Ogygian Items
Instruments
Ogygian music ranges from the harsh, rhythmic percussions of military marches to the flowing tunes of plucked and bowed strings. Most often, Ogygian music is used as backing for some other performance or event: bards who recite tales of ancient heroes, larger troupes who perform background music for plays, athletic contests, or colosseum events, and rallying songs during army processions.Strings
Gusle (viol)
Lyre
Percussion
Chochilia (dulcimer)
Rhoptron (drum)
Wind
Aulos (shawm)
Gaida (bagpipes)
Pan flute
Weapons
Bulwark Greatsword (Great Sword)
Bulwark Greatsword
Weapon
Uncommon
Heavy, Two-Handed, Special Unyielding Defense: If you have a Strength score of at least 15, you gain +2 AC while wielding a bulwark greatsword. If a trait, spell, or feat requires the use of a shield, you can also use it with a bulwark greatsword if your Strength score is at least 15Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d6 | Slashing |
Cost: 70 gp
Weight: 18 lbs
Cestus
Cestus
Weapon
Common
Light, Special Enhanced Fists: If a trait, spell, or feat enhances your unarmed strikes, it also applies to attacks using a cestus. As a cestus must be wrapped around a user’s hands, it cannot be disarmed and takes an action to doff or don.Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Bludgeoning |
Cost: 2 sp
Weight: 1/2 lb
Greatbow
Greatbow
Weapon
Varies
Ammunition, Range (150/700), Finesse, Heavy, Loading, Two-Handed, Special Mighty Shot. If a creature that is Medium or smaller is hit with an attack from this weapon, it is pushed back 10 feet along the path of the shot. If the attack roll is a critical hit, the creature is also knocked prone.Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 2d8 | Piercing | 150/700 ft. |
Cost: 25 gp
Weight: 12 lbs
Labrys (Great Axe)
Labrys
Weapon
Varies
Heavy, Two-HandedType | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d6 | Slashing |
Cost: 50 gp
Weight: 10 lbs
Repeater Crossbow (Light or Heavy Crossbow)
Repeater Crossbow
Weapon
Varies
Ammunition (range 80/320), Heavy, Reload (10 shots), Burst FireType | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d8 | Piercing | 80/320 ft. |
Cost: 50 gp
Weight: 5 lbs
Twinblade
Twinblade
Weapon
Varies
Versatile, Finesse, Special Rapid Strikes: If you use two hands to make an attack with a twinblade, you can make one additional two-handed attack with the same weapon.Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 / 1d10 | Slashing |
Cost: 15 gp
Weight: 4 lbs
Armor
Tower Shield
Tower Shield
Armor (Shield)
Varies
You are granted half cover (+2 bonus to AC and Dexterity saving throws) while wielding a tower shield, and you can spend an amount of movement equal to half your speed to have three-quarters cover (+5 bonus) until the start of your next turn. If you do not have proficiency with heavy armor, you have disadvantage on attack rolls and Dexterity saving throws made while wielding a tower shield.Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Shield | +2 | 15 | Yes |
Cost: 70 gp
Weight: 70 lbs
Adventuring Gear
Greatarrows
Greatarrows (10)
Ammunition
Varies
Cost: 10 gp
Weight: 2 lbs
Hydra Blood Flask
Hydra Blood Flask
Potion
Rare
This flask comes with a needle attachment, and you regain hit points and receive additional bonuses when you inject the blood from this flask into your bloodstream. The number of hit points and the bonuses depend on the number of times you have previously injected hydra blood, as listed below. If you have hydra-blooded ancestry, you start at the third tier with your first injection.Use | Healing | Bonus |
---|---|---|
1st - 3rd | 4d4 + 4 | Remove one poisoned or diseased condition afflicting your character |
4th - 6th | 8d4 + 8 | Above bonuses, plus you continue to heal 2d4 hit points over the next four rounds |
7th - 9th | 10d4 + 20 | Above bonuses, plus you gradually regrow a missing limb or other body part over the next 24 hours |
Roll | Mutation |
---|---|
1-2 | You grow patches of scales over your body, halfway between fish and lizard. |
3-4 | Your breath becomes eye-wateringly acrid, visible as greenish mist. |
5-6 | Spiny fins emerge from your forearms. You can control their angle with a little practice. |
7-8 | Your teeth fall out and are replaced with needle-like teeth, pointed inward like those of a salmon or other predatory fish. You can make unarmed strikes with them that inflict 1d4 piercing damage. |
9-10 | Your hands and feet become elongated and webbed. Your swim speed increases by 5 feet. |
