Equipment

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Armor

 
 

Light Armor

 

Light armor


ArmorTypeCost, gpArmor Class (AC)StrengthStealthWeight, lb
Armored CoatLight Armor6512 + Dex modifier15
PaddedLight Armor511 + Dex modifierDisadvantage8
LeatherLight Armor1011 + Dex modifier10
Studded leatherLight Armor4512 + Dex modifier13
Dragon leatherLight Armor50012 + Dex modifier15
Mithral chain shirtLight Armor500013 + Dex modifier10
 

Medium Armor

 

Medium armor


ArmorTypeCost, gpArmor Class (AC)StrengthStealthWeight, lb
HideMedium Armor1012 + Dex modifier (max 2)12
Chain shirtMedium Armor5013 + Dex modifier (max 2)20
Scale mailMedium Armor5014 + Dex modifier (max 2)Disadvantage45
BreastplateMedium Armor40014 + Dex modifier (max 2)20
Half plateMedium Armor75015 + Dex modifier (max 2)Disadvantage40
Studded dragon leatherMedium Armor50014 + Dex modifier (max 2)20
Dragon scale mailMedium Armor50015 + Dex modifier (max 2)Disadvantage
Mithral scale mailMedium Armor500015 + Dex modifier (max 2)25
Spiked armorMedium Armor7514 + Dex modifier (max 2)Disadvantage45
 

Heavy armor

 

Heavy armor


ArmorTypeCost, gpArmor Class (AC)StrengthStealthWeight, lb
Ring mailHeavy Armor3014Disadvantage40
Chain mailHeavy Armor7516Str 13Disadvantage55
SplintHeavy Armor20017Str 15Disadvantage60
Banded mailHeavy Armor75017Str 14Disadvantage55
PlateHeavy Armor150018Str 15Disadvantage65
Mithral Plate mailHeavy Armor750018Str 1335
 

Shields

 

Shields


ArmorTypeCost, gpArmor Class (AC)StrengthStealthWeight, lb
BucklerShield512
ShieldShield1026
TargeShield1213
Spiked ShieldShield1527
Tower shieldShield303Str 13Disadvantage40
 
 

Armor Description

 
        Armor spikes. Armor spikes can be added to a set of medium or heavy armor for 150 gp, representing the price of the spikes and the expertise needed to add them to a set of armor.   While wearing armor with spikes, wrestling with you is a dangerous proposition. If you use the Attack action to grapple a creature within 5 feet of you and successfully do so, the creature takes 1d4 piercing damage. If the creature ends its turn being grappled by you in this way and is within 5 feet of you, it takes another 1d4 piercing damage. If the suit of armor is magical, the damage dealt by the spikes is also considered magical.   Banded. This armor is made of overlapping strips of metal sewn to a backing of leather and chain mail. The strips cover vulnerable areas; the chain mail and leather protect the joints while providing freedom of movement. Straps and buckles distribute the weight evenly, making it easier to move around in this armor. This suit includes a helmet and gauntlets.   Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. Several layers of mail hang over vital areas. Most of the armor’s weight hangs from the shoulders, making the armor uncomfortable to wear for long periods. The suit includes gauntlets.   Hide. This crude armor consists of thick furs and hides. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.    Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.   Padded. Padded armor consists of quilted layers of cloth and batting. It is heavier and less supple than leather armor.   Plate. Consisting of shaped and fitted metal plates riveted and interlocked to cover the entire body, a suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding that is worn underneath the armor. Buckles and straps dis¬tribute the weight over the body. Each suit of plate must be individually fitted to its owner by a master armorsmith, although a suit gained from another can be resized to fit a new owner for half the armor’s market price.   Ring Mail. This armor is leather armor with heavy rings sewn into the material. The rings help reinforce the armor against blows from swords and axes. Ring mail is typically considered inferior to chain mail, but it is still worn by those who cannot afford better armor.   Scale Mail. This armor consists of a coat and leg¬gings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.   Shield. Shields are carried in one hand, and they offer modest protection against projectiles and melee attacks alike.   Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.   Studded Leather. Made from tough but flexible leather (not hardened leather, as with normal leather armor), studded leather is reinforced with close-set rivets or spikes.   Studded Dragon Leather. This is a suit of studded leather crafted from the tough hide of a dragon.   Dragon Leather. This leather armor is made from the hide of a dragon. It is extremely supple yet far more durable than standard leather armor.   Dragon Scale. This suit of scale mail is made from a dragon’s scales rather than metal, granting it superior protective capabilities and flexibility.   Mithral Plate. This suit of plate is crafted from mithral. It is easy to move in compared to other sorts of metal armor. The dwarves sometimes gift this armor to their most trusted allies.   Mithral Shirt. This extremely light chain mail shirt is made of very fine mithral links. The armor is light enough to wear under normal clothing. It is most commonly crafted by elves.   Armored Coat. Consisting of a short leather jacket reinforced with hidden metal plates, the protective natur of these jackets can be overlooked. Traditionally, they are fitted with hidden pockets and wrist scabbards that can hold a dagger or other small weapon.   This armor can be easily mistaken for normal clothing; any observer must succeed in a DC 15 Intelligence (Investigation) check to recognize the true nature of the armor       ELVEN SCALE This suit of light woven scales is often found worn on elven scouts. A character does not need proficiency with light armor to wear Elven Scale armor.   LEATHER LAMELLAR Composed of just a tough leather breastplate, there is no other protection given. Due to how stiff this armor is, the wearer has disadvantage on Dexterity (Stealth) checks.   PLATED LEATHER Plated leather armor is a normal set of leather armor that has strips of metal that line the torso. Due to being reflective, the wearer has disadvantage on Dexterity (Stealth) checks.   QUILLED LEATHER This armor is made of hides from creatures that have pines covering their bodies. Whenever the wearer grapples a creature, the quills dig in, dealing 1 point of piercing damage at the start of that creature's turn.   BARK SCALE This armor is similarly built to scale mail, except for that it is made of treated tree bark. The bark scraps together when moved, which imposes disadvantage on Dexterity (Stealth) checks.   THORN PLATE A more improved upon idea of the quilled leather, the thorn plate exchanges organic material for metaL Whenever the wearer grapples a creature, the metal thorns dig in, dealing ld4 piercing damage at the start of that creature's turn. In addition, the metal casts light off of it, which makes the wearer have disadvantage on Dexterity (Stealth) checks.   BONE ARMOR Bones of various creatures are strewn together, much like scale mail is. Bone armor is not exactly light, but the materials to make it can be plentiful, depending on where you are.   STONE ARMOR Designed as a cheap and fast alternative to metal armor, stone armor is exactly what it sounds like. Stone armor is nearly double the weight of some armors, at only a fraction of the cost.   STRONGHOLD PLATE Stronghold plate armor is the supreme idea of protection. This armor is too bulky to properly opperate a shield in one hand. You cannot take the Dash action in this armor. Donning and doffing this armor takes 20 minutes.   THORNED BUCKLER This buckler has spikes attached to the face of it. If you are wielding a weapon that has either the light or finesse properties that you have proficiency with, you can use the buckler, even if you lack proficiency with shields. As a bonus action, you can make one melee attack to one target creature. On a hit, the target creature takes ld4 piercing damage.   Buckler: This small shield is fitted around the arm and made of metal, wood, or boiled leather. It takes the same time to don and doff as a normal shield (1 action) and a character cannot benefit from a buckler and any other type of shield at the same time. Unlike a shield, a character can still use the hand in which the buckler is equipped. If during a character's turn they use an item with this hand, attack with a weapon in this hand, or attack with a two-handed weapon, then the character does not gain the buckler's bonus to AC until the start of their next turn. Attacking with a one-handed weapon or thrown weapon using the buckler hand causes disadvantage on the attack roll. The hand wielding the buckler does not count as a free hand for the purposes of spellcasting, grappling, or unarmed attacks. A character proficient with shields is also considered proficient with bucklers. A buckler does not benefit from the rules or abilities that specifically refer to shields, such as the Protection Fighting Style or the Shield Master feat. Targe. This shield is wielded in a way that leaves one’s hand open. While wearing a targe, your Armor Class increases by 1. You can use the hand you wield the targe in to manipulate objects, shove, grapple, or perform somatic spell components. Creatures that are proficient with regular shields are proficient with targes.   Tower Shield: A huge metal-reinforced shield nearly as tall as its wielder. Donning and doffing the tower shield takes 1 action. A character cannot benefit from a tower shield and any other type of shield at the same time. While a tower shield is equipped, its bearer takes disadvantage on all attack rolls due to the off-balancing encumbrance of the shield, unless the weapon has the Light property. A character proficient with both shields and heavy armor is assumed to be proficient with tower shields. All other rules that affect shields still apply to tower shields. Tower shield. While wielding a tower shield, your Armor Class increases by 3, but your speed decreases by 5 feet and you have disadvantage on Dexterity checks and saving throws. You provide three-quarters cover, instead of half cover, to other creatures. You can use your action to set the shield like a wall, giving yourself total cover against ranged attacks until the start of your next turn. Creatures that are proficient with heavy armor are proficient with tower shields.   Spiked shield: While wielding a spiked shield, your Armor Class increases by 1. A spiked shield serves as a martial melee weapon that deals 1d4 piercing damage. You can use spiked shield as off-hand weapon using standard[2] rules for two-weapon fighting. Characters that are proficient with regular shields are proficient with spiked shields,both as a shield and a weapon.   KITE SHIELD A kite shield is a wide shield, carried in one hand. While wielding a kite shield, the wearer reduces slashing damage by their proficiency bonus. If this would reduce the slashing damage to 0, the wielder still takes 1 slashing damage.   SQUARE SHIELD A square shield is a tall shield, carried in one hand. While wielding a square shield, the wearer reduces bludgeoning damage by their proficiency bonus. If this would reduce the bludgeoning damage to 0, the wielder still takes 1 bludgeoning damage.  
 

Weapons

 

Simple Melee Weapons

Name Type Cost Damage Weight Properties
Gauntlet Simple Melee Weapons 5 1d4 bludgeoning 3 Special, worn
Cestus Simple Melee Weapons 1 1d4 bludgeoning 1 worn, light
Club Simple Melee Weapons 0,1 1d4 bludgeoning 2 Light
Dagger Simple Melee Weapons 2 1d4 piercing 1 Finesse, light, thrown (range 20/60)
Greatclub Simple Melee Weapons 0,2 1d8 bludgeoning 10 Two-handed
Handaxe Simple Melee Weapons 5 1d6 slashing 2 Light, thrown (range 20/60)
Javelin Simple Melee Weapons 0,5 1d6 piercing 2 Thrown (range 30/120)
Light hammer Simple Melee Weapons 2 1d4 bludgeoning 2 Light, thrown (range 20/60)
Mace Simple Melee Weapons 5 1d6 bludgeoning 4
Quarterstaff Simple Melee Weapons 0,2 1d6 bludgeoning 4 Versatile (1d8)
Sickle Simple Melee Weapons 1 1d4 slashing 2 Light
Spear Simple Melee Weapons 1 1d6 piercing 3 Thrown (range 20/60), versatile (1d8)
Ycklwa Simple Melee Weapons 1 1d8 piercing 1 Thrown (range 10/30), 
Bayonet 1 d4 piercing 1 d4 piercing Finesse, light, specialFinesse, light, special
  Pin 1 gP ld4 bludgeoning 2 lb. Light   Boarding Axe 2 gP 1 d6 slashing 2 lb. Light, thrown (range 20/60), special   Hand- Hook 5 gP 1 d4 piercing 1 lb. Finesse, light, special
 
   

Simple Ranged Weapon

Name Type Cost Damage Weight Properties
Crossbow, light Simple Ranged Weapons 25 1d8 piercing 5 Ammunition (range 80/320), loading, two-handed
Dart Simple Ranged Weapons 0,05 1d4 piercing 0,25 Finesse, thrown (range 20/60)
Shortbow Simple Ranged Weapons 25 1d6 piercing 2 Ammunition (range 80/320), two-handed
Sling Simple Ranged Weapons 0,1 1d4 bludgeoning Ammunition (range 30/120)
Boomerang Simple Ranged Weapons 1d4 bludgeoning 1 Thrown (60/120), special
Light repeating crossbow Simple Ranged Weapons Ammunition (range 40/160),magazine(6), two-handed,

