Slot Encumbrance System
Slot Encumbrance System
in 5e and instead turns everything into an easily managed slot system. Much like video games the slot
system simply has heavier, bulkier items take up more slots, the stronger your character is then the
more slots are available.
The slot encumbrance system also shows you exactly how many slots each container holds, therefore
increasing the number of slots available to carry items while still being overseen by the hard caps which
are based on your strength score.
Under this new system it brings more realism to encumbrance in the game without being weighed down
by all the math of figuring in pounds and fractions of the default weight system.
You can carry items that fill a number of slots equal to your Strength score without penalty. i.e a
Strength score of 12 would have 12 slots available.
If you carry more than your Strength score but less than twice your strength score ,
encumbered your speed drops by 10 feet. i.e. a 12 Strength gives you 24 slots available.
you are
If you carry more than twice your Strength score, you are heavily encumbered your speed drops by 20
feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength,
Dexterity, or Constitution.
You CANNOT at any time carry more than three times your Strength score. (These limits are doubled for
Large creatures and halved for Tiny creatures. Dwarves may ignore penalties to speed.)
E
outside of the list below that require two hands always fill at least 2 slots.
If you find a item that is not listed below then you can figure how many slots it will take up by weight.
The item fills 1 slot for every 5 pounds. Round up.
W
I
just use common sense. A large item no matter what its weight may not fit into a pouch, etc.
Armor
Cost
Armor Class
(AC)
Strength
Stealth
Encumbrance
Slots
---
Disadvantage
---
---
---
---
---
---
---
---
---
Disadvantage
---
---
---
Disadvantage
---
Disadvantage
Str 13
Disadvantage
11
Str 15
Disadvantage
12
Str 15
Disadvantage
13
---
---
Light Armor
Padded
Leather
Studded Leather
5 gp
10 gp
45 gp
11 + Dex Mod
11 + Dex Mod
12 + Dex Mod
Medium Armor
Hide
Chain Shirt
Scale Mail
Breastplate
Half Plate Mail
10 gp
50 gp
50 gp
400 gp
750 gp
12 + Dex Mod
(Max 2)
13 + Dex Mod
(Max 2)
14 + Dex Mod
(Max 2)
14 + Dex Mod
(Max 2)
15 + Dex Mod
(Max 2)
Heavy Armor
Ring Mail
Chain Mail
Splint Mail
Plate Mail
30 gp
75 gp
200 gp
1,500 gp
14
16
17
18
Shield
Shield
10 gp
+2
Containers:
Pouches: NO armor or shields may be stored in a pouch.
Sacks: Armor and shields taking up 6 slots or less can be stored in sacks. Armor weighing over 6 slots
must be broken up and stored in multiple sacks. Armor and shields also can be stored in body slots.
Backpacks: NO armor or shield may be stored inside a backpack.
*Note to Shield Bearers: You need to leave 2 body slots open in order to stow a shield when not in use.
Name
Cost
Damage
Encu.
