fists or whatever is around you. Unarmed strikes include punches, kicks, elbows, headbutts, and whatever you are capable of, and can only be used against unarmed zones. When striking an unarmored zone, upon a hit, you inflict a wounded effect. You cannot cause bleed, and cannot inflict impaired or destroyed effects, regardless of roll. If you attempt to attack an armored zone, you will incur a wounded effect to whatever hand you are using if you hit.

Improvised weapons are another option when available, and are treated as the closest real weapon category (a chair leg may be compared to a club, a bottle may be compared to a knife). Improvised weapons deal injuries as though one step weaker (a destroyed effect is treated as impaired, an impaired as wounded, and wounded as uninjured). Fragile objects (bottles, pottery, bones, etc) break after 2 successful hits and cannot be used again. Sturdy objects (shovels, metal tools, etc) do not run out of durability.

Special Rule: Grapples

Grappling is used as an attack action, as in 5e. The target of your grapple must likewise be no more than one size larger than you and within your reach. Using at least one free hand, you try to seize the target by making a grapple check: an Athletics check contested by the target’s Athletics or Acrobatics. If you succeed, you grapple the target. A grappled creature can use its action to escape by succeeding on an Athletics or Acrobatics check contested by your Athletics.

Additionally, while grappling an armored creature, you may use any subsequent turns you take while the creature is grappled to remove armor from their body, one piece of armor per turn.

Special Rule: Duels

A duel occurs when two melee combatants decide to participate in honorable one-on-one combat. In this case, initiative is rolled in secret. Instead of full turns, duelists act in exchanges. Both duelists declare their intent: if they wish to attack, parry, or dodge. If they are attacking, they must also declare which zone they will target. Then, both actions will occur back-to-back, with the higher initiative acting first. Once a duelist is wounded, they may reroll their initiative. During duels, you cannot suffer from bleed effects; though if you are hit in an area that incurs bleed, you will begin to bleed once the duel is called.

Special Rule: Draws

A draw occurs when two ranged combatants decide to participate in honorable one-on-one combat. In this case, both participants roll 1d20 + either Sleight of Hand or Perception. Then, they must decide if they wish to shoot to kill or injure (and which zone they wish to target). This can be done privately or declared aloud. Whoever rolls higher Sleight of Hand or Perception fires first. If they hit, the duel is over. If they miss, the second combatant rolls to hit. If both miss, then they continue to fire until one is injured. During draws, you cannot suffer from bleed effects; though if you are hit in an area that incurs bleed, you will begin to bleed once the draw is called.

Nets

The heavy net is a large net with weighted ends, perfect for immobilizing creatures. This is typically wielded by the Thalassomachos of the Minyra and the En’tharak of the Nokáru. Much like 5e, nets can be thrown, with a range of 5/15, and will restrain any humanoid, lesser, or mounted beast when hit. A creature hit must use its action to free itself, or must break the net by dealing any form of slashing damage to it.

On greater or apex beasts, nets can be thrown, but they cannot enwrap the entire creature. If you wish to target a specific zone on a greater or apex beast, that can be done, but should be done with the GM’s discretion as to what effects it would apply.

Lassos

A rope capable of constricting around limbs, the lasso is used by Morradan Lazadores, Ravelo Enredadores, and Hallowick Ropewardens. The lasso is thrown with a range of 5/15, and can target humanoids, lesser, mounted, greater, or apex beasts, though, unlike the heavy net, lassos can only affect a zone on a creature, not the whole. When you use an action or reaction to make an attack with a lasso, you choose a zone to target, ignoring AR if you are targeting the legs or feet. A lassoed creature is grappled until it is freed and must make an Athletics or Acrobatics check to escape, contested by the lassoer’s Athletics. Dealing slashing damage to the lasso will also free it, destroying the lasso in the process. While grappling a human, lesser, or mount beast with a lasso, you must keep using one hand to hold the lasso or the target is freed.

Greater or apex beasts can only be lassoed successfully if the lassoer is mounted on a greater or apex beast themself or braced to a fixed anchor. If not, you will be immediately knocked prone and the lasso will be released.

Bolas

Used exclusively by the Ravelo Enredador, the bola is a tripping weapon consisting of stones connected by chords that entangles the limbs of smaller animals. The bola is thrown with a range of 30/60, and is only useful against humans or bipedal beasts of the lesser or mount variety. When using your action or reaction to throw a bola, you must choose a zone to target, ignoring AR on the legs or feet. If successful, the affected creature must make a DC 15 Athletics or Acrobatics check or be knocked prone.

Survival

As Outlaws, you operate outside settled infrastructure, and thus must make your way entirely independently. You will manage a posse of PCs, NPCs, and beasts, balancing resources and hazards in order to keep your people safe.

Your group will maintain a Posse Sheet that tracks four different objectives: supplies, water, medical stock, and beast condition. Each of these operate on a 0-6 scale, with 6 being plentiful and 0 critical. When objectives reach 0, you lose morale. It is important to note that the numbers here are not literal inventory; a posse may carry any amount of supplies or water. The 0-6 scale reflects how sustainable those reserves are for the size of the posse. The posse sheet can be found on the main menu.

Posse Size

There are different general sizes of posses, as seen below, and each size consumes a different amount of supplies on the daily.

Posse Size Description Daily Consumption
Small1-6 people, no greater or apex beasts1 water, 1 supplies
Standard7-12 people, 1 greater or apex beast1 water, 2 supplies
Large13-25 people, 2-3 greater or apex beasts2 water, 2 supplies
Massive26 + people, 4 + greater or apex beasts3 water, 3 supplies

Food and Water

Each day in the Wastes consumes an amount of water and supplies relative to your posse size. If your posse chooses to not spend these, you lose 1 beast condition. If your posse does not have enough supplies or water, you lose 1 beast condition and 1 morale.

You can stockpile supplies beyond 6, at which point each number of water and supplies beyond six is called an overflow. Overflow does not raise the track above six, but can be consumed before the 6 tracked. For example, if you have 10 water total, you have 6 water on your track, and +4 overflow water. When consumption would reduce the water below 6, you instead reduce the overflow. Once overflow is gone, the track begins to drop normally.

Carrying Supplies

Posses are limited by the amount of supplies they can carry with them. Each adult individual in a posse is capable of loading 1 supplies onto their person alongside their general inventory. Individuals with a 15 or higher in Strength can carry 2 supplies alongside their inventory, though they will gain a stack of exhaustion for each day they must do this.

Beasts are a far more reliable way to transport supplies; information on carrying loads can be found in the aptly named section.

Medical Supplies

Medical stock is not necessary, and can hit 0 without causing consequence. However, it is good to have medical supplies on hand in case of injury.

Morale

Your posse has 5 morale to start off, on a scale between 0 and 10. Morale is affected by successful raids, deaths, and starvation or thirst. Low morale (< 3) causes increased conflict, and at 0 morale, your posse will fracture and any NPCs will abandon you.

Weather and Exposure

At the start of each day in the Wastes, the GM will roll to select the weather for that day. If you must travel during a scorching day or sleep during a cold night without proper protection, you will lose 1 beast condition.

Carrying Loads

Each type of beast has a Load Capacity, which determines how many people and/or supply units they can carry, and how much strain they can endure. Lesser Beasts, such as Dicynodonts, Thylacoicines, and Pachycephalosaurs, can not carry any riders, and can only carry 1 supply unit or an individual’s inventory (given it is modest). Overloading a lesser beast will immediately scar your bond and cause you to lose 1 Beast Condition.

Mount Beasts, such as Dryosaurs, Ceratopsians, and Phorusrhacians, are best used as mounts, and can carry either 1 rider and 1 supply unit or 2 supply units. While carrying 2 supply units, they cannot be ridden until the supplies are cut loose. They cannot carry more than 2 riders, with the sole exception being children, who may ride alongside an adult without penalty.

Greater Beasts, such as Stegosaurs, Deinotheriums, and Sauropods, can carry up to 2 riders and up to 8 supply units, in the following arrangements:

- 2 riders, 2 supply units

- 1 rider, 4 supply units

- 0 riders, 8 supply units

If necessary, they can carry up to 4 riders and 10 supply units, though each day they spend doing so they will lose 1 Beast Condition.

Apex Beasts, such as Tyrannosaurs, Spinosaurs, and Mosasaurs, are not beasts of burden. They can carry up to 6 riders and up to 4 supply units, in the following arrangements:

- 6 riders, 0 supply units

- 4 riders, 2 supply units

- 2 riders, 4 supply units

They cannot be forced to carry more supply units than their maximum, though can carry up to 10 riders if absolutely necessary, though this could scar your bond.

NPCs

NPCs and followers are added to your posse automatically. Each NPC has a role (Artisan, Handler, Healer, Porter, Traveler, Warrior), a quality (0-5), a loyalty (0-3), and a harm track (fine, injured, Impaired). Quality affects their abilities and rolls they make and can be changed given exceptional circumstances. Loyalty is unchangeable and affects how quick to desert they are if morale dips. Injured NPCs roll at disadvantage, and impaired NPCs can no longer contribute to the posse unless they are treated.