Martial Melee Weapon

Name Type Cost Damage Weight Properties
Battleaxe Martial Melee Weapons 10 1d8 slashing 4 Versatile (1d10)
Flail Martial Melee Weapons 10 1d8 bludgeoning 2
Glaive Martial Melee Weapons 20 1d10 slashing 6 Heavy, reach, two-handed
Greataxe Martial Melee Weapons 30 1d12 slashing 7 Heavy, two-handed
Greatsword Martial Melee Weapons 50 2d6 slashing 6 Heavy, two-handed
Halberd Martial Melee Weapons 20 1d10 slashing 6 Heavy, reach, special, two-handed
Lance Martial Melee Weapons 10 1d12 piercing 6 Reach, special, mounted
Longsword Martial Melee Weapons 15 1d8 slashing 3 Versatile (1d10)
Maul Martial Melee Weapons 10 2d6 bludgeoning 10 Heavy, two-handed
Morningstar Martial Melee Weapons 15 1d8 piercing 4
Pike Martial Melee Weapons 5 1d10 piercing 18 Heavy, reach, two-handed
Rapier Martial Melee Weapons 25 1d8 piercing 2 Finesse
Scimitar Martial Melee Weapons 25 1d6 slashing 3 Finesse, light
Shortsword Martial Melee Weapons 10 1d6 piercing 2 Finesse, light
Trident Martial Melee Weapons 5 1d6 piercing 4 Thrown (range 20/60), versatile (1d8)
War pick Martial Melee Weapons 5 1d8 piercing 2
Warhammer Martial Melee Weapons 15 1d8 bludgeoning 2 Versatile (1d10)
Whip Martial Melee Weapons 2 1d4 slashing 3 Finesse, reach
Hooked shortspear Martial Melee Weapons 1d4 piercing 2 Light, special
Urgrosh Martial Melee Weapons 10 1d10 slashing/1d4 piercing 2 double, two-handed
Cutlass Martial Melee Weapons 30 1d6 slashing 5 finesse, light, Basket hilt
Spiked chain Martial Melee Weapons 2d6 piercing Finesse, reach, two-handed
Dirk 10 1d6 piercing 2 Finesse, light Basket-Hilt
    Broadsword 15 gp 1 d 10 slashing 3 lb. Two Handed, Heavy
 
 

Martial Ranged Weapons

Name Type Cost Damage Weight Properties
Blowgun Martial Ranged Weapons 10 1 piercing 1 Ammunition (range 25/100), loading
Crossbow, hand Martial Ranged Weapons 75 1d6 piercing 3 Ammunition (range 30/120), light, loading
Crossbow, heavy Martial Ranged Weapons 50 1d10 piercing 18 Ammunition (range 100/400), heavy, loading, two-handed
Longbow Martial Ranged Weapons 50 1d8 piercing 2 Ammunition (range 150/600), heavy, two-handed
Net Martial Ranged Weapons 1 3 Special, thrown (range 5/15)
Oversized Longbow Martial Ranged Weapons 2d6 piercing 2 Ammunition (range 150/600), heavy, two-handed, special
 
 
 
Flail, Grain. This consists of a leather strap two or three feet long that connects a wooden handle to a block of wood about a foot long. Farmers use the grain flail to thresh wheat, barley, and other grassy crops. It also makes a good bludgeoning weapon. Hatchet. This one-handed woodsman's axe has a broad blade, a smooth wooden handle for a good grip, and its own leather scabbard for the head, which can be strapped to the wearer's belt. The hatchet is useful for chopping wood and serves as an excellent melee weapon. Ice Pick. This special type of metal awl is used to break holes in frozen lakes for ice fishing and to chip away ice chunks when building snow houses. (Note, however, that the snow blade, or iuak, described below, is the primary tool for such a job.) Consisting of a bone or wood handle and a sharp metal point about six inches long, an ice pick also can be used as an impaling weapon. Snow Blade. Also called an iuak, the snow blade resembles a machete made of bone, about two feet long and six inches wide. The end is flat rather than pointed. Mainly used by arctic rangers to slice blocks of snow to make shelters, the snow blade also doubles as a weapon. Machete. Farmers in tropical regions use this 3- foot-long flat blade to chop cane and clear under¬growth. Wielded like a sword, it can inflict serious damage. The price of a machete includes a canvas sheath. Ritiik. This 6-foot-long weapon consists of a wooden shaft with a point and a hook on the same end. Primarily used by primitive tribes of arctic and tundra regions for hunting bear and other large game, the ritiik is thrust, not thrown. When the point pierces the animal, the user jerks and twists the shaft to embed the hook. Scythe. A curved blade attached to a 5-foot wooden pole, this farm tool is used to cut grain at harvest and also doubles as a weapon. A user wields the scythe by holding the short wooden bars on the end opposite the blade. The scythe is always used as a two-handed weapon.  

Special Weapons

  Weapons with special rules are described here.   Bolas. A Large or smaller creature hit by a bolas must succeed on a DC 10 Dexterity saving throw or be restrained by it. A creature can break free of the bolas by using its action to make a DC 10 Strength check or by dealing 5 slashing damage to the bolas. Formless creatures are immune to this effect.   Net. When you attack with a net, you target a point in space. Each Large or smaller creature within 5 feet of that point must succeed on a DC 10 Dexterity saving throw or be restrained by the net. A creature can break free of the net by using its action to make a DC 10 Strength check or by dealing 5 slashing damage to the net.   Halberd. A halberd consists of a long spike, an attached axe blade on a long pole, and a hook on the back of the axe blade. The hook is designed to pull mounted enemies from their mounts. If you deal damage to a creature with the halberd, the creature must succeed on a Strength saving throw or fall prone. The DC of the check is equal to your attack roll result.   Boomerang. When you throw this weapon and miss, it returns to your hand. Creatures that are proficient with javelins are also proficient with boomerangs.   Composite bow. These bows use a complex design with a high draw weight. You add your Strength modifier alongside your Dexterity modifier to damage rolls for composite bows.   Garrote. When you attack with this weapon and hit, you immediately grapple the target if it is Large or smaller and is not formless. This grapple ends early if you let go of either end of the garrote. While grappled in this way, the creature is gagged, cannot breathe, and melee attacks against it are made with advantage. Rogues are proficient with garrotes.   Kusarigama. This double weapon has very different ends, attached by a chain: a sickle, dealing slashing damage; and a weight, dealing bludgeoning damage with the reach property. You can choose which end with which to attack. Monks are proficient with the kusarigama and can treat it as a monk weapon.   Parrying dagger. When you wield this weapon and are targeted by a melee weapon attack, you can use your reaction to increase your AC by 2 against that attack. Rogues are proficient with parrying daggers.   Repeating crossbows. These crossbows are fitted with cartridges that can hold up to six crossbow bolts. A repeating crossbow automatically reloads after firing until it runs out of ammunition. You can reload the cartridge as an action.   Bayonet. A small blade, able to be affixed to a weapon that has the ammunition property. While attached you can choose for the weapon to change between two forms as a bonus action: Its normal form, or a martial melee weapon which deals ld4 piercing damage.   Boarding Axe. While wielding a Boarding Axe in each hand you have advantage on athletic checks to climb wood   Hand-Hook. On a hit, instead of damage, you may attempt grapple the target with advantage as a bonus action. No advantage is gained to maintain the grapple. At your DM's discretion, you may instead try to force the target to drop an item it is holding.   Ball and Chain. If this weapon is used to attack an object, the weapon does full damage. In addition, if this weapon is used to attack a creature and is hit, the wielder of this weapon can use their bonus action to attempt to grapple the target. The target must make an opposed escape check (Athletics or Acrobatics) against your Strength (Athletics) check. On a success, the target is grappled.   Boomerang. If this weapon is thrown, it returns to the thrower at the end of the attack. The thrower can use a bonus action to catch the boomerang.   Chained Sword. This sword can extend up to 10 feet away. When in this extended state as part of the attack, it instead deals piercing damage instead of slashing.   Composite Bow. You may apply your Strength modifier to the attack bonus and damage, instead of Dexterity.   Repeating Crossbow. This crossbow holds five bolts in a single magazine. If you have the Extra Attack feature, you can fire the reloading crossbow up to your maximum number of attacks in this round, as long as your magazine has enough bolts in it. You do not have to take a bonus action to reload a single bolt into the frame. You must take an action to reload a magazine into the frame. WEAPON Name Cost Damage Simple Melee Falx 6 gp 1d6 Slashing Sap 1 gp 1d4 Bludgeoning Scythe 5 gp 2d4 Slashing Simple Range Boomerang 5 sp 1d4 Bludgeoning Kunai 2 sp 1d4 Piercing Throwing Star 2 sp 1d4 Slashing Martial Melee Ball and Chain 25 gp 1d10 Piercing Bastard Sword 20 gp 1d10 Slashing Chained Sword 15 gp 1d8 Slashing Chain Sickle 8 gp 1d4 Slashing Great Scythe 15 gp 2d6 Slashing Martial Range Composite Bow 75 gp 1d10 Piercing Crossbow, Repeating Hand 90 gp 1d6 Piercing Crossbow, Repeating Heavy 90 gp 1d10 Piercing  

New Weapon Properties

  Firearm. The stats and properties of weapons which have this property replace the optional rules listed in the DMG. Firearms do not count as simple or martial ranged weapons; Only those with proficiency in firearms may add their proficiency bonus to attacks made with weapons which have the firearm property. Further, making attacks with a firearm without proficiency raises the misfire score by 1.   Should the "Weapon Specialist" Feature be taken to gain access to a weapon with the firearm property, you also gain proficiency with all firearms of the same nature - Pistols (one handed), Rifles (two-handed) or Cannons.     Explosive: On hit, everything within 5 ft of the target must make a Dexterity saving throw (DC= 8 + your attack bonus) or take the damage. Saving results in no damage being taken. If the attack misses, the explosive fails to detonate or falls in a location where it does no damage. Access to weapons with this property should be limited   Reload: This weapon may fire a number of times equal to its reload score before 1 action or 1 attack must be used to reload it. One free hand is required to reload     Versatile Damage: Weapons with this quality have both a primary and a secondary damage type. Your weapon will always do the primary damage type unless you declare otherwise before you roll damage.   Worn: Worn weapons augment your unarmed attack damage and may not be disarmed. Putting on or removing a worn weapon takes an action.   Double. A double weapon has two ends with which you can attack. When you take the Attack action and attack with the weapon, you can engage in two-weapon fighting with it, treating one end as the required light weapon with the specified damage die.  

New and changed weapons

  Two-handed Morningstar This weapon is simply a larger and heavier version of the standard Morningstar. It is often carried for purposes of sheer intimidation, as it looks wicked indeed.   Cestus: Popular in the arenas and tavernas of Coryan, this reinforced leather glove consists of a series of leather thongs that are tied over the hand; the thongs secure a set of metal plates, one over the knuckles and the other along the back of the hand. There are two variants of this weapon. The myrmex "limb-piercer" has the versatile damage (piercing) property and the sphairai "bone-breaker" has the versatile damage (slashing) property.   *** On a hit with this weapon, the wielder can forgo dealing damage and attempt to trip the target, in which case the target must succeed on a Strength saving throw or fall prone. The DC is 8 + the wielder's Strength modifier + the wielder's proficiency bonus.   **** This weapon is similar to a light crossbow except that it has half the range (40/160 feet) and doesn't have the loading property. It automatically reloads after firing until it runs out of ammunition. Reloading the cartridge takes an action.   ***** Can't be bought by player characters.  

