DnD Experimental Rules Playtest Pages


General equipment

Equipment other than weapons and armor is divided into smaller categories for ease of reference.

Luggage and containers

Goods Cash price Kit point cost Weight (empty) Capacity (volume) Capacity (weight)
Backpack 2gp 0 2 lb.1 1 cu. ft. 50 lbs.
Barrel 2gp 0 30 lb. 10 cu. ft. 1,000 lbs.
Basket 4sp 0 1 lb. 2 cu. ft. 20 lbs.
Bottle, wine, glass2gp 0 1 lb. 1½ pt. 5 lbs.
Bucket 5sp 0 2 lb. 1 cu. ft. 80 lbs.
Case, map or scroll1gp 0 ½ lb. ¼ cu. ft.5 lbs.
Chest 2gp 0 25 lb. 2 cu. ft. 200 lbs.
Flask 3cp 0 1½ lb. 1 pt. 10 lbs.
Jug, clay 3cp 0 9 lb. 1 gal. 50 lbs.
Mug/Tankard, clay 2cp 0 1 lb. 1 pt. 5 lbs.
Pitcher, clay 2cp 0 5 lb. 4 pt. 20 lbs.
Pot, iron 5sp 0 10 lb. 1 gal. 60 lbs.
Pouch, belt 1gp 0 ½ lb.11/5 cu. ft. 4 lbs.
Sack 1sp 0 1 lb.1 1 cu. ft. 30 lbs.
Vial, ink or potion1gp 0 1/10 lb. 1 oz 1 lb.
Waterskin 1gp 0 4 lb.1 4 pt. 10 lbs.
Note that containers sized for Small characters weigh one-quarter the listed amount, and carry one-quarter as much, but cost the same.

Bottle This glass container has a narrow neck and a tight stopper. It is large enough to contain about a pint and a half, and strong enough to support about five pounds.

Case, map or scroll This capped tube of leather, metal or bamboo is large enough to contain about a dozen typical handheld maps or scrolls, rolled up, or a quarter of a cubic foot in other small objects, and strong enough to support about five pounds.

Jug, Clay This large ceramic jug is fitted with a stopper. It is large enough to hold 1 gallon and strong enough to support about fifty pounds. You can use the same weight and capacity, but higher cash price, for more decorative large urns or vases.

Sack This large, sturdy cloth or leather bag closes with a drawstring and a flap. It may have a carrying handle or other fitting; a pair may serve as saddlebags or be carried across the shoulders. It is large enough to contain about one cubic foot and strong enough to support about thirty pounds.

Vial A vial holds 1 ounce in volume of liquid but can support about a pound in weight. The stoppered container usually is no more than 1 inch wide and 3 inches high.

Waterskin This sturdy leather container has a carrying strap and a drinking spout. It can contain four pints, and support about ten pounds in weight.

Lighting and vision

Goods Cash price Kit point cost Weight Bright light Shadowy light
Candle 1cp 0 0 0 5 ft.
Lamp, common 1sp 0 1 lb. 15 ft. 30 ft.
Lantern, bullseye 12gp 0 3 lb. 60 ft.1 120 ft.1
Lantern, hooded 7gp 0 2 lb. 30 ft. 60 ft.
Mirror, small steel 10gp 0 ½ lb.- -
Oil (1-pint flask) 1sp 2 1 lb. - -
Spyglass 1,000gp0 1 lb. - -
Torch 1cp 0 1 lb. 20 ft. 40 ft.
1. Note that a bullseye lantern sheds light in a cone, not an all-around radius.

A few of the pieces of lighting and vision equipment are described below, along with any special benefits they confer on the user ("you").

Candle A candle does not provide bright illumination. It burns for 1 hour. You can carry a candle in one hand, though you may need the other hand to shelter it from draughts. The listed price is for a common candle of animal fat. Superior candles such as beeswax cost more, look and smell better, and are more comfortable to work by, but do not give sufficiently stronger illumination to reach a 10-foot radius or give bright light.

Lamp, Common A lamp burns for 6 hours on a pint of oil. You can carry a lamp in one hand.

Lantern, Bullseye A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand.

Lantern, Hooded A hooded lantern burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.

Oil A pint of oil burns for 6 hours in a lamp or lantern.
You can throw a flask of oil as a splash weapon. It takes a full round action to prepare a flask with a fuse. When you throw the flask, treat it as a ranged attack with a range increment of 10 feet. The fuse has a 50% chance of staying lit and igniting the oil on impact. Assuming successful ignition, a direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. To extinguish the flames, make a DC 15 Evasion roll. Rolling on the ground provides the target a +2 bonus on the save. Immersion in water or magically extinguishing the flames automatically smothers the fire.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

Spyglass Objects viewed through a spyglass are magnified to twice their size.