NPC Roles

Artisan. The most lucrative NPC, the artisan maintains armor and weapons and can restore or improve equipment given time and materials.

Healer. These NPCs treat injuries during downtime or travel. Higher quality reduces recovery time or prevents injuries from worsening.

Handler. The handler manages animals and allows posses to keep track of non-bonded beasts within their midsts.

Porter. These individuals increase carrying capacity. High quality porters reduce resource loss during travel as well.

Warrior. Hired guns, these NPCs reduce the chance of ambushes and can hold positions, guard camp, or fight in initiative.

Traveler. A non-combatant client who hires the posse to be escorted from point A to point B. Travelers do not contribute to rolls and must be protected from threats. Delivering them safely grants money, repute, or other rewards.

NPC Quality

CQuality is the training of an NPC, on a scale of 0 to 5. At 0, they are dead weight and may create complications. At 1-2, they are inexperienced but functional and roll with +3 to abilities. At 3, they are professionals and roll with +5 to abilities. At 4, they are veterans and roll with +7 to abilities, and at 5 they are exceptional and roll with +10 to abilities.

Beasts and Mount Management

Your beasts are family, not assets or vehicles. They must be loved and cared for, or else their beast condition will dip. Beast condition will drop if they are forced to endure dangerous weather, not provided food and water, or not given rests. At low condition, you risk scarring the bond between beast and rider. Your bonded beasts will never abandon you, but non-bonded beasts might if conditions reach 0.

Pushing It

At any time, players may choose to push the posse. This is done when in critical situations, to save lives or reach locations before consequences occur. When pushing it, you may ignore weather, skip consumption, and travel at night. Each push will cost the posse 1 morale.

Settled Areas

Settled folk don’t take too kindly to Outlaws coming into their cities. To them, Outlaws are criminals and murderers, dangerous vagabonds who bring chaos with them wherever they go. Most cities will allow all to enter, though almost all of them will certainly not allow all to stay.

Wearing Out Your Welcome

Every settled location has a welcome clock that tracks how long the party can remain before social gravity will turn against you. The length of this clock is dependent on the cultural and potential political climate of the city, and will change with each region you enter. They will usually be between 4 and 8 segments, however.

The clock will advance 1 segment for every day spent in town. When the party breaks cultural norms or is caught acting suspiciously, it will advance another segment. You can buy time by bribing officials or taking local work, but these are temporary options that can only be performed once or twice before the locals start refusing you.

Resetting the Clock

A welcome clock can be reset in certain cases, such as when heroic actions are performed or if local rulers decree you are allowed. Even so, the clock will still continue filling for each day you stay in town.

Repute

Your posse’s repute is how widely known you are in the Wastes (and settled lands). It is tracked on a 0-10 scale and can be found on the Posse Sheet.

When dealing with NPCs who are aware of your posse, your repute decides how they interact with you. At 0-3, they are dismissive, and charge full price for items. At 4-6, they show respect or caution around you, and you gain advantage on checks to haggle. At 7, they defer unless they are desperate, and at 10, all shopkeeps permanently discount prices by 50%.

You gain repute at the GM’s discretion when you do something that would make you notorious or renowned. Likewise, you may lose repute at the GM’s discretion when you suffer a humiliation. You cannot lose more than 1 repute from a single event unless the posse collapses entirely.

Once per session, you may invoke your repute to alter the outcome of a roleplay encounter, at the GM’s discretion.

Special Rule: Breath Deprivation

Though drowning is a fantasy among the Wastes, the people of the coast spend their lives within the water and thus drowning poses a fairly certain risk. A creature can hold their breath for a number of rounds equal to their Constitution modifier (to a minimum of 1). Creatures wearing heavy armor treat their Constitution modifier as 1 lower for the purpose of breath holding.

At the end of the final safe round, the creature must make a Constitution saving throw to avoid unconsciousness. On a success, they remain conscious for the round, though they must repeat the save at the end of each subsequent round they remain submerged. Each repeat save is made at disadvantage.

While unconscious due to breath deprivation, the creature will survive for two additional rounds. At the end of the second round, the creature dies. If they are pulled into breathable air before death, they are immediately stabilized, and regain consciousness after 1d4 rounds.

Magic

The magic within Kaelara is powerful but structured. It is sometimes called “the Breath” or “the Current” by different cultures, and follows two standard laws.

Magic Laws

1. All Living Things Carry Magic
Every person, every beast, every plant and fungal bloom and reef generates a low, constant magical field. Most of it is unusable, though some unique individuals are capable of channeling and casting magic.
2. Magic Cannot Act Without a Conduit
No one can cast magic barehanded, talented as they may be. It must be housed and released through conduits. These are commonly weapons, totems, or living beasts, though more creative minds find ways to channel magic into armor, saddles, or even tattoos. A sorcerer cannot simply throw lightning, they must load it into something that can throw for them. When you learn a new spell, you must spend a long rest treating your conduit (such as inscribing it with new runes) in order to be able to cast.

Learning Spells

Magic is not bound by class or culture; anyone can learn any spell from the spellbook. When magic users level up, they may choose to learn a spell, which can be done over a long rest.

Beast Bonds

The first magic of Kaelara was not fire or lightning, but trust; a magical bond that aligns a rider’s Breath or Current with a beast. A bond, sometimes called a Joining, is a reciprocal resonance lock between two living magic fields. It allows rider and beast to share instinct, emotion, and pain. Once bonded, neither party is ever truly alone again. Some cultures allow people to bond to multiple beasts at one time, others insist on monogamy.

In most cultures, bonding does not occur until both beast and rider reach adulthood. For humans, this occurs during mid-adolescence, after a female’s first period or a male’s first spermarche. Some cultures allow youth to choose their beast, others assign it for the child. Regardless, youths in certain castes are expected to bond with beasts, and failed bond attempts are not uncommon, but can be deeply shameful.

The act of bonding itself can vary depending on the type of beast, but always requires a conduit (usually a harness or bridle), sustained contact between the rider and beast, sometimes extending for hours to days, and a moment of alignment, which can be forced or mutual consent. Once the bond forms, it cannot be broken unless one party is killed.

Bonded beasts do not age normally. The Breath or Current of their rider anchors the beast’s metabolic decay, allowing them to resist senescence for decades past their wild lifespans. Unbonded offspring of bonded beasts age normally, however.

Bond Mechanics

Your character can bond to multiple beasts; any they find in the bestiary can be bonded to! In order to bond, you must have a beast-specific conduit prepared. These vary from harnesses, to bridles, to collars. Lesser Beasts require cheaper conduits, with Apex Beasts as costly to bond with as they are valuable on the battlefield.

A beast bond is formed during one uninterrupted long rest (8 hours). The rest is consumed entirely by the ritual; no other benefits may be taken if it fails. During the lost rest, you must complete three stages, each one requiring a role. You cannot retry the ritual with the same beast if it fails.

Stage 1: The Claim

This stage is all about wrestling for control. You must get the beast to the point of exhaustion and submission. This can be done by overpowering it, outlasting it, or outmaneuvering it, and magic is encouraged to be used during this section. If you succeed, you physically overpower the beast. If not, you are either injured or thrown clear, and the ritual fails immediately.

Stage 2: The Awakening

Once the beast is subdued, you must begin the bonding process. This is through either an Animal Handling or Insight roll. Your performance in Stage I affects your roll here; if you were greatly successful or barely passing, you will either have advantage or disadvantage on your roll here. If you are successful, the beast allows you to bond. On a failure, it will panic and send you back to Stage I.

Stage 3: The Joining

This is where the magic occurs. The conduit will activate, and you must seal the bond by making an Arcana or Intimidation check. You also will be able to choose how the bond forms: either mutual, asserted, or forced. Mutual bonds have the highest DC, then asserted bonds, then forced bonds, but there is less likelihood of a scar. If you roll a high success, the bond forms cleanly. If you roll a mixed success, it forms with a scar, and if you fail, then you are sent back to Stage I.

Bond Scars

A bond scar is a semi-permanent asymmetry in the resonance between rider and beast. When a scar is gained, you choose the category, or roll on the table below. Each scar has a passive effect and a stress trigger. Scars may intensify or appear if the bond between beast and rider is abused, and, conversely, a scar may soften or vanish through long-term care and cultural rites.

1d6ScarPassive EffectStress Trigger
1Shared PainWhen your beast takes damage, you take a wounded effect to your head (and vice-versa for the beast).When either party suffers a destroyed injury, the other must make a Constitution saving throw or become stunned for one turn.
2Emotional BleedYour beast’s dominant emotion affects your own emotional state.When your beast is frightened, enraged, starving, or wounded, you must make a Wisdom saving throw or become afraid for one turn.
3Instinct OverwriteWhen mounted or in physical contact, you have disadvantage on checks that require restraint, patience, or abstraction.When initiative is rolled or a sudden threat appears, you must make a Wisdom saving throw or charge/flee reflexively (dependent on beast type)
4Conduit FeedbackWhen casting spells through the beast, you suffer a level of exhaustion each time you successfully cast.On a critical failure, your spell affects your beast instead of your intended target.
5Identity DriftYou occasionally receive the beast’s memories, dreams, or urges.Under exhaustion or emotional strain, you must make a Wisdom saving throw or lose your own memory fragments.
6Severance TensionIf rider and beast are separated more than 300 feet, you both suffer disadvantage on all rolls.Forced separation for longer than an hour causes you to take a level of exhaustion, as well as experience hallucinations and physical sickness.

