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Crusaders TTRPG  Items

Items in Crusaders TTRPG help you make your roleplaying experience more authentic.

Choose Your Starting Equipment

Choose 1 armor your class is proficient in.

Choose either 1 weapon and an accessory, or 2 weapons your class is proficient with.

2 health potions.

A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin. (From Background)

1 Uncommon Item.


That's it! Enjoy your new character and remember, you are roleplaying with other people at the table.

Weapons double in damage die at level 6, 11, and 16.

Attunement, Item & Game Limitations

Attunement is when you bond with an item. In crusaders it's more of a cap of items. For instance a character can only wield 1 two handed weapon (great weapon), or wear one armor.


You can only have 3 accessories and only 1 of the same type. For example, you can have 1 ring, shield, and bracers but cannot have 3 rings. Be careful adventurer for cursed accessories cannot be removed from your attunement easily.


You can attune items instantly, there is no downtime to attune to items. There is also no limit to the amount of magic items outside of the weapon, armor, and accessory limitations.


Other limitations include:

MAX base armor (before bonuses) for each tier of play is capped. Tier 1 (18), tier 2 (28), tier 3 (38), tier 4 (48).
Temporary hit points from all sources is capped at 8 + 5 per level.

Choosing Your Armor

Your armor will determine how hard you are to hit. The higher number your armor is the harder you are to hit with attack rolls. In Crusaders players flavor their armor how they want, however their armor still has a mechanical stat value.

Choosing Your Accessories

Accessories are a way to increase your armor while granting your character some personal style. Accessories increase your armor by 1. Remember, you can attune to up to 3 accessories at a time.  In Crusaders players flavor their accessories how they want, however their Accessory still has a mechanical stat value.

Other Starting Equipment

Starter Simple Weapons

Simple weapons are also classified as thrown weapons, and possess the Finesse properties.

Starter Gun

Guns deal piercing damage. They do not include any ability modifiers like Dexterity. Guns require ammo, but do not require a reloading time. Ammo for guns costs 1 gold for 25 bullets. A DM can choose to not allow guns, in which case replace the gun's name with a similar crossbow, the crossbow will be magically enhanced to function like a gun and use it's stats.

Starter Martial Weapons

Martial weapons are weapons that can be used with two hands and require a Strength score of 12 to use.


Great weapons require 2 hands to wield. Wielding a great weapon with 1 hand will result in disadvantage on all attack rolls with that weapon.

Starter Caster Weapons

Simple weapons are also classified as thrown weapons, and possess the Finesse properties.

Starter Ranged

Simple weapons are also classified as thrown weapons, and possess the Finesse properties.

Uncommon Items

Uncommon items can range from 100-500 gold cannot be purchased as starter items. Typically handed out as loot or rewards for levels 1-6.

Uncommon Accessories

  • Ring of Regeneration

    Weapon Type: Ring 

    Cost: 500 gold

    Weight: .25 lbs. 

    Description:

    You heal for 1d4 + 3 at the start of your turn if you have at least 1 hit point.


    Armor Provided: Ring AC

    Disadvantage: doesn't give

  • Ring of Mana Restoration

    Weapon Type: Ring 

    Cost: 500 gold

    Weight: .25 lbs. 

    Description:

    You regain 1 spell point at the start of your turn.


    Armor Provided: Ring AC

    Disadvantage: doesn't give

  • Ring of the Reaper

    Weapon Type: Ring 

    Cost: 400 gold

    Weight: .25 lbs. 

    Description:

    You can see in magical and non magical darkness up to 60 feet. In addition, you have advantage on death saving throws, and your death saving throw counter resets every time you gain conciousness.


    Armor Provided: Ring AC

    Disadvantage: doesn't give

  • Ring of Resistance

    Weapon Type: Ring 

    Cost: 400 gold

    Weight: .25 lbs. 

    Description:

    You gain 1 level of resistance to one element. 


    Armor Provided: Ring AC

    Disadvantage: doesn't give

  • Survivor Ring

    Weapon Type: Ring 

    Cost: 500 gold

    Weight: .25 lbs. 

    Description:

    This ring grants you +2 to Survival skill checks. When you are reduced to 0 hit points, but are not killed outright you can make a CON saving throw equal to 8 + PM to avoid taking a level exhaustion. The DC increases by 1 each time you succeed each round.


    Armor Provided: Ring AC

    Disadvantage: doesn't give

  • Wooden Shield of Protection

    Weapon Type: Shield

    Cost: 300 gold

    Weight: 1 lbs. 

    Description:

    This shield has been blessed by powerful woodland beings, it adds +2 AC and grants resistance against fire damage.


    Armor Provided: Shield AC

    Disadvantage: doesn't give

  • Boots of Speed

    Weapon Type: Boots

    Cost: 300 gold

    Weight: 1 lbs. 

