```metadata
title: Commander's Revised Adventuring Equipment
description: >-
These optional rules prioritize maintaining equipment and allow for more
versatility by pushing equipment to its limit. Adds the object saving throw
mechanic and equipment damage tiers. Places value on tool kits, more
adventuring gear, mounts, vehicles, and many other items needed for the wary
adventurer planning their mission.
tags: []
systems:
- 5e
renderer: legacy
theme: 5ePHB
```
```css
/*=======--- Example CSS styling ---=======*/
/* Any CSS here will apply to your document! */
.phb p { line-height: 115%; !important
padding-bottom: 1mm;
}
.phb table {
font-family: ScalySans;
width: 105%;
margin-bottom: 1em;
font-size: 10pt;
font-kerning:none;
line-height: 0.85em
}
}
.phb descriptive p{
display:block;
padding-bottom:1px;
margin-bottom: -1em;
line-height:1em
}
```
##### A catalog of equipment both new and old for the world's greatest roleplaying game
\page
# Equipment For a
New Age
___
This catalog of adventuring tools aims to give meaning and utility to the often forgotten about inventory items of 5e. What is a whetstone even for anyway? What exactly is included in a healer's kit? Why would someone ever choose to carry a bedroll if sleeping on it gives no benefit opposed to sleeping on the ground?
___
In a world where being prepared is the difference between life and death in the dangerous vocation of adventuring, the gear you carry should be purposeful, have direct benefits and provide mechanical bonuses to even menial tasks.
#### Shop Catalog
All equipment in this brew aims to give some benefit, either while exploring or directly in combat. While not intended to provide combat benefit in most cases, what is a whetstone if not a way to maintain your bladed weapon's edge from battle to battle? Would a knight even consider crusading without a means to maintain their gear while in foreign fields?
This brew's goal is not to provide floating modifiers everywhere, as that's a boring and forgettable venture that few would find enjoyable or impactful to the story. Instead, this brew aims to give the players tools that, in the right situation, make all the difference between blind luck or skilled expertise through preparation.
Further, actually giving reason to take proficiency in tool kits makes this brew invaluable. Each tool kit provides a host of benefits to an adventurer and their party.
#### Context Matters
All equipment in this brew aims to give some benefit, either while exploring or directly in combat. While not intended to provide combat benefit in most cases, what is a whetstone if not a way to maintain your bladed weapon's edge from battle to battle? Would a knight even consider crusading without a means to maintain their gear while in foreign fields?
This brew's goal is not to provide floating modifiers everywhere, as that's a boring and forgettable venture that few would find enjoyable or impactful to the story. Instead, this brew aims to give the players tools that, in the right situation, make all the difference between blind luck or skilled expertise through preparation.
#### Maintenance and Magic
Finally, all gear wears down. Obsolescence is the reason merchants continue to thrive. A simple steel sword is not going to survive a dozen clashes on the battlefield unless it is properly maintained in one's down time. A weapon found in a crypt as old as time is likely to have weathered or lost its fine edge, and would need to be honed before it could be used properly. While it would be tedious to roleplay repairing equipment after every battle, it should at least be addressed through carrying the proper tools and supplies to make those repairs, even if they take place in the background of the story.
Equipment not only breaks down over time, but players using this brew can push their equipment to its limit at the cost of damage. A sword could be used to pry open a door, a shield could be used to absorb a huge damaging attack, and armor could protect from a mortal blow, and this brew aims to provide a lightweight system to track damage and repair to these items, giving greater durability to higher end materials like adamantine or mithral.
```
```
.
\page
## Item Lists
#### Adventuring Gear
Adventurers have special needs and require specialized gear to delve into dark dungeons and monster lairs for treasure. This list includes throwable splash weapons such as alchemist fire and ball bearings as well.
#### Mundane Items
Some items found in everyday life are useful to the adventuring life, such as a compass or a whetstone. This list is not comprehensive but includes commonly sought after items a hero for hire might want to acquire.
#### Clothing
From common clothes to feast finery, camouflage and winter clothes, what an adventurer wears under their armor, or in lieu of, is quite important for comfort and utility. This list includes many new types of clothing, as well as the new materials clothing can be made from, presented in here.
#### Tool Kits
Finally, tool kits are more than flavor. These include the ubiquitous thieves and healer's kits, but also include the more esoteric and now equally useful kits that previously had little use outside of backstory.
#### Musical Instruments and Gaming sets
The bardic instruments finally have purpose and utility outside of flavor or preference. Boost your ally's temporary HP with brass, protect their defense on saving throws with percussion, soar their attack with stringed instruments, and wind up their damage with woodwinds. Additionally, gaming sets now provide downtime benefits and can even help in social encounters.
