Hilga's Equipment Compilation

Adjustments and Simple Properties

The following properties have stat requirements to use, listed in the weapons   Accurate. When thrown, the wielder can use either Strength or Dexterity for the attack and damage rolls.   Brutal. On a critical hit, roll one extra weapon die and add it to the total.   Cleaving/Crushing. When the wielder scores a critical hit with this weapon, the wielder may forgo the extra damage to deal damage to an additional target within reach and within 10 feet of the original target.   Close Quarters. On a hit against a creature the wielder has grappled, the weapon does extra damage.   Polearm. When a creature enters your melee range with this weapon, you may use a reaction to make an attack roll against that creature. On a hit, the creature takes 1 + modifier damage and its speed is reduced by 5 feet.   Precise. The weapon gains the Finesse property.   Restrain. When the wielder scores a critical hit with this weapon, the wielder may forgo the extra damage to attempt to restrain the target using the weapon. The target may not be more than one size larger than the wielder. The target must succeed a Strength saving throw contested by your Strength or Dexterity check or become Restrained. You may not attack with the weapon while it is restraining a target.   Pushing Attack. Once per turn, when the wielder scores a hit, it may attempt to shove the target up to the wielder's reach with the weapon, using the normal rules for shoving.   Two-Handed Reach. This weapon's reach extends by 5 feet when wielded in both hands.  

Weapons

Melee This probably goes without saying but I'm writing this anyway: A weapon can only deal one of the three weapon damage types at a time.
NameCost (GP)BludgeoningPiercingSlashingWeightAdditional Properties
Battleaxe 10 1d4 1d8 4 (13 Str) Cleaving
Club 0.1 1d4 2 (Str 11) Brutal
Dagger/Knife 0.5 1d4 1d4 1 (13 Dex) Close Quarters (2d4)
Flail 10 1d8 2 None
Glaive 20 1d4 1d4 1d10 6 (Str 15) Cleaving, Polearm, Precise
Greataxe 20 1d6 1d12 7 (15 Str) Cleaving
Greatclub 0.2 2d4 10 (15 Str) Brutal, Crushing
Greatsword 30 1d4 1d6 2d6 6 (15 Str) Cleaving
Halberd 20 1d6 1d6 1d10 6 (15 Str) Cleaving, Pushing Attack, Polearm
Handaxe 2 1d4 1d6 2 (13 Str) Accurate
Javelin 0.5 1d4 1d6 2 (13 Str) Accurate
Lance 10 1d6 1d12 6 None
Light Hammer 1 1d4 2 (Str 11) Accurate
Longsword 15 1d4 1d6 1d8 3 (Str 13) Cleaving, Precise (2 hands)
Mace 5 1d6 4 (Str 13) Brutal
Maul 10 2d6 10 (Str 15) Brutal, Pushing Attack
Morningstar 15 1d6 1d8 4 (Str 13) Brutal
Pike 5 1d6 2d6 18 (Str 13) Two-Handed Reach, Pushing attack
Quarterstaff 0.2 1d6 4 (Str 13) Precise
Rapier 25 1d8 1d6 3 None
Scimitar 10 1d4 1d6 3 (Str 13) Cleaving
Shortsword 10 1d6 1d4 2 (Str 13, Dex 13) Brutal
Sickle 0.5 1d4 1d4 2 None
Spear 0.5 1d4 1d6 3 (Str 13) Accurate, Two-Handed Reach
Trident 5 1d4 1d6 4 (Str 13) Accurate, Restrain, Two-Handed Reach
War Pick 5 1d6 1d8 4 (Str 13) Brutal
Warhammer 15 1d8 4 (Str 13) Crushing
Whip 2 1d4 1d4 2 (Dex 13) Restrain

