Azumese Items
Instruments
Azumese musicStrings
Biwa (lute)
Audio ExampleKoto (lyre)
Audio ExampleKokyu (viol)
Audio ExampleShamisen (lute)
Audio ExamplePercussion
Kagura suzu
Audio ExampleKane (drum)
Audio ExampleTaiko (drum)
Audio ExampleTsuzumi (drum)
Audio ExampleWind
Fue (flute)
Audio ExampleHoragai (horn)
Audio ExampleShakuhachi (pan flute)
Audio ExampleSho
Audio ExampleWeapons
Arquebus
Lord Imagawa of Suzaku knew that the development of the matchlock rifle was a turning point in Azumese combat, and so he banned training in these weapons for all but his direct military. Of course, specimens have inevitably leaked out to the broader Azumese population, but seeing the use of these weapons outside of the Imagawa military is still rare.Arquebus
Weapon
Varies
Ammunition (range 40/120), Loading, Two-HandedType | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d12 | Piercing | 40/120 ft |
Cost: 500 gp
Weight: 10 lbs
Chigiriki (Flail)
A chigiriki is a hollow bamboo pole tipped with a fist-sized, studded iron weight at the end. In actuality, the weight is connected to a retractable chain that the user can extend or retract with a trigger in the handle. Unlike a standard flail, the chigiriki’s smaller head and longer chain allow it to entangle an opponent and give the wielder a significant opening in combat.Chigiriki
Weapon
Varies
Light, Finesse, Special Entangling Chain: If you hit a creature no more than one size larger than you with a melee attack with this weapon, you may choose to grapple them instead of doing damage. You cannot attack with the chigiriki while it is grappling a creature.Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6 | Bludgeoning |
Cost: 5 gp
Weight: 2 lbs
Hungering Blade
The corpse of Yamato-no-Orochi beneath Kohryu, its heart still steadily beating, is an incredibly potent material. When forged into a blade and imbued with a fiendish spirit, it creates a living weapon of horrible power. Rather than a cutting edge, the blade of these swords is lined with serrated hooks and engraved with channels to catch and draw blood up to the hilt. Very few of these weapons have ever been made, owing to the challenge of obtaining the materials and convincing a skilled enough sorcerer to craft them. The nogitsune-quelling greatsword Nageki (“Lamentation”) was the first of these swords made in centuries. A hungering blade can be crafted as any sword.Hungering Blade
Wondrous Item
Very Rare Requires Attunement
Kanabo (Great Club)
While these heavy clubs are the trademark weapons of the oni, kanabo are also popular with soldiers and mercenaries in Azuma. A kanabo is almost entirely made of iron, with multiple studs or spikes along its baseball-bat-like length, and most are nearly as tall as a human (or, in the case of oni, a giant).Kanabo
Weapon
Varies
Heavy, Two-Handed, Special Crushing Impact: When you attack a creature that is wearing armor, holding a shield, or has some kind of natural armor with this weapon and roll a 20 on the attack roll, that creature receives a cumulative -1 AC penalty. This AC reduction lasts until the creature repairs its armor or shield, if it is wearing any, or has its natural armor repaired with a healing spell or similar effect.Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d10 | Bludgeoning |
Cost: 5 gp
Weight: 12 lbs
Kusarigama
Small and easily concealed, a kusarigama consists of a sickle with a chain at the base of the handle and an iron weight at the end of the chain. The sickle is held in one hand while the other holds the chain, allowing the user to fling the weight or swing it around themselves and still slice with the sickle at close range. While not exceptionally powerful, its compact size and ease of use make it a highly popular backup weapon among common folk, shinobi, and expert warriors alike.Kusarigama
Weapon
Varies
Reach, Finesse, Two-HandedType | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 slashing / 1d4 bludgeoning | None |
Cost: 5 sp
Weight: 2 lbs
Naginata (Glaive)
Naginata
Weapon
Varies
Heavy, Reach, Two-HandedType | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d10 | Slashing |
Cost: 20 gp
Weight: 6 lbs
Odachi (Great Sword)
