Kryx RPGThemesMonsters

Gear

Clothes

NameCostWeight
Clothes, common5 cp1.25 kg
Clothes, costume5 sp1.75 kg
Clothes, explorer’s10 sp2.75 kg
Clothes, fine15 sp2.75 kg
Clothes, noble’s75 sp3.75 kg
Clothes, traveler’s2 sp1.75 kg
Robes1 sp1.75 kg

Clothes, common

(5 cp, 1.25 kg)

This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Clothes, costume

(5 sp, 1.75 kg)

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).

Clothes, explorer’s

(10 sp, 2.75 kg)

This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

Clothes, fine

(15 sp, 2.75 kg)

These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewelry (worth at least 100 sp) to accessorize this outfit.

Clothes, noble’s

(75 sp, 3.75 kg)

These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewelry (worth at least 100 sp) to accessorize this outfit.

Clothes, traveler’s

(2 sp, 1.75 kg)

This set of clothes consists of boots, a skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

Comfort

NameCostWeight
Bedroll1 sp3.25 kg
Blanket5 cp1.25 kg
Mess Kit2 cp0.45 kg
Soap⅕ cp
Tent, small10 sp5.5 kg
Tent, medium15 sp9 kg
Tent, large30 sp11 kg

Bedroll

(1 sp, 3.25 kg)

A bedroll consists of two sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

Blanket

(5 cp, 1.25 kg)

A blanket is a warm, woven piece of material that has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.

Mess Kit

(2 cp, 0.45 kg)

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Soap

(⅕ cp, 0)

You can use this thick block of soap to scrub clothes, pots, linens, or anything else that might be dirty. A bar of soap has approximately 50 uses.

Tent, small

(10 sp, 5.5 kg)

A simple and portable canvas shelter that sleeps one Medium creature and takes 20 minutes to assemble. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.

Tent, medium

(15 sp, 9 kg)

A simple and portable canvas shelter that sleeps two Medium creatures and takes 30 minutes to assemble. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.

Tent, large

(30 sp, 11 kg)

A simple and portable canvas shelter that sleeps four Medium creatures and takes 45 minutes to assemble. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.

Containers

NameCostWeight
Backpack2 sp2.25 kg
Barrel2 sp30 kg
Basket4 cp1 kg
Bottle, glass2 sp1 kg
Bucket½ cp1 kg
Case, crossbow bolts1 sp0.45 kg
Case, map or scroll1 sp0.45 kg
Chest5 sp11 kg
Flask or tankard⅕ cp0.11 kg
Jug or Pitcher⅕ cp1.75 kg
Pot, Iron2 sp4.5 kg
Pouch5 cp0.45 kg
Quiver1 sp0.45 kg
Sack⅒ cp0.23 kg
Vial1 sp

Backpack

(2 sp, 2.25 kg)

A backpack can hold 0.028 cubic meters or 14 kilograms of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Barrel

(2 sp, 30 kg)

A barrel can hold 0.11 cubic meters of solids or 150 liters of liquid.

Basket

(4 cp, 1 kg)

A basket can hold 0.028 cubic meters or 18 kilograms of gear.

Bottle, glass

(2 sp, 1 kg)

A bottle can hold 700 milliliters of liquid.

Bucket

(½ cp, 1 kg)

A bucket can hold 0.009 cubic meters of solids or 11 liters of liquid.

Case, crossbow bolts

(1 sp, 0.45 kg)

This wooden case can hold up to twenty crossbow bolts.

Case, map or scroll

(1 sp, 0.45 kg)

This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Chest

(5 sp, 11 kg)

A chest can hold 0.34 cubic meters or 135 kilograms of gear.

Flask or tankard

(⅕ cp, 0.11 kg)

A flask can hold 470 milliliters of liquid.

Jug or Pitcher

(⅕ cp, 1.75 kg)

A jug can hold 3.75 liters of liquid.

Pot, Iron

(2 sp, 4.5 kg)

A pot can hold 3.75 liters of liquid.