Additional Weapons

Firearms
Volitile technology. But it is inevitable that each world attains these sooner or later.
-Hilga
Firearms, unless otherwise specified must be held in both hands to aim effectively. If a creature attempts an attack roll with a firearm with only one hand on it, the attack roll is at disadvantage. If a creature attempts an attack roll with a firearm with only one hand on it and doesn't meet the strength requirement for the gun, they automatically drop the gun.   All firearms have the Ammunition, Misfire, Recoil, and Reload properties, and either the Loading or Reloading property.   Ammunition. All firearms require ammunition. The ammunition of a firearm is destroyed upon use.   Misfire. Each time a creature makes an attack roll with a firearm, roll 1d12. If the roll 1, the gun jams. Un-jamming the firearm requires a DC 15 Tinkerer's tool's check as an action. If the check is a fail, remaking the check takes a minute.   Recoil. If a character doesn't meet the recoil strength requirement and they fire it, they must succeed a Strength saving throw, the DC equaling + the weapon's recoil value or they lose hold of the firearm.   Reload. The weapon can be fired a number of times equal to its Reload score before a creature must use an action to reload it.   The maximum number of shots that can be fired in one attack action is the Reload value. For every attack made past what a creature' can regularly attack, the attack gains one degree of disadvantage. For example, a creature with two attacks granted by the multiattack trait wants to shoot with a revolver three times, they would have disadvantage on the third attack.   Loading. The weapon can be loaded with one action, bonus action, or attack.   Firearms
FirearmCost (GP)Piercing DamageWeightProperties
Pistol (Magazine) 300 1d6 2 lbs Range 60/360, Recoil 10, Reload (4 shots)
Pistol (Single-Shot) 100 1d4 1 lb Ammunition (Range 30/180), Reload (2 shots), Recoil 9, One-Handed
Revolver 60 1d8 2 lbs Ammunition, (Range 40/240), Recoil 10, Reload (6 shots)
Rifle (Bolt-Action) 100 2d6 8 lbs Range 120/720 Loading (1 shot), Recoil 12
Shotgun 100 2d8 8 lbs Range 30/180 Reload (2 shots), Recoil 13
Ammunition
TypeGP Cost (for 10 rounds)Weight
Handgun 1 1 lb
Slugs 3 2 lbs
Each time a creature carrying live bullets takes 10 or more fire damage, roll a d10. If the number rolled is equal to or less than the fire damage divided by 10, half of the bullets explode and are destroyed. The creature carrying the bullets automatically takes 1d6 piercing damage for every 10 bullets that explode. All creatures within 5 feet of the creature must succeed a DC 15 Dexterity saving throw or take the same damage.  

Garrote

Martial Weapon; Finesse, Two-handed
3 gp, 2 lbs   As an action when you would have advantage on an attack roll, you can attempt to restrain a creature no larger than one size larger than you with a Strength (Athletics) or a Dexterity (Athletics) check. On a successful grapple, in addition to being restrained, the creature takes 1d4 + modifier bludgeoning damage.   At the start of each of the creature's turns, the creature takes 1d4 + modifier bludgeoning damage. On subsequent attacks with the garrote while the creature is grappled in this way, you deal 1d4 + modifier bludgeoning damage.   A grappled creature that needs to breathe goes rounds equal to 1 + the creature's Constitution modifier (minimum of 1) before going unconscious.  

Greatbow

Martial Weapon; Ammunition; Heavy; Range (300/900 Two-handed; Prerequisate Str Req. 16, Dex 14; 1d10
100 gp, 10 lbs   You use Strength for to hit and damage rolls instead of Dexterity.
If you do not meet the Strength requirement for this weapon, you take a -5 penalty to attack rolls. If you do not meet the Dexterity requirement, you have disadvantage on attack rolls with this weapon.  