Firearms in Forgotten Realms

  In the Realms, true gunpowder has no explosive capacity due to the influence of Kossuth, the Lord of Flames. Firearms are rare and use smokepowder, an alchemical explosive substance. It is different from, but on par with, gunpowder. Firearms are most common among the Lantanese, who originally learned this secret alchemy and engineering of firearms from Gond, the god of crafts and invention. They are still quite rare, however.  
Name Type Cost Damage Weight Properties
Asp Martial Ranged Weapons, Firearms 125 1d8 piercing 2 Ballistic (20/60), handgun, light, misfire (1), ball, shot
Blunderbuss Martial Ranged Weapons, Firearms 250 1d12 piercing 7 Ballistic (15/45), light, special
Combination gun Martial Ranged Weapons, Firearms 300 1d10 piercing 2 Ballistic (25/75), handgun, misfire (2), special
Dragon Martial Ranged Weapons, Firearms 750 1d10 piercing 3 "
Long gun Martial Ranged Weapons, Firearms 750 1d12 piercing 12 Ballistic (50/150), heavy, misfire (1), two-handed
Musket Martial Ranged Weapons, Firearms 500 1d12 piercing 10 Ballistic (40/120), heavy, misfire (1), two-handed
Musketoon Martial Ranged Weapons, Firearms 375 1d10 piercing 7 Ballistic (40/120), misfire (1), two-handed
Serpent Martial Ranged Weapons, Firearms 250 1d10 piercing 3 Ballistic (30/90), handgun, light, misfire (1)
Thunderbox Martial Ranged Weapons, Firearms 750 3d8 piercing 5 Ballistic (30/90), handgun, misfire (5), special
Trinity gun Martial Ranged Weapons, Firearms 750 2d10 piercing 11 Ballistic (20/60), heavy, misfire (3), two-handed
Volley gun Martial Ranged Weapons, Firearms 1500 3d10 piercing 15 Ballistic (40/120), heavy, misfire (5), two-handed
Flintlock Pistol 200 gP ld8 piercing 51b. Firearm, ammunition (range: 40/160), loading, misfire 2, loud   Flintlock Musket 400 gP 1 d 1 2 piercing 10 lb. Firearm, ammunition (range: 120/3 50), Reload 1, misfire 2, Heavy, two-handed, loud   Hand Mortar 150 gP 1 d8 fire 3 lb. Thrown, simple, single use (30/60), misfire 3, explosive, loud    

Adventuring gear

 
 
 
 
Name Cost Ammunition - Blunt Tip Arrow (5) 2 gp Blunt Tip Bolt (5) 2 gp Blunt Tip Needle (20) 2 gp Hollow Tip Arrow (5) 2 gp Hollow Tip Bolt (5) 2 gp Hollow Tip Needle (20) 2 gp Hollow Tip Sling Bullet (20) SE gp Serrated Tip Arrow (5) 2 gp Serrated Tip Bolt (5) 2 gp Serrated Tip Needle (20) 2 gp Serrated Tip Sling Bullet (20) K!?-^1 gp Musical Instrumenets - Harp §3^S25 gp Violin 20 gp Tools and Kits - Falconry Kit 5 gp Farming Tools 5 gp Prospector's Kit 10 gp Taxidermist's Kit 10 gp Parachute 25 gp Spice Pouch 5 gp Weight Property 3 lb Versatile (1d8) 2 lb Special, Finesse, Light 5 lb Two-Handed, Reach 1 lb Thrown, Special .5 lb Thrown (30/90), Light, Finesse .5 lb Thrown (30/90), Light, Finesse 15 lb Thrown (15/45), Heavy, Reach, Special 10 lb Heavy, Versatile (1d12) 5 lb Reach, Special 3 lb Reach, Versatile (1d6) 10 lb Two-Handed, Reach 5 lb Ammunition (100/400), Heavy, Two Handed, Special 3 lb Ammunition (30/120), Light, Special 18 lb Ammunition (100/400), Two-Handed, Special   This section describes the special properties of this document’s new adventuring gear. ADDITIONAL ADVENTURING GEAR Name | Cost | Weight -----|------|------- Smoke Pellet | 15 gp | — Smokestick | 25 gp | 1/2 lb. Tanglefoot bag | 50 gp | 4 lb. Thunderstone | 30 gp | 1 lb. Tindertwig | 15 gp | — Arrow, Barbed |i gp| — Arrow, Smoldering| 2 gp| — Arrow, Smoking |3 gp| — Arrow, Splintering| 2 gp| —

AMMUNITION

Ammunition is a projectile that can be fired, shot, or thrown. In order to use the ammunition properly, it must be used with the correct firing device. The weapon used to fire the ammunition will have two numbers following after it in its properties. The first number is the preferred firing range. If the ammunition is shot and its distance between the target and itself is equal to or less than this number of feet, there is no penalty. The second number is the maximum range. If the ammunition is fired after the preferred range but the target is within the maximum range, the attack roll is at disadvantage. If the target is outside the maximum range, the attack automatically fails. When trying to fire an arrow, you must use either a shortbow, longbow, or composite bow. If you are attempting to fire a bolt, you must use a crossbow variant. Attempting to use the wrong ammunition for these two types of weapons will apply the following penalties. First, the attack roll is at disadvantage. Once the improper ammunition is fired, the preferred range is halved. If the target is past the preferred range, the attack automatically misses.   Blunt Tip Ammunition. The end of this arrow or bolt is a metallic ball, instead of a point. When using this ammunition, the damage type becomes bludgeoning, instead of piercing. Hollow Tip Ammunition. The end of this arrow or bolt is empty and fragile. The shaft is also hollow, with a cork on the end of it. This arrow is capable of holding one ounce of a single liquid inside of it. This liquid does not dry out while inside of it. If the ammunition hits an object and is not a sling bullet, the tip breaks, and the liquid pours out. If the object is a creature, the liquid is injected into the target. If the ammunition is a sling bullet, the liquid is not injected into the creature. There is a wick that connects to the liquid contents inside the sling bullet. Serrated Tip Ammunition. The end of this arrow or bolt is serrated, much like a knife. The tip is also widened and flat. When using this ammunition, the damage type becomes slashing, instead of piercing. If this ammunition is fired in order to cut a rope, the attack roll has advantage. This does not apply to a serrated needle.   Ammunition - Blunt Tip Arrow (5) 2 gP Blunt Tip Bolt (5) 2 gP Blunt Tip Needle (20) 2 gP Hollow Tip Arrow (5) 2 gP Hollow Tip Bolt (5) 2 gP Hollow Tip Needle (20) 2 gP Hollow Tip Sling Bullet (20) 1 gP Serrated Tip Arrow (5) 2 gP Serrated Tip Bolt (5) 2 gP Serrated Tip Needle (20) 2 gP Serrated Tip Sling Bullet (20) 1 gP Musical Instrumenets - Harp 25 gP Violin 20 gp Tools and Kits - Falconry Kit 5 gP Farming Tools 5 gP Prospector's Kit lOgp Taxidermist's Kit lOgp Parachute 25 gp Spice Pouch 5 gp   Arrow, Barbed. This piece of ammunition causes bleeding wounds. A creature hit with a barbed arrow or bolt takes 1 point of piercing damage at the beginning of its turn until it uses its action to pull the arrow free. Once pulled free of the wound, the ammunition is destroyed.   Arrow, Smoldering. This piece of ammunition has a hollow point containing alchemist’s fire and a simple ignition mechanism. A creature you hit with a smoldering arrow or bolt takes 1d4 fire damage at the beginning of its next turn. Once ignited, the ammunition is destroyed.   Arrow, Smoking. This piece of ammunition lets out a blast of smoke on contact. A 5-foot radius sphere centered on the creature or point you hit is heavily obscured until the end of your next turn. Once ignited, the ammunition is destroyed. Arrow, Splintering. When you hit a creature with a splintering arrow or bolt, it explodes into wooden or bone shards. Each creature within 5 feet of the target must make a DC 12 Dexterity saving throw or take 1d4 piercing damage. Once it explodes, the ammunition is destroyed. Smoke pellet. As an action or bonus action, you can throw a smoke pellet at a point within 10 feet of you. The smoke pellet then detonates and is destroyed, creating a 10-foot cube filled with smoke. This area is heavily obscured until the end of your next turn. Smokestick. As an action, you can ignite a smokestick using a torch, tinderbox, or other source of fire or intense heat. Once ignited, the smokestick continually fills the area within 5 f eet of it with thick, black smoke. An area filled with the smoke is heavily obscured. This smoke disperses at the end of your next turn, but the smokestick continues to burn for 1 minute, allowing it to be thrown or moved around with to form large areas of smoke. Tanglefoot bag. As an action, you can throw this bag of alchemic goo at a creature within 30 feet of you. Make a ranged attack against a creature, treating the bag as an improvised weapon. On a hit, the creature is restrained for 1 minute if it is Large or smaller. Hit or miss, the tanglefoot bag is then destroyed. A creature restrained by the goo can free itself by using its action to make a DC 13 Strength check or by dealing 10 points of slashing damage to the goo. The goo has an AC of 13. In either case, the effect ends early. Thunderstone. As an action, you can throw a thunderstone up to 30 feet. When it strikes a hard surface or is struck hard, it creates a deafening bang and is destroyed. Creatures within 10 feet of the stone must make a DC 11 Constitution saving throw or be deafened for 1 hour. If a creature deafened in this way casts a spell with verbal components, it must make a DC 11 Charisma saving throw or fail to cast the spell. Tindertwig. You can strike the end of this small, wooden stick on a flammable object, requiring no action. The object immediately ignites and the tindertwig is destroyed.   Acid. A glass vial of acid holds 4 ounces. As an action, you can splash the contents of the vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature or object. On a hit, the target takes 1d4 acid damage. If poured on metal, the metal takes 1d4 acid damage at the start of each of your turns for 1d4 rounds.   Adventurer's Kit. This pack has the basics that an adventurer needs to get along in the wilderness. The kit includes a backpack loaded with a healer's kit, a mess kit, a tinderbox, ten torches, ten days of rations, and a waterskin. In addition, 50 feet of hempen rope are strapped to the pack.   Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. A clay flask of alchemist's fire contains 1 pint. As an action, you can throw the flask up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 11 Dexterity check to extinguish the flames.   Holy Water. A clay flask of holy water contains 1 pint. As an action, you can splash the contents of the flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature. On a hit against a fiend or evil undead creature, the target takes 1d4 radiant damage. Horse. A typical riding horse can carry one rider and most of the typical adventurer’s supplies at a speed of 60 feet. If you have proficiency with land mounts, you can add your proficiency bonus to ability checks you make to control a horse under difficult circumstances.   Thieves' Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow- bladed scissors, and a pair of pliers. Proficiency with thieves’ tools allows you to use them to attempt the following tasks.   Disable a Trap: You can use your action to make a Dexterity check to attempt to disable a trap, applying your proficiency bonus to the check. You must have physical access to the trap’s mechanisms. If you succeed, you disable the trap and can bypass it safely. If you fail your Dexterity check by 5 or more, you trigger the trap.   Open a Lock: You can use your action to make a Dexterity check to attempt to open a lock, applying your proficiency bonus to the check. If you succeed, you open the lock.   Tinderbox. This small container holds flint, firesteel, and tinder (usually dry cloth soaked in light oil] used to kindle a fire. Lighting a torch with the flint and steel takes an action, and lighting any other fire takes at least that long.   Falconry Kit. In this bag is a single leather bracer, a leather cowl, a whistle, a set of small bells, and leather strips. A Wisdom Check may come when training a small bird of prey, where as a Charism check might be useful when taming the bird Farming Tools. In this bag is a collapsible hoe, a collapsible rake, a book of known herbs and their farming techniques, and a small satchel of seeds worth 3 gp. If a character wishes to tend to their own garden or plant seeds, it would be appropriate to ask for a Wisdom check, where as tiying to identify a plant with their book may use an Intelligence check. If a character would try to gather leaves in a pile quickly, it wouldn't be uncommon to ask for a Dexterity check, while trying to clear thick roots might be a Strength check. Prospector's Kit. In this metal box is a collapsible hammer used to breaking small rocks, a gold pan, a tiny magnifying glass, a handful of brushes, and a scraping tool. It would be common to ask for a Dexterity check when trying to properly scrap clay or rock off of a surface, whereas it might be suitable for a Wisdom check to pick out the fine flakes of gold An Intelligence check might be called for identifying the difference between silver and Sham Silver. Taxidermist's Kit. This container holds a set of leather punches, a fine knife for scraping, a pair of small shears, and needles. A Strength check would be suitable for attempting to gather the tough scales of a dragon, where as a Dexterity check might be more preferable for softer hides. A Charisma check might be asked in order to make a beautiful taxidermized creature for a patron.   Parachute. This parachute is more of a small glider, rather than a widespread cloth. The frame is made of a sturdy metal, which has loops that hold the fabric. The parachute takes 1 minute to unfold and set up. A creature can use this to move at a rate of their long jump speed per round when in the air, while descending at a slowed rate of 30 feet per round Spice Rack. A small assortment of spices and containers are stored in a wooden box. Using a spice rack allows food past its prime to be consumed without ill effects. If the spice rack is used for cooking food during a short rest, a character regains 1 additional hit point for every hit die they expend

TOOLS AND KITS

  Tools and kits allow your character to perform tasks that would otherwise seem impossible. Some of these kits relate to backgrounds that your character may have had before they started adventuring. Proficiency with a tool allows you to add your proficiency bonus to the check. Tools do not have a mandatory ability score associated with them. Instead, this book will suggest a certain ability score to use with it, depending on the task you are trying to do. The Dungeon Master may ask of a certain ability score to be used. When doing so, you may apply your ability score modifier to the roll. Falconry Kit. In this bag is a single leather bracer, a leather cowl, a whistle, a set of small bells, and leather strips. A Wisdom Check may come when training a small bird of prey, where as a Charism check might be useful when taming the bird. Farming Tools. In this bag is a collapsible hoe, a collapsible rake, a book of known herbs and their farming techniques, and a small satchel of seeds worth 3 gp. If a character wishes to tend to their own garden or plant seeds, it would be appropriate to ask for a Wisdom check, where as trying to identify a plant with their book may use an Intelligence check. If a character would try to gather leaves in a pile quickly, it wouldn't be uncommon to ask for a Dexterity check, while trying to clear thick roots might be a Strength check. Prospector’s Kit. In this metal box is a collapsible hammer used to breaking small rocks, a gold pan, a tiny magnifying glass, a handful of brushes, and a scraping tool. It would be common to ask for a Dexterity check when trying to properly scrap clay or rock off of a surface, whereas it might be suitable for a Wisdom check to pick out the fine flakes of gold. An Intelligence check might be called for identifying the difference between silver and Sham Silver. Taxidermist's Kit. This container holds a set of leather punches, a fine knife for scraping, a pair of small shears, and needles. A Strength check would be suitable for attempting to gather the tough scales of a dragon, where as a Dexterity check might be more preferable for softer hides. A Charisma check might be asked in order to make a beautiful taxidermized creature for a patron.