    Description:

    You gain an additional 10 movement speed. Once every 3 rounds, you can use hasted movement without suffering exhaustion.


    Armor Provided: Boots AC

    Disadvantage: doesn't give

  • Bladed Boots

    Weapon Type: Boots

    Cost: 300 gold

    Weight: 1 lbs. 

    Description:

    You gain an additional 5 movement speed. They can also have a retractable dagger that you can use as a simple weapon attack dealing 1d6 + FM Piercing damage.


    Armor Provided: Boots AC

    Disadvantage: doesn't give

  • Iron Gauntlets

    Weapon Type: Bracers

    Cost: 100 gold

    Weight: 1 lbs. 

    Description:

    These gauntlets add +1 to your unarmed strikes attack and damage rolls. These can be enchanted to be used as Spell Gauntlets.


    Armor Provided: Bracers AC

    Disadvantage: doesn't give

  • Weighted Bands

    Item Type: Bracers

    Cost: 500gp

    Weight: 30 lbs

    Description:

    Your strength score is increased to 10 and cannot drop below 10 while wearing these magical weighted bands.


    Armor Provided: Bracers AC

    Disadvantage: gives disadvantage on Stealth.

Uncommon Caster & Trinket

  • Enchanted Hourglass

    Arcane Focus

    Once every 10 rounds, you have the ability to reset a turn. This will rewind the actions, bonus actions, free actions, and reactions taken by the creature, making it as if those actions never occurred. The creature then begins their turn anew, with all previously used resources during that turn restored.

  • Harp of Soothing

    Weapon Type: Arcane Focus, Instrument

    Weight: 8 lbs. 

    Description:

    Adds +1 to attack, & damage rolls. You can use cantrips as a bonus action.

  • Harpseeker's Bow

    Weapon Type: Arcane Focus, Medallion

    Cost: 300 gold

    Weight: 1 lbs. 

    Description:

    Ranged Weapon. Deals 1d6 + DEX or CHA Piercing damage and has a range of 60 feet. Creates it's own arrows. When you hit a creature with all allies within 5 ft of it, gain 1d4 on their next roll. This counts as an instrument spellcasting focus granting Bards +2 Charisma.

  • Medallion of Healing

    Weapon Type: Arcane Focus, Medallion

    Cost: 300 gold

    Weight: 1 lbs. 

    Description:

    This medallion adds additional healing to your heals equal to 10% of missing health. This includes regeneration on you.

  • Wand

    Weapon Type: Arcane Focus, Wand

    Weight: 3 lbs. 

    Description:

    Adds +1 to attack, & damage rolls. You can cast a cantrip as a bonus action if you cast a spell of 1st level or higher in the same turn.

Attunement Gem

Attunement Gems are magical gems players can use to attune to a weapon, accessory, or armor. Attunement Gems can be a great way to incentivize or reward players for completing tasks.

You can attune up to 3 gems per item, gems become dead gems when removed from that item. If a dead gem is placed in another item, that item will lose all magical properties including magic from gems.


Gem Rarity

A gem gives a character bonuses and are commonly traded at the following prices:

  • Dead Gems: Dead gems will ruin items if they are put into a magical item. They can still be sold for 50 gold to a local jeweler who will likely make a piece of cheap jewelry out of it. (A natural 1)
  • Flawed Gem: Flawed gems have a 50% chance of becoming a dead gem on attunement. These can be sold for around 100 gold to any shop as they are valuable but not as valuable as a regular gem.
  • Imperfect Gem: Imperfect gems can be attuned to an item for their normal bonus amount. They are considered highly valuable and can be sold for 500 to 2,000 pending on the gem type.
  • A Perfect Gem: Perfect gems are rare, they are considered the best gems and give double the attunement bonus when attuned. They are highly sought after, and can be sold for an upwards of 10,000.


While gems are not exactly rare, they are considered valuable and should be handed out as rewards for completing missions as they can be a great way to incentivize players without handing them items. Whether it's a dungeon crawl or a wealthy governor looking to pay the adventurers, gems are an awesome alternative to the raw power of magic items.


What Gems Are Available?

Below you can find an easy roll table. Simply have them roll, for the type of gem and quality. Below is a list of Uncommon Gems. Each rarity level increases the bonuses by 1, except for Topaz which increases by 3.