Slots
1 sp
2 gp
2 sp
5 gp
5 sp
2 gp
5 gp
2 sp
1 gp
1 gp
---
1d4 bludgeoning
1d4 piercing
1d8 bludgeoning
1d6 slashing
1d6 piercing
1d4 bludgeoning
1d6 bludgeoning
1d6 bludgeoning
1d4 slashing
1d6 piercing
1 bludgeoning
1
1/5
2
1
1
1
1
1
1
1
---
Properties
Simple Melee
Weapons
Club
Dagger
Greatclub
Handaxe
Javelin
Light Hammer
Mace
Quarterstaff
Sickle
Spear
Unarmed Strike
Light
Finesse, Light, thrown (range 20/60)
Two-Handed
Light, thrown (range 20/60)
Thrown (range 30/120)
Light, thrown (range 20/60)
--Versatile (1d8)
Light
Thrown (range 20/60), versatile (1d8)
Simple Ranged
Weapons
Crossbow, Light
Dart
Shortbow
Sling
1 sp
1d4 bludgeoning
---
10 gp
10 gp
20 gp
30 gp
50 gp
20 gp
10 gp
15 gp
10 gp
15 gp
5 gp
25 gp
25 gp
10 gp
5 gp
5 gp
15 gp
2 gp
1d8 slashing
1d8 bludgeoning
1d10 slashing
1d12 slashing
2d6 slashing
1d10 slashing
1d12 piercing
1d8 slashing
2d6 bludgeoning
1d8 piercing
1d10 piercing
1d8 piercing
1d6 slashing
1d6 piercing
1d6 piercing
1d8 piercing
1d8 bludgeoning
1d4 slashing
1
1
2
2
2
2
2
1
2
1
4
1
1
1
1
1
1
1
Versatile (1d10)
--Heavy, reach, two-handed
Heavy, two-handed
Heavy, two-handed
Heavy, reach, two-handed
Reach, special
Versatile (1d10)
Heavy, two-handed
--Heavy, reach, two-handed
Finesse
Finesse, light
Finesse, light
Thrown (range 20/60), versatile (1d8)
--Versatile (1d10)
Finesse, reach
25 gp
5 cp
25 gp
1d8 piercing
1d4 piercing
1d6 piercing
2
1/20
2
Martial Melee
Weapons
Battleaxe
Flail
Glaive
Greataxe
Greatsword
Halberd
Lance
Longsword
Maul
Morningstar
Pike
Rapier
Scimitar
Shortsword
Trident
War Pick
Warhammer
Whip
Name
Cost
Damage
Encu.
Slots
Properties
Martial Ranged
Weapons
Blowgun
Crossbow, hand
Crossbow, heavy
Longbow
Net
10
gp
75
gp
50
gp
50
gp
1 gp
1 piercing
---
1 gp
1 gp
1 gp
4 cp
---------
1
1
1
1
1d6 piercing
1d10 piercing
1d8 piercing
1/5
1
4
2
Ammunition
Arrows (20)
Blowgun Needles (50)
Crossbow Bolts (20)
Sling Bullets (20)
Containers:
Pouches: NO weapons may be stored in a pouch. Ammunition has its own case/quiver and take up body
slots.
Sacks: All weapons may be stored in sacks as long as there is room. Weapons stored in sacks are
unavailable for quick use and require a action to remove.
Backpacks: No weapon other than Dagger, Darts and Blowguns may be stored in a backpack.
Ammunition may also be stored in a backpack but it will not be accessible for firing. To retrieve a item
from your backpack requires an action.
Body Slots: Weapons generally take up body slots so that they are available for use. Ammunition
normally takes up body slots as well to be available for firing.
Item
Abacus
Acid (Vial)
A
F
F
Antitoxin (Vial)
Cost
Encu.
Slots
2 gp
25 gp
50 gp
50 gp
1
1/5
1/5
1/5
No pouch
-------
10 gp
20 gp
10 gp
5 gp
10 gp
2 gp
1 gp
1 gp
1 gp
5 sp
1 gp
25 gp
2 gp
1 gp
1 cp
5 gp
1 cp
25 gp
5 sp
5 gp
15 gp
2 gp
2 gp
1/5
1
1
1
1/5
1
1
2
--1
1
1
1
1
--2
--3
1
1
2
1
1
----No pouch
No pouch or backpack
--No pouch or backpack
---
1 gp
1 gp
5 gp
10 gp
1 gp
2 cp
2 gp
1 gp
2 gp
5 gp
----1
1/5
1
1/5
1
1
2
1
Container Restriction
Arcane Focus
- Crystal
- Orb
- Rod
- Staff
- Wand
Backpack
Ball Bearings, Bag
Bedroll
Bell
Blanket
Block and Tackle
Book
Bottle, Glass
Caltrops, Bag
Candle
Chain (10 Feet)
Chalk (1 Piece)
C
K
Clothes, Common
Clothes, Costume
Clothes, Fine
Clothes, T
Crowbar
--No Pouch
No Pouch
--------No Pouch
--No Pouch
No Pouch
No Pouch
No Pouch
No Pouch
No Pouch
Druidic Focus
- Sprig of Mistletoe
- Totem
- Wooden Staff
- Yew Wand
Fishing Tackle
Flask or Tankard
Grappling Hook
Hammer
Hammer, Sledge
H
K
Item
Cost
Encu.
