Azumese Items

Instruments

Azumese music  
Each instrument notes its 5E equivalent in pricing and proficiency, such as the bagpipes or viol. If an instrument does not have an associated 5E equivalent, it requires its own proficiency.
 

Strings

 

Biwa (lute)

Audio Example
 

Koto (lyre)

Audio Example
 

Kokyu (viol)

Audio Example
 

Shamisen (lute)

Audio Example
 

Percussion

 

Kagura suzu

Audio Example
 

Kane (drum)

Audio Example
 

Taiko (drum)

Audio Example
 

Tsuzumi (drum)

Audio Example
 

Wind

 

Fue (flute)

Audio Example
 

Horagai (horn)

Audio Example
 

Shakuhachi (pan flute)

Audio Example
 

Sho

Audio Example
 

Weapons

 
Some weapons note their base 5E equivalent for proficiency, such as the great club or flail. If you have proficiency with one, you have proficiency with the other. If a weapon does not have an associated 5E equivalent, it requires its own proficiency.
 

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-Handed

Type 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

Rivers of Blood: When you inflict damage with this magic weapon on a creature that is made of flesh or contains blood, the creature’s blood empowers it and you gain a +1 bonus to attack or damage rolls made with the weapon for the next hour. After inflicting damage again within this hour, this is improved to a +2 bonus and each attack inflicts an additional 2d6 necrotic damage as the blade is wreathed in scarlet energy.
If the weapon is in its second stage of power, as an action, you can unleash a wave of destructive energy from the weapon in a line 50 feet long and 5 feet wide. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 necrotic damage on a failed save. The weapon reduces to its +1 bonus after using this attack and the wave attack cannot be used again until it reaches its +2 bonus.
Curse. The wielder of this sword is psychically subjected to the demanding cries of the spirit within it, wailing ceaselessly like a hungry infant. For every 24 hours you spend attuned to this weapon without bringing it to its +2 bonus state, you must make a DC 14 Wisdom save, gaining one level of exhaustion on a failure. For every level of exhaustion gained from this curse, you must make an additional Wisdom save whose DC is 12 + your current exhaustion level: on a failure, you must attack either the nearest creature or yourself with this weapon until it reaches its +2 bonus state. A remove curse spell or similar effect ends the curse but removes the Rivers of Blood feature from this weapon permanently.


 

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-Handed

Type Damage Damage Range
Simple Melee 1d4 slashing / 1d4 bludgeoning None

Cost: 5 sp
Weight: 2 lbs

 

Naginata (Glaive)

Naginata

Weapon

Varies

Heavy, Reach, Two-Handed

Type Damage Damage Range
Martial Melee 1d10 Slashing

Cost: 20 gp
Weight: 6 lbs

 

Odachi (Great Sword)

 

Odachi

Weapon

Varies

Heavy, Finesse, Two-Handed

Type 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, Versatile

Type 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

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Cover image: by MLeth