Equipment

This is just here bc I need the Header ¯\_(ツ)_/¯

Weapons

Weapons focus less on dealing damage, but instead on how well they handle. Each weapon has a hands (1, 2, or Versatile), a damage type, any traits, and a special ability. Hands shows how many hands are required to wield the weapon; Versatile weapons must be wielded two-handed in order to use their special ability. Damage type is useful only in determining resistances or vulnerabilities, and traits are similar to 5e in showing what makes the weapon special. If you are proficient with the weapon, you also gain access to the special ability while wielding the weapon, which is detailed in the corresponding column. Ranged weapons also have a range, with the first number representing the comfortable range of the weapon, and the second number the farthest it can possibly fire, though rolls within that range are made at disadvantage. All weapons and shields standardly require an action to draw or stow, with some weapons requiring less time.

Weapon Properties

Ammunition. These weapons require ammunition to function. You may make an attack only if you have the ammunition to fire from the weapon.
Concealable. These weapons may be comfortably hidden on the body.
Emplaced. These weapons are too large to be held and must instead be mounted atop a beast or stand.
Finesse. These weapons may use either Dexterity or Strength for attack rolls.
Light. These weapons can be swapped to without consuming an action.
Loud. These weapons make a far-carrying noise when fired.
Off-Hand. These weapons can be held alongside another one-handed weapon. When you miss an attack with your main-hand weapon, you may make a free attack with your off-hand.
Reach. These weapons add 5 ft. to your reach when you attack with it, as well as determining your reach for opportunity attacks with it.
Silent. These weapons make no noise when used.
Slow. These weapons have a long reload time. You must take an action to reload it.
Thrown. These weapons may be used to make a ranged attack. Its range is listed in parentheses next to the property.

Light Blades

Weapon NameHandsStatsDamage TypeTraitsSpecial
Dagger1 HandDexteritySlashingConcealable, Light, Off-Hand, SilentClose Quarters. Gain +1 to attack rolls when attacking a grappled target.
Dav1 HandStrengthSlashingLight, Off-Hand, SilentPaired Form. While wielding a dav in each hand, gain +1 to attack rolls.
Facón1 HandStrengthSlashingConcealable, Light, Off-Hand, SilentScrapper's Blade. You do not need to make rolls to cut items.
Kukri1 HandDexteritySlashingConcealable, Light, Off-Hand, SilentHooked Edge. Gain +1 to attack rolls while making attacks against limbs.
Throwing Knives1 HandDexterityPiercingConcealable, Finesse, Light, Off-Hand, Silent, Thrown (10/15)Snap Throw. Gain +2 to attack rolls when throwing a knife as a reaction.

Medium Blades

Weapon NameHandsStatsDamage TypeTraitsSpecial
Chilseong GeomVersatileStrengthSlashingLight, SilentMeasured Strikes. If you did not move this turn, gain +1 to attack rolls.
Kopis1 HandStrengthSlashingFinesse, Light, SilentForward Weight. Gain +1 to attack rolls against targets that have already had their turn.
LeomanoVersatileStrengthSlashingFinesse, Light, SilentBrutal Leverage. While wielding two-handed, gain +2 to attack rolls against armored targets.
Rapier1 HandDexterityPiercingLight, SilentPoint Control. Gain +1 to attack rolls against vital zones.
Takoba1 HandStrengthSlashingLight, SilentCommitted Cut. Gain +1 to attack rolls when you have moved at least 15 ft. to reach your target.
XiphosVersatileDexteritySlashingFinesse, Light, SilentClose Guard. While wielding two-handed, gain +1 to attack rolls.

Heavy Blades

Weapon NameHandsStatsDamage TypeTraitsSpecial
Executioner's Blade2 HandsStrengthSlashingSilentFinal Strike. Gain +1 to attack rolls against impaired targets.
Flamberge2 HandsStrengthSlashingSilentDisrupting Edge. Gain +1 to attack rolls against targets dual-wielding or with shields.
Ssangsudo2 HandsStrengthSlashingSilentForward Weight. Gain +1 to attack rolls against targets that have already had their turn.

Polearms and Lances

Weapon NameHandsStatsDamage TypeTraitsSpecial
DoruVersatileStrengthPiercingReach, SilentLine Breaker. Gain +1 to attack rolls when attacking a target that has already been attacked by an ally since your last turn.
Hunting Spear2 HandsStrengthPiercingReach, Silent, Thrown (15/30)Set for the Charge. Gain +1 to attack rolls against targets that have moved away from you since your last turn.
LanceVersatileStrengthPiercingFinesse, Reach, SilentCavalry Momentum. Gain +2 to attack rolls when attacking while mounted.
MkukiVersatileDexterityPiercingFinesse, Light, Reach, Silent, Thrown (20/40)Extended Thrust. Gain +1 to attack rolls when attacking a target 10 ft. away from you.
Short Spear1 HandDexterityPiercingOff-Hand, Reach, Silent, Thrown (10/20)Flexible Grip. Gain +1 to attack rolls when attacking adjacent targets.

Thrown Weapons

Weapon NameHandsStatsDamage TypeTraitsSpecial
Chakram (Light Blade)1 HandDexteritySlashingConcealable, Light, Off-Hand, Silent, Thrown (25/50)Flat Trajectory. Gain +1 to attack rolls when targeting creatures that are not behind cover.
Harpoon (Polearm)2 HandsStrengthPiercingReach, Silent, Thrown (15/30)Reel Line. When a thrown harpoon successfully hits, you may spend your next action pulling the target 10 ft. toward you.
Javelin (Polearm)1 HandStrengthPiercingLight, Reach, Silent, Thrown (30/90)Direct Throw. Gain +1 to attack rolls when throwing within extended range.
Rungu (Blunt Weapons)1 HandStrengthBludgeoningLight, Silent, Thrown (10/25)Heavy Arc. Gain +1 to attack rolls when targeting armored zones.
Sling (Blunt Weapons)1 HandDexterityBludgeoningAmmunition, Concealable, Light, Silent, Thrown (30/90)Harassing Fire. Gain +1 to attack rolls when throwing at a target that has already been attacked this exchange.

Staves and Blunt Weapons

Weapon NameHandsStatsDamage TypeTraitsSpecial
Club1 HandStrengthBludgeoningLight, SilentForward Weight. Gain +1 to attack rolls against targets that have already had their turn.
Mace2 HandsStrengthBludgeoningSilentWeighted Head. Gain +1 to attack rolls against armored zones.
Staff2 HandsStrengthBludgeoningReach, SilentDefensive Leverage. Gain +1 to attack rolls if you have not moved this turn.

Bows

Weapon NameHandsStatDamage TypeRangeTraitsSpecial
Gakgung Bow2 HandsDexterityPiercing50/400Ammunition, SilentExtended Draw. Gain +1 to attacking rolls when attacking targets beyond your comfortable range.
Hunting Bow2 HandsStrengthPiercing30/90Ammunition, SilentBeastslayer. Gain +2 to attack rolls against nonhumans.
Light Bow2 HandsDexterityPiercing25/75Ammunition, Light, SilentQuick Draw. Gain +1 to attack rolls if you moved this turn.
Longbow2 HandsStrengthPiercing40/120Ammunition, SilentCareful Shot. Gain +1 to attack rolls if you did not move this turn.

Crossbows and Mechanical Launchers

Weapon NameHandsStatDamage TypeRangeTraitsSpecial
Arbalest2 HandsStrengthPiercing45/100Ammunition, SlowWindless Shot. Gain +1 to injury severity.
Ballistae2 HandsStrengthPiercing100/300Ammunition, Emplaced, Loud, SlowSiege Impact. When you hit, deal wounded to 3 bordering zones.

Firearms — Sidearms

Weapon NameHandsStatDamage TypeRangeTraitsSpecial
Minquelet1 HandDexterityPiercing20/60Ammunition, Light, LoudCareful Shot. Gain +1 to attack rolls if you did not move this turn.
Caplock Pistol1 HandDexterityPiercing25/75Ammunition, Light, LoudReliable Spark. Gain +1 to attack rolls on the first attack you make with this weapon each encounter.
Pepperbox Pistol1 HandDexterityPiercing15/45Ammunition, Light, Loud, SlowMulti-Target. This weapon targets all creatures in a 10 ft cone.
Six-Shooter Revolver1 HandDexterityPiercing30/90Ammunition, Light, LoudFast Follow-Up. Gain +1 to attack rolls if you’ve already attacked this round.