Torch A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius. You can carry a torch in one hand. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

Shelter and travelling supplies

Goods Cash price Kit point cost Weight
Bedroll 1sp 0 5 lb.1
Blanket, winter 5sp 0 3 lb.1
Firewood (20 lbs) 1cp 0 20 lb.
Rations, trail (day) 5sp10 1 lb.1
Tent 10gp 0 20 lb.1
1. Note that these items weigh one-quarter the listed amount when made for Small characters. Rations also cost one-quarter the listed price.

Firewood Twenty pounds of firewood will typically keep a party's camp fire burning through one evening and night, sufficing for cooking, lighting the immediate area and deterring normal animals.

Rations Trail rations may include dry bread, biscuit, flour/meal, dried/salted meat or fish, dried fruit or vegetables, nuts, cheese, butter, oil, etc. Enough to feed a typical human for one day's activity weighs about a pound. This does not meet water needs and water must be carried in addition or found en route. Fresh food is heavier and generally more perishable, though it may be more readily available and almost certainly tastier. If transported, it may weigh two to five pounds per person per day.

Hardware and utility items

Goods Cash price Kit point cost Weight
Block and tackle 5gp 0 5 lb.
Caltrops 1gp 2 2 lb.
Canvas (sq. yd.) 1sp 0 1 lb.
Chain (5 ft.) 15gp 0 1 lb.
Crowbar 2gp 0 5 lb.
Fishing net 4gp 0 5 lb.
Grappling hook 1gp 0 4 lb.
Hammer 5sp 0 2 lb.
Ladder, 10-foot 2sp 0 20 lb.
Lock, very simple 1gp 0 ½ lb.
Lock, simple 20gp 0 1 lb.
Lock, average 40gp 0 1 lb.
Lock, good 80gp 0 1 lb.
Lock, superior 150gp 0 1 lb.
Lock, amazing 300gp 0 1 lb.
Manacles 15gp 0 2 lb.
Manacles, masterwork 50gp 5 2 lb.
Pick, miner's 3gp 0 10 lb.
Piton 1sp 0 ½ lb.
Pole, 10-foot 5cp 0 8 lb.
Ram, portable 10gp 0 20 lb.
Rope, hemp (5 ft.) 1sp 0 1 lb.
Sledgehammer 1gp 0 10 lb.
Spade or shovel 2gp 0 8 lb.
Whetstone 2cp 0 1 lb.

Several of the items of tools and hardware are described below, along with any special benefits they confer.

Caltrops A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature's speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
Caltrops may not be effective against unusual opponents.

Chain A typical chain weighs about a pound per five feet in length. Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.

Crowbar A crowbar grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Fishing net The listed net is about 25 square feet in size, suitable for one person to use in a river or seashore location.

Grappling Hook Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown).

Hammer If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.

Lock Locks can be built into chests, manacles, and other portable items, adding to their weight and cost. Locks can also be built into doors, gates, etc. Their cost is added to the cost of construction. Locks can also be separate (like a padlock) and fittable to various closures designed to take a separate lock. Padlocks can also secure chains.
Separate locks have hardness 8 and 5 hit points.
The DC for Open Lock checks varies by the quality of the lock. Very simple locks are DC 15 to open; simple DC 20, average DC 25 good DC 30, superior DC 35, amazing DC 40.

Manacles and Manacles, Masterwork A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.
Manacles are typically used with locks so that a keyholder can easily fit and remove them but others cannot. Some manacles are supplied with locks built in (add the cost and weight of the lock to the base cost and weight for the manacles). Others have an attachment point for a padlock. Less often, manacles may be made not for locking but for fitting by a blacksmith – the Craft (Blacksmith) DC is 10 to secure the manacles effectively to a creature, or 15 to do so without hurting the manacled creature. Such manacles can be removed again without damaging them by the same check. A hammer and chisel, often found in blacksmith tool sets, does 1d10 damage to manacles, but breaking manacles off in this way ruins them for future use.
Masterwork manacles are DC 35 to slip free of and DC 28 to break.
Manacles are typically sized for Medium creatures. Those for Small creatures may be available from normal sources at normal prices. Manacles for Large or Huge creatures are much less available – perhaps for ten or one hundred times the financial cost, as a special order or from specialist suppliers. Manacles capable of holding Gargantuan, Colossal, Tiny, Diminutive, or Fine creatures could only be acquired from unusual sources, as determined by the DM. Tiny and smaller creatures may be more easily secured in a cage or box.