ADDITIONAL ITEMS

  These items are still considered adventuring gear, but doesn't fall into another category. Parachute. This parachute is more of a small glider, rather than a widespread cloth. The frame is made of a sturdy metal, which has loops that hold the fabric. The parachute takes 1 minute to unfold and set up. A creature can use this to move at a rate of their long jump speed per round when in the air, while descending at a slowed rate of 30 feet per round. Spice Rack. A small assortment of spices and containers are stored in a wooden box. Using a spice rack allows food past its prime to be consumed without ill effects. If the spice rack is used for cooking food during a short rest, a character regains 1 additional hit point for every hit die they expend.  

New Equipment Packs

Soldier’s Pack (14 gp):   Includes a backpack, a bedroll, a hammer, a mess-kit, 10 pitons, 10 torches, a tinderbox, a tent, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.  

Optional Rule: Large Weapons and Armor

  There are some Heroes who are naturally Large size, or who have the ability to increase their size and become Large.   If this occurs, you may be required to purchase weapons and armor sized for a Large creature.   Finding someone with the skill to forge Large-sized equipment is no easy task, and the equipment itself costs double its listed price. Large weapons deal an extra die of damage, so a Large longsword deals 2d8 damage. You cannot wear armor that is too small for you.   If you try to wield a weapon too big for you, you suffer disadvantage on all attack rolls with that weapon, even if you are proficient with it. If you wear armor that is too big for you, you suffer disadvantage on all Dexterity (Stealth) checks and your speed is reduced by 10, no matter your Strength.  

Adventuring gear

  This section describes the special properties of this document’s new adventuring gear. ADDITIONAL ADVENTURING GEARName | Cost | Weight -----|------|------- Smoke Pellet | 15 gp | — Smokestick | 25 gp | 1/2 lb. Tanglefoot bag | 50 gp | 4 lb. Thunderstone | 30 gp | 1 lb. Tindertwig | 15 gp | — Arrow, Barbed |i gp| — Arrow, Smoldering| 2 gp| — Arrow, Smoking |3 gp| — Arrow, Splintering| 2 gp| — Ammunition - Blunt Tip Arrow (5) 2 gP Blunt Tip Bolt (5) 2 gP Blunt Tip Needle (20) 2 gP Hollow Tip Arrow (5) 2 gP Hollow Tip Bolt (5) 2 gP Hollow Tip Needle (20) 2 gP Hollow Tip Sling Bullet (20) 1 gP Serrated Tip Arrow (5) 2 gP Serrated Tip Bolt (5) 2 gP Serrated Tip Needle (20) 2 gP Serrated Tip Sling Bullet (20) 1 gP Musical Instrumenets - Harp 25 gP Violin 20 gp Tools and Kits - Falconry Kit 5 gP Farming Tools 5 gP Prospector's Kit lOgp Taxidermist's Kit lOgp Parachute 25 gp Spice Pouch 5 gp  
  Blanket, Winter. A heavy blanket perfect for keep¬ing warm or to deaden the sound of breaking glass.   Pick, Miner’s. Good for breaking apart stone or hard-packed earth, a miner’s pick can be used as an improvised weapon that deals piercing damage.   Arrow, Barbed. This piece of ammunition causes bleeding wounds. A creature hit with a barbed arrow or bolt takes 1 point of piercing damage at the beginning of its turn until it uses its action to pull the arrow free. Once pulled free of the wound, the ammunition is destroyed.   Arrow, Smoldering. This piece of ammunition has a hollow point containing alchemist’s fire and a simple ignition mechanism. A creature you hit with a smoldering arrow or bolt takes 1d4 fire damage at the beginning of its next turn. Once ignited, the ammunition is destroyed.   Arrow, Smoking. This piece of ammunition lets out a blast of smoke on contact. A 5-foot radius sphere centered on the creature or point you hit is heavily obscured until the end of your next turn. Once ignited, the ammunition is destroyed.   Arrow, Splintering. When you hit a creature with a splintering arrow or bolt, it explodes into wooden or bone shards. Each creature within 5 feet of the target must make a DC 12 Dexterity saving throw or take 1d4 piercing damage. Once it explodes, the ammunition is destroyed.   Smoke pellet. As an action or bonus action, you can throw a smoke pellet at a point within 10 feet of you. The smoke pellet then detonates and is destroyed, creating a 10-foot cube filled with smoke. This area is heavily obscured until the end of your next turn.   Smokestick. As an action, you can ignite a smokestick using a torch, tinderbox, or other source of fire or intense heat. Once ignited, the smokestick continually fills the area within 5 f eet of it with thick, black smoke. An area filled with the smoke is heavily obscured. This smoke disperses at the end of your next turn, but the smokestick continues to burn for 1 minute, allowing it to be thrown or moved around with to form large areas of smoke.   Tanglefoot bag. As an action, you can throw this bag of alchemic goo at a creature within 30 feet of you. Make a ranged attack against a creature, treating the bag as an improvised weapon. On a hit, the creature is restrained for 1 minute if it is Large or smaller. Hit or miss, the tanglefoot bag is then destroyed. A creature restrained by the goo can free itself by using its action to make a DC 13 Strength check or by dealing 10 points of slashing damage to the goo. The goo has an AC of 13. In either case, the effect ends early.   Thunderstone. As an action, you can throw a thunderstone up to 30 feet. When it strikes a hard surface or is struck hard, it creates a deafening bang and is destroyed. Creatures within 10 feet of the stone must make a DC 11 Constitution saving throw or be deafened for 1 hour. If a creature deafened in this way casts a spell with verbal components, it must make a DC 11 Charisma saving throw or fail to cast the spell.   Tindertwig. You can strike the end of this small, wooden stick on a flammable object, requiring no action. The object immediately ignites and the tindertwig is destroyed.   Acid. A glass vial of acid holds 4 ounces. As an action, you can splash the contents of the vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature or object. On a hit, the target takes 1d4 acid damage. If poured on metal, the metal takes 1d4 acid damage at the start of each of your turns for 1d4 rounds.   Adventurer's Kit. This pack has the basics that an adventurer needs to get along in the wilderness. The kit includes a backpack loaded with a healer's kit, a mess kit, a tinderbox, ten torches, ten days of rations, and a waterskin. In addition, 50 feet of hempen rope are strapped to the pack.   Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. A clay flask of alchemist's fire contains 1 pint. As an action, you can throw the flask up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 11 Dexterity check to extinguish the flames.   Holy Water. A clay flask of holy water contains 1 pint. As an action, you can splash the contents of the flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature. On a hit against a fiend or evil undead creature, the target takes 1d4 radiant damage. Horse. A typical riding horse can carry one rider and most of the typical adventurer’s supplies at a speed of 60 feet. If you have proficiency with land mounts, you can add your proficiency bonus to ability checks you make to control a horse under difficult circumstances.   Thieves' Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow- bladed scissors, and a pair of pliers. Proficiency with thieves’ tools allows you to use them to attempt the following tasks.   Disable a Trap: You can use your action to make a Dexterity check to attempt to disable a trap, applying your proficiency bonus to the check. You must have physical access to the trap’s mechanisms. If you succeed, you disable the trap and can bypass it safely. If you fail your Dexterity check by 5 or more, you trigger the trap.   Open a Lock: You can use your action to make a Dexterity check to attempt to open a lock, applying your proficiency bonus to the check. If you succeed, you open the lock.   Tinderbox. This small container holds flint, firesteel, and tinder (usually dry cloth soaked in light oil] used to kindle a fire. Lighting a torch with the flint and steel takes an action, and lighting any other fire takes at least that long.   Falconry Kit. In this bag is a single leather bracer, a leather cowl, a whistle, a set of small bells, and leather strips. A Wisdom Check may come when training a small bird of prey, where as a Charism check might be useful when taming the bird Farming Tools. In this bag is a collapsible hoe, a collapsible rake, a book of known herbs and their farming techniques, and a small satchel of seeds worth 3 gp. If a character wishes to tend to their own garden or plant seeds, it would be appropriate to ask for a Wisdom check, where as tiying to identify a plant with their book may use an Intelligence check. If a character would try to gather leaves in a pile quickly, it wouldn't be uncommon to ask for a Dexterity check, while trying to clear thick roots might be a Strength check.   Prospector's Kit. In this metal box is a collapsible hammer used to breaking small rocks, a gold pan, a tiny magnifying glass, a handful of brushes, and a scraping tool. It would be common to ask for a Dexterity check when trying to properly scrap clay or rock off of a surface, whereas it might be suitable for a Wisdom check to pick out the fine flakes of gold An Intelligence check might be called for identifying the difference between silver and Sham Silver.   Taxidermist's Kit. This container holds a set of leather punches, a fine knife for scraping, a pair of small shears, and needles. A Strength check would be suitable for attempting to gather the tough scales of a dragon, where as a Dexterity check might be more preferable for softer hides. A Charisma check might be asked in order to make a beautiful taxidermized creature for a patron.   Parachute. This parachute is more of a small glider, rather than a widespread cloth. The frame is made of a sturdy metal, which has loops that hold the fabric. The parachute takes 1 minute to unfold and set up. A creature can use this to move at a rate of their long jump speed per round when in the air, while descending at a slowed rate of 30 feet per round Spice Rack. A small assortment of spices and containers are stored in a wooden box. Using a spice rack allows food past its prime to be consumed without ill effects. If the spice rack is used for cooking food during a short rest, a character regains 1 additional hit point for every hit die they expend   Aba. This desert robe is made of lightweight fabric and covers the entire body. Typical colors include brown, gold, black, and white. Elaborate embroidery, made of brightly colored cloth strips or gold thread, often decorates the hem. A silken or cotton sash ties the aba at the waist. In deserts and other dry climates, such garments help prevent evaporation, allowing the wearer to retain more moisture and function more comfort¬ably. Assuming adequate water, a character wear¬ing a desert robe is no more likely to suffer heat exhaustion on days of extreme heat than a normal person would on days of moderate temperatures. Note that desert robes don't help in areas of high humidity; in humid environments, as much skin should be exposed as possible to encourage cooling from the evaporation of perspiration. Arctic Coat. Designed for protection against extreme cold, the arctic coat is a knee-length sin¬gle-piece garment with a billowing hood. The long sleeves allow the wearer to warm his hands by drawing them inside and holding them against his chest. Arctic coats are usually made of thick bear fur, lined with seal skin for comfort. An arctic coat keeps the wearer comfortable in temperatures well below zero degrees F. Rain Poncho. A one-piece garment resembling a large cloak with a head-sized hole in the center, a poncho helps keep the wearer dry during rain storms. Ponchos are made of canvas or similar material, often treated with a waterproofing oil. A poncho can double as ground cover and can also be used as an emergency tent. Crude ponchos are sometimes woven from grass or reeds. Snowshoes. Each about three feet long, these oval-shaped wooden frames are laced with leather webbing to allow' the w’earer to w'alk across snow without sinking. A character newly introduced to wearing snowshoes moves at half his normal rate until he gets used to them. After a day or so of prac¬tice, he moves at his normal rate. A character wear¬ing snowshoes receives no bonuses for charging. Terrain Suit. Made of lightweight material, usu-ally fine linen or silk, the terrain suit consists of a long-sleeved shirt or blouse and long trousers, dyed in various colors to help the wearer blend in w'ith his surroundings. Styles include arctic (col-ored solid white), sand (mottled patches of vari¬ous shades of brown, for desert and similarly sandy terrain), woodland (patterns of green and brown, for forests and jungles), and urban (black). A terrain suit must be precisely made and fitted to the person to wear it. It is worn most commonly by Stalkers, though some individual tribes and groups of warriors, woodsmen, or thieves use them, too. (As a rule of thumb, terrain suits should be slightly more common than elven chain mail.) A terrain suit gives the same advantages as the camouflage proficiency when worn in the appro-priate terrain, using a base Wisdom rating of 14. A character wearing a terrain suit writh the camou-flage proficiency uses his Wisdom (or 14, whichever is higher) w ith an additional +1 bonus. Waterproof Boots. These thick boots are made of tough, water-resilient hide (such as alligator or cari¬bou) treated with a waterproofing oil (typically derived from seals or minks). The wearer tucks his trousers inside the boots, then ties them near the knees with a leather drawstring. The boots keep the feet dry, even when wading in water. Wilderness Harness. This device resembles a thick leather belt w'ith straps that cross over the wearer's back. Both the belt and the straps con¬tain a series of small pouches, useful for storing supplies, ammunition for missile weapons, and cither materials. A secret compartment in the back section of the belt conceals a 6-inch-long flat knife (the knife comes with the harness; see Table 58 for statistics).    