11-12 | Your blood becomes highly acidic. If you take slashing or piercing damage from a creature within 5 feet, they take 1d4 acid damage. |
12-13 | You grow a flexible, scaled tail and a spiny fin that goes from the base of your neck to the tip of the tail. You can use your tail for unarmed strikes. |
14-15 | Whenever you next receive an open wound, instead of a scar, the wound heals over as a small version of your own face lacking hair, eyes, or teeth. |
16-17 | You grow a new limb, but in the wrong place. It is too vestigial to be used properly. If cut off, it may grow back. |
18-19 | Your saliva becomes a noxious poison, constantly drooling from your mouth. A creature who ingests this poison must make a DC 14 Constitution save or become poisoned. This includes you. |
20 | Your neck elongates to three feet. Unfortunately, you cannot regenerate a severed head yet. |
Cost: 1,000 gp
Mounts and Vehicles
Below are some common mounts and vehicles that can be purchased in Ogygia, including their associated costs and requirements. Also listed are any items related to maintenance or improvement. An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together. All listed animals are domesticated and do not require Animal Handling checks to ride or handle. Barding. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of basic armor purchaseable by players can be purchased as barding. The cost and weight are multiplied from equivalent armor made for humanoids, depending on the size of the animal. Saddles. A riding sadle is exclusively to use a creature as a mount. A pack saddle includes straps and pouches to help carry equipment. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount, and some unusual mounts.Mounts & Other Animals
Creature | Cost | Speed | Carrying Capacity |
---|---|---|---|
Cow | 8 gp | 30 ft. | 540 lb. |
Eagle | 40 gp | 10 ft., fly 60 ft. | 90 lb. |
Elk | 200 gp | 50 ft. | 480 lb. |
Giant boar | 300 gp | 40 ft. | 510 lb. |
Giant sea horse | 80 gp | swim 40 ft. | 360 lb. |
Hawk | 20 gp | 10 ft., fly 60 ft. | 37 lb. |
Hippokampos | 8 gp | 5 ft., 40 ft. swim | 540 lb. |
Horse, draft | 50 gp | 40 ft. | 540 lb. |
Horse, riding | 75 gp | 60 ft. | 480 lb. |
Mastiff | 25 gp | 40 ft. | 195 lb. |
Mule | 8 gp | 40 ft. | 420 lb. |
Ox | 80 gp | 30 ft. | 1,080 lb. |
Varanus | 150 gp | 30 ft., 30 ft. climb, 30 ft. swim | 450 lb. |
Warhorse | 400 gp | 60 ft. | 540 lb. |
Xiphios | 200 gp | swim 50 ft. | 210 lb. |
Xystoselachus | 400 gp | swim 40 ft. | 540 lb. |
Tack, Harness, & Drawn Vehicles
Item | Cost | Weight |
---|---|---|
Barding | x4 (Large) x6 (Huge) x8 (Gargantuan) |
x2 (Large) x4 (Huge) x6 (Gargantuan) |
Bit and bridle | 2 gp | 1 lb. |
Carriage | 100 gp | 600 lb. |
Cart | 15 gp | 200 lb. |
Chariot | 250 gp | 100 lb. |
Feed (per day) | 5 cp. | 10 lb. |
Saddles | ||
Exotic | 60 gp | 40 lb. |
Military | 20 gp | 30 lb. |
Pack | 5 gp | 15 lb. |
Riding | 10 gp | 25 lb. |
Saddlebags | 4 gp | 8 lb. |
Sled | 20 gp | 300 lb. |
Stabling (per day) | 5 sp (Small-Large) 50 sp (Huge) 10 gp (Gargantuan) |
|
Wagon | 35 gp | 400 lb. |
Rowed/Propelled Vehicles
Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. Crew. Most self-propelling vehicles need a crew of skilled hirelings to function. As per the Player's Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a vehicle depends on the type of vessel. Passengers. The table indicates the number of Small and Medium passengers the vehicle can accommodate on top of the required crew. Accommodations consist of shared hammocks in tight quarters. A vehicle outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day. Damage Threshold. Some vehicles have immunity to all damage unless they take an amount of damage equal to or greater than their damage threshold, in which case they take damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the vehicle's hit points. Repairs. Repairs to a damaged ship can be made while the vessel is berthed, if an air or water vehicle. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.Water Vehicles
Vehicle | Cost | Speed | Crew | Passengers | Cargo (tons) | AC & HP | Damage Threshold |
---|---|---|---|---|---|---|---|
Galley | 30,000 gp | 4 mph | 10 | - | 1 | 15 500 |
20 |
Keelboat | 3,000 gp | 1 mph | 1 | 6 | 1/2 | 15 100 |
10 |
Longship | 10,000 gp | 3 mph | 40 | 150 | 10 | 15 300 |
15 |
Rowboat | 50 gp | 11/2 mph | 1 | 3 | - | 11 50 |
- |
Sailing ship | 10,000 gp | 2 mph | 20 | 20 | 100 | 15 300 |
15 |
Warship | 25,000 gp | 21/2 mph | 60 | 60 | 200 | 15 500 |
20 |