Firearms — Long Guns

Weapon NameHandsStatDamage TypeRangeTraitsSpecial
Arquebus2 HandsDexterityPiercing40/120Ammunition, LoudExtended Shot. Gain +1 to attacking rolls when attacking targets beyond your comfortable range.
Musket With Bayonet2 HandsDexterityPiercing35/105Ammunition, Finesse, Loud, SlowFixed Steel. While the bayonet is fixed, you may use your reaction to make a melee attack whenever a creature enters your space.
Shotgun2 HandsStrengthPiercing20/40Ammunition, LoudMulti-Target. This weapon targets all creatures in a 10 ft cone.
Sishane Rifle2 HandsDexterityPiercing60/180Ammunition, LoudCareful Shot. Gain +1 to attack rolls if you did not move this turn.

Armor

Armor is grouped into Light, Medium, and Heavy armor, primarily for the purposes of determining how much it slows one down and how it behaves when hit. Proficiency allows players to avoid disadvantage on ability checks and cast spells, but the heavier one is armored, the slower they are, regardless of proficiency.

Unlike 5e, armor can be mixed and matched by zone. Each piece of armor covers specific regions of the body and adds AR to individual zones, meaning protection can be fully customizable. A character might wear heavy armor over the chest, lighter protection on the limbs, and leave other areas unarmored entirely. This makes armor a matter of prioritization; protecting every zone is possible, but doing so comes at a severe cost to mobility.

Each class has a starting armor. This is what armor you begin play proficient with, and, depending on backstory, what armor you enter play wearing. You do not need to wear all the armor of a set, and are encouraged to only wear what suits the situation, though you cannot dawn or doth armor in the heat of battle.

Encumbrance and Heat Penalties

Encumbrance is unavoidable, but can be mitigated. Each worn armor piece contributes to a calculation of encumbrance (though weapons, inventory, and unworn armor is not factored into this calculation). If your total encumbrance is 0-2, you suffer no speed penalty. At 2-4, you suffer -5 ft. to your movement, 4-6 removes 10 ft., 6-8 removes 15 ft., and 8+ removes 20 ft.

Additionally, when in the Wastes, you must keep your body temperature from overheating. Each armor piece also has a heat stat, which determines exhaustion risk and other heat penalties. A heat stat between 0-2 is comfortable, 2-4 gives disadvantage on checks to resist exhaustion, 4-6 forces you to make Constitution saving throws each hour of travel you are wearing it, and anything above a 6 leads to heatstroke.

Armor Degradation

Armor won’t last forever. When a zone with armor suffers a direct hit, reduce that piece’s AR by 1. When AR reaches 0, the piece is destroyed. Some abilities can restore AR to it, but more often than not, it needs replacing.

Light Armor

Armor NameArmor SetZones CoveredAREncumbranceHeatAdditional Effects
Stetson HatCloth ArmorHead1.25-.25--
BandanaCloth ArmorNeck1.25-.25--
Light CoatCloth ArmorHeart, Abdomen1.25-.25--
Cloth BackwrapCloth ArmorSpine1.25-.25--
Cloth Arm WrapsCloth ArmorArms1.25-.25--
Hand WrapsCloth ArmorHands1.25-.25--
Cloth SkirtCloth ArmorLegs1.25-.25--
SandalsCloth ArmorFeet1.25-.25--
Leather CapLight LeathersHead1.25.25No penalty from environmental hazards
Leather VestLight LeathersHeart, Abdomen1.75.5No penalty from environmental hazards
Back HarnessLight LeathersSpine1.5.25No penalty from environmental hazards
Leather BracersLight LeathersArms1.25.25No penalty from environmental hazards
Leather ChapsLight LeathersAbdomen, Legs1.5.25No penalty from environmental hazards
MoccasinsLight LeathersFeet1.25.0Reduced fall damage
LavalavaGladiator ArmorAbdomen, Legs1.25-.25--

Medium Armor

Armor NameArmor SetZones CoveredAREncumbranceHeatAdditional Effects
Padded CoifPadded ClothHead, Neck2.5.5Bludgeoning Resistance
GambesonPadded ClothHeart, Abdomen2.751Bludgeoning Resistance
Padded BackpanelPadded ClothSpine2.5.5Bludgeoning Resistance
Padded SleevesPadded ClothArms2.5.5Bludgeoning Resistance
Quilted GlovesPadded ClothHands2.25.25Bludgeoning Resistance
Padded TrousersPadded ClothLegs2.751Bludgeoning Resistance
Soft BootsPadded ClothFeet2.25.25Bludgeoning Resistance
Leather HelmMedium LeathersHead2.5.5Resistance to beast damage
Leather CuirassMedium LeathersHeart, Abdomen211Resistance to beast damage
Reinforced BackplateMedium LeathersSpine2.5.5Resistance to beast damage
Arm HarnessMedium LeathersArms2.75.5Resistance to beast damage
Leather GlovesMedium LeathersLegs211Resistance to beast damage
Riding BootsMedium LeathersFeet2.5.25Resistance to beast damage
Mail CoifChain ArmorHead, Neck2.751Slashing Resistance
Mail ShirtChain ArmorHeart, Abdomen, Spine21.751.5Slashing Resistance
Mail SleevesChain ArmorArms21.251Slashing Resistance
Mail MittensChain ArmorHands2.75.75Slashing Resistance
Mail SkirtChain ArmorLegs2.75.75Slashing Resistance
Boar's Tusk HelmetGladiator ArmorHead2.5.5Piercing Resistance

Heavy Armor

Armor NameArmor SetZones CoveredAREncumbranceHeatAdditional Effects
GreathelmPlate ArmorHead311.25Bludgeoning Resistance
GorgetPlate ArmorNeck31.75Bludgeoning, Piercing, Slashing Resistance
ChestplatePlate ArmorHeart, Spine322Bludgeoning, Piercing, Slashing Resistance
FaultPlate ArmorAbdomen311Bludgeoning, Piercing, Slashing Resistance
Arm HarnessPlate ArmorArms311Bludgeoning, Piercing, Slashing Resistance
Plate GauntletsPlate ArmorHands31.75Bludgeoning, Piercing, Slashing Resistance
Plate GreavesPlate ArmorLegs311.25Bludgeoning, Piercing, Slashing Resistance
SabatonsPlate ArmorFeet31.75Bludgeoning, Piercing, Slashing Resistance
Chest GuardGladiator ArmorHeart3.75.75Piercing Resistance
Shoulder PlateGladiator ArmorPrimary or Offhand Arm3.5.25Piercing Resistance
Gladiator's GauntletGladiator ArmorHands3.75.5Piercing Resistance

Shields

As mentioned in the core mechanics, Shields do not add general AR, but instead allow the wielder to cover a selection of zones per round, providing 3 AR to those zones (to exceed 3). Different shields offer resistances from different attacks, as well. Shields add to armor encumbrance, but do not add to heat. All shields can be drawn and stowed using an action, with the single exception of the Dhal, which can be done as a free action.

Shield NameZones CoveredEncumbranceAdditional Resistance
Dhal10Piercing Resistance, Light
Kalkan2.5Piercing, Slashing Resistance
Pavise53Piercing, Slashing Resistance
Pelta31.5Piercing, Slashing Resistance

Items

Most items found in 5e can also be found in Kaelara, with exceptions given to certain magic items, gamesets, and instruments. A full list of all 5e items possible to find in Kaelara is below, as well as their weight, cost, and attributes (if any). In addition to those items, there are Kaelara-specific items that will be in a separate table for convenience. While most items can be used without proficiency, kits and tools sometimes require proficiency to use (this is noted in the attributes).

Money

Most Settled areas trade in gold, silver, and copper pieces, as is similar in 5e. 1 Gold Piece (GP) is worth 10 Silver Pieces (SP), which in turn is worth 10 Copper Pieces (CP). However, in the Wastes, a second form of currency is also used: Salt. Salt is measured in bricks, usually the size of soap bars, and does not have a consistent value. Instead, prices using salt are negotiated based on how desperate both parties are for the items bartered.