First Aid Equipment

    Unless characters expect to go through an adventure un¬scathed (and what adventurer in his right mind expects that?), it is a good idea for the party to include in its gear some of the nec¬essary materials for administering aid to those who are injured in the line of duty. Brief descriptions of some of the essentials are given below.   Bandages At least one person's backpack should contain sev¬eral swatches of clean fabric for covering and binding wounds and burns. In a pinch, some article of clothing can be torn into strips and used for bandages, but an adventurer's clothing is usually not clean (so that there is a possibility of infection even if the wound is bandaged) — and what will you wear after you use the shirt off your back to cover and protect your wounds?   Splints If characters know they are going to be traveling through a wooded area during at least part of their journey through the wilderness, it may not be necessary to set out with splints among their gear. But if they have to climb a mountain or cross a desert, it is wise to pack at least a couple of straight, short (2-3 feet long) pieces of wood or some other rigid material that can be bound along the sides of a broken limb to keep the bones properly aligned. A large piece of thick leather or untanned hide (perhaps acquired along the way) can be used as a splint, as long as it is large enough and rigid enough to keep the limb and the joints on both sides of the limb immobilized, in the same manner that a plaster cast is used in present-day medicine.   Stretcher Although a stretcher can be fashioned from its com¬ponent parts before it is needed and then transported as part of a party's gear, most groups of adventurers will prefer to carry the parts separately and assemble a stretcher if and when it is needed. The necessary parts are a pair of poles at least as long as the injured character’s height, one or more pieces of sturdy cloth or leather large enough to offer a surface upon which the victim can recline, and some means (rope or cord of sufficient length) of binding the poles to the edges of the cloth or leather. Two comrades can carry an injured character on a stretcher, as long as each of them is able to support half of the victim’s weight without being too encumbered to move.   Utter This piece of equipment is essentially the same as a stretcher, except that extra rope or cord is required to bind the victim to the frame. One character (or one mount or beast of bur¬den) can transport a character who is bound into a litter, as long as the carrier is able to support half of the victim's weight without being too encumbered to move. It is usually not wise to try to transport a character in a litter over rugged or very rugged terrain (see the section on Encumbrance and Movement), because one end of the litter is always on the ground and the injured character can be jostled as the litter skids and bumps along the ground. If it is important for the victim to be kept more or less motionless because of the nature of his injuries, the Dungeon Master may decide that a trip over rugged or very rugged terrain will actually cause the character to suffer further damage as a result of the rough handling.    

Ship Items

  Rope Swings 20 gp 1 lb.   Rope Ladder 2 5 gp 4 lbs.   Grappling Hooks 2 5 gp 1 lb. Finesse, Thrown(range 20)   Fire Barrels 200 gP/Batch 20 lbs.   Gangplank 100 gP 20 lbs.   Anchor 20 gp 40 lbs.  

Adventuring Gear

  Astrolabe 100 gP 3 lbs No penalty for navigating at night- Requires prof, in navigators’ tools   Bandana 1 sp -   Eye Patch 1 sp -   Fishing Net 2 gp 10 lbs   Maps ~2 5 gp - Value dependent on accuracy and content   Reed Breathing Tube Is - Hollowed out tube, 1 meter long   Sextant 500 gP - If Sun or Stars visible, +1 Navigation   Spyglass 200 gP - 2 handed- Advantage on perception checks   Life Preserver 2 gP -  

Small Craft

  Rowboat 50 gp 300 lbs. Stat block Longboat 200 gP 2,000lbs. Stat block   ANCHOR Keeps a ship from moving- ship must already be stopped and cannot be in deep water. An action is needed to raise any anchor. Instant Anchor: Stops a ship immediately but deals damage to the ship according to it's class: Unrated=50, 2nd rate=75,1st rate = 100. GRAPPLING HOOKS Iron hooks on a length of rope. To attach, make a thrown weapon attack against the AC of the ship. For each attached hook, your ship gains a +1 to its Boarding Bonus. Successful grappling hooks break if their target moves out of their range. A grappling hook can be removed with a DC 12 Athletic check. FIRE BARREL 1 batch =12 barrels. When exposed to fire, each creature and object within 5 feet of the barrel must make a DC 12 Dexterity saving throw or take 4d6 Fire Damage (1/2 on success) The barrel will stay lit for up to 1 min, emitting light and causing ld6 fire damage to anything it comes into contact with. When released into the sea, each batch fills a 25ft. space. A ship can make a pilot check (Dex, DC: 15) to avoid hitting any. If the barrels are already on fire, on a failure, a ship take 6dl0 fire damage as it hits the flaming barrels. If the barrels are not yet lit, no damage is dealt. Barrels can be fit with a fuse. Fuse lengths can vary from 1 to 10 rounds. After being lit, roll initiative for the barrel On that initiative, a number of rounds equal to the fuse length later, the barrel explodes. GANGPLANK A 5x15 ft long plank with weak hooks to keep hold Gives Advantage on the acrobatic / athletics checks to cross between ships at a DC: 12. As an action, a gangplank can be affixed between a ship and another ship or dock. Max 3 deployed at once. If the structures it bridges move apart further than its length, it snaps. Gangplanks have several potential upgrades: Corvus (300 gp): An advanced Boarding device- uses a Davit Slot. Corvus have the properties of a "Hooked" Gangplank, but do not require a person’s actions to be deployed The Corvus can be lowered as an Object Interaction instead Extra Long (20 gp): 20ft long Extra Wide (20 gp): 10ft wide Hooked (20 gp): Adds +1 to the Boarding Bonus while in place Safety Net (100 gp): Adds a net that spans the gangplank, held out by small poles. Has the capability to hold 1 medium or smaller sized creature before bursting. LIFE PRESERVER Gain advantage on athletic checks related to swimming - If you are using a life preserver in water and it is affixed to a ship, you are pulled along with the ship. This does not use your movement. ROPE SWINGS A length of rope suspended from the boom of a mast. Can be used as an action to swing, moving 20ft. across or off the ship in the direction of choice with acrobatic check (DC=12) Max 5 per 50 ft. of ship SMALL СRAFT Small Craft are boats not fit for naval travel or combat. See the "Leaving the Ship" section in "Overboard" for information regarding taking a small craft during Naval Combat. Their size varies from 10 to 15 ft. but are represented as taking 1 hex. Full Stats are found in the Ship Stat Block section in the references. Siege Weapons mounted in Small Craft maintain their qualities. Rather than a cannoneer to oversee it, one of the people manning it selects its targets. Small Craft cannot grapple ships but may attach themselves to be pulled along by larger ships by achieving a boarding bonus of +2. At 0 HP they are simply destroyed  

Alchemical tools and goods

  For rules for alchemy look at Houserule - Alchemy article.      

Tools of Alchemy

  The following tools are the kinds of goods alchemists who require equipment beyond the standard alchemist’s supplies kit may require for the practice of their art.   Alchemy Lab   500gp (3 slots) • +100 gp per additional slot   An alchemy lab is a much larger workspace than a simple set of supplies. Where alchemist’s supplies can only be used to work on a single project at a time, the purpose of a lab is to allow multiple processes to work at the same time. Setting up an alchemical lab requires space to do so. If the character’s Lifestyle does not provide multiple rooms for their living situation, the character must either find a space to do this or upgrade their Lifestyle so that it does. Generally speaking, a Comfortable Lifestyle is sufficient to provide the room needed for a lab setup.   Each slot allows an alchemist to tend to a single project, performing the standard 5gp worth of work towards the completion of that alchemical item for each slot. An alchemist can tend to a number of such slots equal to 1 + their proficiency bonus. Alchemists with large labs frequently employ apprentices to help tend to the extra projects “on the fire” (as it were).   Multiple slots can also be dedicated to a single project, devoting more resources to the project in question. For each slot dedicated to a given item, 5gp of work is done per day towards that item being completed. Thus, if an alchemist devotes three slots toward finishing a potion of climbing, they accomplish 15gp per day of crafting toward that end.   Athanor   30gp   An athanor is a specialized piece of equipment. An alchemist can use an athanor with his alchemist’s supplies, or if set up in an alchemical lab, an athanor takes up a single slot. Each athanor is dedicated to a single alchemical item, and takes one day to set up and properly calibrate. Once this is done, though, each day of work using an athanor in the creation of the proper item provides 15gp worth of work per day, rather than the standard 5gp.   Alembic   Lesser: 50 gp • Greater: 75gp   An alembic allows an alchemist to work on larger amounts of alchemical goods at once - the amount of effort that goes into brewing a single batch can be doubled (with a lesser alembic) or even tripled (with a greater alembic). The standard materials cost must still be paid for all the items being created - work on one item is work on all of them thanks to the alembic’s function.   An alembic takes up on alchemical lab slot, but it can be added to the same slot already occupied by an athanor, allowing the alchemist to not only work on two or three items at the same time, but to do so at the increased speed provided by the athanor. This process is fraught with peril, however, and requires a DC 15 alchemical supplies check, with failure ruining all of the work and wasting the materials invested.   Metallurgical Crucible   150 gp   Though smaller, less intense crucibles are used in every alchemist’s kit and lab, the metallurgical crucible is particularly hefty, capable of generating and handling the prolonged heat necessary in the creation of alchemical alloys and refinements, such as orichalc and alchemist’s steel. A metallurgical crucible can only be added to a lab, and provides an additional slot that can only be used for the creation of those metals whose description notes that they require one.   [tstyle][/tstyle]
CategoryItemCost
Alchemist's ToolsAlchemy Lab500
Alchemist's ToolsAlchemy Lab, Additional Slot100
Alchemist's ToolsAthanor30
Alchemist's ToolsAlembic, Lesser50
Alchemist's ToolsAlembic, Greater75
Alchemist's ToolsMetallurgical Crucible150
Alchemy RecipesUncommon20gp - 50gp
Alchemy RecipesRare200gp - 800gp
Alchemy RecipesVery Rare1000gp - 4000gp
 

