Items in Crusaders TTRPG help you make your roleplaying experience more authentic.
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 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.
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.
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.
Simple weapons are also classified as thrown weapons, and possess the Finesse properties.
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.
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.
Simple weapons are also classified as thrown weapons, and possess the Finesse properties.
Simple weapons are also classified as thrown weapons, and possess the Finesse properties.
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.
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
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
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
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
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
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
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
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
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
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.
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.
Weapon Type: Arcane Focus, Instrument
Weight: 8 lbs.
Description:
Adds +1 to attack, & damage rolls. You can use cantrips as a bonus action.
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.
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.
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 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.
A gem gives a character bonuses and are commonly traded at the following prices:
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.
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 | 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. |
These are mostly consumable items or magic items not categorized in the above sections.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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