Pouch

(5 cp, 0.45 kg)

A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles. It can hold 0.006 cubic meters or 2.75 kilograms of gear

Quiver

(1 sp, 0.45 kg)

A quiver can hold up to 20 arrows.

Sack

(⅒ cp, 0.23 kg)

A sack can hold 0.028 cubic meters or 14 kilograms of gear.

Vial

(1 sp, 0)

A vial can hold 120 milliliters of liquid.

Utility

NameCostWeight
Ball bearings (bag of 1,000)1 sp1 kg
Caltrops (bag of 20)1 sp1 kg
Holy Water (flask)25 sp0.45 kg
Hunting Trap5 sp11 kg
Oil (flask)1 cp0.45 kg

Ball bearings (bag of 1,000)

(1 sp, 1 kg)

As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 3 meters on a side. A creature moving across the covered area must succeed on a DC 10 Reflex saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.

Caltrops (bag of 20)

(1 sp, 1 kg)

As an action, you can spread a bag of caltrops to cover a square area that is 1.5 meters on a side. Any creature that enters the area must succeed on a DC 15 Reflex saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 3 meters until the creature regains at least 1 health. A creature moving through the area at half speed doesn’t need to make the save.

Holy Water (flask)

(25 sp, 0.45 kg)

As an action, you can splash the oil in this flask onto a creature within 1.5 meters of you. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. If the target is a fiend or undead, it takes 4d6 radiant damage.

Alternatively, you can throw it up to 9/18 meters, shattering it on impact. Each fiend or undead within 1.5 meters of that point must succeed on a Reflex saving throw or take 4d6 radiant damage.

Hunting Trap

(5 sp, 11 kg)

As an action, you can set this trap which forms a saw-toothed 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 Reflex saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 90 centimeters long). A creature can use its action to make a DC 13 Brawn check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Oil (flask)

(1 cp, 0.45 kg)

Oil usually comes in a clay flask that holds 470 milliliters. As an action, you can splash the oil in this flask onto a creature within 1.5 meters of you. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil.

Alternatively, you can throw it up to 9/18 meters, shattering it on impact. Each creature within 1.5 meters of that point must succeed on a Reflex saving throw or be covered in oil.

If a creature covered in oil takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil.

You can also pour a flask of oil on the ground to cover a 1.5-meters-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Enhance checks

NameCostWeight
Climber’s Kit25 sp5.5 kg
Crowbar2 sp2.25 kg
Healer’s Kit (10 uses)5 sp1.25 kg
Sledgehammer2 sp4.5 kg
Ram4 sp16 kg
Rope, hempen (15 meters)1 sp4.5 kg
Rope, silk (15 meters)10 sp2.25 kg
Spyglass1,000 sp0.45 kg

Climber’s Kit

(25 sp, 5.5 kg)

A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 7.5 meters from the point where you anchored yourself, and you can’t climb more than 7.5 meters away from that point without undoing the anchor.

Crowbar

(2 sp, 2.25 kg)

Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.

Healer’s Kit (10 uses)

(5 sp, 1.25 kg)

This kit is a leather pouch containing bandages, salves, and splints. When you make a Medicine check to Stabilize, you can expend one use of the kit to gain advantage on the check.

Sledgehammer

(2 sp, 4.5 kg)

Using a sledgehammer grants advantage to Strength checks to break objects.

Ram

(4 sp, 16 kg)

You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Brawn check. One other character can help you use the ram, giving you advantage on this check.

Rope, hempen (15 meters)

(1 sp, 4.5 kg)

Using rope grants advantage to Athletics checks to climb. Rope has 2 health and can be burst with a DC 17 Brawn check.

Rope, silk (15 meters)

(10 sp, 2.25 kg)

Using rope grants advantage to Athletics checks to climb. Rope has 2 health and can be burst with a DC 17 Brawn check.

Spyglass

(1,000 sp, 0.45 kg)

Objects viewed through a spyglass are magnified to twice their size. Using a spyglass grants you advantage on Perception checks to see objects at a distance.