Synthetic Knuckles

Simple Weapon
Your unarmed strikes with your fists deal 1d4 + mod bludgeoning or piercing damage instead of 1 + mod while these are equipped. These knuckles come in pairs, and take an action to equip. If you already deal a die of damage with unarmed strikes, you instead get a +1 to damage rolls with the synthetic knuckles on.
10 gp, 0.5 lbs  

Armor

Armor NameStandard Cost (GP)ACStrength Score RequirementStealthWeight (lbs)
Light
Gambeson (Leather) 10 11 + Dex Mod 10
Brigandine (Studded Leather) 20 12 + Dex Mod 12
Medium
Hide/Pelt 1 12 + Dex Mod (max 2) 12
Chain Shirt 20 13 + Dex Mod (max 2) 16
Scale Mail 30 14 + Dex Mod (max 2) Disadvantage 40
Breastplate 80 14 + Dex Mod (max 2) 20
Half-Plate 100 15 + Dex Mod (max 2) Disadvantage 40
Heavy
Ring Mail 20 14 Disadvantage 30
Chain Mail 50 16 13 Disadvantage 40
Splint 150 17 15 Disadvantage 50
Plate 300 18 15 Disadvantage 60

Adamantine-Coated Armor

A suit of adamantine armor typically costs a number of gold pieces equal to the base price plus 200 plus ten times the armor’s weight. Light or hide armor cannot be coated with amantine.  

Shield Varients

You can alter your shield in one or more of the following ways:  

Adamantine

(Requires 1,000 gp worth of adamantine, 8 hours, & proficiency with and a minimum of +8 bonus with smith's tools)
The shield, while the creature wielding it isn't incapacitated, turns a critical hit into a normal hit.  

Heavy

(Requires 1 gp with of materials, 4 hours, & proficiency in smith's tools)
The shield's shield bash damage goes up to 1d4 + your Strength modifier. The weight increases to 150% of what it was before this alteration. If the creature wielding the shield has a strength score of 13 or less, the creature only gains a +1 to AC when using this shield.  

Spiked/Edged

(Requires 1 gp worth of materials, 4 hours, & proficiency in smith's tools or woodcarver's tools)
The shield's shield bash damage does piercing or slashing damage instead of bludgeoning.  

Tower Shield

(Requires 50 gp worth of materials, 8 hours, & proficiency in smith’s tools or woodcarver’s tools)
On a creature’s turn if it spends a reaction and moves less than 20 feet, it gains half cover while it isn’t incapacitated, grappled, or restrained until the start of your next turn. The weight increases to 500% of what it was before this alteration. If the creature wielding the shield has a strength score of 15 or less, they cannot benefit from this shield’s property.   If a creature has the protection fighting style, they may grant allies adjacent to them half cover against effects or attacks that pass within 5 ft of the original creature.  

Equipment Quality

Artifact. This item can't be broken or reduced beneath Standard by normal means, and antimagic fields and other such effects cannot suppress its magic.   Damage Advantage/Disadvantage. Roll another damage die, and take the highest/lowest. Only roll one extra die for items with two or more damage and take the highest/lowest rolls.   Enchantability. The item can be enchanted, and it counts as magical for the purposes of overcoming resistance and immunity to non-magical damage.   Faulty. The item loses its additional property(ies). If the item is armor, it has a -1 penalty to AC   Reinforced. It takes two critical hits to reduce the item's quality.   Ruined.
  • If Weapon: Attack rolls made with the weapon have disadvantage.
  • If Armor: -2 AC
 

Tiers

QualityCost MultiplierDamage (If Weapon)PropertiesCrafting Bonus Needed
Artifact Tier x??? Damage Advantage* Artifact*, Enchantability*, Reinforced* +24
Masterwork x5 Damage Advantage* Enchantability*, Reinforced* +9
Reinforced x2 Damage Advantage* Reinforced* +6
Standard x1 None None +3
Faulty x0.5 Damage Disadvantage* Faulty* +1
Ruined x0.25 2+damage mod Faulty*, Ruined* +0

Upgrading/Crafting Equipment

To upgrade your equipment one step, you need to have proficiency with the tools needed to make the equipment, and you must spend an amount of gold equal to the current tier of item's cost in gold for material and total spend hours equal to the item's next tier cost in gold divided by 2.  