Slots
5 gp
5 gp
5 gp
25 gp
25 gp
5 gp
10 gp
2 cp
2 cp
1 sp
5 sp
10 gp
5 gp
10 gp
100 gp
2 gp
2 sp
5 gp
1 sp
2 sp
1 sp
5 gp
2 gp
5 cp
100 gp
5 cp
2 gp
4 gp
5 sp
1 gp
1 gp
10 gp
5 gp
5 sp
2 gp
5 cp
5 gp
2 cp
1/5
--1
1/5
1
5
----1
5
1
1
1
1/5
1/5
2
1/5
1/5
1/5
----1/5
2
1/5
1/5
2
2
7
1/5
1
2
1
1
--1
-------
Container Restriction
Holy Symbol
- Amulet
- Emblem
- Reliquary
Holy Water (Flask)
Hourglass
Hunting Trap
Ink (1 ounce bottle)
Ink Pen
Jug or Pitcher
Ladder (10 foot)
Lamp
Lantern, Bullseye
Lantern, Hooded
Lock
Magnifying Glass
Manacles
Mess Kit
Mirror, Steel
Oil (Flask)
Paper (one sheet)
Parchment (one sheet)
Perfume (Vial)
P
M
Piton
Poison, Basic (Vial)
Pole (10 Foot)
Pot, Iron
Ram, Portable
Rations (1 Day)
Robes
Rope, hempen (50 foot)
Rope, Silken (50 foot)
S
M
Sealing Wax
Shovel
Signal Whistle
Signet Ring
Soap
Item
Spellbook
Spikes, Iron (10)
Spyglass
Tent, two-person
Tinderbox
Torch
Vial (Empty)
Waterskin
Whetstone
Magic Items, Common
- Potion of Healing
- Potion of Climbing
- Scroll (1st Level Spell)
- Scroll (Cantrip)
Cost
Encu.
Slots
50 gp
1 gp
1,000 gp
2 gp
5 sp
1 cp
1 gp
2 sp
1 cp
1
1
1
4
1/5
1/5
1/5
1
1/5
--No Pouch
--No Pouch
--No Pouch
--No Pouch
---
50 gp
100 gp
50 gp
25 gp
1/5
1/5
-----
------N
Container Restriction
Item
Cost
Encu.
Slots
Backpack
2 gp
1
Can hold 6 slots of items.
Barrel *
2 gp
14
Can hold 24 slots of items.
Basket
4 sp
1
Can Hold 8 slots of items.
Bucket
5 cp
1
Can Hold 3 slots of items.
Case, map or scroll
1 gp
1/5
Can Hold up to 5 scrolls.
Chest*
5 gp
5
Can Hold up to 60 slots of items.
Spell Component Pouch
25 gp
1
Holds all no costly spell components.
Pouch
5 sp
1/5
Can Hold 2 slots of items.
Sack
1 cp
1/5
Can Hold up to 6 slots of items.
Barrels and Chests require 2 hands to tote and cannot be carried otherwise. However 2 people
can combine to carry a chest or barrel and split the weight.
Sacks that have 1-3 items in them take up 1 body slot, if they hold 4-6 items they take up 2 body
slots.
Pouches that have items in them take up 1 body slot.
Pouches and Sacks that are empty can be folded up and stored in a backpack at a encumbrance
slot of 1/5 per pouch or sack.
You will also notice that there are no quivers, or crossbow bolt cases listed. Ammunition is
always considered to be in such devices and therefore the container is not needed. The weight
of these type containers are figured in the ammunition carrying capacity. That is why
ammunition always takes up at least 1 slot per type regardless how many are carried.
Item
Cost
Encu.
