Difference between revisions of "Adventuring Gear"

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Latest revision as of 17:48, 18 January 2022

Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
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Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

EquipmentTools and Vehicles


Click an item's name to see a page describing that item.

Ammunition

Bows, slingshots, and blowguns need ammunition for attacks.


 Item
Cost
in rupees
Weight
in pounds
 Arrow 1 0.1
 Arrow (20) 20 2
 Arrow, fire 200 0.1
 Bolt 1 0.1
 Bolt (20) 20 2
 Bullet 0.02 0.1
 Bullet (50) 1 5
 Seed, ember 200 0.1
 Seed, scent 500 0.1


Bombs and Traps


 Item
Cost
in rupees
Weight
in pounds
 Bear trap 50 25
 Bomb 200 1
 Bombchu 500 5
 Bombling 500 5
 Caltrops (bag of 20) 10 2
 Cast net 10 3
 Water bomb 220 1


Clothes

Every character has at least one set of clothes, often worn under armor.


 Item
Cost
in rupees
Weight
in pounds
 Common clothes 5 3
 Costume 50 4
 Fine clothes 150 6
 Robes 10 4
 Traveler's clothes 20 4


Containers

While an adventurer typically carries their gear in a backpack or adventure pouch, with a bottle or waterskin for drinking water, there are a few other options.


 Item

Capacity
Cost
in rupees
Weight
in pounds
 Adventure pouch 225 L 600 1
 Backpack 30 L 20 5
 Barrel 110 L 20 70
 Basket 55 L 4 2
 Bottle 1 L 20 2
 Bucket 15 L 1 2
 Case or quiver 10 1
 Chest 350 L 50 25
 Pouch 7 L 5 1
 Flask or tankard 0.5 L 0.2 1
 Jug or pitcher 4 L 0.2 4
 Sack 30 L 0.1 0.5
 Vial 0.1 L 10
 Waterskin 2 L 2 1

 Item

Capacity
Cost
in rupees
Weight
in pounds
 Adventure pouch 8 cubic feet 600 1
 Backpack 1 cubic foot 20 5
 Barrel 4 cubic feet 20 70
 Basket 2 cubic feet 4 2
 Bottle 0.25 gallons (32 fluid oz.) 20 2
 Bucket 0.5 cubic feet 1 2
 Case or quiver 10 1
 Chest 12 cubic feet 50 25
 Pouch 0.25 cubic feet 5 1
 Flask or tankard 16 fluid ounces 0.2 1
 Jug or pitcher 1 gallon (128 fluid oz.) 0.2 4
 Sack 1 cubic foot 0.1 0.5
 Vial 4 fluid oz. 10
 Waterskin 0.5 gallons (64 fluid oz.) 2 1

Animals

Adventurers occasionally buy a beast to serve as a mount, to pull vehicles, or to carry extra gear. Generally you can only maintain control over one animal at a time, and it won't fight in combat unless you have a special feature. An animal normally requires feed or stabling (each 1 rupee per day), and you can equip one with barding if you buy it separately.
     Any of the creatures below can be used as a mount by a humanoid of the listed size(s). Any ridable mount you buy comes with an appropriate saddle. See Mounted Combat.
     Only commonly-bought animals are listed here. Some animals are just too violent to be tamed, while others like loftwings are usually only bestowed under special circumstances. Your DM might offer rare animals as treasure if your campaign uses the Abundant Animals variant rule.


 Animal
Rider
Size
Cost
in rupees
Carry
Capacity
 Dog Small 250 180 lb.
 Dolphin Small 1,000 165+ lb.
 Goat Small 150 180 lb.
 Horse Medium 500 480 lb.
 Horse, giant Medium or Large 20,000 1,200 lb.
 Mule Small or Medium 80 420 lb.
 Loovar Medium 3,000 360+ lb.
 Pony Small 300 225 lb.
 Sand seal Small or Medium 200 300 lb.

Illumination

Most adventurers need a way of lighting up dark caverns and dank dungeons.


 Item
Cost
in rupees
Weight
in pounds
 Blue candle 600
 Bullseye lantern 100 2
 Candles (10) 1
 Hooded lantern 50 2
 Magnifying glass 1000
 Oil (1 pint flask) 1 1
 Tinderbox 5 1
 Torches (10) 1 10


Medicines and Potions

In Hyrule you can typically ingest a potion with a bonus action, or administer it to an unconscious creature as an action.


 Item
Cost
in rupees
Weight
in pounds
 Air potion 200 2
 Antitoxin 500 1
 Healer's kit (10 uses) 50 3
 Medicine of life 500 2
 Medicine of magic 500 2
 Sneaky Elixir (10 minutes) 200 2
 Wake-up mushroom 200 0.5


Other Gear

This page or section is incomplete, and will eventually be expanded with more information.

 Item
Cost
in rupees
Weight
in pounds
 Adhesive 100 0.1
 Bedroll 10 7
 Blanket 5 3
 Block and tackle 10 5
 Book 250 5
 Boots, iron 600 20
 Chain (10 feet) 50 10
 Chalk (10 pieces) 1 0.5
 Clock 1000 1
 Crowbar 20 5
 Grappling hook 20 4
 Hammer 10 3
 Hourglass 250 1
 Ink pen or quill 1
 Korok leaf 600 1
 Lock 100 1
 Manacles 20 6
 Mess kit 2 1
 Mirror, steel 50 0.5
 Paper (1 sheet) 1
 Pick, miner's 20 10
 Pot, iron 20 10
 Power bracelet 600
 Ram, portable 40 35
 Rations (1 day) 5 2
 Rope (50 feet) 10 10
 Rope, cheval (20 feet) 600 4
 Scale 50 3
 Shovel 20 5
 Small key 200
 Soap 0.2
 Spike, iron 1 0.5
 Spyglass or telescope 1000 1
 Tent 20 20
 Whistle 1
 Zora flippers 600 2

The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]