Items

Base 5e - Adventuring Items

Item NameWeightCostFunction
Acid1 lb.25 GPWhen you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take a glancing blow to 3 adjacent zones.
Alchemist’s Fire1 lb.50 GPWhen you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take glancing blows to the feet and legs.
AmmunitionVariesVariesAmmunition is required by a weapon that has the Ammunition property. A weapon’s description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them.
Antitoxin-50 GPAs an Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
Backpack5 lb.2 GPA Backpack holds up to 30 pounds within 1 cubic foot.
Ball Bearings2 lb.1 GPAs an Action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot-square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.
Barrel70 lb.2 GPA Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.
Basket2 lb.4 SPA Basket holds up to 40 pounds within 2 cubic feet.
Bedroll7 lb.1 GPA Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold.
Bell-1 GPWhen rung, a Bell produces a sound that can be heard up to 60 feet away.
Blanket3 lb.5 SPWhile wrapped in a blanket, you have Advantage on saving throws against extreme cold.
Block and Tackle5 lb.1 GPA Block and Tackle allows you to hoist up to four times the weight you can normally lift.
Book5 lb.100 GPA Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.
Bottle, Glass2 lb.2 GPA Glass Bottle holds up to 1½ pints.
Bucket2 lb.5 CPA Bucket holds up to half a cubic foot of contents.
Burglar’s Pack42 lb.16 GPA Burglar’s Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, Rope, Tinderbox, and Waterskin.
Caltrops2 lb.1 GPAs an Action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.
Candle-1 CPFor 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
Case, Crossbow Bolt1 lb.1 GPA Crossbow Bolt Case holds up to 20 Bolts.
Case, Map of Scroll1 lb.1 GPA Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment.
Chain10 lb.5 GPAs an Action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action.
Chest25 lb.5 GPA Chest holds up to 12 cubic feet of contents.
Climber’s Kit12 lb.25 GPA Climber’s Kit includes boot tips, gloves, pitons, and a harness. As a Action, you can use the Climber’s Kit to anchor yourself; when you do, you can’t fall more than 25 feet from the anchor point, and you can’t move more than 25 feet from there without undoing the anchor as an Action.
Clothes, Fine6 lb.15 GPFine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.
Component Pouch2 lb.25 GPA Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells.
Costume4 lb.5 GPWhile wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.
Crowbar5 lb.2 GPUsing a Crowbar gives you Advantage on Strength checks where the Crowbar’s leverage can be applied.
Diplomat’s Pack39 lb.39 GPA Diplomat’s Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox.
Disguise Kit3 lb.25 GPThis pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Entertainer’s Pack50 lb.40 GPAn Entertainer’s Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, Tinderbox, and Waterskin.
Explorer’s Pack45 lb.10 GPAn Explorer’s Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, Rope, Tinderbox, 10 Torches, and Waterskin.
Flask1 lb.2 CPA Flask holds up to 1 pint.
Forgery Kit5 lb.15 GPThis small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
Grappling Hook4 lb.5 GPAs an Action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 30 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it.
Herbalism Kit3 lb.5 GPThis kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
Hunting Trap25 lb.5 GPAs an Action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take a glancing blow to the feet and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals a standard bleed to the trapped creature.
Ink-10 GPInk comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.
Ink Pen-2 CPUsing Ink, an Ink Pen is used to write or draw.
Jug4 lb.2 CPA Jug holds up to 1 gallon.
Ladder25 lb.1 SPA Ladder is 10 feet tall. You must climb to move up or down it.
Lamp1 lb.5 SPA Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.
Lantern, Bullseye2 lb.10 GPA Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.
Lantern, Hooded2 lb.5 GPA Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Free Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.
Lock1 lb.10 GPA Lock comes with a key. Without the key, a creature can use Thieves’ Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check.
Magnifying Glass-100 GPA Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.
Manacles6 lb.2 GPAs an Action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action. Each set of Manacles comes with a key. Without the key, a creature can use Thieves’ Tools to pick the Manacles’ lock with a successful DC 15 Dexterity (Sleight of Hand) check.
Map-1 GPIf you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it.
Mirror½ lb.5 GPA handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.
Oil1 lb.1 SPYou can douse a creature, object, or space with Oil or use it as fuel, as detailed below.
Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the zone struck by fire will also apply glancing blows to all adjacent zones from burning oil.
Dousing a Space. You can take an Action to pour an Oil flask on level ground to cover a 5-foot-square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals a glancing blow to the feet and legs of any creature that enters the area or ends its turn there. A creature can take this damage only once.
Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as an Action) and rekindle it again until it has burned for a total of 6 hours.
Paper-5 GPOne sheet of Paper can hold about 250 handwritten words.
Parchment-3 GPOne sheet of Parchment can hold about 250 handwritten words.
Perfume-5 GPPerfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.
Poison, Basic-100 GPAs a Free Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition gains the poisoned condition (see Core Mechanics). Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.
Poisoner’s Kit2 lb.50 GPA poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
Pole7 lb.5 CPA Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.
Pot, Iron10 lb.2 GPAn Iron Pot holds up to 1 gallon.
Pouch1 lb.5 SPA Pouch holds up to 6 pounds within one-fifth of a cubic foot.
Priest’s Pack24 lb.33 GPA Priest’s Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, Robe, and Tinderbox.
Quiver1 lb.1 GPA Quiver holds up to 20 Arrows
Ram, Portable35 lb.4 GPYou can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.
Robe4 lb.1 GPA Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.
Rope5 lb.1 GPAs an Action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check. You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature’s legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.
Sack½ lb.1 CPA Sack holds up to 30 pounds within 1 cubic foot.
Scholar’s Pack22 lb.40 GPA Scholar’s Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox.
Shovel5 lb.2 GPWorking for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.
Signal Whistle-5 CPWhen blown as a Free Action, a Signal Whistle produces a sound that can be heard up to 600 feet away.
Spikes, Iron5 lb.1 GPIron Spikes come in bundles of ten. As an Action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike.
Spyglass1 lb.1,000 GPObjects viewed through a Spyglass are magnified to twice their size.
String-1 SPString is 10 feet long. You can tie a knot in it as an Action.
Tent20 lb.2 GPA Tent sleeps up to two Small or Medium creatures.
Thieves’ Tools1 lb.25 GPThis set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Tinderbox1 lb.5 SPA Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch - or anything else with exposed fuel - takes an Action. Lighting any other fire takes 1 minute.
Torch1 lb.1 CPA Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. Regardless of zones hit, this weapon cannot cause bleed.
Vial-1 GPA Vial holds up to 4 ounces.
Waterskin5 lb. (full)2 SPA Waterskin holds up to 4 pints. If you don’t drink sufficient water, you risk dehydration.

Base 5e - Gemstones

GemstoneCostDescription
Alexandrite500 GPTransparent dark green
Amber100 GPTransparent watery gold to rich gold
Amethyst100 GPTransparent deep purple
Aquamarine500 GPTransparent pale blue-green
Azurite10 GPOpaque mottled deep blue
Banded Agate10 GPTranslucent striped brown, blue, white, or red
Black Opal1,000 GPTranslucent dark green with black mottling and golden flecks
Black Pearl500 GPOpaque pure black
Black Sapphire5,000 GPTranslucent lustrous black with glowing highlights
Bloodstone50 GPOpaque dark gray with red flakes
Blue Quartz10 GPTransparent pale blue
Blue Sapphire1,000 GPTransparent blue-white to medium blue
Blue Spinel500 GPTransparent deep blue
Carnelian50 GPOpaque orange to red-brown
Chalcedony50 GPOpaque white
Chrysoberyl100 GPTransparent yellow-green to pale green
Chrysoprase50 GPTranslucent green
Citrine50 GPTransparent pale yellow-brown
Coral100 GPOpaque crimson
Diamond5,000 GPTransparent blue-white, canary, pink, brown, or blue
Emerald1,000 GPTransparent deep bright green
Eye Agate10 GPTranslucent circles of gray, white, brown, blue, or green
Fire Opal1,000 GPTranslucent fiery red
Garnet100 GPTransparent red, brown-green, or violet
Hematite10 GPOpaque gray-black
Jacinth5,000 GPTransparent fiery orange
Jade100 GPTranslucent light green, deep green, or white
Jasper50 GPOpaque blue, black, or brown
Jet100 GPOpaque deep black
Lapis Lazuli10 GPOpaque light and dark blue with yellow flecks
Malachite10 GPOpaque striated light and dark green
Moonstone50 GPTranslucent white with pale blue glow
Moss Agate10 GPTranslucent pink or yellow-white with mossy gray or green markings
Obsidian10 GPOpaque black
Onyx50 GPOpaque bands of black and white, or pure black and white
Opal1,000 GPTranslucent pale blue with green and golden mottling
Pearl100 GPOpaque lustrous white, yellow, or pink
Peridot500 GPTransparent rich olive green
Quartz50 GPTransparent white, smoky gray, or yellow
Rhodochrosite10 GPOpaque light pink
Ruby5,000 GPTransparent clear red to deep crimson
Sardonyx50 GPOpaque bands of red and white
Spinel100 GPTransparent red, red-brown, or deep green
Star Rose Quartz50 GPTranslucent rosy stone with white star-shaped center
Star Ruby1,000 GPTranslucent ruby with white star-shaped center
Star Sapphire1,000 GPTranslucent blue sapphire with white star-shaped center
Tigers Eye10 GPTranslucent brown with golden center
Topaz500 GPTransparent golden yellow
Tourmaline100 GPTransparent pale green, blue, brown, or red
Turquoise10 GPOpaque light blue-green
Yellow Sapphire1,000 GPTransparent fiery yellow or yellow-green
Zircon50 GPTransparent pale blue-green