Slots
50 gp
20 gp
10 gp
8 gp
15 gp
5 gp
1 gp
30 gp
25 gp
5 gp
10 gp
10 gp
10gp
20 gp
50 gp
1 gp
1 gp
25 gp
15 gp
2
2
1
2
2
1
2
1
1
1
2
1
1
2
2
1
1
1
1
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
No pouch
1 sp
1 gp
5 sp
1 gp
5 gp
--1/5
----1
--------No pouch
30 gp
6 gp
25 gp
2 gp
35 gp
30 gp
3 gp
12 gp
2 gp
30 gp
25 gp
50 gp
25 gp
*
2
1
2
1
1
1
1
1
1
1
1
1
1
*
No pouch
No pouch
No pouch
--No pouch
No pouch
No pouch
--No pouch
No pouch
No pouch
No pouch
--*
Container Restriction
Artisan Tools
- Alchemist
- Brewer
- Calligrapher
- Carpenter
- Cartographer
- Cobbler
- Cook utensils
- Glassblower
- Jeweler
- Leatherworker
- Mason
- Painter
- Potter
- Smith
- Tinker
- Weaver
- Woodcarver
Disguise Kit
Forgery Kit
Gaming Sets
- Dice Set
- Dragonchess Set
- Playing Card Set
- Three-Dragon Ante Set
Herbalism Kit
Musical Instruments
- Bagpipes
- Drum
- Dulcimer
- Flute
- Lute
- Lyre
- Horn
- Pan Flute
- Shawm
- Viol
Navigator s tools
Poisoner s kit
Thieves tools
Vehicles (land or water)
If your character buys an equipment pack then they pay the appropriate cost for the set of items. The
items are then put into either body slots or containers for use just like as if you had bought the items
separately.
Any item/s that are stored in a body slot without a container or in a pouch can be drawn during the
manipulate object part of your turn. If a item is inside a container other than a pouch then it takes a
Action to retrieve that item.
Items with a slot ratio of 1/5 are either really light or small and 5 of such items can be bundled together
into 1 slot. Such as 5 potions or 5 daggers or you could have a slot that has 5 different 1/5 items in it.
Wealth slots are what your coins currently take up. You figure your wealth slots by a very simple
method of 1 slot for every 250 coins or gems you possess. It
a silver piece, they weigh the same. Your coin purse always takes up a minimum of at least 1 slot even if
you have no money. This insures you always have a space to pick up some coin. Once you have your
wealth slot figured out then that number needs to take up and equal amount of slots in a container such
as a pouch or backpack. Since coins and gems are fluid you can split the wealth slots over multiple
containers.
Other equ
around with you. Items such as banked gold, chalk, etc. You simply write the item on the list and either
note a location that the item is in such as a pocket or con
O
then you can note the location. Like chest at the inn, etc. Rings and most light jewelry fall into this
category.
Armor and shield slots are for armor and shields that is being worn or actively being used on your
person. They do not take body slots or container slots. Armor and shields can use anywhere between 1
and 15 slots depending on what type of armor as noted in the equipment list. If you plan on removing a
shield and stowing it on your back when not in use then you need to keep two body slots open to do so.
By using body slots the shield is always ready to doff. If it is stored inside a container then it will take
longer to get to.
Body Slots represent the spaces on your person that can hold items or containers. Everyone gets 10
body slots. Body slots that are not taken by containers are items that the character has at the ready.
Any pouches that are in body slots have their contents at the ready for quick access. Weapons take up
body slots, as does your backpack, any pouches or ammo you have at the ready. Ten slots sound like a
lot but if you put a bow (2), a quiver (1), a backpack (1), a one handed melee weapon (1), and a backup
melee weapon (1) in them you have already used up 6 of them. It will be a balancing act for some
classes to figure out what they want in these slots and what equipment to stow.
Armor and Shield Slots do not take away from Body Slots but you will need 2 open slots on your body if
you wish to stow a shield when not in use.
If you are a caster then you will need and often start with a spell component pouch that holds all your
non valuable spell components that are needed for casting. By default if you use one of these it takes up
1 body slot and needs to be noted in the body slots section of your sheet.