Holy Symbol

NameCostWeight
Amulet5 sp0.45 kg
Emblem5 sp
Reliquary5 sp1 kg

A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. An acolyte can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Illumination

NameCostWeight
Candle⅒ cp
Lamp5 cp0.45 kg
Lantern, Bullseye10 sp1 kg
Lantern, Hooded5 sp1 kg
Tinderbox5 cp0.45 kg
Torch⅒ cp0.23 kg

Candle

(⅒ cp, 0)

For 1 hour, a candle sheds bright light in a 1.5-meters radius and dim light for an additional 1.5 meters.

Lamp

(5 cp, 0.45 kg)

A lamp casts bright light in a 4.5-meters radius and dim light for an additional 9 meters. Once lit, it burns for 6 hours on a flask (470 milliliters) of oil.

Lantern, Bullseye

(10 sp, 1 kg)

A bullseye lantern casts bright light in a 18-meters cone and dim light for an additional 18 meters. Once lit, it burns for 6 hours on a flask (470 milliliters) of oil.

Lantern, Hooded

(5 sp, 1 kg)

A hooded lantern casts bright light in a 9-meters radius and dim light for an additional 9 meters. Once lit, it burns for 6 hours on a flask (470 milliliters) of oil. As an action, you can lower the hood, reducing the light to dim light in a 1.5-meters radius.

Tinderbox

(5 cp, 0.45 kg)

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.

Torch

(⅒ cp, 0.23 kg)

A torch burns for 1 hour, providing bright light in a 6-meters radius and dim light for an additional 6 meters. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Necessities

NameCostWeight
Rations (1 day)5 cp1 kg
Waterskin2 cp2.25 kg

Rations (1 day)

(5 cp, 1 kg)

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Waterskin

(2 cp, 2.25 kg)

A water or wineskin holds 1.9 liters of liquid and weighs 2.25 kilograms when full.

Tools

NameCostWeight
Disguise Kit (20 uses)15 sp2.25 kg
Forgery Kit (20 uses)15 sp2.25 kg
Lock Picks10 sp0.11 kg
Navigator’s Tools25 sp1 kg
Trap Disarming Tools15 sp0.34 kg

Disguise Kit (20 uses)

(15 sp, 2.25 kg)

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance.

Forgery Kit (20 uses)

(15 sp, 2.25 kg)

A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

Lock Picks

(10 sp, 0.11 kg)

This set of lock picks contain picks, bump keys, and other tools enabling the picking of locks.

Trap Disarming Tools

(15 sp, 0.34 kg)

This set of tools includes a small file, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. These tools enable disarming traps.

Miscellaneous

NameCostWeight
Abacus2 sp1 kg
Bell1 sp
Block and Tackle1 sp2.25 kg
Book25 sp2.25 kg
Chain (3 meters)5 sp0.45 kg
Chalk (1 piece)⅒ cp
Fishing Tackle1 sp
Hammer1 sp1.25 kg
Lock10 sp0.45 kg
Magnifying Glass100 sp
Manacles2 sp2.75 kg
Mirror, steel5 sp0.23 kg
Paper (one sheet)2 cp
Parchment (one sheet)1 cp
Pick, Miner’s2 sp4.5 kg
Piton½ cp0.11 kg
Pole (3-meters)½ cp3.25 kg
Scale, merchant’s5 sp1.25 kg
Sealing Wax5 cp
Shovel2 sp2.25 kg
Signal whistle½ cp
Signet ring5 sp
Spellbook50 sp1.25 kg
Spikes, iron (10)1 sp2.25 kg
Whetstone⅒ cp0.45 kg

Block and Tackle

(1 sp, 2.25 kg)

A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

Book

(25 sp, 2.25 kg)

A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.

Chain (3 meters)

(5 sp, 0.45 kg)

A chain has 10 health. It can be burst with a successful DC 20 Brawn check.

Fishing Tackle

(1 sp, 0)

This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Lock

(10 sp, 0.45 kg)

A key is provided with the lock. Without the key, a creature proficient with Skulduggery can pick this lock using lock picks with a successful DC 15 Skulduggery check. Your GM may decide that better locks are available for higher prices.

