Equipment and Weapons of Niar’vyn in The Ilastrian | World Anvil
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Equipment and Weapons of Niar’vyn

Adventurers in the aerchipelago employ a wide variety of technological equipment. With the advent of steam technology over one hundred years ago, many devices have been created to help the adventurer out in a variety of ways. More recently, gunpowder has become more commonly available and the weapons that it has produced are much sought after. Provided here is a guide to the various items of equipment and weaponry available over much of the aerchipelago. Not everything will be found in all places, and some things may be more expensive in some markets than others, but in general, these are the items one might expect to find.
Note: This is a supplement to the items in the Player's Handbook, Tasha's Cauldron of Everything, and Xanathar's Guide to Everything.

Armor and Shields

With the advent of steam technology, processes were created which allow for more refined armors and shields. Further, these processes have created new alloys making some armor lighter than ever before or even harder to pierce.

Light Armor

Typically made from supple and thin materials, light armor is intended for agile adventurers as it offers some protection without reducing mobility.
Combat Robe. This robe has the same armor class as clothing. It is favored by arcane arts users who find themselves mixed up in combat. The robe provides some added protection to the wearer with padding and leather in the wearer’s most vulnerable spots. Wearing this armor requires no proficiency with Light Armor.
Heavy Leather Coat. This long, heavy coat is made of reinforced leather and provides protection from the elements and during combat.
Uniform. Manufactured from tough cloth, it identifies the wearer as a member of a specific military group (such as the musketeers or navy) and signifies rank.

Medium Armor

Medium armor offers more protection than light armor, but at the cost of reduced mobility.
Scrap Plate. Armor crafted from scrap parts and antique armor.

Heavy Armor

Heavy armor offers the most protection of all armor types. However, it also inhibits mobility the most.
Gearplate. Traditional plate armor crafted to be lighter with reinforced gear-aided joints to provide easier movement and more protection.

Shields

Buckler. A small metal shield held in a fist grip. This shield is not strapped onto the arm and does not need to be donned or doffed. It can simply be dropped like any held item.
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Combat Robe 250 gp 11 + Dex modifier (max 2) - - 10 lb.
Uniform 10 gp 11 + Dex modifier - - 8 lb.
Heavy Leather Coat 50 gp 12 + Dex modifier - - 10 lb.
Medium Armor
Scrap plate 50 gp 14 + Dex modifier (max 2) - Disadvantage 40 lb.
Heavy Armor
Gearplate 2,000 gp 18 Str 15 Disadvantage 60 lb.
Shield
Buckler 5 gp +1 - - 4 lb.

Weapons

Similar to armor, steamtech has advanced the state of the art in weaponry. Further, gunpowder has caused the innovation of some new weapons.

Using Firearms

While flintlock firearms cause more damage than crossbows, they have some potential drawbacks. Here are four optional rules and weapon properties for all firearms.
Ammunition. When using flintlock firearms, ammunition is destroyed when fired and you can not collect half of your expended ammunition.
Loud. Firearms are loud. An attack with a flintlock firearm produces a loud boom that travels out from your position. If a creature is within 300 feet of you when you make the attack, that creature has advantage on Wisdom (Perception) checks against you, and you have disadvantage on Dexterity (Stealth) checks, until the start of your next turn.
Misfire. When you roll a natural 1 on an attack roll with a flintlock firearm, it becomes fouled. A fouled firearm can’t be used to attack again until you use your action to clean the weapon.
Porous. When a firearm is submerged in water or soaked by a significant quantity of water (such as by a control water spell), it becomes waterlogged. A waterlogged firearm can’t be used to make an attack until you use your action to dry the weapon.

Firearms Proficiencies

Flintlock firearms have become more common in Niar'vyn over the last ten years. Characters in Niar'vyn campaigns gain proficiency with firearms as listed in the Firearms Proficiency table.
Class Proficiencies
Barbarian Simple firearms, martial firearms
Bard Simple firearms
Binder Simple firearms
Clereic Simple firearms
Druid None
Fighter Simple firearms, martial firearms
Gunslinger Simple firearms, martial firearms
Monk Simple firearms
Paladin Simple firearms, martial firearms
Ranger Simple firearms, martial firearms
Rogue Simple firearms
Sorcerer Simple firearms
Warlock Simple firearms
Wizard Simple firearms