#### Prosthetics
If using Revised Combat Rules, adventurers have a chance to lose a limb. They can replace them with clockwork, arcane, and even necrotic prosthetics, or settle for a simple peg leg if money and time are in short supply
#### Ammunition and Ranged Accessories
A plethora of missiles await your rangers, with specialized utility and damage. Additionally, accessories here such as a bipod to eliminate the challenge of shooting a crossbow while prone, or target dummies to practice for mastery can be purchased.
#### Poisons, Potions, and Drugs
Insidious poisons are usually illegal, but even simple snake venom has a purpose. A plethora of new potions and drugs can be found here too, with various side effects and risks of addiction for those who wish to alter their consciousness.
#### Common Magic Items
In a high fantasy setting, some societies replace technological advancement with arcane. From time stones to glowing quartz lamps, the relatively cheap and low power items of arcane disposition can be found here.
```
```
#### Focus and Magic Gear
All equipment listed in Revised Arcana and Magic is listed here for ease of purchase and accessibility. Primal, Divine, and Arcane magic all have 5 types of focus, with each providing a small benefit to boost the adventurer's choice and flavor with magic casting.
#### Vehicles and Mounts
More than horses and carts, this list of items and creatures which can serve as a mount is not exhaustive. Equipment for beasts of burden and drawn vehicles found here can provide more than expanded inventory, and much of it can mean the difference for an expedition.
#### Personnel
From knowing what casters would be available in which population centers, to finding teachers to master the arts of adventuring, this list shows who to find for that special training.
#### Misc Goods and Services
Knowing what to offer in an inn outside of food and drink can make a town feel much more alive. This list includes silvering weapons, sending couriers, tattoos, tailoring, repairing the equipment which can be damaged in this system, and what it might cost to have the thieves guild bust you out of jail.
\page
## Shops and Services
#### Alchemist
The humble potion seller is devoted to the science of alchemy. An alchemist's shop can be found in nearly any size settlement, offering a range of alchemical goods. Care should be taken to stock them appropriately for their local market.
#### Arcane Shop
Enter a realm of enchantment and magic. The Arcane Shop is a haven for spellcasters, offering spell components, scrolls, and mystical tools. Explore spellbooks, trinkets, and potent potions. Find focus items, magical gear, and seek the wisdom of knowledgeable staff. Unleash the power of the arcane within these captivating walls.
#### Armory
Armories are divided into three main categories: knights, militia, and esoteric. These shops specialize in weapons and armor for warfare, with a focus on melee weapons. Knights' armories offer traditional Western European-inspired medieval fantasy gear, while militia armories carry lighter arms and civilian defense equipment. Esoteric armories provide non-standard arms and armor.
#### Bardic
Found in bustling metropolises, bardic shops cater to performers and artists. Explore a wide range of games, musical instruments, art supplies, and acting materials. These shops also attract the wealthy and nobility, making them ideal for selling off loot, as long as a captivating story accompanies it.
#### Blacksmith
A blacksmith is a vital establishment in any settlement, from hamlets to metropolises. They craft goods essential for everyday life in a medieval society, functioning as a hardware store. While they may sell weapons and armor, their focus lies more on tools like hammers and nails.
#### Boathouse
Coastal settlements require a boathouse, no matter their size. These establishments handle boat manufacture, repair, sales, and service. Alongside naval weaponry, you can find fishing supplies and basic shipping goods. Most fishermen are also willing to teach sailing and fishing skills, offering a chance to gain proficiency.
#### Dungeoneering Supplies
In a world filled with adventurers exploring ruins and caves, dungeoneering shops cater to their needs. These shops are typically found in highly populated metropolises, serving the rare market of adventurers. They sell tools and supplies specifically useful for these endeavors.
#### Farm Supply
Farm supply shops are found in almost every settlement, providing tools and supplies for animal husbandry and agriculture. While adventurers may find some items useless, they offer a variety of mounts, vehicles, and tack. These shops also serve as a place to learn riding skills and gain vehicle proficiency.
```
```
#### General Store
A typical general store can be found in most mid-sized settlements. They offer a variety of mundane items used in the daily life of a medieval peasant. Customizable to suit each location, these stores prioritize variety over premium wares.
#### Hospital/Temple
Combining places of worship and medical centers makes sense in a world where curses are as real as diseases. They offer religious supplies and services, as well as medical supplies and services. Studying to be a priest is essentially studying to be a doctor in these settings.
#### Hunting Shop
Hunting shops cater to hunters, trappers, and military marksmen. They sell everything needed for marksmanship and ranging, making them common in settlements that rely on hunting wildlife. Camping gear for extended hunting trips is useful for adventurers spending weeks in the wilderness.
#### Leatherworker
Leatherworkers transform animal hides into useful leather goods. They provide everything from boots and clothing to saddles and straps. Leatherworkers are present in nearly every settlement, as leather is as necessary as iron in medieval societies.