Downgrading Equipment

When you are hit with a critical hit from a creature while not Incapacitated, you can use your reaction to sacrifice an armor or a weapon that you currently have equipped and downgrade it one step to change the critical hit into a normal hit. If the creature is two or more sizes larger than you, the item downgrades two steps if it can. A fully downgraded armor or weapon cannot be sacrificed to intercept a critical hit.  

Enchanting

If an item is enchanted, it cannot be reduced to Ruined. An antimagic field or similar magical effects suppress enchantments.   A trivial enchantment doesn't raise the rarity past Common. Each minor enchantment placed on an item raises its rarity by 1 level, to a minimum of Uncommon and a maximum of Legendary. Each major enchantment raises the item by 1 to a minimum of Rare and a maximum of Legendary.   Uncommon, Minor: 1 enchantment point
Uncommon, Major: 3 enchantment points
Rare, minor:   Boosted Defense (Armor, Major). The armor grants a +1 to AC when worn (armor) or carried (shield).   Boosted Offense (Weapon, Minor). The weapon gains a +1 bonus to attack and damage rolls.   Elemental Resistance (Armor, Major, Requires Attunement). When worn, the armor grants resistance to acid, cold, fire, poison, lightning, or thunder damage.   Elemental Suffusion (Weapon, Minor, Requires Attunement). The weapon deals an extra 1d6 acid, cold, fire, poison, lightning, or thunder damage, chosen at the time of enchanting. If this enchantment is placed multiple times, the damage is increased by 1d6 for each time.   Glowing (Trivial). As a bonus action, a user can cause this item to shed bright light out for 20 feet and dim light out to another 20 feet.   Greater Spell (Major, Requires Attunement). Once a day, the user can cast a 4th-6th level spell chosen at the time of the enchanting, with the normal casting time and components of that spell. If the spell has an attack roll or saving throw, reference the chart below. The enchanter must know the spell. If this enchantment is placed multiple times, the enchanter may pick another spell to add.   Lesser Spell (Minor, Requires attunement). A number of times a day, the user can cast a selected 1st-3rd level spell chosen at the time of the enchanting, with the normal casting time and components of that spell. If the spell has an attack roll or saving throw, reference the chart below. The enchanter must know the spell. If this enchantment is placed multiple times, the enchanter may pick another spell to add.
  • 1st level spells can be cast three times a day
  • 2nd level spells can be cast two times a day
  • 3rd level spells can be cast once a day
  Lifedrinker (Melee Weapon, Minor, Requires Attunement). When the wielder kills a creature that is not a construct or undead, the wielder gains temporary HP equal to the target's proficiency bonus + the target's Constitution modifier.   Otherworldly Suffusion (Weapon, Major, Requires Attunement). The weapon deals an extra 1d8 Radiant, Psychic, or Necrotic damage.   Repeating (Ranged Weapon, Minor, Requires Attunement). While used by the attuned creature, the weapon loses the reload or loading property if it possesses it and doesn't require ammunition to fire. The ammunition disappears after it hits or misses the target.   Sentient (Trivial, Requires Attunement). The item gains sentience, the personality, goals, and mental ability scores of which are determined by the DM. The enchanter can choose one of the following to influence its general alignment: Chaotic, Evil, Good, Neutral, Lawful. The item has Darkvision and hearing out to 60 feet, and it understands up to three languages known and selected by the enchanter.
  Soulbound (Weapon, Trivial, Requires Attunement). You can spend a minute summoning your item back to you. At the end of the minute, the item forms on your person if it is on the same plane of existence as you.
Spell LevelSave DCAttack Bonus
Cantrip 13 +5
1st 13 +5
2nd 13 +5
3rd 15 +7
4th 15 +7
5th 17 +9
6th 17 +9