Odachi
Weapon
Varies
Heavy, Finesse, Two-HandedType | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 2d6 | Slashing |
Cost: 50 gp
Weight: 6 lbs
Tachi (Short Sword
The tachi is the mainstream sword of Azuma, identified by its slim, gently-curved, single-edged blade and circular or octagonal crossguard. The scabbard of high-ranking individuals’ tachi is often ornately decorated, made from lacquered wood, fish or ray skin, and soft metal leaf.Tachi
Weapon
Varies
Light, Finesse, VersatileType | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6 / 1d8 | Slashing |
Cost: 10 gp
Weight: 2 lbs
Wakizashi (Dagger)
The wakizashi is a smaller version of a tachi, closer in length to a dagger and usable in close-quarters combat in the same way. While commoners and shinobi are permitted to carry a wakizashi, only samurai in the employ of a shogun or daimyo are permitted to carry both a wakizashi and a tachi. These samurai are trained to fight with both blades with equal ability, slicing with the larger sword and immediately following with a stab from the auxiliary blade.Wakizashi
Weapon
Varies
Finesse, Light, Special Daisho: If you attack with two-weapon fighting with a wakizashi as your bonus attack, you can add your ability modifier to the wakizashi’s damage.Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing |
Cost: 5 gp
Weight: 2 lbs
Armor
Adventuring Gear
Haniwa
In Genbu, these clay figurines are made to allow the dead to manifest through them and affect the living world. While haniwa are made of rigid, fired clay, they are enchanted to bend and move according to the will of the spirit inhabiting them. Most haniwa are about four feet tall and abstractly humanoid in shape, but some exorcists carry much smaller haniwa (about a foot tall at most) with them to help ease the frustrations of restless spirits still coming to terms with their passing.Haniwa
Wondrous Item
Common
An uninhabited haniwa can be possessed by any incorporeal creature with the type of undead, fey, fiend, or elemental as an action. While possessing the haniwa in this way, the creature is able to move the haniwa as if it were its own body. Its size is considered Small and it can perceive the world as a human would. If the haniwa is destroyed (AC 10, 40 HP) or subjected to an effect that dispels magic, the creature is ejected to an adjacent square. The creature can choose to leave the haniwa of its own accord with an action.
Living Instrument
After being abandoned for a hundred years, objects in Azuma will come to life with a will of their own as tsukumogami. An instrument that comes to life will often take on the skill of its prior owner, and can play itself with remarkable proficiency. While all tsukumogami are fickle, some instrument tsukumogami find enjoyment in playing for audiences despite their original abandonment, and may even accompany adventurers or wandering musicians.Living Instrument
Wondrous Item
Common
This aged instrument has come to life, growing eyes and the vague semblance of a face somewhere on its frame, as well as legs to travel on its own. While it does not have a voice, it can express itself with various notes, clangs, or strums as appropriate. Regardless of the type of instrument, a living instrument can play itself with no need for instruction.
Ofuda
These rectangular talismans are commonly made from wood or paper and inscribed with the seal of the shrine where they were made. Imbued with the power of the spirits the shrine serves, these talismans have protective qualities to either protect a person or place in regular activity, or to bind and paralyze weaker yokai. Ofuda are a very common tool for exorcists, priests, and wizards alike.Ofuda
Adventuring Gear
Common
If used to touch an enemy fiend, fey, or undead creature, or thrown up to 30 feet at such a creature, the creature must succeed on a DC 12 Wisdom or Charisma save (of the ofuda's owner's choice). On a failure, the ofuda sticks to the creature, and the creature is paralyzed but can speak freely. The effect lasts until the ofuda is removed, and the creature can also repeat the save on each of its turns, ending the effect and removing the ofuda on a success.