#### Shady Dealer
Found in metropolitan areas, shady dealers cater to exclusive clientele. While any shop can serve as a shady dealer, these dedicated shops specialize in legerdemain, assassination, spycraft, and illicit items forbidden to commoners.
#### Tailor
Tailors are found in most well-established towns and major cities, responsible for designing and repairing various clothing types. Adventurers visit tailors for specialized gear suited for travel and exploration. The focus and scope of a tailor's shop can vary greatly, depending on the location.
#### Tinker Shop
Tinker shops, found in major metropolitan areas, specialize in crafting luxury items using clockwork mechanisms. If allowed in the setting, these shops may also offer tinkermade prosthetics. Fine tools and high-profile clientele keep these establishments in business.
#### Miscellaneous Goods and Services
These goods and services cover a range of needs during downtime, from the cost of food and lodging to services like silvering weapons or hiring guards. They provide a convenient reference for players.
>### Adventurer's Catalogue
>
>You might notice these shops aren't listed in this brew. They are listed in an exlusive spreadsheet for **Adventurer** patrons. It lists every shop type, item availability, and price range, making it a valuable tool for efficient shopping sessions, and is regularly updated. You can find my Patreon link at the end of this brew. Be sure to join the Discord to receive your other benefits!
\page
# Special Rules for Equipment
#### Object Damage
Each time an object is subjected to some effect that might damage it, that item must make an object saving throw. To make this saving throw, roll a d20 and add the modifier appropriate for the material of which the object is made. For example, if the wooden wagon you are riding takes a hail of arrows from pursuing bandits, roll a d20 and add +5 for wood, as a wagon is primarily made of wood, despite having other materials like an iron axle or a cotton canvas cover.
If the object is arms or armor, you could reduce its quality by a single tier, as explained later in this guide. However, most objects in the world are simply mundane equipment or tools that might be damaged. Consult the item size table below. If the object fails its save, record it and note how many saves it has left. Once an object's save total reaches zero, it is destroyed.
| Object Size | Examples | Saves |
|:--|:--|:--|
| Diminutive | key, coin, dice, | 1
| Tiny | flute, hat, lantern | 2
| Small | lute, chest, wagon wheel | 4
| Medium | door, barrel, saddle | 6
| Large | wagon, tool shed, dining table | 10
| Huge | castle gate, ship mast, small cottage | 14
| Gargantuan | house, ship hull, castle wall | 20
If an object rolls a natural 1 on its d20, it loses two saves. If the effect that damaged it rolls an attack and that attack is a natural 20, the object must make two separate saving throws. When an object is described as being especially effective at destroying objects, such as siege monsters or adamantine weapons, the object rolls its save with disadvantage.
You could also rule a particular item has half the number of saves (rounded down) that it would normally have. For example, a finely strung lute is much more fragile than a chest, despite them both being small and wooden.
#### Abstract Resource
For some finite resources a single use cannot be defined, such as a bar of soap or a piece of chalk. When you finish using an abstract resource, you must roll a d12. If you roll a 1, the next time you use this resource, you roll a d10, then a d8 and so on. When you roll a 1 on a d4, you have one more use of the resource, then it is used up.
Sometimes your DM can rule a given application of an Abstract resource calls for more than one roll, for example, using an excessive amount of twine to tie up a prisoner, instead of just a few feet for a typical camp tie. In this case, you roll the die as many times as directed, lowering to a smaller die each time you roll a 1.
#### Throwable Splash Weapons
To attack with a thrown splash weapon like alchemist fire or holy water, make an improvised weapon attack against the target. A hit deals damage or effects as per normal and centers the area effect on your target. A miss means the weapon lands a number of feet away from your target and may create a splash or radius effect where it lands instead. This degree of drift is determined randomly by a d8, with 1 being 5ft closer to you, and 2-8 being in cardinal directions clockwise from that point.
If you are less than 30 ft from your target, your drift distance is only 5ft. However, for each 30ft increment beyond that, your drift increases by 5ft. For example, if you roll accuracy and miss against a target 80 ft from you, you will miss by 15ft.
You can instead target the ground beneath a creature. Treat this as a target AC of 10 + 1 for each 10ft the point is from you. However, if you target the ground, creatures are only dealt splash effects, and the direct hit damage, if available, is not dealt to any creature.
#### Attunement
When you find an item that requires attunement and no creature is attuned to it, you can use your action to immediately attune to the item. If the item requires attunement but you don't know this yet, the first time you use the item as it is designed, you will attune to the item, or be informed that you attempted to attune to an item if you are attuned to your maximum number of items.
It takes 10 minutes to unattune from an item, meaning if you want to give the item to someone else to use, it takes you 10 minutes to unattune, and 1 action for them to attune to the item.