Process

To enchant an item, the enchanter must have proficiency in the Arcana skill or whatever tool proficiency is appropriate.
EnchantmentHoursStandard Cost of Materials (GP)Bonus Needed
Trivial 40 20 +4
Uncommon 80 200 +6
Rare 400 1,000 +10
Very Rare 1,000 20,000 +14
Legendary 2,000 100,000 +18

Disenchanting/Changing an Enchantment

To disenchant or change an enchantment on an item, an enchanter must spend a number of workweeks equal to half of the workweeks it took to make the item and have proficiency in the Arcana skill or the requisite tool proficiency. An enchanter may swap enchantments of equal value for half the workweeks and half the gold used to enchant it.  

Poisons (DMG+Homebrew)

Poisons come in four types:   Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.   Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.   Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.   Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.                              
PoisonTypeStandard Price Per Dose (GP)
Assassin's Blood Ingested 50
Blood of the Lycanthrope Injury 1,000
Burnt Other Fumes Inhaled 50
Carrion Crawler Mucus Contact 50
Drow Poison Injury 100
Essence of Ether Inhaled 300
Malice Inhaled 200
Midnight Tears Ingested 500
Oil of Taggit Contact 300
Pale Tincture Ingested 100
Purple Worm Poison Injury 2,000
Serpent Venom Injury 100
Torpor Ingested 500
Truth Serum Ingested 100
Wyvern's Blood Injury 1,000
Assassin’s Blood (Ingested). A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 ( 1d12 ) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.   Burnt Othur Fumes (Inhaled). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 ( 3d6 ) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.   Blood of the Lycanthrope (Injury). This poison is created from blood harvested from a dead or incapacitated lycanthrope in its animal or hybrid form. A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be cursed with lycanthropy (see the Monster Manual) and is paralyzed for 1d4 rounds. The curse lasts until removed by the remove curse spell or similar magic if it happens before the lycanthropy becomes permanent (see V & A's Transformation Treasury). The type of lycanthropy is determined by the type of lycan the poison was harvested from.   Carrion Crawler Mucus (Contact). This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Drow Poison (Injury). This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.   Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.   Malice (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.   Midnight Tears (Ingested). A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 ( 9d6 ) poison damage on a failed save, or half as much damage on a successful one.   Oil of Taggit (Contact). A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.   Pale Tincture (Ingested). A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 ( 1d6 ) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 ( 1d6 ) poison damage on a failed save. Until this poison ends, the damage the poison deals can’t be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.   Purple Worm Poison (Injury). This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 ( 12d6 ) poison damage on a failed save, or half as much damage on a successful one.   Serpent Venom (Injury). This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 ( 3d6 ) poison damage on a failed save, or half as much damage on a successful one.   Torpor (Ingested). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.   Truth Serum (Ingested). A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can’t knowingly speak a lie, as if under the effect of a zone of truth spell.   Wyvern Poison (Injury). This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 ( 7d6 ) poison damage on a failed save, or half as much damage on a successful one.  

Crafting Poisons

Some poisons are dangerous from before the moment you harvested them. Others need to be prepared and crafted for them to take effect.   Crafting a dose of poison takes the materials required and hours equal to the poison's standard price in gold divided by 5. The process cannot be interrupted by more than 5 days, at which point, the dose becomes impotent. The DC for a single dose of poison can be raised by 2 for half the hours of work and the requisite components for preparing another dose, to a maximum of +6 to the DC  

Applying Poisons to Weapons

You can coat one slashing or piercing weapon with poison, up to five pieces of traditional ammunition, or up to ten pieces of blowgun ammunition. Coating one such weapon takes one action.  

Tools

Most tools require decent strength (as with smithing for example) or coordination (calligraphy or musical instrument for example). But if a creature has at least a +1 in the requisite physical stat, the tool isn't related to a stat, or its current use doesn't call for physical capability, a creature can use Intelligence or Wisdom for the checks in place of Strength or Dexterity.

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