Table of Content
Introduction
"Ah, you have come early this week, i suppose it makes sense. After all, the adventuring life isn't easy... and as much as your innate powers give you an advantage, they won't always be enough!"
The gnome said with a smile, jumping down behind the counter before they climbed back up onto their little stool holding a green potion. A leaf floating inside of the brew. The gnome placed it on the counter with a smile.
"This is a brewed from Olisuba Leaf, it will help your body recover from strenuous activities. This should help you on your next adventure, young one!" - 'Gniba Rockfoot', a sales merchant, selling Olisuba Leaf infused tea to a young adventurer in the market of Veritas.
Item Types
In Haliwaara, items are divided into different groups, representing both their purpose and, partially, their market value. In this document we will be going over the following types of items:
- Adventuring equipment
- Weapons
- Armor
- Animals
- Vehicles
Each type of item fills a different niche and is therefore described in a different section of the document.
Adventuring equipment describes items that are nonmagical and affect the environment of the characters. This could be, for instance, a crowbar or a set of thieves' tools. These items do not have to affect combat, but they are able to. For example, a bear trap.
Weapons are self explanatory, they are weapons and are usually used as such. Weapons are made to kill people and may be found or bought as magical variants. The weapons in this book are by default non-magical.
Armor does the opposite of weapons, by trying to keep you safe from attacks or other harmful effects. They can also be found or bought as magical variants, but the types of armor listed in this book are by default non-magical.
Animals are living creatures which are occasionally used for combat, as mounts and pack animals, or pets
Vehicles are items that help move objects or people at a faster pace. In Haliwaara, there are certain continents and factions that have produced mechanical vehicles to allow for travel and transportation.
Adventuring gear
In Haliwaara there are a lot of items that fall under the umbrella of 'Adventuring Gear'. Therefore there is keywords to help categorize the different items. These keywords are extra helpful if you use the ctrl+f command and search for the items you need.
Keywords
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Art: Items that can be used to express oneself in a variety of ways.
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Camping: Helps you survive in the wild.
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Carrying: Items that help a party or adventurer with carrying objects or liquids.
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Combat: Items that have a detailed description of how they work in combat.
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Environment: Items that help adventurers in certain environments, which includes the urban environment.
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Exploration: Items that will help a party of adventurers explore different regions of Haliwaara.
Common items
Name | Cost | Weight | Keywords |
---|---|---|---|
Abacus | 2 gp | 2 lb | Tool, Science |
Acid (vial) | 25 gp | 1 lb | Combat, Improvised weapon |
Alchemist's Fire (flask) | 50 gp | 1 lb | Combat, Improvised weapon |
Antitoxin (vial) | 50 gp | - | Poison |
Backpack | 2 gp | 5 lb | Carrying, Storage |
Ball Bearing (bag of a 1000) | 1 gp | 1 lb | Combat, Movement |
Barrel | 2 gp | 70 lb | Storage |
Basket | 4 sp | 2 lb | Storage |
Bedroll | 1 gp | 7 lb | Camping |
Bell | 1 gp | - | Music, Utility |
Blanket | 5 sp | 3 lb | Camping |
Block and Tackle | 1 gp | 5 lb | Carrying, Tool |
Book | 25 gp | 5 lb | Science |
Bucket | 5 cp | 2 lb | Carrying |
Bullseye Lantern | 10 gp | 2 lb | Light |
Caltrop (Bag of 20) | 1 gp | 2 lb | Combat, Movement |
Candle | 1 cp | - | Light |
Chain (10 feet) | 5 gp | 10 lb | Utility |
Chalk (1 piece) | 1 cp | - | Art, Tool |
Chest | 5 gp | 25 lb | Storage |
Climber's Kit | 25 gp | 12 lb | Exploration, Movement |
Clothing, cold weather | 10 gp | 5 lb | Environment, Exploration |
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Improvised weapon: Items that can, may or should be used as improvised weapons.
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Light: Objects that produce light
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Magic: Items that aren't magical, but are used for helping produce magical effects.
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Movement: Items that help restrict movement of opponents and potentially allies.
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Science: Items that relate to science or gathering scientific information.
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Storage: Items that help store valuables or equipment.
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Tool: An item that is used to carry out a particular function.
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Poison: An item that is either a poison or directly associated with poisons.
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Utility: An item that can be used for all kinds of stuff, be creative!