Special Weapons

Weapons with special rules are described here.
Axe, Boarding. A boarding axe is similar to a handaxe, but features a spike that allows the weapon to do either slashing or piercing damage. When in hand, a boarding axe grants advantage on Strength (Athletics) checks to scale wooden or other penetrable surfaces, such as ice.
Bayonet. Attaching or removing a bayonet from a musket is a Use an Object action. A bayonet is designed for use while attached to a musket and counts as an improvised weapon that does 1d4 piercing damage when used by itself.
Blunderbuss. This firearm flares at the muzzle. It can be fired normally using lead shot or loaded with pellets to make a scattering shot, attacking all creatures within a 15-foot cone. Each creature in the cone must succeed on a Dexterity saving throw equal to 8 + your proficiency + your Dexterity modifier or take 1d6 piercing damage. Using a scattershot requires one handful of pellet ammunition.
Bola. This weapon allows a large or smaller target that is hit to be knocked prone and restrained on a successfully contested Dexterity check. A restrained creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola.
Boomerang. This weapon will return to the thrower on attack rolls that are not natural 1s.
Brass Knuckles. This weapon is used in combination with an unarmed strike to provide added damage.
Cane Sword. This weapon is a cane with a sword that can be slid out and looks like an ordinary cane when inspected. A successful Intelligence (Investigation) DC 15 check will reveal the hidden weapon. The blade uses the statistics for shortsword. Those proficient with a shortsword are proficient with this weapon.
Chain Whip. This weapon allows a large or smaller target that is hit to be knocked prone on a successfully contested Dexterity check.
Grenado. Hollow ball of metal or clay fitted with a fuse and filled with black powder (gunpowder). As an action, you can light and throw a grenado at a point up to 30 feet away. Each creature within a 5-foot-radius of an exploding grenado must make a DC 12 Dexterity saving throw, taking 2d4 fire damage on a failed save, or half as much damage on a successful one.
Hook. To attach or remove a hook from the wrist is a Use an Object action.
Pistol, Dragon. This firearm flares at the muzzle. It can be fired normally using lead shot, or loaded with pellets to make a scattering shot, attacking all creatures within a 15-foot cone. Each creature in the cone must succeed on a Dexterity saving throw equal to 8 + your proficiency + your Dexterity modifier or take 1d4 piercing damage. Using a scattershot requires one handful of pellet ammunition.
Stinkpot. Clay jar filled with an alchemical fluid that releases noxious smoke when lit. As an action, you can light and throw a stinkpot at a point up to 30 feet away. Each creature within a 5-foot-radius of the stinkpot must make a DC 12 Constitution saving throw or be poisoned until the start of your next turn.
Whip. This weapon allows a large or smaller target that is hit to be knocked prone on a successfully contested Dexterity check.
Name Cost Damage Weight Properties
Simple Melee Weapons
Axe, boarding 5 gp 1d6 slashing 3 lb. Light, thrown (range 20/60), special
Belaying pin (club) 2 sp 1d4 bludgeoning 4 lb. Light
Baton/Truncheon 5 gp 1d4 bludgeoning 1 lb. Light
Brass Knuckles 10 gp 1 bludgeoning 1 lb. Special
Cane 5 gp 1d4 bludgeoning 1 lb. Light
Dirk 10 gp 1d4 piercing 1 lb. Finesse, Light
Hook 5 gp 1d4 slashing 1 lb. Light, special
Riding Crop 5 gp 1d2 slashing 1 lb. Light
Wood Stake 5 gp 1d4 piercing 1 lb. Light
Simple Ranged Weapons
Bola 1 gp 1d4 bludgeoning 2 lb. Thrown (range 10/20), special
Boomerang 1 gp 1d4 bludgeoning 1 lb. Light, thrown (range 100/300), special
Crossbow, repeating 150 gp 1d6 piercing 6 lb. Ammunition (range 80/320), two-handed, reload (3)
Simple Firearms
Pistol, Flintlock 125 gp 1d8 piercing 3 lb. Ammunition (range 30/120), light, loading
Martial Melee Weapons
Bayonet 5 gp 1d6 piercing 2 lb. Special
Chain Whip 35 gp 1d6 slashing 2 lb. Finesse, reach, special
Cane Sword 50 gp 1d4 bludgeoning 3 lb. Finesse, light, special
Cutlass 15 gp 1d4 slashing 3 lb. Finesse, light
Dueling Cane 5 gp 1d6 bludgeoning 2 lb. Finesse, light
Kopis 25 gp 1d6 slashing 3 lb. Light
Sabre 35 gp 1d8 slashing 3 lb. Finesse
Sawtoothed Sword 75 gp 2d4 slashing 3 lb.
Whip 5 gp 1d4 slashing 2 lb. Light
Martial Firearms
Musket, Flintlock 250 gp 1d10 piercing 8 lb. Ammunition (range 60/240), loading, two-handed
Musket, Blunderbuss 500 gp 1d8 piercing 8 lb. Ammunition (range 20/60), loading, two-handed, special
Musket, Long 500 gp 1d12 piercing 9 lb. Ammunition (range 100/300), loading, two-handed
Pistol, dragon 250 gp 1d6 piercing 5 lb. Ammunition (range 20/80), loading, special
Pistol, heavy 200 gp 1d10 piercing 6 lb. Ammunition (range 40/160), loading