Ram, Portable This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by 2.

Rope Ordinary hemp rope has 2 hit points and can be burst with a DC 23 Strength check. It can typically be obtained in lengths of up to 50 feet - longer pieces could be commissioned from a rope-maker, perhaps at a higher cost. Silk rope is not readily available. If the DM makes any available it has 4 hit points and can be burst with a DC 24 Strength check. It is so light and supple that it provides a +2 circumstance bonus on Use Rope checks, and therefore carries a Kit Point cost of 15 (per character so equipped, rather than per unit length of rope). It might cost ten times as much as hemp rope, length for length, but weighs only half as much.

Tools and skill kits

Goods Cash price Kit point cost Weight
Artisan's tools 5 gp 0 5 lb.
Artisan's tools, masterwork 55 gp 10 5 lb.
Book, blank 5 gp 0 2 lb.
Climber's kit 80 gp 15 5 lb.1
Disguise kit 50 gp 15 8 lb.1
Healer's kit 50 gp 15 1 lb.
Hourglass 25 gp 0 1 lb.
Magnifying glass 100 gp 5 -
Musical instrument, common 5 gp 0 3 lb.1
Musical instrument, masterwork 100 gp 15 3 lb.1
Scale, merchant's 2 gp 5 1 lb.
Thieves' tools 30 gp 0 1 lb.
Thieves' tools, masterwork 100 gp 30 2 lb.
Tool, masterwork 50 gp 15 1 lb.
1. Note that these items weigh one-quarter the listed amount when made for Small characters.

Artisan's Tools These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (-2 penalty on Craft checks), if you can do the job at all.

Artisan's Tools, Masterwork These tools serve the same purpose as artisan's tools (above), but masterwork artisan's tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.

Book, blank The listed book has about 80 leaves of parchment or average-quality paper, each about 10 inches tall and 8 inches wide. It is plainly bound in stiff leather, and is about 2 inches thick. Somewhat larger or smaller books are available, with cost scaling roughly in proportion to page count and likewise roughly in proportion to the dimensions of the page (so a book half as tall and wide will cost half as much). Books with thinner, neater pages are more compact but also more expensive per page. Books with better-looking binding or other special features are also more expensive.

Climber's Kit This is the perfect tool for climbing and gives you a +2 circumstance bonus on Climb checks.

Disguise Kit The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after ten uses.

Healer's Kit It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after ten uses.

Magnifying Glass This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.

Musical Instrument, Common or Masterwork A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.

Scale, Merchant's A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.

Thieves' Tools This kit contains the tools you need to use the Disable Device and Open Lock skills. Without these tools, you must improvise tools, and you take a -2 circumstance penalty on Disable Device and Open Lock checks.

Thieves' Tools, Masterwork This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.

Tool, Masterwork This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.

Clothing

Goods Cash price Kit point cost Weight
Artisan's outfit 1gp 0 4 lb.
Cold weather outfit 8gp 10 7 lb.
Court outfit 30gp+ 201 6 lb.+
Entertainer's outfit 3 gp 0 4 lb.
Explorer's outfit 10 gp 0 8 lb.
Peasant's outfit 5 sp 0 4 lb.
Scholar's outfit 4 gp+ 0 5 lb.+
Traveler's outfit 2 gp 0 6 lb.
Note that all items of clothing weigh one-quarter the listed amount when made for Small characters.
1. Ignore the kit point cost for a court outfit if and when its skill benefit will not come into play.

Artisan's Outfit This outfit includes plain, serviceable clothing to cover the body, limbs and head if desired. It is fairly comfortable in a sheltered place (specific outfits may be suitable for a warm, temperate or cool climate). It may also include limited accessories such as a belt or apron.

Cold Weather Outfit A cold weather outfit includes multiple layers of thick, serviceable clothing to cover the body, limbs and head, providing considerable protection against cold, wind and rain. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.

Court Outfit This outfit includes luxurious and decorative clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while not in a court outfit will have a hard time of it (-2 penalty on Charisma-based skill checks to influence such individuals). To properly look the part, you should also wear at least 50gp's worth of jewellery.
Court outfits can be embellished with further costly materials, laborious detailing and other displays to a degree limited only by the spending power of the wearer. The weight of such clothes typically ranges from 6lbs. up to as much as 20lbs, thanks to the conspicuous use of excess material. Clothing signalling noble status costs at least 75gp (likely to be around 10lbs. in weight) plus 125gp's worth of jewellery. Clothing fit for royalty costs at least 200gp (weighing about 15lbs.) plus at least 500gp in jewels.