Name | Cost | Weight | Keywords |
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Common Clothes | 5 sp | 3 lb | Environment |
Component Pouch | 25 gp | 2 lb | Magic |
Costume Clothes | 5 gp | 4 lb | Art |
Crampons | 2 gp | 1/4 lb | Environment, Exploration |
Crossbow Bolt Case | 1 gp | 1 lb | Storage |
Crowbar | 2 gp | 5 lb | Tool |
Fine Clothes | 15 gp | 6 lb | Environment |
Fishing Tackle | 1 gp | 4 lb | Camping, Tool |
Flask | 2 cp | 1 lb | Science, Storage |
Glass Bottle | 2 gp | 2 lb | Science, Storage |
Grappling Hook | 2 gp | 4 lb | Exploration, Utility |
Hammer | 1 gp | 3 lb | Tool |
Healer's Kit | 5 gp | 3 lb | Healing, Utility |
Hempen Rope (50 feet) | 1 gp | 10 lb | Utility, Exploration |
Holy Water (flask) | 25 gp | 1 lb | Combat, Improvised Weapon |
Hooded Lantern | 5 gp | 2 lb | Light |
Hourglass | 25 gp | 1 lb | Tool, Science |
Hunting Trap | 5 gp | 25 lb | Combat, Utility, Tool |
Ink (1-ounce bottle) | 10 gp | - | Art, Science |
Ink Pen | 2 cp | - | Art, Tool |
Insect Repellent (block of incense) | 1 sp | - | Camping |
Insect Repellent (greasy salve) | 1 gp | - | Camping, Exploration |
Iron Pot | 2 gp | 10 lb | Camping, Tool |
Iron Spikes (10) | 1 gp | 5 lb | Exploration, Utility |
Jug | 2 cp | 4 lb | Storage |
Ladder (10-foot) | 1 sp | 25 lb | Exploration, Utility |
Lamp | 5 sp | 1 lb | Light |
Lock | 10 gp | 1 lb | Safety, Tool |
Magnifying Glass | 100 gp | - | Science, Tool |
Manacles | 2 gp | 6 lb | - |
Map or Scroll Case | 1 gp | 1 lb | Storage |
Merchant's Scale | 5 gp | 3 lb | Science, Tool |
Mess Kit | 2 sp | 1 lb | Camping |
Miner's Pick | 2 gp | 10 lb | |
Oil (flask) | 1 sp | 1 lb | Combat, Utility, Light |
Paper (one sheet) | 2 sp | - | Science |
Parchment (one sheet) | 1 sp | - | Science |
Perfume (vial) | 5 gp | - | Environment, Utility |
Pitcher | 2 sp | 4 lb | Storage |
Piton | 5 cp | 1/4 lb | Exploration , Utility |
Pole (10-foot) | 5 cp | 7 lb | Exploration, Utility |
Portable Ram | 4 gp | 35 lb | Utility, Tool |
Pouch | 5 sp | 1 lb | Storage |
Pride Silk | 100 gp | 1 lb | Environment |
Pride Silk Outfit | 500 gp | 4 lb | Art, Environment |
Quiver | 1 gp | 1 lb | Storage |
Rain Catcher | 1 gp | 5 lb | Camping, Environment |
Name | Cost | Weight | Keywords |
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Rations (1 day) | 5 sp | 1 lb | Environment |
Robes | 1 gp | 4 lb | Environment |
Sack | 1 cp | 1/2 lb | Storage |
Sealing Wax | 5 sp | - | Safety |
Shovel | 2 gp | 5 lb | Tool, Utility |
Signal Whistle | 5 cp | - | Utility |
Signet Ring | 5 gp | - | Art, Utility |
Silk Rope (50 feet) | 10 gp | 2 lb | Exploration ( ͡° ͜ʖ ͡°) |
Sledgehammer | 2 gp | 10 lb | Tool |
Snowshoes | 2 gp | 4 lb | Environment, Exploration |
Soap | 2 cp | - | Utility |
Spellbook | 50 gp | 3 lb | Magic |
Spyglass | 1000 gp | 1 lb | Exploration, Tool |
Steel Mirror | 5 gp | 1/2 lb | Art, Utility |
Tankard | 2 cp | 1 lb | Storage |
Tinderbox | 5 sp | 1 lb | Camping, Utility |
Torch | 1 cp | 1 lb | Light, Improvised weapon |
Traveler's Clothes | 2 gp | 4 lbs | Environment |
Two-Person Tent | 2 gp | 20 lb | Camping |
Vial | 1 gp | - | Storage |
Waterskin | 2 sp | 5 lb (full) | Environment |
Whetstone | 1 cp | 1 lb | Tool |
Poisons
When it comes to adventuring, many rogues and other sneaky figures use poisons to help with difficult challenges. These poisons have a variety of effects, level of potency and application method. Therefore it's important to know which type of poison you have and what the effects of said poison are. Given their insidious and deadly nature, poisons are illegal in most societies but are a favourite tool among assassins, drow, and other evil creatures. Due to this, the following poisons can only be bought and sold in Quaros and are frowned upon in all other regions of Haliwaara.