Kaelara Exclusive - Adventuring Items

Item NameWeightCostFunction
Armorer’s Kit 56 lb. 20 GP This kit contains a collection of specialized tools used to craft and repair armor, including hammers, punches, awls, and metal shears. Proficiency with this kit lets you add your proficiency bonus to any checks you make to repair damaged armor. Using this kit, you can perform routine maintenance and minor modifications to armor during a short or long rest, provided you have access to the necessary materials. Major repairs or advanced modifications require access to a forge or equivalent facility.
Armsmaker’s Kit 40 lb. 20 GP This kid contains a variety of cools used to craft and modify weapons, including whetstones, hammers, grip wrappings, and replacement components. Proficiency with an armsmaker’s kit lets you add your proficiency bonus to any ability checks you make to repair damaged weapons. Using this kit, you can perform routine maintenance and minor modifications to weapons during a short or long rest, provided you have access to the necessary materials. Major repairs or advanced modifications require access to a forge or equivalent facility.
Artist’s Kit 10 lb. 100 GP This kit contains a collection of tools and materials used to create fine art and decorative works, tailored to a specific artistic tradition. It may include brushes and pigments, carving or etching tools, looms or weaving frames, needle and thread, beads and wire, burnishing stones, dyes, inks, stencils, and prepared surfaces such as canvas, hide, wood, or clay panels. Proficiency with an artist’s kit lets you add your proficiency bonus to any ability checks you make to create, evaluate, restore, or identify works of art within your chosen medium. Using this kit, you can produce decorative objects and visual art during a short or long rest, provided you have access to appropriate materials.
Bola 5 lb. 10 SP Used exclusively by the Ravelo Enredador, the bola is a tripping weapon consisting of stones connected by chords that entangles the limbs of smaller animals. The bola is thrown with a range of 30/60, and is only useful against humans or bipedal beasts of the lesser or mount variety. When using your action or reaction to throw a bola, you must choose a zone to target, ignoring AR on the legs or feet. If successful, the affected creature must make a DC 15 Athletics or Acrobatics check or be knocked prone.
Bonding Kit 22 lb. 35 GP This kit contains specialized tools and ritual materials used to create bonding conduits for the Joining, including carving knives, ritual cords, needles, pigments, incense, and bone, horn, stone, metal and treated hide. Proficiency with a bonding kit lets you add your proficiency bonus to any ability checks you make to create bonding conduits. Using this kit, you can prepare conduits during short or long rest, provided you have access to appropriate materials.
Clay Tablet - 1 CP A clay tablet is a flat slab of soft or fired clay used for writing with a reed stylus. An unfired tablet can hold 150 words and may be smoothed and reused, erasing any previous text in the process. Once fired in a kiln or hardened by heat, the writing becomes permanent but the tablet can no longer be used.
Demolition Kit 15 lb. 100 GP This kit contains specialized tools and volatile materials used to construct and safely handle explosive devices, including blast powder, fuses, packing wax, measuring scoops, and insulated satchels. Proficiency with a demolition kit lets you add your proficiency bonus to any ability checks you make to assemble or disarm explosive devices. Using this kit, you can prepare simple explosive charges during a short or long rest, provided you have access to appropriate materials.
Divination Kit 8 lb. 500 GP This kit contains ritual tools used to practice Water Divination, including scrying bowls, ink, minerals, measuring vials, and reference tokens. Proficiency with a divination kit lets you add your proficiency bonus to any ability checks you make to perform Water Divination. Using this kit, you can conduct a Water Divination ritual during a short rest, provided you have access to appropriate materials. Non-casting classes may use this kit to perform Water Divination without magic.
Heavy Net 20 lb. 5 GP The heavy net is a large net with weighted ends, perfect for immobilizing creatures. This is typically wielded by the Thalassomachos of the Minyra and the En’tharak of the Nokáru. Much like 5e, nets can be thrown, with a range of 5/15, and will restrain any humanoid, lesser, or mounted beast when hit. A creature hit must use its action to free itself, or must break the net by dealing any form of slashing damage to it. On greater or apex beasts, nets can be thrown, but they cannot enwrap the entire creature. If you wish to target a specific zone on a greater or apex beast, that can be done, but should be done with the GM’s discretion as to what effects it would apply.
Lasso 1 lb. 1 GP A rope capable of constricting around limbs, the lasso is used by Morradan Lazadores, Ravelo Enredadores, and Hallowick Ropewardens. The lasso is thrown with a range of 5/15, and can target humanoids, lesser, mounted, greater, or apex beasts, though, unlike the heavy net, lassos can only affect a zone on a creature, not the whole. When you use an action or reaction to make an attack with a lasso, you choose a zone to target, ignoring AR if you are targeting the legs or feet. A lassoed creature is grappled until it is freed and must make an Athletics or Acrobatics check to escape, contested by the lassoer’s Athletics. Dealing slashing damage to the lasso will also free it, destroying the lasso in the process. While grappling a human, lesser, or mount beast with a lasso, you must keep using one hand to hold the lasso or the target is freed. Greater or apex beasts can only be lassoed successfully if the lassoer is mounted on a greater or apex beast themself or braced to a fixed anchor. If not, you will be immediately knocked prone and the lasso will be released.
Mechanic’s Kit 60 lb. 90 GP This kit contains a collection of tools and spare components used to maintain and repair heavy weapons such as ballistae and arbalest. It includes wrenches and torque keys, oils, weights, and insulated gloves. Proficiency with a mechanic’s kit lets you add your proficiency bonus to any ability checks made to repair or maintain mechanical launchers. Using this kit, you can perform routine maintenance or minor modifications on a mechanical launcher during a short or long rest, provided you have access to this weapon and necessary spare parts. Major repairs or advanced modifications require access to a forge or equivalent facility.
Reed Pen (Stylus) - 1 CP A reed pen is a sharpened stylus used to inscribe characters into soft clay tablets. It cannot be used with ink and is unsuitable for writing on paper or parchment.
Saddle (Multiple Rider, Apex Beast) 70 lb. 250 GP A massive platform saddle for warbeasts. This saddle supports up to 6 riders and cannot carry supplies (0 supply units).
Saddle (Multiple Rider, Greater Beast) 45 lb. 120 GP A wide, reinforced saddle designed to seat multiple riders on a single large mount. This saddle supports up to 2 riders and can carry 1 barrel (1 supply unit).
Saddle (Riderless, Apex Beast) 80 lb. 220 GP A cargo rig intended for apex beasts. This saddle cannot be used by a rider and can carry 3 barrels or 2 chests (4 supply units).
Saddle (Riderless, Greater Beast) 55 lb. 100 GP A heavy-duty freight saddle used for long haul transport. This saddle cannot be used by a rider and can carry 4 barrels or 3 chests (6 supply units).
Saddle (Riderless, Lesser Beast) 10 lb. 35 GP Scaled for smaller beasts not bred for sustained hauling. This saddle cannot be used by a rider and can carry 2 backpacks (1 supply unit).
Saddle (Riderless, Mount Beast) 35 lb. 60 GP A cargo-only saddle built to maximize hauling capacity. This saddle cannot be used by a rider and can support 1 barrel or 3 backpacks (1 supply unit).
Saddle (Single Rider, Apex Beast) 60 lb. 200 GP A custom-fitted saddle for dangerous beasts. This saddle supports 2 riders and can carry 2 barrels or 2 chests (4 supply units).
Saddle (Single Rider, Greater Beast) 40 lb. 90 GP Built for large mounts capable of bearing both a rider and significant cargo. This saddle supports a single rider and can carry 2 barrels or 1 chest (3 supply units).
Saddle (Single Rider, Mount Beast) 25 lb. 50 GP Designed for riding animals capable of carrying a human rider comfortably. This saddle supports a single rider and includes limited attachment points for personal gear.
Saddle and Tack Kit 33 lb. 40 GP This kit contains a collection of tools and materials used to craft, repair, and modify saddles and other tack designed for riding or handling beasts, including leather knives, awls, punches, needles, buckles, padding material, oils, and fittings. Proficiency with a saddle and tack kit lets you add your proficiency bonus to any ability checks you make to craft, repair, or modify saddles and tack. Using this kit, you can perform maintenance to or craft new tack during a short or long rest, provided you have access to the beast and appropriate materials.
Surgeon’s Kit 10 lb. 130 GP This kit contains specialized tools used to treat severe injuries, including surgical knives, clamps, needles, cauterizing tools, antiseptics, and prosthetic components. Proficiency with a surgeon’s kit lets you add your proficiency bonus to any ability checks you make to treat destroyed injuries. Using this kit, you can perform surgical procedures during a short or long rest, provided you have appropriate materials. You may also use this kit to craft prosthetics during a short or long rest.
Tattoo Kit 2 lb. 40 GP This kit contains specialized tools and ritual materials used to create permanent magical tattoos, including needles, pigment grinders, enchanted ink, and salves. Proficiency with a tattoo kit lets you add your proficiency bonus to any ability checks you make to identify magical tattoos. Using this kit, you may apply or refresh a magical tattoo during downtime, provided you have appropriate materials.