Simple, they open up more slots. A backpack takes 1 Body Slot but gives you 6 more slots. The
downside is it cost an action to retrieve something. A pouch on the other hand takes only one body slot
and gives you two slots in return and items stored in a pouch are always at the ready with a manipulate
object action on your turn. The drawback is only certain items that are light and small like potions, flask,
etc. can fit in a pouch.
S
item restrictions because they can conform to most shapes easily. Sacks can sometimes be unwieldy
however as they are not as balanced or uniform as a backpack so they are restricted by the fact that if
they have 1-3 slots of items in them they take up 1 body slot, if they hold 4-6 slots of items they take up
2 body slots.
Larger containers like chest and barrels holds tons and tons of stuff and are really only restricted by your
characters strength and two characters can work together to carry one but it keeps your hands tied up if
combat starts until you drop the container. Retrieving an item from a container that holds over 10 items
cost 2 actions to retrieve an item from.
Again, its simple. There are three things that you can be. Either you are Unencumbered, Encumbered,
or Heavy Encumbered. So first you have to figure up how many slots your character can carry without a
problem. That part is the easiest as it is the same as your strength score. So if your character has a
strength score of 13 then you can carry up to 13 slots of items with no problem.
Not Encumbered
Strength Score = 13
No Penalty
Now what happens if you go over that number? Well you can carry up to twice your strength score and
be considered encumbered. If you are encumbered then your movement is reduced by 10 feet per turn
I
H
do not suffer this penalty and can still move at normal speed because you are hearty and used to lugging
large piles of equipment around. Others might take advantage of this and make you a pack mule.
Encumbered
Strength Score = 13
You can carry between 14 and 26 slots of items and be encumbered.
Penalty is -10 feet movement speed per turn.
Dwarves ignore this penalty and keep on trucking at normal speed.
Now what if we have been adventuring a minute and your character has some treasure on his back and
needs to tote even more stuff? Well you can tote up to 3 times your strength score and be heavily
encumbered. However your speed drops by 20 feet per turn and you have disadvantage on ability
checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. I know it is pretty
rough but dwarves still move at normal speed but they do suffer all that disadvantage stuff. This is the
level you want to try and avoid until the very last part of the dungeon if you can.
Heavily Encumbered
Strength Score 13
You can carry between 27 and 39 slots of items and be heavily encumbered.
Penalty is speed drops by 20 feet per turn and disadvantage on ability checks, attack rolls, and saving
throws that use Strength, Dexterity, or Constitution.
Dwarves ignore the speed penalty but they suffer the other.
Shield Type
Slots Used:
Shield (2 slots)
Armor Type:
Slots Used:
Platinum ( 10 = gp)
Gold (gp)
Electrum ( 2 = gp)
Silver ( 10 = gp)
Copper ( 100 = gp)
Total coins or gems
Item slots
You can carry weapons, ammo, light items
and containers in up to 10 body slots. This
symbolizes belt slots, boot slots, items
strapped to your back or backpack, etc.
250 =
2
Non-encumbering items or items that you
are not currently carrying and where they
are located.
4
5
6
7
8
9
10
(If Needed)
Caster Type:
Slots Used:
(If Purchased)
1
2
3
4
Torches
Oil flasks
Torches burn for 1 hour. Lanterns burn for 6 hours per oil flask.
Rations
Water
You need 1 lb. of food and 1 gallon of water per day (2 gallons if
hot). A gallon waterskin fills 1 slot. A 1gallon jug fills 2 slots.
Ammunition
5 daggers, 20 arrows, bolts, darts, or bullets, or 50 needles fill 1 slot.
5
6
(If Purchased)
1
A normal Backpack can carry up to 6
slots worth of goods and items. If this
Backpack has been purchased it
should take up 1 slot in the body slot.
2
3
4
5
6
(If Purchased)
1
2
(If Purchased)
1
2
(If Purchased)
2
3
4
5
6
(If Purchased)
(If Purchased)
Slots used
o Unencumbered
4
5
6
o Encumbered
o Heavily Encumbered