Contact: Contact poison can be smeared on an object and remains potent until it is Touched or washed off. A creature that touches contact poison with exposed skin suffers its Effects.
Ingested: A creature must swallow an entire dose of ingested poison to suffer its Effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced Effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
Inhaled: These poisons are powders or gases that take Effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its Effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Injury: Injury poison can be applied to Weapons, Ammunition, trap Components, and other Objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its Effects.
list of Poisons in Haliwaara:
Name | Cost per dose | Type |
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Assassin's Blood | 150 gp | Ingested |
Burnt Othur Fumes | 200 gp | Contact |
Drow Poison | 200 gp | Injury |
Essence of Ether | 300 gp | Inhaled |
Malice | 250 gp | Inhaled |
Midnight Tears | 150 pp | Ingested |
Oil of Taggit | 400 gp | Contact |
Pale Tincture | 250 gp | Ingested |
Purple Worm Poison | 200 pp | Injury |
Serpent Venom | 200 gp | Injury |
Torpor | 600 gp | Ingested |
Truth Serum | 150 gp | Ingested |
Wyvern Poison | 120 pp | Injury |
Plants
In the exotic regions of Haliwaara there is a plethora of exotic flora that can be useful for adventurers. These flora have very different effects and are usually used for the brewing of magical potions.
When gathering flora out in the wild, it's important to have some knowledge regarding the collecting process, as some plants may be dangerous if not handled properly.
List of Flora:
Name | Cost | Environment | Keywords |
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Ghost Bloom | 40 gp | Corpses | Combat |
Lover’s Thorn | 15 gp | Feywild | Environment |
Lubberwort Powder | 250 gp | Coast | Poison |
Mother Jude’s Rest | 20 gp | Plains | Poison |
Menga leaves | 2 gp | Marshland | Healing |
Ogre Ear | 40 gp | Caves | Combat |
Pepper Berries | 30 gp | Volcano | Environment |
Ryath Root | 50 gp | Tundra | Combat |
Sinda berries (10) | 5 gp | Forest | Poison |
Wildroot | 25 gp | Jungle | Poison |
Witch Weed | 15 gp | Lakes | Environment |
Wukka Nut | 1 gp | Jungle | Light |
Zabou | 10 gp | Forest | Poison |
Effects of homebrew Flora:
Ghost Bloom
A strange translucent flower that glows in the presence of spirits, only growing in places where a dead body has rotted. A creature can, as an action, consume this to gain the effects of False Life for an hour.
When an incorporeal undead comes within 40 feet of the plant, it begins to glow with dim light.
Lover’s Thorn
A rare blue rose that grows within the Feywild, though hags or fairies often enjoy growing them in their homes on the material plane. It is said eating the petals leaves you with extra minty breath, making it popular among bachelors. A creature can consume the flower as an action and for the next 10 minutes the creature can ignore disadvantage on Charisma (Persuasion) checks.
Lubberwort Powder:
A potent drug made from grinding down dried Lubberwort, a rare mushroom that grows near bodies of water. A creature subjected to this drug must succeed on a DC 13 Constitution saving throw or be poisoned for an hour. The poisoned creature has disadvantage on Intelligence checks and saving throws.
Mother Jude’s Rest
Named for a nun who would take in the sick and injured with not a care nor concern for personal wealth or her own safety, she tragically died of disease at an age far too young for one so kind. As an action a creature can consume the seeds of the flower to gain advantage on saving throws against non-magical diseases for 1 hour.
Ogre Ear:
A bitter pale green leaf that grows in or near the dung of the giant race, people who have eaten it often claim it does indeed taste like ass. When consumed (uses an action) you gain advantage the first time you make a strength save, strength check, or an attack that uses your strength modifier afterward. The effect fades after a minute even if not triggered.
For each dose of ogre ear consumed, the creature must make a DC 12 Constitution saving throw or spit it up, failing to gain the effects.