Cost: 1gp
Mounts and Vehicles
Below are some common mounts and vehicles that can be purchased in Azuma, including their associated costs and requirements. Also listed are any items related to maintenance or improvement. An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together. All listed animals are domesticated and do not require Animal Handling checks to ride or handle. Barding. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of basic armor purchaseable by players can be purchased as barding. The cost and weight are multiplied from equivalent armor made for humanoids, depending on the size of the animal. Saddles. A riding sadle is exclusively to use a creature as a mount. A pack saddle includes straps and pouches to help carry equipment. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount, and some unusual mounts.Mounts & Other Animals
Creature | Cost | Speed | Carrying Capacity |
---|---|---|---|
Cow | 8 gp | 30 ft. | 540 lb. |
Giant salamander | 250 gp | 20 ft., swim 30 ft. | 450 lb. |
Hawk | 20 gp | 10 ft., fly 60 ft. | 37 lb. |
Horse, draft | 50 gp | 40 ft. | 540 lb. |
Horse, riding | 75 gp | 60 ft. | 480 lb. |
Mule | 8 gp | 40 ft. | 420 lb. |
Ox | 80 gp | 30 ft. | 1,080 lb. |
Riding Crane | 200 gp | 10 ft., fly 80 ft. | 480 lb. |
Shiba Inu | 25 gp | 40 ft. | 120 lb. |
Tiger | 400 gp | 40 ft. | 510 lb. |
Warhorse | 400 gp | 60 ft. | 540 lb. |
Yak | 20 gp | 40 ft. | 600 lb. |
Tack, Harness, & Drawn Vehicles
Item | Cost | Weight |
---|---|---|
Barding | x4 (Large) x6 (Huge) x8 (Gargantuan) |
x2 (Large) x4 (Huge) x6 (Gargantuan) |
Bit and bridle | 2 gp | 1 lb. |
Carriage | 100 gp | 600 lb. |
Cart | 15 gp | 200 lb. |
Chariot | 250 gp | 100 lb. |
Feed (per day) | 5 cp. | 10 lb. |
Saddles | ||
Exotic | 60 gp | 40 lb. |
Military | 20 gp | 30 lb. |
Pack | 5 gp | 15 lb. |
Riding | 10 gp | 25 lb. |
Saddlebags | 4 gp | 8 lb. |
Sled | 20 gp | 300 lb. |
Stabling (per day) | 5 sp (Small-Large) 50 sp (Huge) 10 gp (Gargantuan) |
|
Wagon | 35 gp | 400 lb. |
Rowed/Propelled Vehicles
Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. Crew. Most self-propelling vehicles need a crew of skilled hirelings to function. As per the Player's Handbook, one skilled hireling costs at least 2 gp per day. The minimum number of skilled hirelings needed to crew a vehicle depends on the type of vessel. Passengers. The table indicates the number of Small and Medium passengers the vehicle can accommodate on top of the required crew. Accommodations consist of shared hammocks in tight quarters. A vehicle outfitted with private accommodations can carry one-fifth as many passengers. A passenger is usually expected to pay 5 sp per day for a hammock, but prices can vary from ship to ship. A small private cabin usually costs 2 gp per day. Damage Threshold. Some vehicles have immunity to all damage unless they take an amount of damage equal to or greater than their damage threshold, in which case they take damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the vehicle's hit points. Repairs. Repairs to a damaged ship can be made while the vessel is berthed, if an air or water vehicle. Repairing 1 hit point of damage requires 1 day and costs 20 gp for materials and labor.Water Vehicles
Vehicle | Cost | Speed | Crew | Passengers | Cargo (tons) | AC & HP | Damage Threshold |
---|---|---|---|---|---|---|---|
Galley | 30,000 gp | 4 mph | 10 | - | 1 | 15 500 |
20 |
Keelboat | 3,000 gp | 1 mph | 1 | 6 | 1/2 | 15 100 |
10 |
Longship | 10,000 gp | 3 mph | 40 | 150 | 10 | 15 300 |
15 |
Rowboat | 50 gp | 11/2 mph | 1 | 3 | - | 11 50 |
- |
Sailing ship | 10,000 gp | 2 mph | 20 | 20 | 100 | 15 300 |
15 |
Warship | 25,000 gp | 21/2 mph | 60 | 60 | 200 | 15 500 |
20 |