Inventory

This is a different aproach to the item management in D&D 5e. The original rule only establishes a weight limit, and says nothing about how you arrange your belongings in your pockets. I know that to much complexity would bring back the main issue of previous editions, so this optional rule tries to fall just in the middle of a more realistic system, and a simple one.

Inventory is arranged in Item Slots, provided by your backpack, belt, or any other kind of storage available. Each slot has a storage capacity according to its size and place on the backpack or belt. (See the Inventory Sheet)

Items are classified in six Tiers, according to their weight and sizes. If an item could fit in two different Tiers, it belongs to the higher. A slot can hold items of the Tier that it specifies, or more items of lower Tiers according to its equivalence.

Item clasification
Tier Weight Size (Examples) Slot Equivalence
Tier 0 Weightless Coins, bullets, pebbles --
Tier I 1 lbs A dagger, a potion 25 Tier 0
Tier II 2 lbs A shorsword, a set of tools, a grimoire, a healig kit, a lantern, 20 arrows 2 Tier I
Tier III 4 lbs A maze, a torch, a Hand Crossbow 2 Tier II
Tier IV 6 lbs A longsword, a shovel, staff, a shield, a shortbow, a light crossbow 2 Tier III
Tier V 18 lbs A maul, a longbow, a ladder, a bedroll, an adult halfling 2 Tier IV

Carry capacity: You can carry a number of Tier V items equals to the Character's Strength Score. Any object that exceeds the Tier 5 is not comfortable to carry and would break the backpack if you try to store it.

Push, Drag, or Lift: You can push, drag, or lift a weight up to twice your carrying capacity (or 2 times your Strength score of Tier V items). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.

Size and Strength: Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

Armors: Armors are a special kind of item, because they are worn. Each armor category are considered as follows:

  • Light Armor: 1 Tier V Item.
  • Medium Armor: 2 Tier V Items.
  • Heavy Armor: 3 Tier V Items.

Note: Under this rule, retrieving something that is inside your backpack, belt or any container, requires an action. Armors have been grouped by category for purposes of simplicity. If you want to specify the Tier of each individual armor, you have to divide its weight by 18, and the rounded down result is how many Tier V items it cost to carry (Minimum 1)

Pockets and Spaces

Every wereable container has pockets and spaces where characters store their stuff. Each slot has its own carry capacity and some are more practical than others.

Every slot indicates its carry capacity in brackets, and a letter that specifies what kind of slot it is.

Hang Slot (h): This slot can hold only one item, which is hanging from a hook.

Sack slot (s): This slot can hold any number of items if they don't exceed its carry capacity.

Quick slot (q): This slot can hold only one item, which is hanging from a hook or is sheathed. Retrieving an item from a Quick slot doesn't cost an action.

Wereable Containers

Each Tier column indicates the amount and kind of slots available for that container.

Item Cost Tier II (h) Tier III (s) Tier IV (q) Tier I (s) Tier I (q) Tier II (q) Tier V (h) Tier IV (h) Special features
Backpack 2gp 1 3 0 0 0 0 1 2 --
Heavy Backpack 4gp 2 4 0 0 0 0 1 2 Combined slots, Uncomfortable, Quick hasp
Battle Backpack 10gp 0 2 3 2 4 2 0 2 --
Belt 1gp 0 0 2 1 3 2 0 0 --
Heavy Belt 2gp 2 0 2 1 4 2 0 0 Uncomfortable, Quick hasp
Vest 5gp 0 0 0 0 6 0 0 0 Reinforced slots(1)
Saddle, Exotic 60 gp 0 0 0 3 3 1 0 0 --
Saddle, Military 20 gp 0 0 2 3 3 1 0 0 --
Saddle, Pack 5 gp 0 0 0 0 0 0 0 0 --
Saddle, Riding 10 gp 0 0 0 3 3 1 0 0 --
Saddlebags 4 gp 2 6 0 0 0 0 2 2 --

Special Features

Uncomfortable: A character that wears a container with the unconfortable property has disadvantage on any Dexterity roll, including ranged attack rolls and Saving throws.

Quick hasp: A container with the Quick hasp property can be dropped without using any action by using a special hasp. Don the same container after using the special hasp takes 1 minute.

Reinforced slots: Reinforced slots can hold heavier items. You can reduce the wight tier of any item you want to store by an amount equal to the number in brackets before you determine its final Tier.

Combined slots: A container with combined slots can use several breadboxes to contain bigger items. for each extra breadbox used, the holdable tier increments by 1.

Holsters

Holsters are a cheap and efficient way to add carry capacity and keep your weapons at hand. Each holster provides one Reinforced(1) Tier I (q) slot, unless it is the Chest doble holster, in wich case it provides two slots of the same kind. You can only have one holster in a body part at once.

Item Cost
Leg Holster 2gp
Arm holster 2gp
Chest holster 3gp
Chest Doble holster 5gp

Higher Tiers

Higher tiers are rarely used to classify items because size and weight tiers scales more dramatically as they grow, but it can be used to determine the carrying capacity of any container.

A Medium living creature (as an animal, or another organic being) has a Tier VI size, and a Tier VIII Weight.

A Small living creature (as an animal, or another organic being) has a Tier V size, and a Tier VI Weight.

Any level has an equivalence of twice its previous level (two levels VI is equivalent to a single level VII, etc.)

Other Containers

Sometimes, characters have to store objects and equipment in containers that are not meant to be worn.

Item Cost Tier capacity Special
Barrel 2gp VI Reinforced slots(2)
Small Chest 1gp III Reinforced slots(1)
Chest 5gp V Reinforced slots(2)
Sack 1cp III Reinforced slots(1)
Basket 4sp III --
Bucket 5cp II Reinforced slots(3)

Generic Inventory Sheet


Vehicles and Traveling

When characters travel, they often stores their gear and items in the vehicle they are using for traveling. The next table shows hthe carrying capacity of any vehicle.

Item Cost Tier carry capacity
Carriage 100 gp XI
Cart 15 gp IX
Chariot 250 gp VIII
Rowboat 50 gp IX
Sled 20 gp VIII
Wagon 35 gp X

Example Inventory Sheet