Explosives

Explosives can be used in a variety of ways. Bomb. As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.
Bomb, steam. As an action, a character can throw this bomb at a point up to 60 feet away. Each creature within 10 feet of that point must succeed on a DC 12 Dexterity saving throw or take 2d6 fire damage.
Gunpowder. Gunpowder is chiefly used to propel a bullet out of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.
Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Name Cost Damage Weight Properties
Explosives
Bomb 50 gp 3d6 fire damage 1 lb. Thrown (range 20/60), special
Bomb, steam 35 gp 2d6 fire damage 1 lb. Thrown (range 20/60), special
Grenado 25 gp 2d4 fire damage 1 lb. Special
Gunpowder, keg 250 gp 7d6 fire damage 20 lb. Special
Gunpowder, powder horn 35 gp 3d6 fire damage 2 lb. Special
Stinkpot 15 gp - 1 lb. Special

Adventuring Gear

A collection of different gear available to characters.
Astrolabe. Used to determine the date and time (which takes 1 minute) when you can see the sun or stars. At night, you gain advantage on Nature checks related to geography, and Survival checks to navigate in the wilderness or at sea. To use these complex astronomical devices you must be proficient with navigator’s tools.
Bandana. Used for sun protection, as a colorful accessory, to collect sweat, or worn under a hat to make it more comfortable. Canister, Explosive. When fired from a cannon and the target is hit, the target takes normal damage and any creature within 5 feet of the target must make a DC 12 Dexterity saving throw taking 2d6 fire damage on a failed save, or half damage on a success.
Canister, Flashbang. When fired from a cannon and the target is hit, the target takes normal damage and any creature within 5 feet of the target must make a DC 12 Constitution saving throw or it is blinded and deafened on a failed save until the start of your next turn.
Canister, Scattershot. When fired from a cannon and the target is hit, the target takes normal damage and the container breaks open and musket balls spray out. Any creature within 10 feet of the target must make a DC 12 Dexterity saving throw taking 1d6 bludgeoning damage on a failed save, or half damage on a success.
Cannonball, Small. ¼ lb. of black powder is required to fire a cannonball from a hand cannon.
Compass. A tiny, simple device with a pointer that always points north. All Survival checks made to determine location and direction using a compass are made with Advantage.
Eye Patch. Worn to cover one eye and tied around the head, usually to cover injured or blind eyes. They are also worn to look more intimidating or to keep one eye covered when transitioning from the dim light below decks to the bright sunlight above.
Float Bladder. Emergency flotation device which is formed using a sack of oiled hide filled with air. A float bladder can keep afloat one Medium creature.
Goggles. A pair of goggles can block out the soot and wind while traveling or protect the vision of the wearer from smoke, sparks, and other hazards. They also help your character look the part.
Hat, Bicorne. Semicircular hat usually worn by captains and admirals. It is braided and showy, to call out the high rank of its wearer.
Hat, Tricorne. Classic three-cornered hat. It is generally worn by the upper classes and can be both civilian and military garb. They range from simple leather or felt version to a very fancy silk item with feathers.
Heat Shot. Each heat shot is a lead shot that has been heated white-hot, providing an additional 1d4 fire damage.
Lead Shot. This ammunition is destroyed when used. You do not get to find half of your expended ammunition.
Lightning Shot. Each lightning shot is a lead ball that has been charged with electricity, providing an additional 1d4 lightning damage.
Lighter. A lighter holds a small amount of a flammable substance ignited by a flint striking metal, similar to a firearm. Its flame lights a 5-foot area as a candle does but it burns for 3 hours. A single flask of oil can refill two lighters. It is much easier to light fuses with a lighter than with any other source of flame.