Alchemical Goods

  To the average folk, alchemy is an excellent art that produces a wide array of useful items, from nearly magical refinements of metals to fine household cleaners to beneficial elixirs and ointments.   Rarity: Alchemical goods are given a Rarity rating, just like magic items are. Generally speaking, those with a higher rarity are harder to find. All alchemists begin their craft knowing all Common, four Uncommon, and a single Rare recipe, though it is only a matter of time before an alchemist collects many more recipes.   Alchemical Metallurgy   One of the most ancient alchemical goals was the transmutation of metals. Other than lingering legends of the capabilities of the philosopher’s stone, no one truly believes alchemy can change lead into gold. But it is still certainly capable of alchemical refinement of metals, changing them not into something else, but into purer versions of themselves. All of these recipes require the use of a metallurgical crucible.   [tstyle][/tstyle]
ItemRarityCost
Alchemical CopperRare50gp per lb
Alchemical Copper, Armor FiligreeRare5gp per lb of armor
Alchemical Copper ArmorRare50gp per lb of armor
Alchemical Copper WeaponRare50gp per lb of weapon
Alchemical Copper, Lightning RodRare150gp
Alchemical GoldVery Rare350gp per lb
Alchemical Gold, Armor FiligreeVery Rare35gp per lb of armor
Alchemical Gold ArmorVery Rare350gp per lb of armor
Alchemical Gold, Magic Item EnchantmentVery Rarevaries
Alchemical LeadRare85gp per lb
Alchemical Lead, Armor FiligreeRare9gp per lb of armor
Alchemical Lead WeaponRare85gp per lb of weapon
Alchemical Lead SealRare50gp
Alchemical SilverVery Rare250gp per lb
Alchemical Silver, Armor FiligreeVery Rare25gp per lb of armor
Alchemical Silver ArmorVery Rare250gp per lb of armor
Alchemical Silver WeaponVery Rare250gp per lb of weapon
Alchemical Silver, Magic Item EnchantmentVery Rarevaries
  Alchemical Copper: Rare • 50 gpper lb. Alchemical copper is created through the refinement of normal copper, broken down in a metallurgical crucible, refined according to alchemical principles, and then reformed into a small one-pound ingot. It has a more coppery luster than mundane copper, and never develops verdigris. Alchemical copper is also much harder than mundane copper, being nearly the same degree of strength and resilience as steel. Copper is a renowned purifier and amalgamator among metals, used in metallurgy to create alloys between metals that cannot normally be combined and to create vessels resistant to corrosion. Holy or unholy water stored in copper vessels neutralizes those divine principles within a span of a few weeks. This is because copper is renowned for its ability to “ground out” heavenly power, in both literal and metaphorical ways. Copper rods are oft used to prevent lightning from striking buildings. Alchemical processes enhance this ability. A skilled smith can be called upon to create the following items with alchemical copper.   Filigree Armor (5 gp per pound of the armor): Armor filigreed with alchemical copper can help protect its wearer from strikes by lightning or acid attacks. It also grants a + 1 AC against attacks that inflict acid or lightning damage, and a +1 to saves against effects that inflict acid or lightning damage.   Copper Armor (50 gp per pound of the armor): Any metal armor may be wrought of alchemical copper. The result is a very striking suit of armor that grants resistance to all acid and lightning damage. Armor of alchemical copper quickly “grounds out” any magical enchantments, preventing it from being made into a magical item.   Copper Weapon (50 gp per pound of the weapon): Weapons wrought of alchemical copper are dangerous to all celestial-type creatures as well as creatures that use radiant or lightning damage attacks. Against such creatures, an alchemical copper weapon inflicts an additional +1d4 damage of the type the weapon normally inflicts. Like alchemical copper armor, it is impossible to make magic items with such weapons.   Lightning Rod (150 gp): A smith can craft a spear-like rod out of alchemical copper that will pull all ranged or area lightning or radiant attacks towards it. When an alchemical copper lightning rod is planted into the ground, any creature attempting to use a lightning or radiant damage spell, breath weapon, or other effect must make a DC 13 Will save. If the creature fails, the lightning rod becomes the new target of that spell. A lightning rod ends the travel of such an effect at itself, even if its area would normally pass beyond it, and while area effects still take place, their area is halved as the lightning rod absorbs and grounds out part of its power.   Alchemical Gold (Orichalc): Very Rare •350 gp per lb. Alchemical gold is created through the refinement of normal gold, broken down in a metallurgical crucible, refined according to alchemical principles, and then reformed into a small one-pound ingot. It gleams a soft orange¬gold color that looks as though it is sitting in a pool of sunlight, even in a darkened room. Alchemical gold is both harder and lighter than mundane gold. The creation of orichalc refines and strengthens the normal solar and radiant associations of gold.   Filigree Armor (35 gp per pound of the armor): Armor filigreed with alchemical gold protects its wearer from the power of shadow. It also grants a +1 AC against attacks that inflict necrotic or cold damage, and a +1 to saves against effects that inflict necrotic or cold damage.   Gold Armor (350 gp per pound of the armor): Any metal armor may be wrought of alchemical gold. The result is a very extravagant suit of armor radiates warmth and always glows slightly, granting resistance to all cold and necrotic damage. The armor also has the effects of the Temperate magical item property.   Magic Item Enchantment: Orichalc is an excellent material for use in magic item creation, taking and holding enchantments quickly and efficiently. For every 50 gp worth of alchemical gold used in the creation of a magic item, reduce the total time necessary to create it by one day (or two days if the item has to do with fire, heat, or light). This can at maximum halve the time necessary. This cost is above and beyond any other costs to create the magic item. The costs paid for using filigree or gold armor do count toward this reduction.   Alchemical Lead: Rare • 85 gp per lb.   Alchemical lead is created through the refinement of normal lead, broken down in a metallurgical crucible, refined according to alchemical principles, and then reformed into a small one pound ingot. It is darker than normal lead, with any cuts or grooves in its surface being cast into unnaturally deep shadow within the indentation. Alchemical lead is also much harder than mundane lead, with enough strength to make piercing or bludgeoning weapons from it but not armor or slashing weapons. Lead is renowned for its ability to protect and to contain, and has associations with death, endings, and rotting. Holy reliquaries are often lead lined to “contain” the holy power within, and in many places it is traditional to put a thin lining of lead in the lid of a coffin. Lead seals are often put in place over the gates of tombs as a ward against undeath and necromancy. Detection magic is known to fail in the presence of lead, and alchemical processes enhance this ability.   A skilled smith can be called upon to create the following items with alchemical lead.   Filigree Armor (9 gp per pound of armor): Alchemical lead filigree on armor has several effects. It makes the wearer immune to divination magics of cantrip through 2nd level, and to any other spells that mention lead as inhibiting them (including the message cantrip). It also grants a +1 AC against attacks that inflict necrotic damage and all undead, and a +1 to saves against effects that inflict necrotic damage.   Lead Weapons (85 gp per pound of weapon): Because lead ends magics and symbolizes final death in the cycle of life, alchemical lead-wrought weapons inflict an additional + 1d4 damage of the weapon’s normal type against undead and any creature that inflicts necrotic damage. The alchemical lead weapon is considered a magical weapon for the purpose of injuring undead and other creatures that are resistant or immune to normal attacks of that type. Only piercing and bludgeoning weapons can be wrought of alchemical lead.   Lead Seals (50 gp per seal or lining): An alchemical leaden seal is a natural undead repellent, causing any undead who wish to draw near to it to succeed at a DC 13 Will save or take the Frightened condition until they are at least 60 feet away from it. Corpses in tombs or caskets lined with or otherwise embellished with alchemical lead are immune to animation.   Alchemical Silver: Very Rare • 250 gp per lb. Alchemical silver is created through the refinement of normal silver, broken down in a metallurgical crucible, refined according to alchemical principles, and then reformed into a small one pound ingot. Alchemical silver looks like liquid silver, save that it is entirely solid, and it is both harder and lighter than mundane silver. The lunar properties of this metal are empowered by alchemical refinement, bringing it more closely into alignment with the moon.   Filigree Armor (25 gp per pound of the armor): Armor filigreed with alchemical silver protects its wearer from the ravages of flame and light, granting a +1 AC against attacks that inflict radiant or fire damage, and a +1 to saves against effects that inflict radiant or fire damage.   Silver Armor (250 gp per pound of the armor): Any metal armor may be wrought of alchemical silver. The result is a very extravagant suit of armor that is always cool, granting resistance to all radiant and fire damage. The armor also has the effects of the Temperate magical item property.   • Silver Weapons (250 gp per pound of the weapon): Weapons wrought of alchemical silver are almost always enchanted. Even by themselves, they inflict 1 additional point of psychic damage to all creatures injured by them; if those creatures are specifically vulnerable to silver weapons, they inflict + 1d4 psychic damage instead. The githyanki are known to use alchemical silver in the creation of their justifiably feared silver swords.   Magic Item Enchantment: Alchemical silver is an excellent material for use in magic item creation, taking and holding enchantments quickly and efficiently. For every 50 gp worth of alchemical silver used in the creation of a magic item, reduce the total time necessary to create it by one day (or two days if the item has to do with cold, divination, or shapeshifting). This can at maximum halve the time necessary. This cost is above and beyond any other costs to create the magic item. The costs paid for using filigree or silver armor do count toward this reduction.  

Alchemical Cosmetics

  Alchemical cosmetics have in no way replaced more traditional cosmetics created by dyes, waxes, and fat compounds. They have become a sort of status symbol, however, suggesting that the bearer has the wealth to purchase such fripperies.   [tstyle][/tstyle]
ItemRarityCost
Alchemical Cosmetics KitCommon25gp
Hair DyeCommon1gp (packet)
Hair Growth TonicUncommon1gp (bottle)
Scar and Blemish Remover OintmentCommon1gp (jar)
Skin Dye OintmentRare10gp (jar)
Wrinkle Remover OintmentUncommon2gp (jar)
  Alchemical Cosmetics Kit: Common •25 gp per kit (100 doses). Usually sold in a small leather case, this kit is made up of fine quality ointments to which are added small amounts of the accompanying pigments from small paper envelopes to create a bewildering variety of colors and tones of cosmetics. Such cosmetics do not come off without the application of the stinging liquid included with the kit (though they do smear after ten or so hours of wear sometimes).   Hair Dye: Common • 1 gp per packet (5 doses). Though there are a variety of herbal and other natural means commonly used to change hair coloration, those with the coin to spend use alchemical means. Applied when the hair is wet and left in for half an hour, the colors the dye can change hair to cover the entire gamut of imaginable hues, from very natural to outlandishly improbable. Unlike other hair dyes, alchemical hair dye is permanent, although packets are sold with catalysts that can be used to undo the effects of the dye with a simple washing of the hair.   Hair Growth Tonic: Uncommon • 1 gp per bottle (10 doses). An effervescing liquid applied to hair once a day, hair growth tonic causes hair to grow at three times the normal rate. This still isn’t sufficient to be noticeable with a single application, of course, but over a tenday or two, the difference is striking.   Scar and Blemish Remover Ointment: Common • 1 gp per jar (10 doses). A long-term treatment used to fade spots of discoloration and to break down scar tissue, leaving behind fresh unblemished skin. It is usually applied once a day before bed. It also has a short term use, however, causing bruises and similar signs of recent trauma to fade and heal quickly.   Skin Dye Ointment: Rare • 10 gp per jar (5 doses). A spicy-smelling ointment that is rubbed into the skin, a single dose covers a Medium sized creature’s body. Once applied, it goes to work over the next half-hour, accompanied by prickling, warming sensations, changing the hue of the user’s skin. Most alchemists who know this recipe know the permutations to cover the majority of skin tones found in humans and demihumans, with the occasional craftsman that can make orcish or drow tones (for example). Some alchemists have also developed tones that are outlandish, such as brilliant cerulean or even a pearlescent tone. This dye lasts for twelve hours before beginning to fade over a two hour period. Significant sweating or full-body immersion reduces this time to about ten hours or so.   Wrinkle Remover Ointment: Uncommon •2 gp per jar (30 doses). An acrid, stinging ointment that tightens the skin dramatically over the span of ten minutes after application. It lasts for six hours before its effects begin to wear off; by the twelve- hour mark, the skin has returned to normal.  