Magnifying Glass

(100 sp, 0)

This 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 about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

Manacles

(2 sp, 2.75 kg)

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Acrobatics check. Breaking them requires a successful DC 20 Brawn check. Each set of manacles comes with one key. Without the key, a creature proficient with Skulduggery can pick the manacles’ lock using lock picks with a successful DC 15 Skulduggery check. Manacles have 15 health.

Scale, merchant’s

(5 sp, 1.25 kg)

A scale includes a small balance, pans, and a suitable assortment of weights up to 1 kilogram. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Spellbook

(50 sp, 1.25 kg)

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

Artisan’s Tools

NameCostWeight
Brewer’s supplies20 sp4 kg
Calligrapher’s supplies10 sp2.25 kg
Carpenter’s tools8 sp2.75 kg
Cartographer’s tools15 sp2.75 kg
Cobbler’s tools5 sp2.25 kg
Cook’s utensils1 sp3.75 kg
Glassblower’s tools30 sp2.25 kg
Jeweler’s tools25 sp1 kg
Leatherworker’s tools5 sp2.25 kg
Mason’s tools10 sp3.75 kg
Painter’s supplies10 sp2.25 kg
Potter’s tools10 sp1.25 kg
Smith’s tools20 sp3.75 kg
Weaver’s tools1 sp2.25 kg
Woodcarver’s tools1 sp2.25 kg

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft.

Gaming set

NameCostWeight
Dice set1 cp
Dragonchess set1 sp0.23 kg
Playing card set5 cp
Three-Dragon Ante set1 sp

This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist.

Musical instrument

NameCostWeight
Bagpipes30 sp2.75 kg
Drum6 sp1.25 kg
Dulcimer25 sp4.5 kg
Flute2 sp0.45 kg
Lute35 sp1 kg
Lyre30 sp1 kg
Horn3 sp1 kg
Pan flute12 sp1 kg
Shawm2 sp0.45 kg
Viol30 sp0.45 kg

Musical instruments provide entertainment and often a way to make a living. They bring culture and joy. Several of the most common types of musical instruments are shown on the table as examples.

Bagpipes

(30 sp, 2.75 kg)

Bagpipes are a woodwind instrument using enclosed reeds fed from a constant reservoir of air in the form of a bag.

Drum

(6 sp, 1.25 kg)

The drum is a percussion instrument that consists of at least one membrane, called a drumhead or drum skin, that is stretched over a shell and struck, either directly with the player’s hands, or with a percussion mallet, to produce sound.

Dulcimer

(25 sp, 4.5 kg)

The dulcimer is a string instrument that consists of three or four strings, generally played on the lap by strumming.

Flute

(2 sp, 0.45 kg)

The flute is a woodwind instrument. Unlike woodwind instruments with reeds, a flute is a reedless wind instrument that produces its sound from the flow of air across an opening.

Lute

(35 sp, 1 kg)

The lute is a plucked string instrument with a neck and a deep round back enclosing a hollow cavity, usually with a sound hole or opening in the body.

Lyre

(30 sp, 1 kg)

The lyre is a string instrument that is similar in appearance to a small harp but with distinct differences.

Horn

(3 sp, 1 kg)

The horn is any of a family of musical instruments made of a tube, usually made of animal horn and often curved in various ways, with one narrow end into which the musician blows, and a wide end from which sound emerges.

Pan flute

(12 sp, 1 kg)

The Pan Flute is a musical instrument based on the principle of the closed tube, consisting of multiple pipes of gradually increasing length. Multiple varieties of pan flutes have been popular as folk instruments.

Shawm

(2 sp, 0.45 kg)

The shawm is a conical bore, double-reed woodwind instrument.

Viol

(30 sp, 0.45 kg)

The viol is any one of a family of bowed, fretted and stringed instruments with hollow wooden bodies and pegboxes where the tension on the strings can be increased or decreased to adjust the pitch of each of the strings.