Match. An alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a match is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder, although not as fast as with a lighter. Lighting a torch with a match is a standard action (rather than a full-round action) and lighting any other fire with one is at least a standard action.
Pellets. This ammunition is destroyed when used. You do not get to find half of your expended ammunition.
Pocket Watch. A circular device stored in a metal case used to provide the exact time of day, linked to a chain that is stored in a waist pocket of a jacket or vest.
Powder Horn. Container for black powder (gunpowder), usually created from an animal horn. A flask holds enough powder for 40 shots from a firearm and can be refilled with 2 pounds of black powder.
Reed Breathing Tube. The use of a reed tube allows breathing 1-2 feet under the surface in calm waters. Using this device in rough waters is difficult or impossible.
Sextant. Used to determine latitude, a sextant grants advantage on Survival checks made to navigate while above ground at midday or at night. You must be able to clearly see the midday sun or stars to use this device.
Silvered Shot. This ammunition is destroyed when used and should be considered silvered.
Smokestick. A wooden stick that is alchemically treated to instantly create thick, opaque smoke when ignited. It emits a cloud of smoke in a 10-foot radius. The stick is consumed after 1 round, and the smoke disperses in one minute. Spyglass. Objects viewed through a spyglass are magnified to twice their size.
Steel Shot. This ammunition is made from steel and half of it can be considered to be found after a battle. Sunrod. This 1-foot-long, gold-tipped iron rod glows brightly when struck as a standard action. It casts bright light in a 30-foot radius and dim light for an additional 30 feet.
Swimming Goggles. Improves visibility underwater, doubling the distance you can see in bright conditions. It provides no improvement while in dim or murky water.
Tanglefoot Bag. A tanglefoot bag is a small sack filled with an alchemist’s glue. When you throw a tanglefoot bag at a creature (thrown, range 20/60), the bag comes apart, and the goo bursts out. If the creature fails a DC 12 Strength saving throw, they become entangled in the hardened glue as per the entangle spell.
Tattoo. An ink mark placed on the skin for decoration, to indicate group membership, or to provide an arcane focus. The quality, size, and the number of colors used in a tattoo determine its cost. Describe the tattoo to your GM, who sets the price.
Thunderstone. You can throw this stone as a ranged attack (thrown, range 20/60). When it strikes a hard surface (or is struck hard as an action), it creates a deafening bang that is treated as a thunder attack. Everyone within a 15-foot radius of the stone must make a DC 12 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet away from the point of the blast. On a successful save, a creature takes half damage and is not pushed. This is similar to the thunderwave spell.
Tool/Utility Belt. A sturdy belt made from leather with numerous covered pockets to hold small tools and supplies, making it easy to keep about 10 pounds of items on hand.
Item Cost Weight
Ammunition
Canister, explosive 30 gp 1 lb.
Canister, flashbang 25 gp 1 lb.
Cannister, scattershot 20 gp 1 lb.
Cannonball, small 1 gp 1 lb.
Heat Shot (5) 50 gp -
Lead Shot (20) 5 gp 1 lb.
Lightning Shot (5) 50 gp -
Pellets (20 handfuls) 20 gp 1 lb.
Powder horn (20) 2 gp 1 lb.
Silvered Shot (5) 25 gp -
Steel Shot (20) 20 gp 1 lb.
Astrolabe 100 gp 6 lb.
Bandana 1 sp -
Compass 10 gp 1/4 lb.
Eye Patch 1 sp -
Float bladder 1 gp 1/4 lb.
Goggles 1 gp 1/2 lb.
Hat, Bicorne 2 gp to 5 gp up to 2 lb.
Hat, Tricorne 5 sp to 2 gp up to 2 lb.
Lighter 8 gp -
Match 4 gp -
Nautical Chart 25 gp -
Parasol (silk) 5 gp -
Pocket Watch 5 gp -
Reed Breathing Tube 1 sp 1/2 lb.
Sextant 100 gp 2 lb.
Smokestick 14 gp 1/2 lb.
Spyglass 100 gp 1 lb.
Steamer Trunk (large) 5 gp 20 lb.
Sunrod 2 gp 1 lb.
Swimming Goggles 50 gp 1/4 lb.
Tanglefoot bag 50 gp 4 lb.
Tattoo 1 to 20 gp -
Thunderstone 30 gp 1 lb.
Tool/Utility belt 2 gp 2 lb.