Ammunition

AmmunitionCostFitted Weapon(s)Description
Stone0 GPSlingRounded stones easily gathered or carried.
Arrow (20)1 GPGakgung Bow, Hunting Bow, Light Bow, LongbowFletched shafts tipped for accuracy and damage at range.
Bolt1 GPArbalest, BallistaeShort and heavy projectiles that can weigh up to a hundred pounds.
Bullet (10)1 GPMinquelet Pistol, Caplock Pistol, Pepperbox Pistol, Six-Shooter RevolverSmall metal projectiles designed for use in handheld firearms.
Minié Ball (8)1 GPArquebus, Musket, Sishane RifleConical lead rounds that expand when fired for improved accuracy and stopping power.
Shotgun Shell (6)1 GPShotgunPacked cartridges filled with slugs for close-range fire.

Beast Bond Conduits

NaneCostMaterials Required
Aegialornithidae Conduit 9 GP Bone x2, Feather x2, Resin x1, Salt x1, Aegialornith Tidal Quill x1
Aenocyon Conduit 175 GP Iron x3, Bone x2, Sinew x2, Resin x1, Machairodont Saber Tooth x1, Thylacoleo Shearing Tooth x1, Aenocyon Canine x1
Aepyornithidae Conduit 8 GP Bone x2, Feather x2, Sinew x2, Resin x1, Twig x1
Ankylosauridae Conduit 45 GP Iron x3, Resin x2, Sinew x2, Ankylosaur Armor Scute x1
Arctotherium Conduit NA Fur x3, Bone x3, Silver x2, Resin x2, Honeycomb x2, Hot Pepper x2, Elasmothere Horn Shard x1, Chalicothere Claw Hook x1
Arsinoitherium Conduit 95 GP Ivory x1, Iron x2, Resin x2, Leather x2, Elasmothere Horn Shard x1
Azhdarchidae Conduit NA Silk x3, Silver x2, Resin x2, Lodestone x1, Azhdarchid Wing Membrane x1
Basilosauridae Conduit 55 GP Blubber x2, Bone x2, Copper x2, Resin x2, Basilosaur Oil Blubber x1
Carnosauria Conduit 180 GP Iron x3, Bone x3, Sinew x2, Lodestone x1, Aepyornith Feather Plume x3, Macrauchenia Nasal Cartilage x3, Protoceratops Frill x3, Stegosaur Tail Spike x1
Ceratopsidae Conduit 18 GP Bone x2, Leather x2, Resin x1, Copper x1
Chalicotheriidae Conduit 28 GP Bone x2, Resin x2, Leather x2
Deinosuchus Conduit 180 GP Iron x3, Resin x3, Bone x2, Deinosuchus Scale x1
Deinotheriidae Conduit 235 GP Ivory x2, Leather x2, Resin x2, Brimstone x3, Coal x2, Flint x2, Deinothere Tusk x1
Desmatophocidae Conduit 6 GP Fur x2, Bone x1, Fiber x2
Dicynodontia Conduit 5 GP Bone x1, Leather x2, Clay x1
Dromaeosauridae Conduit 15 GP Sinew x2, Bone x2, Resin x2, Feather x1
Dryosauridae Conduit 7 GP Fiber x2, Bone x1, Resin x1
Elasmotheriinae Conduit 120 GP Ivory x1, Iron x2, Resin x2, Arsinoithere Horn Shard x1
Gorgonopsia Conduit 57 GP Bone x2, Iron x2, Resin x2, Pareiasaur Osteoderm x1
Hadrosauridae Conduit 14 GP Bone x2, Leather x2, Resin x1
Hyaenodontidae Conduit 4 GP Bone x1, Sinew x1, Resin x1
Machairodontinae Conduit 150 GP Sinew x2, Bone x2, Resin x1, Dicynodont Tusk Shard x3, Protoceratops Frill x2, Psittacosaurus Quill Spine x3, Titanoboa Scale x1
Macraucheniidae Conduit 12 GP Bone x1, Leather x2, Resin x1
Mahajangasuchidae Conduit 14 GP Bone x2, Resin x2, Copper x1
Megalania Conduit 67 GP Bone x2, Resin x1, Leather x1, Megalania Venom x1
Merycoidodontoidea Conduit 4 GP Bone x2, Leather x1, Resin x1, Merycoidodontid Rumen Stone x1
Mosasauridae Conduit 900 GP Silver x3, Resin x3, Bone x2, Pleisosaur Paddle Bone x1, Otodontid Tooth x1
Noasauridae Conduit 10 GP Bone x2, Resin x1, Sinew x1
Ornithomimidae Conduit 9 GP Fiber x3, Bone x1, Feather x1
Otodontidae Conduit NA Platinum x1, Resin x3, Bone x2, Mosasaur Tooth Spike x1, Pleisosaur Paddle Bone x1, Placoderm Armor Plate x1
Oviraptoridae Conduit 6 GP Eggshell x1, Fiber x2, Resin x1
Pachycephalosauridae Conduit 6 GP Bone x2, Resin x1, Stone x1
Pareisauria Conduit 38 GP Bone x3, Resin x2, Iron x1
Pelagornithidae Conduit 110 GP Silver x2, Bone x2, Resin x2, Copper x1, Basilosaur Oil Blubber x1, Desmathophocid Whisker x1
Phorushacidae Conduit 13 GP Bone x2, Resin x1, Copper x1
Placodermi Conduit NA Platinum x1, Iron x2, Resin x3
Plesiosauridae Conduit 22 GP Bone x2, Resin x2, Copper x1, Desmatophocid Whisker x1
Protoceratopsidae Conduit 4 GP Bone x1, Leather x1, Resin x1
Protostegidae Conduit NA Bone x2, Resin x1, Stone x1, Basilosaurus Oil Blubber x1, Deinosuchus Scale x1, Desmatophocid Whisker x1, Mahajangasuchid Spine Ridge x1, Mosasaur Tooth Spike x1, Otodontid Tooth x1, Placoderm Armor Plate x1, Plesiosaur Paddle Bone x1
Psittacosaurus Conduit 4 GP Bone x1, Fiber x1, Resin x1
Sauropoda Conduit 400 GP Iron x3, Bone x3, Resin x2, Carnosaur Tooth x1
Sinomegaceros Conduit NA Bone x3, Sinew x3, Resin x2, Leather x2, Copper x1, Arctothere Pelt x1
Sphenacodontidae Conduit 5 GP Bone x1, Resin x1, Leather x1
Spinosauridae Conduit 480 GP Iron x3, Silver x2, Resin x3, Megalania Venom x3, Titanoboa Scale x3
Stegosauria Conduit 70 GP Bone x3, Resin x2, Iron x1, Stegosaur Tail Spike x1
Tapejaridae Conduit 12 GP Silk x2, Bone x1, Resin x1
Temnospondyli Conduit NA Bone x1, Resin x1, Sponge x1
Teratornithidae Conduit NA Bone x3, Sinew x2, Resin x2, Leather x2, Iron x2, Ivory x1, Hyaenodon Jaw Teeth x3, Phorusrhacid Beak Blade x2, Megalania Venom x2, Terathornithid Crop Bile Sac x1
Therizinosauridae Conduit 55 GP Iron x2, Bone x2, Resin x2, Cactus Sap x3, Honeycomb x2, Hot Pepper x2, Salt x1, Sugar x2, Sumac x2, Yew Leaf x2
Thylacoleonidae Conduit 5 GP Bone x1, Sinew x1, Resin x1
Titanoboa Conduit 8 GP Leather x2, Resin x1, Bone x1
Tyrannosauridae Conduit 6,300 GP Iron x3, Silver x2, Resin x3, Lodestone x1, Gold x10, Ivory x5, Platinum x2, Silk x5, Assorted Gemstones Totalling 5,000 GP, Dromaeosaur Talon x1, Tyrannosaur Tooth x1

Instruments and Gamesets

NameCostDescription
21 Stringed Kora 50 GP A Khrassan mix between a harp and a lute, this instrument is played using both hands.
Aulos 3 GP A Minyran double-reed pipe played with one hand per pipe.
Balafon 42 GP A Khrassan Xylophone that uses gourds to resonate the sound. The Balafon is set on the ground and played using one or two hands with mallets.
Cedar Flute 2 GP A Nokáru flute with five holes played with one or two hands.
Charango 35 GP A ten-stringed lute common among the Ravelo. This instrument is played using two hands.
Darbuka 7 GP Also called a Goblet Drum, the Darbuka is a Saffekh instrument played with one or two hands.
Duduk 3 GP An Orvali reed instrument played with two hands.
Dungchen 3 GP A long, telescope-like horned instrument played by the Lhakar. This instrument requires two hands to hold but no hands to play.
Frame Drum 6 GP A handheld drum used by the Nokáru and Minyra, the frame drum sometimes has small cymbals attached around its side and is played with one or two hands.
Gayangeum 50 GP A Seorin zither with 12 strings, the Gayageum is set on the floor and played with two hands.
Guitar 33 GP A Calderañan lute with 6 strings, the guitar is played by both the Hallowick and Morrada using both hands.
Hurdy Gurdy 40 GP An Averonian mechanical instrument, the Hurdy gurdy requires two hands to play and must be cranked using a wheel.
Igil 24 GP A small bowed lute used by the Tengerai, the Igil is played with two hands.
Janggu 8 GP An hourglass-shaped drum used by both the Seorin and Lhakar. The Janggu is played with two hands, sometimes using mallets.
Khim 70 GP The Khim is a Chantaran dulcimer with 42 strings, played sitting on the floor with two mallets
Lyre 30 GP A Minyran stringed instrument that is similar in shape to a harp and played with both hands.
Oud 35 GP A lute with 11 strings played using two hands by the Zan’thara and Saffekh.
Pan Flute 12 GP Called a Siku by the Sumaq, the pan flute is held by one hand but requires no hands to play.
Trumpet 15 GP A brass horn instrument with 3 valves, the trumped was played by the Calderañans using both hands.
Ukulele 20 GP The Vaekalakai’s lute, the Ukulele has four strings and is played with two hands.