Pepper Berries :
These dark red berries are commonly found in places with extreme heat, master chefs often claim it to be one of the spiciest peppers of all, so it is not uncommon to find these used in the hottest of dishes. Often one can find a bush of these in areas with volcanic activity, such as near hot springs.
Consuming a handful of these spicy berries grants the creature the ability to survive temperatures as low as -25 degrees Fahrenheit without additional protection for 10 minutes.
Witch Weed:
A ragged looking dark green weed with petals that are often compared to the rough and ragged skin of hags in both color and texture. A creature can use its action to put the leaves in their mouth and chew on them, granting them the ability to breathe underwater for the next 10 minutes.
The leaves must be dry before chewing to gain their effect. While wet, Witch Weed has no effect until it has been dried out again. This has often led to adventurers drowning to death.
Weapons
Many items in the world of Haliwaara are made or used for the sole person of killing things. This is where weapons come in; items that are specifically used for hurting both creatures and objects. The weapons in this document are all mundane and some have magical variants. If you do not find a weapon in this document, it is not allowed for general use.
Different types of weapons
In Dungeons & Dragons, there are multiple types of weapons. These weapons fall into one of four categories: Simple weapons, Martial Qeapons, Firearms and Consumables. Martial and simple weapons can either be melee or ranged. Where not listing special features, ranged weapon attacks will by default use your dexterity while melee weapon attacks use your strength.
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Simple weapons: Weapons that almost anybody could pick up and fight with.
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Martial weapons: Items that require a greater amount of practice to be used effectively.
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Firearms: Weapons that shoot projectiles using gunpowder, they require special training and are very loud!
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Consumables: Items that are considered weapons, but are expended upon use.
Simple weapons
Weapon | Cost | Damage | Weight | Properties |
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Club | 1 sp | 1d4 bludgeoning | 2 lb | Light |
Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed |
Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |
Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) |
Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
Mace | 5 gp | 1d6 bludgeoning | 4 lb. | — |
Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |
Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |
Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) |
Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |
Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) |
Martial weapons
Weapon | Cost | Damage | Weight | Properties |
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Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |
Flail | 10 gp | 1d8 bludgeoning | 2 lb. | — |
Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |
Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed |
Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special |
Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |
Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |
Morningstar | 15 gp | 1d8 piercing | 4 lb. | — |
Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed |
Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse |
Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light |
Scythe | 40 gp | 1d6 slashing | 10 lb | Finesse, Versatile (1d8) |
Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light |
Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), Versatile (1d8) |
War Pick | 5 gp | 1d8 piercing | 2 lb. | — |
Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |
Blowgun | 10 gp | 1 piercing | 1 lb. | Ammunition (range 25/100), loading |
Crossbow, hand | 75 gp | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |
Crossbow, heavy | 50 gp | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |
Longbow | 50 gp | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed |
Net | 1 gp | — | 3 lb. | Special, thrown (range 5/15) |
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
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Reload: The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
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Explosive: Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Firearms
Weapon | Cost | Ammo | Damage | Weight | Properties |
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Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | (40/160) Light, reload 1, misfire 1 |
Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | (60/240) Reload 4, misfire 1 |
Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | (120/480) Two-handed, reload 1, misfire 2 |
Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | (80/320) Reload 6, misfire 2 |
Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | (15/60) Reload 1, misfire 2 |
Bad News | 750 gp | 10g (5) | 2d12 piercing | 25 lb. | (200/800) Two-handed, reload 1, misfire 3 |
Hand Mortar | 500 gp | 10g (1) | 2d8 fire | 10 lb. | (30/60) Reload 1, misfire 3, explosive |
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Misfire: Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
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Ammunition All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Consumable Properties
Some items only have a limited number of uses before they lose their function or are used up. These items are called consumables and some of them are weapons. The following section contains a collection of the nonmagical weapon consumables that are available to purchase or find in Haliwaara.
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Radius: The radius of the circle which an explosive consumable will create from where it is detonated. The explosion goes around half and three quarters cover, but does not go through full cover.
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Range: How far a consumable can be thrown before the effect occurs, the distance is the path traveled for the consumable and not the distance from the character. Consumables can not be thrown through barriers or narrow spaces, but they can be tossed over barriers.
