Wear and Repair
You can use the following rules for equipment wear and repair to add an extra dimension to your campaign.
Equipment Properties
The following tags can't be added as upgrades, but may be found preexisting on looted or for-sale items, or applied automatically when certain conditions are met.
Worn or Sundered. This piece of equipment has been damaged in combat or has deteriorated with age or use. A worn or sundered weapon confers a -1 penalty to attack and damage rolls made with it, and the AC of worn or sundered armor is reduced by 1.
Firearm Variant — Finicky. If a firearm has this defect instead of the normal worn effect, reloading it always requires a utilize action.
Damaged. This piece of equipment has sustained significant damage and will break when you roll a 1 on the d20 for an attack made with it (weapons) or you take damage from a critical hit while wearing it (armor and shields).
Firearm Variants — Jammer, Busted. If a firearm has one of these defects instead of the normal damaged effect, apply the following:
- Jammer. After firing this weapon, it jams and won't fire again until you take a utilize action to unjam it.
- Busted. When this weapon misfires, its misfire score increases by 1.
Broken. A broken weapon or shield cannot be wielded, and the AC of broken armor is reduced by 5, to a minimum of 10.
Firearm Variants — Combustible, Warped, Scrap. If a firearm has one of these defects instead of the normal broken effect, apply the following:
- Combustible. When this weapon misfires, it explodes. The wielder takes damage equal to the weapon's damage dice and the weapon is destroyed.
- Warped. Attacks made with this firearm have disadvantage.
- Scrap. When this weapon misfires, roll 1d6 for a random malfunction from this list and apply it permanently. If the result is a malfunction already on the weapon, it's destroyed.
Variant: Damaging Equipment
If your group enjoys more tactical combat, consider allowing worn or sundered armor to become damaged on sustaining damage from a critical hit, and a worn or sundered weapon to become damaged when you roll a 1 on the d20 for an attack roll made with it.
Repairing Equipment
A character proficient with and in possession of an appropriate set of artisan's tools can attempt to repair worn, damaged, or broken equipment as follows. Firearm repairs use tinker's tools instead of the normal artisan's tools.
- Equipment that is worn or sundered can be repaired for a fixed cost of 10 gp, or by spending 1 hour and succeeding on a DC 15 repair check with an appropriate set of tools.
- Equipment that is damaged can be repaired for a cost equal to 10 gp or 10% of the base cost of the item (whichever is higher), or by spending 4 hours and succeeding on a DC 20 repair check with an appropriate set of tools.
- Equipment that is broken can be repaired for a cost equal to 50% of the base cost of the equipment. The task of repairing broken equipment can only be undertaken in a workshop environment, and takes anywhere from a full day to more than a week depending on the type and quality of the equipment and the extent of the work required. Proofed armor that is broken can only be repaired by a master artisan.
Tags
References
- 5e - Supplemental - The Complete Armorer's Handbook v2.pdf