Tools

The following is a list of new tools that are available in Niar'vyun that a character can choose to be proficient in. Proficiency with any of these artisan’s tools lets you add your proficiency bonus to any ability checks made using the tools of your craft. Each type of artisan’s tools requires a separate proficiency. Each of these kits provides the tools needed to pursue a craft or trade.
Apothecary’s Supplies. This kit provides a portable alchemical lab that includes the tools and components necessary to prepare, preserve, compound, analyze and dispense medicinal drugs.
Castanets. A pair of concave shells joined on one edge by a string that “clack” when hit together. Castanets are often used in conjunction with dancing during a performance.
Concertina. Small and typically polygonal in form. Played by stretching and squeezing between the hands, to work a central bellows that blows air over reeds, with notes being sounded by pressing buttons.
Dice Set, Loaded. These weighted dice are well made and provide you with advantage on checks made for rolling these dice. A successful DC 15 Intelligence (Investigation) check will reveal that these dice are weighted.
Drum. These percussion instruments come in various shapes and sizes. A drum consists of a skin or light metal stretched over a shell or frame. It is struck with the hands, sticks, or a mallet to produce sound.
Fiddle (or Violin). Stringed instrument played with a bow. It has four strings and a body of characteristic rounded shape, narrowed at the middle and with two f-shaped sound holes.
Fortune Teller’s Tools. These are the items used by mystics to ply their arts. Your mystic tool may appear however you wish, as they all serve nearly the same function, to be a prop.
Guitar. Fretted instrument with five or six strings. Played by strumming or plucking the strings with one hand while simultaneously fretting (pressing the strings against the frets) with the other hand.
Hornpipe. Small melody pipe with one or two internal bores, 5 to 8 finger holes and a bell. Traditionally made from animal horn or wood.
Hurdy-gurdy. Fiddle-like stringed instrument. Played by turning a crank to rub a wheel against the strings while selecting notes by pressing a keyboard.
Investigator’s Supplies. This kit provides a portable investigator kit that includes the tools and components necessary to collect and analyze evidence in the field with materials including clean containers, labels, gloves, tweezers, and swabs.
Playing Card Set, Marked. These cards have been expertly bent, colored, or scratched to allow you to know what’s on the face of the card by viewing the mark on the back. A successful DC 15 Intelligence (Investigation) check will reveal that these cards are marked.
Item Cost Weight
Artisan's Tools
Apothecary's Supplies 50 gp 8 lb.
Investigator's Supplies 50 gp 8 lb.
Fortune Teller's Tools
Crystal Ball 25 gp 3 lb.
Fortune-telling cards 10 gp
Pendulum 25 gp 1 lb.
Astrology charts 25 gp 1 lb.
Bone set 10 gp
Rune stones 10 gp
Bowl of intoxicating vapors 10 gp
Spirit board 10 gp 1 lb.
Tea set and leaves 10 gp
Gaming Set
Dice set, loaded 5 gp
Playing card set, marked 5 gp
Musical Instruments
Castanets 2 gp
Concertina 30 gp 3 lb.
Drum 6 gp 3 lb.
Fiddle 30 gp 1 lb.
Guitar 30 gp 6 lb.
Hornpipe 5 gp 3 lb.
Hurdy-gurdy 30 gp 10 lb.

Trade Goods

Cost Goods
5 cp 1 lb. of citrus fruit or 1lb. of dried fish
2 sp 1 lb. of dried meat or 1 lb. of softwood
5 sp 1 lb. of sugar or 1 lb. of hardwood
1 gp 1 lb. of tobacco
2 gp 1 lb. of dye or 1 lb. of tea
4 gp 1 lb. of nutmeg or 1 lb. of coffee
5 gp 1 barrel of ale, 1 lb. of cocoa, or 1 barrel of wine
10 gp 1 lb. of vanilla or 1 sq. yd. of fur
50 gp 1 barrel of rum
100 gp 1 barrel of aged whiskey or 1 barrel of fine wine

Exotic Materials

(In Progress. adapted from https://imgur.com/a/OYYW5#s1uIRkO)
Adamantium.
Aluminum Alloy.
Bone.
Brass.
Bronze.
Greenweave.
Ironwood.
Mithral.
Naerium Alloy.
Silver.
Titanium Alloy.
Wood.

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