Consumables
Weapon | Cost | Damage | Weight | Properties |
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Bomb | 150 gp | 3d6 Fire | 1 lb | Radius (5ft), Range (60) |
Blasting Powder | 150 gp | 3d6 Bludgeoning | 1 lb | Bound, Ignited, Radius (5ft) |
Dynamite ( Stick) | 200 gp | 3d6 Bludgeoning | 1 lb | Bound, Radius (5ft), Range (60ft) |
Explosive Seed | 10 gp | 1d8 Fire | 1 lb | Radius (5 ft) ,Range (30 ft) |
Fragmentation Grenade | 250 gp | 5d6 Piercing | 1 lb | Radius (20ft) , Range (60ft) |
Gunpowder Horn | 35 gp | 3d6 Fire | 2 lb | Ignited, Radius (10ft) |
Gunpowder Keg | 250 gp | 7d6 Fire | 20 lb | Ignited, Radius (10 ft) |
Smoke Grenade | 125 gp | - | 1 lb | Radius (20 ft), Range (60 ft) |
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Ignited: A consumable that needs to be ignited for the effects to occur. Such a consumable can only be used while dry, as the item won't function under wet conditions.
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Bound: A character can bind of the consumables together so they explode at the same time. Each additional unit increases the damage by 1d6 (maximum of 10d6) and the blast radius by 5 feet (maximum of 20 feet).
Armor
As there is a a lot of items made to hurt creatures, there are items that are made to avoid being hurt. Some of these items include shields and Armor. Which protects the wearrer from physical and some magical attacks. Armor is usually quite expensive, but it's almost an invaluable piece of equipment for adventurers and guards.
Armor properties
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Armor Proficiency: Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells.
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Armor Class (AC): Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class.
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Heavy Armor: Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
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Stealth: If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.
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Shields: A Shield is made from wood or metal and is carried in one hand. Wielding a Shield increases your Armor Class by 2. You can benefit from only one Shield at a time.
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Light Armor: Made from supple and thin materials, Light Armor favors agile adventurers since it offers some Protection without sacrificing mobility. If you wear Light Armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.
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Medium Armor: offers more Protection than Light Armor, but it also impairs Movement more. If you wear Medium Armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.
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Heavy Armor: offers the best Protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy Armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.
Light armor
Armor | Cost | AC | Strength | Stealth | Weight |
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Padded | 5 gp | 11 + Dex modifier | — | Disadvantage | 8 lb |
Leather | 10 gp | 11 + Dex modifier | - | - | 10 lb |
Studded leather | 45 gp | 12 + Dex modifier | - | - | 13 lb |
Medium armor
Armor | Cost | AC | Strength | Stealth | Weight |
---|---|---|---|---|---|
Hide | 10 gp | 12 + Dex modifier (max 2) | - | - | 12 lb |
Chain shirt | 50 gp | 13 + Dex modifier (max 2) | - | - | 20 lb |
Scale mail | 50 gp | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lb |
Breastplate | 400 gp | 14 + Dex modifier (max 2) | - | - | 20 lb |
Half plate | 750 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lb |
Heavy armor
Armor | Cost | AC | Strength | Stealth | Weight |
---|---|---|---|---|---|
Ring mail | 30 gp | 14 | - | Disadvantage | 40 lb |
Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb |
Splint | 200 gp | 17 | Str 15 | Disadvantage | - |
Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb |
Shields
Armor | Cost | AC | Strength | Stealth | Weight |
---|---|---|---|---|---|
Shield | 10 gp | +2 | - | - | 6 lb |
Gauntlet shield | 15 gp | +1 | - | - | 2 lb |
Animals & Vehicles
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The mounts and other animals table shows each animal’s speed and base carrying capacity.
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.
Animal & Vehicle properties
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Barding: Armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
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Saddles: A Military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.
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Vehicle Proficiency: If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.
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Rowed Vessels: Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A Rowboat weighs 100 pounds, in case adventurers carry it over land.
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Flying Mounts: Mounts like the griffon, pegasus, peryton and other flying mounts aren't easy to stay on. If your flying mount takes damage while you are in midair, you must make an animal handling check to maintain controll and not fall of. The dc equals 12 or half of the damage taken, whichever is higher.
Mounted Combat
A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide.
A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules.
Mounting and Dismounting: Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.
If an effect moves your mount against its will while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you're knocked prone while mounted, you must make the same saving throw.
If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
Controlling a Mount: While you're mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently.
You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it.
An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.