Entertainer's Outfit This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).

Explorer's Outfit This is a full set of clothes for someone who never knows what to expect. It includes sturdy footwear, hardwearing clothing to cover body and limbs, and an external wrap such as a cloak. It is designed to cope with whatever the weather may throw at it (as you can adjust the layering and fastening, specific sets may be suitable for a warm to temperate climate, or a temperate to cool climate). The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat.

Peasant's Outfit This basic set of clothes covers the body, arms and legs. It is made for outdoor work but provides only limited comfort in adverse weather (specific outfits are adapted to a warm, temperate or cool climate). Cloth wrappings are used for shoes.
Really poor outfits may cost even less (meaning that the wearer's poverty is obvious to observers) and weigh somewhat less (down to around 2lbs for a socially-acceptable minimum, and therefore providing inadequate protection from cool weather, rain, sun, etc.)

Scholar's (or Merchant's, etc.) Outfit This outfit provides comfort and shows some status for a person who spends most of their time indoors (specific outfits may be suitable for a warm, temperate or cool climate). It covers the body, limbs and, if desired, head, with soft shoes and suitable accessories such as a belt, hat or cloak.
You can buy more luxurious and/or prestigious versions for more money (normally up to about 50gp, but you could commission an even more expensive version), which tend also to be somewhat heavier (up to maybe 10lbs.) There can be specific types or designs for specific social roles such as priest, mage, lawyer or doctor.

Traveler's Outfit This set of clothes covers the body, limbs and head, including practical travelling footwear, an ample cloak or other outer covering, and practical accessories such as a belt. It is practical out of doors in normal conditions and mitigates the discomfort of inclement weather (specific outfits may be suitable for a warm, temperate or cool climate). By removing the outer covering and perhaps removing or changing footwear, it can be made more comfortable for indoor use, approximately equivalent to an artisan's outfit

Mounts And Related Gear; Transport

Initial playtesting will involve short expeditions, exploration and combat on foot. Mounts or transport should not be required.

Services

Services do not have kit point costs or weights. The DM should inform the players what goods and services are available in their setting, and their prices if applicable.

Food, Drink, And Lodging

These are non-adventuring items and so there is no table of weights and kit point costs. The DM should inform the players what goods and services are available from the catering sector in their setting.

Special Substances And Items

None of these are yet in play.

Free personal gear

Certain small items may be carried on the person or in baggage without accounting for their weight. They also have no kit point cost, and their modest financial cost will typically not be a problem for adventurers.

Cash Coins weigh only small fractions of a pound each, so a bit of pocket money doesn't count against your weight allowance. Larger numbers (how many depending on the type of coin) do have significant weight. Your DM can advise you on how much money is available to you when beginning your adventures, and whether you are able to draw cash from your reserves or day job between adventures.

Firelighting A flint and steel for generating sparks, and some tinder to catch them, have negligible weight. Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long. Torches, lanterns, oil, etc. are listed under lighting, and firewood under commodities.

Fishing A fishhook and short light line have negligible weight and are sufficient to try to catch fish in a stream or other body of water while exploring. A net does have weight and is detailed under Tools and Hardware above.

Grooming Small personal grooming items (such as washcloth, razor, soap, comb, tweezers, nail file, earspoon, a small pot of colour) can be treated as having negligible weight. Those who take special care over their appearance may require a more substantial toilet bag.

Keys Small keys have negligible weight if you carry just one or a very few. The keyring of a chatelaine, gaoler or other security supervisor could weigh half a pound or more, and keys for large doors or very sturdy chests could weight half a pound or more individually.

Mending Needle and thread, cloth and polish, etc. are of negligible weight. A whetstone does have weight and is listed under adventuring gear.

Signalling A small bell or whistle is of negligible weight.

Writing materials Writing materials such as a quill or reed pen, a vial of ink, a few sheets of paper or parchment and a signet ring and sealing wax have a negligible weight in quantities sufficient to jot the odd note or short letter. This would not suffice to keep accounts, undertake scholarly work or keep up regular correspondence. Scroll cases to keep important papers safe are listed separately under Luggage and Containers, and books (suitable to keep a journal or other durable, ordered record) are under Tools and Skill Kits.
A stick of other writing or marking material, such as chalk, charcoal or graphite, also has negligible weight.
Ink is somewhat expensive, costing about 4gp per vial for cheap brown ink liable to fade, double that for good black, and at least double again for fancy colours.