Ejectives

  Ejectives are alchemical items specially designed to burst and spread their contents onto a targeted creature or area. Ranged attack items (and occasionally melee attack items) are treated as attacks with improvised weapons that possess the Finesse quality. Area attack items affect an area, and those in that area are usually granted a saving throw to escape the effects of the ejective in question. Some are neither, though simply moving out of the area is sufficient to escape its effects in such a case.   [tstyle][/tstyle]
ItemRarityCost
AcidUncommon25gp
Alchemist's FireUncommon50gp
DazzlerRare20gp
Faerie BurstVery Rare40gp
FrostvialRare50gp
GlowpowderRare50gp
MailrotRare50gp
Skunk CloudRare50gp
Sleep GasUncommon50gp
Smoke BombCommon25gp
SmokepowderRare25gp
SmokestickCommon5gp
Smokestick, RatsbaneRare10gp
Smokestick, WitchweedVery Rare40gp
Spark GravelUncommon20gp
ThunderstoneRare25gp
TanglefootUncommon35gp
  Dazzler: Rare • 20 gp per pellet. Also called a “flashpellet,” this is a small crystalline pellet (the color of which is up to the alchemist) easily disguised as a gem, a dazzler explodes into a bright but momentary flash of light the color of the pellet. Those not anticipating the flash must make a DC 15 Constitution save or receive the Blinded condition until the end of the wielder’s next turn.   Faerie Burst: Very Rare • 40 gp per vial • Area Attack. Coats everything within 10 feet of its point of impact with a liquid that immediately bursts into harmless foxfire. Creatures may make a DC 12 Dexterity save to avoid being affected. This negates stealth and invisibility as well as granting advantage on attacks against the illuminated target. This effect lasts until the end of the wielder’s next turn.   Frostvial: Rare • 50 gp per vial • Ranged Attack. A targeted creature struck by the white liquid contents of this vial immediately begins to freeze over, as shards of ice form at the point of impact and spread outward. This inflicts 1d6 cold damage and inflicts the Restrained condition. A creature may end this condition by using an action to make a DC 12 Strength check to break the ice.   Glowpowder: Rare • 50gp per tube • Area Attack. This glowing powder (which comes in a tube whose contents can be blown in a 10 foot cone) sticks to what it touches and glows with a dim light about the brightness of campfire sparks. It is useful for searching for the seams and edges of hidden doors or panels (granting advantage on such checks) when used around an area of no more than 125 square (five 5 foot squares). It can also be blown at invisible targets, which are granted a DC 13 Dexterity save to avoid it. If the target fails this check, they must rely on normal Dexterity (Stealth) checks to remain unseen, though they do gain advantage on such tests.   Mailrot: Rare • 50 gp per vial • Ranged Attack. If a targeted creature wearing non-magical metal armor is struck by the contents of this vial, the armor rusts, reducing the AC it grants by 2 points (min 11). Metal creatures and objects are treated as though struck by a vial of acid instead.   Skunk Cloud: Rare • 50 gp per vial • Area Attack. Creates a cloud of foul smelling gas with a 10 foot radius, which lingers for 5 minutes unless a wind of some kind blows it away. Creatures beginning their turns in or entering the cloud must make a DC 12 Constitution save or take 1d4 poison damage and taking the Stunned condition which lasts until at least one round after the affected creature reaches fresh air.   Sleep Gas: Uncommon • 50 gp per vial • Area Attack. Creates a cloud of gas in a 10’ radius of the point of impact that lingers for 3 rounds. Creatures within the area must make a DC 13 Constitution save or be affected by the gas. Creatures affected take the Stunned condition on the turn in which they are affected, and then fall asleep at the end of their next action. For one minute after, only damage or someone taking an action to wake them can rouse them; after that, the sleep is normal, and simple jostling or loud noises can wake them.   Smoke Bomb: Common • 25gp each. This small clay sphere is filled with smooth powders that react to contact with open air. When the sphere is cracked (which can be accomplished by throwing or stomping on the sphere quite hard), it creates a cloud of acrid smoke in a 20 foot radius, causing the area to become heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.   Smokepowder: Rare • 25gp per 10 ounces. A black, grainy powder whose creation was a gift from Gond, smokepowder burns brightly when set alight. It is not inherently explosive unless the smokepowder is contained within a tight space.   As such, it can be used to create explosives and to act as the firing powder for smokepowder weapons (the details of which are beyond the scope of this work). In and of itself, a pile of smokepowder, when lit, burns bright enough to illuminate a 30 foot radius, and to provide dim light to another 30 foot radius out from that. A pile of smokepowder burns for one round per ounce of smokepowder used. If smokepowder is allowed to get wet, it will never again ignite.   For those campaigns that include smokepowder weapons, refer to Chapter 9 of the Dungeon Master’s Guide for firearm rules.   Smokestick: Common • 5 gp per stick. A small dowel with an alchemical lacquer, when the smokestick’s sandpapery end is struck against any rough surface, it ignites, generating a massive plume of smoke that fills a 10 foot by 10 foot area. This area is only lightly obscured, but the smoke rises quickly into the air, making smokesticks excellent for long-distance signaling or any other situation where a cloud of smoke without an actual fire is useful. The alchemist determines the color of the smoke at creation.   Smokestick, Ratsbane: Rare • 10 gp per stick. Similar to a regular smokestick, the smoke from this kind of smokestick is nauseating and vile. All creatures within the area must make an immediate DC 14 Constitution save or take the Poisoned condition. This lasts for a number of rounds equal to 5 minus the creature’s Constitution modifier after they leave the area of the smoke. Per its name, it is most often used to drive vermin from shops and homes.   Smokestick, Witchweed: Very Rare • 40gp per stick. Similar to a regular smokestick, the smoke from this item causes stinging and slight dizziness. Anyone attempting to cast a spell within the area must make a DC 13 Constitution save in order to do so. Failure indicates the spell is disrupted, the spell slot lost. Any magician maintaining concentration within an area of witchweed smoke must also make a concentration save at DC 13 to avoid losing concentration. This smoke lasts for ten minutes, but loses its efficacy against spellcasting after five rounds.   Spark Gravel: Uncommon • 20 gp per pouch (5 doses). Spark gravel looks like small pieces of ashen-white gravel, though the individual pellets are of uniform size. On impact, spark gravel ignites into a flurry of very tiny bursts of white sparks with a small snapping sound. They are most often seen as “snaptwists,” little bundles of the gravel twisted into tiny tissue-paper “bombs” favored by children at festivals, who wage “wars” with these bright flashing explosives that do no harm save a small singe-mark to skin or clothing (a single dose of spark gravel can be made into about a dozen snaptwists). Many adventurers use snap gravel as a sort of proximity alarm, spreading a single dose in a 5 foot by 5 foot area; if anything treads into the area, it sets off the snap gravel. While the snaps aren’t terribly loud, they do echo decently, carrying through dungeon corridors up to two hundred feet away, and they are bright enough to be seen through the darkness for a similar distance.   Tanglefoot: Uncommon • 35 gp per vial • Ranged Attack. A targeted creature that is hit with this vial of black, fibrous goo is coated in the stuff, which rapidly hardens into sticky strands that inhibit movement. Affected creatures take the Restrained condition. An affected creature may make a DC 12 Strength save to break free. The goo dries out and flakes away entirely in one minute.   Thunderstone: Rare • 25 gp per stone • Area Attack. Creates a loud, sharp bang when this alchemically-altered crystal strikes a hard surface. Creatures within 10 feet of the point of impact must make a DC 12 Constitution save or take 1d6 sonic damage and gain the Deafened condition. The bang can be heard up to 500 feet away under normal conditions.  

Alchemical Elixirs

  Similar in some ways to magical potions, alchemical elixirs sadly do not have the virtues of magic to smooth over the stomach-churning potential inherent in some of its ingredients. A creature may consume a single elixir safely. If they consume a second elixir before performing a long rest, they must make a DC 12 Constitution save or gain the Poisoned condition until they take a long rest. This DC increases by +2 per additional elixir consumed.   [tstyle][/tstyle]
ItemRarityCost
Aqua SalutemRare60gp (bottle)
Astutive ElixirRare50gp (vial)
Cognitive ElixirRare50gp (vial)
Emetic ElixirCommon2gp (bottle)
Fascinative ElixirRare50gp (vial)
Invigorative ElixirRare50gp (vial)
Pain Relief ElixirCommon5gp (bottle)
Reflexitive ElixirRare50gp (vial)
Sleep Aid ElixirCommon1gp (bottle)
  Aqua Salutem: Rare • 60 gp per bottle (3 doses). This alchemical elixir is capable of snatching a creature back from the clutches of death. A creature that is dying that has a dose of this elixir poured into their mouths immediately stabilize. Though they do not recover any hit points, the creature stops dying.   Astutive Elixir: Rare • 50 gp per vial. This elixir opens the mind and perceptions of the one that consumes it, granting them strange insights and understandings for the next hour.   A character that consumes this elixir gains advantage on their next Wisdom-based Skill check made within the next hour.   Cognitive Elixir: Rare • 50 gp per vial. This elixir opens the thoughts and intellect of the one that consumes it, granting them leaps of logic and reasoning for the next hour. A character that consumes this elixir gains advantage on their next Intelligence-based Skill check made within the next hour.   Emetic Elixir: Common • 2 gp per bottle (10 doses). This emetic does one simple thing: it induces vomiting within two rounds of consuming it. It is a DC 10 Constitution save to avoid vomiting, which must be repeated at a + 1 to the DC every two rounds until it finally takes effect or until two minutes has passed. Induced vomiting can be helpful for treating certain illnesses, and to combat ingested poisons (providing advantage on the subsequent saves).   Fascinative Elixir: Rare • 50 gp per vial. This elixir broadens the charm and social intuitions of the one that consumes it, granting them incredible engagement with those around them for the next hour. A character that consumes this elixir gains advantage on their next Charisma- based Skill check made within the next hour.   Invigorative Elixir: Rare • 50 gp per vial. This elixir elevates the muscular potential and raw power of the one that consumes it, granting them incredible bodily potency for the next hour. A character that consumes this elixir gains advantage on their next Strength-based Skill check made within the next hour.   Pain Relief Elixir: Common • 5 gp per bottle (20 doses). A rich syrup that smells of bitter plant oils, pain relief elixir is used to reduce pain and inflammation. It also usually renders the one who drinks it unconscious. The pain reduction lasts for two hours, during which time the patient must make a DC 13 Constitution save or lapse into unconsciousness (patients can choose to forego the save and give in). It is possible to have pain reduced and stay conscious, but the save must be repeated every ten minutes in order to stay awake. The time unconscious increases by 1 hour and the DC to resist increases by 2 per additional dose consumed by the patient at the same time, and short of a few odd allergies, no one has ever been known to actually take harm from the syrup. The elixir is a very strong-tasting concoction, and a fair amount of it must be consumed to have an effect, which is why it is almost never used for nefarious purposes (as it is very difficult to hide it in food or the like). The unconsciousness fades at the end of the pain reduction period. A character that takes a long rest while under the influence of at least one dose of this elixir recovers one additional Hit Die.   Reflexitive Elixir: Rare • 50 gp per vial.This elixir elevates the reflexes and hand- eye coordination of the one that consumes it, granting them incredible balance and speed for the next hour. A character that consumes this elixir gains advantage on their next Dexterity- based Skill check made within the next hour.   Sleep Aid Elixir: Common • 1 gp per bottle (20 doses). A simple, overly-sweet tasting syrup that tastes of citrus, often used by those who have trouble getting to sleep or staying asleep.   A character under the effects of this elixir is at disadvantage to all Wisdom (Perception) checks to notice disturbances in their environment while asleep, and must often be jostled awake. Its effects fade at the end of a long rest.  

Inks

  Though the most common inks are still those made from plant and animal substances, alchemical inks are the preferred medium for the recording of archives and long-lasting records, for their colors do not fade with the passage of time. They also never dry out, so long as the bottle is always recapped after use.   INKS Item Rarity Cost Alchemical Ink, Black Common 8gp (bottle) Alchemical Ink, Colors Uncommon 15gp (bottle) Alchemical Ink, Metallics Uncommon 25gp (bottle) Phantom Ink Uncommon 30gp (bottle) Spell Ink Rare 50gp (unit)     Alchemical Ink (black, non-fading):Common • 8 gp per bottle. Though not all inks are wrought by alchemy, alchemy provides the finest inks that do not fade or flake over time. A single bottle is useful for the writing of hundreds of pages worth of writing.   Alchemical Ink (colors, non-fading): Uncommon • 15 gp per bottle. Like black alchemical ink, these inks will not fade or flake away over time, and retain their bright luster for centuries. Each core color (white, blue, red, yellow, orange, purple, green, brown, and gray) is a different recipe, but an alchemist can mix up all manner of hues and shade variants of that color once they know the recipe.   Alchemical Ink (metallics, non-fading):Uncommon • 25 gp per bottle. Like black alchemical ink, these inks will not fade or flake away over time. Each color of ink is a different recipe (gold, silver, copper, bronze being the most common).   Phantom Ink: Uncommon • 30 gp per bottle. Phantom inks disappear from the page once they are completely dry, and can be brought back to the page only by treating them with a specific technique or ingredient. Each recipe has its own span of time (1d10 rounds, minutes, or hours after writing) and means of making the writing visible again (heat, citrus acid, cold, candle smoke, magical illumination, light of sun or moon, blood, or simply never).   Spell Inks: Rare • 50 gp per unit. These are the rare and precious inks used to scribe spells into spellbooks. Scribing a spell into a spellbook takes on unit of spell inks per level of the spell to be copied.    