Land Mounts
Animal | Cost | Speed | Capacity |
---|---|---|---|
Camel | 50 gp | 50 ft. | 480 lb. |
Dire Wolf | 450 gp | 50 ft | 510 lb |
Donkey or Mule | 8 gp | 40 ft. | 420 lb. |
Elephant | 1200 gp | 40 ft. | 1,320 lb. |
Giant Elk | 750 gp | 60 ft | 1,140 lb. |
Giant Goat | 150 gp | 40 ft | 510 lb |
Giant Riding Lizard | 300 gp | 40 ft | 450 lb. |
Giant Spider | 400 gp | 40 ft | 420 lb. |
Horse, draft | 50 gp | 40 ft. | 540 lb. |
Horse, riding | 75 gp | 60 ft. | 480 lb. |
Mastiff | 25 gp | 40 ft. | 195 lb. |
Moorbounder | 500 gp | 70 ft | 540 lb |
Pony | 30 gp | 40 ft. | 225 lb. |
Rhinoceros | 500 gp | 40 ft | 630 lb. |
Saber-Toothed Tiger | 550 gp | 40 ft | 540 lb. |
Warhorse | 400 gp | 60 ft. | 540 lb. |
Aquatic Mounts
Animal | Cost | Speed | Capacity |
---|---|---|---|
Giant Sea Eel | 250 gp | 40 ft swim | 330 lb. |
Giant Sea-Horse | 200 gp | 40 ft swim | 360 lb. |
Hippocamp | 400 gp | 20 ft., swim 50 ft. | 420 lb. |
Flying Mounts
Animal | Cost | Speed | Capacity |
---|---|---|---|
Giant bat | 450 gp | 10 ft., fly 60 ft. | 450 lb. |
Giant eagle | 750 gp | 10 ft., fly 80 ft. | 480 lb. |
Giant owl | 400 gp | 5 ft., fly 60 ft. | 390 lb. |
Giant Raven | 550 gp | 10 ft., fly 60 ft. | 480 lb. |
Giant vulture | 550 gp | 10 ft., fly 60 ft. | 480 lb. |
Hippogriff | 850gp | 40 ft., fly 60 ft. | 510 lb. |
Waterborne Vehicles
Vehicle | Cost | Speed |
---|---|---|
Galley | 30,000 gp | 4 mph |
Keelboat | 3,000 gp | 1 mph |
Longship | 10,000 gp | 3 mph |
Rowboat | 50 gp | 1½ mph |
Sailing Ship | 10,000 gp | 2 mph |
Warship | 25,000 gp | 2½ mph |
Animal and Vehicle items
Item | Cost | Weight |
---|---|---|
Barding | ×4 | ×2 |
Bit and bridle | 2 gp | 1 lb. |
Carriage | 100 gp | 600 lb. |
Cart | 15 gp | 200 lb. |
Chariot | 250 gp | 100 lb. |
Animal Feed (per day) | 5 cp | 10 lb. |
Saddle, Exotic | 60 gp | 40 lb. |
Saddle, Military | 20 gp | 30 lb. |
Saddle, Pack | 5 gp | 15 lb. |
Saddle, Riding | 10 gp | 25 lb. |
Saddlebags | 4 gp | 8 lb. |
Sled | 20 gp | 300 lb. |
Stabling (per day) | 5 sp | — |
Wagon | 35 gp | 400 lb. |
Credit:
Project leader
The project was started and lead by mikke21#5684
Balancers:
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Revvu #2127 Balance and reviewing
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AlloyZero #4470 Balance and reviewing
-
BigBadCuddleDragon #6818 Balance, design and reviewing
Grammar and Layout:
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Oblivion #0045 Grammar and formatting
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DoZeMath #2011 Design and code
- Steffon#1273 for the command bits
Artists
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'Equipment' by Cong Li https://www.artstation.com/artwork/equipment-a5d08166-7189-4407-bb82-48642608eb79
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Wizards of the Coast https://dnd.wizards.com/articles/features/excerpt-magic-items-art
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'Magic bottles' by Vera Velichko https://www.artstation.com/vera_velichko
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'Follow the roots' by Marko Drazic https://www.artstation.com/drazaman
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'Persian Crossbow' by Fang Wang Lin https://www.artstation.com/wanglinfang12
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'Critical Role: No Mercy Percy' by CaptainKato
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'Snow Warrior' by Antonio J. Manzanedo https://www.artstation.com/ajmanzanedo
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'Stormy seas' by tysengraphics https://society6.com/tysen
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'Ashen rider' by Chris Rahn http://www.rahnart.com/
Items of Haliwaara is a collection of official, playtest and homebrew material. A compendium of rules and lore for the Haliwaraa Discord server.