Regular Crafting Materials

MaterialCostDescription
Ash 5 CP Fine powder left behind after burning organic material
Blubber 1 GP Concentrated animal fat
Bone 2 CP Cleaned animal bone
Brimestone 1 SP A pungent yellow material
Cactus Sap 1 CP Processed and preserved cactus
Chalk 1 CP Soft white stone
Clay 1 SP Soft earth that can be shaped when wet and hardened by firing
Coal 1 GP Dense black fuel used to power forges
Sand 1 CP Fine granular stone
Copper 1 SP A conductive brown metal
Cured Leather 1 SP Treated hide ready for crafting
Dirt 1 CP Common soil
Eggshell 3 SP Brittle calcium shell fragments
Feather 1 SP Lightweight plumage
Feldspar 1 SP Common mineral
Fiber 1 CP Processed plant material used as twine
Flint 1 SP Mineral used to craft stone tools or light fires
Fur 3 SP Thick mammal hide with hair intact
Gold 1 GP Rare metal valued for its shine
Granite 5 SP Hard stone used in construction
Honeycomb 1 GP Wax-filled structure harvested for crafting or eating
Horn Core 5 SP Dense inner horn material
Hot Pepper 1 SP Spicy dried or fresh fruit
Incense 10 GP Aromatic material burned to produce scented smoke
Iron 2 CP Strong, common metal often used to craft weapons and armor
Ivory 5 GP Dense white material from tusks or teeth
Lead 6 CP Heavy metal best not eaten
Leather 5 SP Untreated hide
Lime 10 GP Caustic powder used in tanning
Lodestone 10 GP Naturally magnetic stone
Mercury 5 GP Toxic liquid
Phosphorus 1 GP Reactive substance that ignites easily
Platinum 50 GP Rare and dense metal valued for its luster
Marble 5 GP Fine stone used in decorative craft
Marrow Fat 10 GP Dense fat rendered from bones, prized for salves
Resin 2 GP Hardened sap
Salt 1 SP Crystalline material necessary for survival
Silk 2 GP Fine fabric spun from silkworm fibers
Silver 1 SP Lustrous metal prized for its shine
Sinew 3 SP Strong beast tendon
Snakeskin 10 GP Scaled hide
Sponge 2 SP Porous material commonly used for cleaning
Stone 1 CP Generic raw rock
Sugar 3 SP Refined sweet crystals
Sumac 1 GP Dried plant matter used as a spice
Talcum 5 SP Soft, absorbent mineral powder
Tallow 3 SP Rendered animal fat
Tooth Varies Dropped tooth from a beast
Twig 1 CP Small branch
Wood 1 SP Worked or raw timber
Yew Leaf 1 GP Toxic evergreen leaf

Legendary Crafting Materials

MaterialCostDescription
Aegialornith Tidal Quill 4 SP Salt-stiffened feather dropped by a tamed or felled Aegialornith
Aenocyon Canine 25 GP Hunting tooth dropped by a tamed or felled Aenocyon
Aepyornith Feather Plume 1 SP Massive down feather dropped by a tamed or felled Aepyornith
Ankylosaur Armor Scute 1 GP Heavy bone plates dropped by a tamed or felled Ankylosaur
Arctothere Pelt 500 GP Extremely insulating hide dropped by a tamed or felled Arctothere
Arsinoithere Horn Shard 50 GP Thick keratin horn dropped by a tamed or felled Arsinoithere
Azhdarchid Wing Membrane 1,000 GP Flexible hide dropped by a tamed or felled Azhdarchid
Basilosaur Oil Blubber 10 GP Rendered fat dropped by a tamed or felled Basilosaur
Carnosaur Tooth 300 GP Serrated tooth dropped by a tamed or felled Carnosaur
Ceratopsid Frill Plate 10 GP Decorative bone dropped by a tamed or felled Ceratopsid
Chalicothere Claw Hook 5 GP Long claw dropped by a tamed or felled Chalicothere
Deinosuchus Scale 50 GP Heavy crocodilian scale dropped by a tamed or felled Deiosuchus
Deinothere Tusk 100 GP Downward curving tusks dropped by a tamed or felled Deinothere
Desmatophocid Whisker 1 SP Sensitive fibers dropped by a tamed or felled Desmatophocid
Dicynodont Tusk Shard 1 CP Small tusk fragment dropped by a tamed or felled Dicynodont
Dromaeosaur Talon 5 SP Iconic sickle claw dropped by a tamed or felled Dromaeosaur
Dryosaur Hide 1 SP Light hide dropped by a tamed or felled Dryosaur
Elasmothere Horn Shard 50 GP Rare horn material dropped by a tamed or felled Elasmothere
Gorgonopsid Saber Fang 30 GP Long fang dropped by a tamed or felled Gorgonopsid
Hadrosaur Crest 5 SP Hollow bone dropped by a tamed or felled Hadrosaur
Hyaenodon Jaw Teeth 5 CP Sharp teeth dropped by a tamed or felled Hyaenodon
Machairodont Saber Tooth 15 GP Curved fang dropped by a tamed or felled Machairodont
Macrauchenia Nasal Cartilage 2 SP Flexible material dropped by a tamed or felled Macrauchenia
Mahajangasuchid Spine Ridge 5 SP Jagged bone dropped by a tamed or felled Mahajangasuchid
Megalania Venom 60 GP Toxic liquid dropped by a tamed or felled Megalania
Merycoidodontoidid Rumen Stone 6 CP Digestive stones dropped by a tamed or felled Merycoidodontid
Mosasaur Tooth Spike 250 GP Conical teeth dropped by a tamed or felled Mosasaur
Noasaur Bone Needle 1 GP Thin bone dropped by a tamed or felled Noasaur
Ornithomimid Feather Fan 3 GP Decorative feathers dropped by a tamed or felled Ornithomimid
Otodontid Tooth 550 GP Massive shark tooth dropped by a tamed or felled Otodontid
Oviraptor Eggshell 5 SP Strong shell dropped by a tamed or felled Oviraptor
Pachycephalosaur Dome Plate 7 SP Dense skull bone dropped by a tamed or felled Pachycephalosaur
Pareiasaur Osteoderm 2 GP Knobby armor bone dropped by a tamed or felled Pareiasaur
Pelagornithid Tooth Spur 10 GP False bony tooth dropped by a tamed or felled Pelagornithid
Phorusrhacid Beak Blade 1 GP Razor beak fragment dropped by a tamed or felled Phorusrhacid
Placoderm Armor Plate 1,000 GP Natural bone armor dropped by a tamed or felled Placoderm
Pleisosaur Paddle Bone 30 GP Flat bone dropped by a tamed or felled Pleisosaur
Protoceratops Frill 3 CP Decorative bone dropped by a tamed or felled Protoceratops
Protostegid Shell Plate 10,000 GP Thick shell dropped by a tamed or felled Protostegid
Psittacosaurus Quill Spine 8 CP Defensive quills dropped by a tamed or felled Psittacosaurus
Sauropod Tail Tip 40 GP Whip-like tail dropped by a tamed or felled Sauropod
Sinomegaceros Antler 700 GP Gigantic antler dropped by a tamed or felled Sinomegaceros
Sphenacodontid Sail 2 GP Back spine dropped by a tamed or felled Sphenacodontid
Spinosaur Sail Membrane 100 GP Tough hide dropped by a tamed or felled Spinosaur
Stegosaur Tail Spike 20 GP Natural spike dropped by a tamed or felled Stegosaur
Tapejarid Crest Membrane 5 GP Colorful membrane dropped by a tamed or felled Tapejarid
Temnospondyl Slime 5,000 GP Moist secretion dropped by a tamed or felled Temnospondyl
Teratornithid Crop Bile Sac 80 GP Preserved digestive sac dropped by a tamed or felled Terathornithid
Therizinosaurus Scythe Claw 40 GP Enormous claw dropped by a tamed or felled Therizinosaurus
Thylacoleo Shearing Tooth 8 SP Blade-like tooth dropped by a tamed or felled Thylacoleo
Titanoboa Scale 100 GP Massive scale dropped by a tamed or felled Titanoboa
Tyrannoasaur Tooth 300 GP Huge tooth dropped by a tamed or felled Tyrannosaur