Household Goods

  Despite the name, these items are far from found in every household. The fact is that they are simply too expensive for even the average household to have them - only the very wealthy can afford these goods. It is not uncommon for one or two of these items to be found in some households, though, as their effectiveness in performing certain tasks is considered well worth the price paid.   [tstyle][/tstyle]
ItemRarityCost
Alchemical DyeCommon5gp (bottle)
Alchemical GlueCommon10gp - 20gp (bottle)
Alchemical SaltRare15gp (pouch)
ArtwineVery Rare10gp - 150gp (bottle)
BlazebaneUncommon20gp (vial)
CampstoneUncommon1gp
Cleaning AgentsCommon1gp (bottle)
CleansewaterUncommon5gp (bottle)
Drunkard's Head RemedyCommon1gp (packet)
FroststoneRare25gp
Gruel PelletUncommon20gp (pouch)
MerstoneRare10gp
SunrodUncommon2gp
  Alchemical Dye: Common • 5 gp per bottle (20 doses). Though a great deal more expensive than more traditional dyes, alchemical dyes maintain their color for a very long time and always have the same, even results when used to dye goods. A single dose is mixed with water and vinegar to safely dye all manner of goods, from leather to wood to cloth and even to other things, such as eggs.   Alchemical Glue: Common • 10-20 gp per bottle (10 doses). When this glue is applied to a surface and allowed to set for one round, it hardens into a bonding adhesive of surprising strength. The most common glue (10 gp per bottle) requires a DC 16 Strength (Athletics) check to break the bond. A moderate strength glue (15 gp) can provide a DC 18 bond, and the most expensive (20 gp per bottle) provides a DC 20 bond.   Alchemical Salt: Rare • 15 gp per pouch (10 doses). Standard salt that has been alchemically refined, alchemical salt is many times more potent. It can be used for every function that standard salt is - most notably the preservation of meats - by using one-tenth as much, with the added benefit of leaving almost no taste behind. One dose of alchemical salt can also completely dry out a 5 foot by 5 foot surface of wet ground; its drying principles are so intense that it causes 2d4 necrotic damage when a dose of alchemical salt is flung (as a standard melee attack with the Finesse quality) at creatures that must stay wet in order to survive (including water elementals of all kinds). A single dose will also cause snow and ice in a 5 foot by 5 foot area to melt completely.   Shopkeeps often use multiple applications of alchemical salt to de-ice and completely dry out their front steps in harsh winter climes.   Artwine: Very Rare • 10 - 150 gp per bottle. “Artwine” is the colloquial term for any alcohol that has been put through an alchemical refinement of some kind, intended to both strengthen the virtues of that wine and limit its less admirable qualities, but to also grant an uptick in its degree of intoxication and often impart other, minor principles, such as changing the lip color, creating strange bodily sensations, trigger minor themed hallucinations (angelic manifestations or visions of green fairies), and the like. Each such recipe is not only unique, but quite often jealously guarded, given the worth of most artwines.   Blazebane: Uncommon • 20 gp per vial. A milky white liquid, a vial of blazebane is shaken before use, causing it to effervesce. When thrown into a fire of Medium size or smaller, it explodes into an acrid foam that burns the lungs of those standing too close to the flame. Each round on initiative count 5, for three rounds, it reduces the size of a blaze by one size category. Larger fires often require multiple vials of blazebane to be effective. All that remains of blazebane after it run its course is a thin, sticky ash-grey substance.   Campstone: Uncommon • 1 gp per stone. These small disks of alchemically refined flint are used to start fires quickly. By placing the disk down and placing something flammable atop it, all it takes is striking the item with something made of steel. The alchemy refines the flint’s natural spark- creating trait, causing it to flare a small fire to life, catching whatever is set on it afire immediately. Each stone has ten uses before it shatters.   Cleaning Agents: Common • 1 gp per bottle (one season). These various alchemical agents are added to water to make cleaning easy, stripping away dirt, grime, grease, smoke, soot, and similar pollutants. Generally speaking, a single bottle lasts for about a season of regular cleaning.   Cleansewater: Uncommon • 5 gp per bottle (5 doses). Originally developed by alchemists as a quick and easy way of purifying water for drinking, just a small amount of cleansewater can cleanse a bucketful of water. When applied, the water swirls into a blackish hue, killing the sorts of tiny life that can harm one, purifying even the most stagnant swamp water. A single dose is enough to cleanse a full tenday worth of consumable water. Adventurers of course quickly learned that larger amounts of cleansewater can have a devastating effect on aquatic and amphibious creatures. When a dose is added to a body of water, everything within a 20 foot radius must make an immediate DC 16 Constitution save or take 2d8 poison damage and the Poisoned condition for one minute. Many druids and those of nature-loving faiths look ill on those who use this tactic, for such large doses of cleansewater can all but destroy the delicate balance of life in some bodies of water.   Drunkard’s Head Remedy: Common • 1 gp per packet (5 doses). A paper packet of powder that is added to hot water and drunk quickly (mostly because of the awful taste), a mug of drunkard’s head remedy will stop the nausea, headache, and sensitivity to light and noise that comes from a long night of carousing. It does make the patient ravenously hungry afterwards, however.   Froststone: Rare • 25 gp per stone. Froststones are alchemically-refined frost agates, unlocking the innate connection the snowflake-studded stones have to the powers of cold and winter. When a froststone is activated with a small dose of an alchemical catalyst (which comes with the purchase of each stone) and placed into a sealed vessel of some kind, it begins to immediately drop the temperature by 10 degrees per hour within that vessel until it reaches a low, cold temperature similar to that of an early fall morning (30 degrees Fahrenheit or so). It stops this as soon as that vessel is opened, but as long as the container is not left open, it quickly reasserts its power when sealed again. Merchants shipping goods that may spoil before they can reach their intended market use these stones, as do wealthy households to keep meats and other perishables from spoiling. Of course, the cost of the stones put them out of reach of the average household. Once a froststone is activated, its power remains for one month.   Gruel Pellet: Uncommon • 20 gp per pouch (30 doses). Proving that alchemy is often effective if not particularly aesthetically pleasing, a single gruel pellet dropped into a bowl of hot water quickly dissolves and then congeals that water into a mass of lumpy goo of an unappetizing grey-green color. Though it tastes of three-day- old socks, the resulting gruel is very nourishing. These pellets are sold in small pouches with thirty pellets apiece - a full tenday’s worth of meals.   Merstone: Rare • 10 gp per stone. Small pellets of compounded alchemical ingredients, when a merstone is placed into the mouth and crushed with the teeth, it completely disintegrates, suddenly transmuting into a moderate volume of air. Typically used by those who must be submerged without the benefit of water breathing magics, the influx of air immediately resets the time that a character that uses it can hold their breath. Through the use of multiple stones, divers have been known to remain underwater for as long as an hour or so.   Sunrod: Uncommon • 2 gp each. Thin bars of hollow alchemically treated metal, when the end of a sunrod is twisted, it drops a catalyst in the chemicals within the bar, triggering an alchemical reaction that causes the entire rod to glow, illuminating an area out to 20 feet, with dim lighting out another 20 feet. This illumination lasts for 3 hours, and the alchemist determines the color of the illumination when the sunrod is created. Creation of this item requires a metallurgical crucible.  

Ointments & Oils

  Generally speaking, these items are topical - that is, they are applied to the surface of the intended target, whether that is the outside of an item or the skin of a person.   [tstyle][/tstyle]
ItemRarityCost
Anti-Rust TreatmentUncommon20gp (jar)
Darkeye OilUncommon15gp (bottle)
Salamander SalveRare50gp (jar)
Silver TreatmentUncommon50gp (jar)
Softfoot TreatmentUncommon12gp (bottle)
Storm SalveRare50gp (jar)
SuregripUncommon20gp (jar)
  Anti-Rust Treatment: Uncommon • 20 gp per jar (5 doses). This waxy substance is rubbed into a metal object. For one tenday, it is immune to rust, including magical ones (however, such effects do eliminate the treatment entirely, rendering it vulnerable against a second strike). The treatment to apply it is fairly involved and must be applied during a short rest. A small jar comes with enough for 5 applications (1 for a weapon or light armor, 2 for medium or heavy armor, 4 for barding)   Darkeye Oil: Uncommon • 15 gp per bottle (5 doses). Sold in small glass bottles with thin glass applicator wands, darkeye oil is dropped directly into the eyes. After one round of blindness, the user’s sensitivity to light is reversed: they can see in complete darkness, while areas of dim light are considered lightly obscured, and areas of full light are heavily obscured. Exposure to full daylight while these drops are in effect can inflict the Blinded condition if the user fails a DC 16 Dexterity save. The drops last for one hour, and if the character is blinded during that time, the blindness lasts for the full duration of the drops. Some alchemists also sell an oil that will counteract these drops, for 20 gp per bottle.   Salamander Salve: Rare • 50 gp per jar (10 doses). This oily black tar-like substance is rubbed onto a metal surface. When fire is touched to it, it catches on fire for one minute or until the salve is rubbed away. If applied to a weapon, the weapon inflicts fire damage for a single strike; other items inflict 1d4 fire damage to those that come into contact with them. It takes an action to apply the salve, and the weapon cannot be resheathed without rubbing the salve away. It takes a bonus action to set alight the weapon, or an incidental if the wielder is adjacent to an open flame. A small jar comes with enough for 10 applications.   Silver Treatment: Uncommon • 50 gp per jar (5 doses). This mercurial substance can be wiped over a weapon, causing it to inflict damage as though it were a silver weapon. This lasts for one encounter. The treatment must be applied during a short rest. A small jar comes with enough for 5 applications (1 for a weapon).   Softfoot Treatment: Uncommon • 12 gp per bottle (5 doses). This oil is rubbed into the soles of boots or shoes, softening the material and muffling any sounds it might normally make.   This inflicts a -1d4 penalty to all Wisdom (Perception) checks to hear the one sneaking about. Unfortunately, continual use of this oil can rapidly degrade the soles of a pair of footwear.   Storm Salve: Rare • 50 gp per jar (10 doses).This coppery substance is rubbed onto a metal surface. When it strikes metal, small arcs of electricity begin to arc around the object. Weapons inflict lightning damage for a single strike; other items inflict 1d4 lightning damage to those who come in contact with the salve-treated surface. It takes an action to apply the salve, and the weapon cannot be resheathed without rubbing the salve away. It takes a bonus action to set the weapon sparking, or an incidental if the wielder is adjacent to a large steel object. A small jar comes with enough for 10 applications.   Suregrip: Uncommon • 20gp per jar (5 doses). This tacky substance is applied to the hands (and sometimes feet) in order to provide a better grip. It grants advantage on checks improved by a tighter grip, such as climbing and balance checks, as well as grappling and saves against being disarmed. A single application lasts for one hour.  

New Equipment Packs

 

Soldier’s Pack (14 gp)

  Includes a backpack, a bedroll, a hammer, a mess-kit, 10 pitons, 10 torches, a tinderbox, a tent, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.  

Optional Rule: Large Weapons and Armor

  There are some Heroes who are naturally Large size, or who have the ability to increase their size and become Large.   If this occurs, you may be required to purchase weapons and armor sized for a Large creature.   Finding someone with the skill to forge Large-sized equipment is no easy task, and the equipment itself costs double its listed price. Large weapons deal an extra die of damage, so a Large longsword deals 2d8 damage. You cannot wear armor that is too small for you.   If you try to wield a weapon too big for you, you suffer disadvantage on all attack rolls with that weapon, even if you are proficient with it. If you wear armor that is too big for you, you suffer disadvantage on all Dexterity (Stealth) checks and your speed is reduced by 10, no matter your Strength.
   
       
  Наркотики Забытых Королевств  
Drugs of Faerun
Generic article | Apr 21, 2019
 
 
  Яды в Фаэруне  
Poisons of Faerun
Generic article | Jul 19, 2019
 
 
Табак и трубочное зелье в Королевствах
Generic article | Mar 26, 2019
     

Mastercraft Items

  A mastercraft item is an item created with such skill and care that it is clearly superior to a normal item. Not just any craftsmen can create a mastercraft item; only an expert in his or her craft, with exceptional skill and years of experience, can create such an item. Mastercraft items can take the form of weapons, armor, or tools. All mastercraft items are exceptionally durable and can take wear and tear better than a normal item. Although mastercraft items are not magical, magic items are mastercraft items, but their magical description and properties replaces any benefit they grant from being mastercraft.  

Mastercraft weapons

  Mastercraft weapons are particularly sharp and sturdy. You gain a +1 bonus to damage rolls made with a mastercraft weapon. Your weapon is less likely to break under normal use. Ammunition generally cannot be mastercrafted. If a mastercraft weapon gains a bonus to damage from any other source, that bonus replaces the bonus granted from the weapon being a mastercraft weapon. Mastercraft weapons cost 300 GPs more than the base price of the weapon. A mastercraft weapon can also be silvered, but this costs an additional 100 GPs.  

Mastercraft Armor

  Mastercraft armor and shields provide the same protection as their normal counterparts but weigh less. Mastercraft light armor, medium armor, and shields weigh half as much as normal. Mastercraft heavy armor weighs three-quarters as much as normal. The strength score required to wear mastercraft heavy armor before one's speed is reduced is one point less than the listed score. Mastercraft armor and shields are less likely to break under normal use. They cost twice as much as their normal counterparts.  

Mastercraft Tools

  Mastercraft tools are created with such quality that they make it easier for you to use them. You gain a +1 bonus to any check you make with a mastercraft tool with which you are proficient. They are more durable under normal use. Mastercraft tools cost four times as much as their normal counterparts.

 
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