Equipment Packs - The Fighter

Equipment Packs - The Fighter

It’s been a hot minute since we did our last equipment pack and for that, I apologize. Life has a way of getting in the way of things and I had to put this series on hold for a bit. This turned out to be positive in many ways, as the next pack on the list is the Fighter Pack. What I thought would be the easiest pack out of the bunch turned out to one of the hardest.

A fighter doesn’t just hit things, no matter what those pussy spell casters say. A fighter is a jack of all trades in 5e. They are strategists, humanoid meat shields, warriors of strength and guile, pack mules, and so much more. Because of this, they need to be prepared for whatever situation they may encounter once they leave that starting tavern. Depending on your DM, those situations could call for some creativity.

Before we drill down, I wanted to point out that the fighter pack, like the other packs before it, is mostly for flavor. Each pack has items that have in-game uses and that’s what makes them fun and interesting. But this is not the creation of a new mechanic, spell or class. It’s just a fun exercise that can be used in session zero. Plus you’ll actually need the hammer when you’re trying to use those pitons.

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The Fighter Pack

  1. Rucksack (10 gp.) - A rucksack is much larger than a normal backpack made of cloth and silk. Even though it is almost twice the size of a normal pack, it weighs the same as a normal backpack. The rucksack holds up to 120 pounds and has a number of pockets and compartments to store equipment in. It is secured on the body by two straps that go over the shoulders and one around the waist. The straps are breakaway, allowing our fighter to pull his sword and lay waste to those annoying kobolds.

  2. Caltrops (1 gp.) - Little metal triangles of pain. They are big enough to cause 1 point of piercing damage and slow your speed by 10 ft but small enough that you actually need to be looking for them. Ever step on a lego piece when you're walking through a dark room? That lego is the caltrop.

  3. Crowbar (2 gp.) - Small piece of info I never knew. A crowbar grants you advantage to Strength checks where a crowbar’s leverage can be applied.

  4. Pitons and Hammer (1 gp., 5sp.)- A piton is a small metal spike that is hammered into a crack or seam in the climbing surface which acts as an anchor. You run the rope through the piton, securing the rope so if you fall, you hopefully don’t fall to your death. Everyone seemingly has pitons, yet no one ever has a hammer.

  5. Hooded Lantern (5 gp.)- A smaller sized lantern that will cast bright light for a 30 ft radius and dim light for another 30 ft. It will do so for up to 6 hours on one pint of oil. You can quickly dim this light by lowering the hood over the lantern, reducing the radius of light to 5 ft. That really does come in handy when you're wandering around a dungeon and you don’t want the monsters up ahead to see you.

  6. Oil Flask (1 sp.) - A clay flask that will hold up to 1 pint of oil. Oil has a number of uses as many of a creative player knows. Sure you can splash it on a creature and try to light it on fire. You can pour it on the floor and use it for battlefield control. Maybe fire is just the distraction you need to run away. If you want to go boring use the oil to fill your lantern.

  7. Rope (1 gp.) - Finally, a true hero that will carry rope!

  8. Waterskin (2 sp.) - Can hold cold fresh water for your travels, or wine for drinking after your glorious victory in battle. Of course, when the wine is gone the party will expect you to go find the grapes to make more.

  9. Journeybread (5 gp. each, 2 total in the pack. 4th edition PHB) - I will be using this as a replacement for rations for all of the classes. If you wish to use rations you are welcome to do so, just think about how many a player could carry if they only have a satchel. Journeybread is described as such: This magic bread fills the stomach and provides all necessary nutrients with only a few small bites, so you can carry food for a long journey without weighing yourself down.  I know people may have a problem giving the barbarian a “magic” item right off the bat, and once again, if you do, just give them rations. Instead of calling it a magic item, I’d consider it an item that would be created through the use of specialized cooking skills. A nice cooking system can be found here

  10. Bedroll (1 gp.) - Nothing like a sleeping bag for those long cold nights in the forest.

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