Gemstone Benefits Table

Gemstone Benefit
Amber Reduce damage taken from elemental damage by 2.
Amethyst Reduce damage taken from otherworldly damage by 2.
Aquamarine Provides a +1 bonus to Wisdom skill checks.
Citrine Spells and attacks deal 3 additional Solar damage.
Diamond Provides a +1 bonus to Constitution saving throws.
Emerald Reduce damage taken from bludgeoning, slashing, and piercing by 2.
Garnet Provides a +1 bonus to Strength saving throws.
Jade Provides a +1 bonus to Dexterity skill checks.
Labradorite Provides a +1 bonus to contested skill checks.
Lapis Lazuli Provides a +1 bonus to Intelligence saving throws.
Moonstone Provides a +1 bonus to Charisma skill checks.
Obsidian Provides a +1 bonus to Strength skill checks and 6 additional damage on melee attack damage rolls.
Onyx Provides a +1 bonus to Dexterity saving throws.
Opal Provides a +1 bonus to Wisdom saving throws.
Pearl Provides a +1 bonus to Wisdom skill checks.
Peridot Provides a +1 bonus to Intelligence skill checks.
Ruby Grants a +1 to attack rolls and 3 additional Fire damage to spells and attacks.
Sapphire Grants 1 spell point regeneration per round.
Topaz Provides a +2 bonus to Initiative skill checks.
Turquoise Provides a +1 bonus to Charisma saving throws.

Other Items

These are mostly consumable items or magic items not categorized in the above sections.

Common๏ปฟ

  • Backpack

    Item Type: Storage

    Standard Cost: 10 gold

    Weight: 5 lbs.

    Description:

    A backpack can hold up to 30 pounds; the carried weight remains 5lbs for the backpack itself.

  • Satchel

    Item Type: Storage

    Standard Cost: 8 gold

    Weight: 3 lbs.

    Description:

    A satchel can hold up to 20 pounds; the carried weight remains 3lbs for the satchel itself.

  • Bedroll

    Item Type: Rest

    Standard Cost: 10 gold

    Weight: 5 lbs.

    Description:

    A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

  • Ration

    Item Type: Consumable, Healing, 1 Use

    Standard Cost: 1 gold

    Weight: .3 lbs.

    Description:

    A ration is food your character needs to stay alive, this can be a food type of your choosing precooked. You heal for 1 health upon consumption.

  • Uncooked Ration

    Item Type: Consumable, Healing, 1 Use

    Standard Cost: 1 gold

    Weight: 2 lbs.

    Description:

    A ration is food your character needs to stay alive, this can be a food type of your choosing precooked. You must roll 1d20, on a 10 or lower you take 1d4 poison damage, above a 10 you heal for 1 health. Either way you're fed.

  • Health Potion

    Item Type: Consumable, Healing, 1 Use

    Standard Cost: 10 gold

    Weight: .5 lbs.

    Description:

    A healing potion you can use on yourself or others, the creature that consumes the liquid heals for 2d4+4 health. Each potion has 1 use.

  • Greater Healing Potion

    Item Type: Consumable, Healing, 1 Use

    Standard Cost: 50 gold

    Weight: .5 lbs.

    Description:

    A healing potion you can use on yourself or others, the creature that consumes the liquid heals for 2d8+8 health. Each potion has 1 use.

  • Superior Healing Potion

    Item Type: Consumable, Healing, 1 Use

    Standard Cost: 100 gold

    Weight: .5 lbs.

    Description:

    A healing potion you can use on yourself or others, the creature that consumes the liquid heals for 4d12+12 health. Each potion has 1 use.

  • Perfume

    Item Type: Consumable, Social, 1 Use

    Standard Cost: 100 gold

    Weight: .3 lbs.

    Description:

    This perfume gives you advantage on Charisma checks until you finish a long rest.

  • Vial of Oil

    Item Type: Consumable, Damage, 1 Use

    Standard Cost: 1 gold

    Weight: .5 lbs.

    Description:

    A vial of oil that you can spread in a 10 foot radius that deals 2d8 fire damage if lit with fire. You can light the vial on fire and throw it at a single creature as an improvised weapon attack as a bonus action dealing 2d8 + Fighting Modifier fire damage on hit.

  • Vial of Poison

    Item Type: Consumable, Damage, 1 Use

    Standard Cost: 1 gold

    Weight: .5 lbs.

    Description:

    You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Once applied, the poison retains potency for 10 rounds before drying.


    Applying the poison takes a bonus action. A creature hit by the poisoned weapon or ammunition take 1d4 additional poison damage on hit.

  • Tinderbox

    Item Type: Fire Starter Item

    Standard Cost: 1 gold

    Weight: 1 lbs.

    Description:

    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 3 rounds, unless used as an arcane focus by Blaze Tinkerer.

  • Tangle Chains

    Item Type: Consumable, Social, 1 Use

    Standard Cost: 500 gold

    Weight: 10 lbs.

    Description:

    If you successfully grapple a creature with these chains they cannot make an athletics check to escape and must be helped out of them. While chained all creatures have advantage on attack rolls against them.

Uncommon

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Rare

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Very Rare

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Legendary

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Artifact

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