#### Tool Proficiencies
Many things will require a kit to be done. You can’t pick a lock without thieves' tools. You can’t distill poisonous berries into a potent poison without a poisoner’s kit. You can’t forge an official document without a forger’s kit. In order to use any tool, you must have proficiency in it and many tasks require a certain tool to be performed.
\page
#### Equipment Storage and Capacity
This system tracks where equipment is stored on a character using a lightweight method that balances playability and realism. Any number of weapons can be stored on a character within reason, and worn items such as gloves or boots do not add their weight to encumbrance if the character is wearing clothing. However, the following rules apply for anything else:
- Up to 6 lbs of gear can be stored in a normal belt pouch. Backgrounds come with a belt pouch, although it may be labeled as a "gold pouch." Objects in the belt pouch can be retrieved during combat with an object interaction. You may wear only one belt pouch.
- Ammunition must be stored in its respective container, and that container can only hold as many pieces of ammunition as it is purchased with. For example, a quiver can hold 20 arrows, or a bolt case can hold 20 bolts. If a creature wants to carry more than this number, the extra ammunition must be stored in the backpack.
- All other equipment must be stored in a backpack, and a typical backpack can hold up to 30lbs of gear. If you are able to carry more than your backpack can hold, you will need another container such as a bag or satchel, or ideally, a larger backpack that can be purchased in this supplement. Note that items in the backpack require an action to be retrieved during combat.
- All weapons and ammunition can be drawn for free, but stowing ammo or sheathing a weapon requires an object interaction. This allows for freedom in swapping weapons during combat while still maintaining realism.
- ##### [Return to Top](#p2)
```
```
#### Light and Darkness
Most Light Sources in the game are far too bright for what they are. Consider using these modified light radius for a more realistic feel.
| Light Source | Bright Radius | Dim Radius
|:-|:-|:-
| Candle | 0 ft | 5ft|
|Torch| 5 ft |20 ft|
|Common Lamp| 6 ft |25 ft|
|Bullseye Lantern| 10 ft cone |40 ft cone|
|Hooded Lantern|7 ft|30 ft|
|Sunrod|15 ft|60 ft|
For other light sources, divide its dim radius by 4 to determine its bright radius. Additionally, the dim radius starts on the character, not at the end of the bright radius.
#### Lowlight Vision
Consider changing Darkvision for all species that live on the surface to instead, Lowlight vision. Lowlight vision treats all light sources as having double the radius, and ignores disadvantage for making perception checks which rely on sight in dim light, but still requires characters to have *some* source of light on them for it to work. This places importance on the value of light as a resource, and makes the pitch black darkness an unknown point of caution again.
Races that primarily live underground, such as Drow or Kobolds can retain their Darkvision. For these species, consider giving Sunlight Sensitivity as a requirement for Darkvision, but make Sunlight Sensitivity only disadvantage to sight based perception checks in direct sunlight, and remove disadvantage on attack rolls. Additionally, for every hour spent in direct sunlight, the character must succeed on a Constitution saving throw vs a DC of 10 + 1 for every consecutive hour, or suffer a point of exhaustion.
Any other class feature or spell which gives Darkvision still works as intended and has the added bonus of giving more value to those abilities and features.
##### Modified Carrying Capacity
Use this modified carrying capacity table for more realistic encumbrance, and ensure quadrupeds can carry more than bipeds. Calculate the creature's maximum carrying capacity as normal, then modify using the table below.
___
| Size | Biped Modifier | Quadruped Modifier|
|:-|:-:|:-:|
|Tiny| x1/2 |x3/4
| Small | x3/4 |x1
| Medium | x1 |x1.5
| Large | x2 |x3
| Huge | x4 |x6
|Gargantuan| x8|x12
\page
## Equipment Quality and Damage
___
These optional rules prioritize maintaining equipment and allow for more versatility by pushing equipment to its limit.
When an effect requires an object saving throw, roll a d20 and add the item's material modifier from the Item Material Save table, as well as its magical enhancement, if any. If you're attuned to the object, add your proficiency bonus to this roll.
If your equipment fails its saving throw, its quality deteriorates and is lowered to the next tier listed for its object type: armor, clothing, shields, or ranged or melee weapons. During a short rest, you can repair it using the appropriate tools specified for its category, such as carpenter's tools for shields or smith's tools for armor. Each successful repair will raise the item's quality by one tier.
#### Magic Items
With the exception of potions and scrolls, magic weapons and armor are resistant to damage. If a magic item would normally decrease in quality without a saving throw due to an effect or because you used it in a special way, it instead makes a DC 15 object saving throw.
If a magic item reaches the "Destroyed" tier on its damage track, it loses its magical properties. However, you can restore its magic by using the appropriate tools for repair and successfully passing an Arcana check. The DC for this is equal to 10 + the item's material modifier, plus any magical enhancement it previously possessed. If the check is successful, the magic is restored and the item moves one step up from Destroyed. Potions and scrolls cannot be repaired or restored in this manner. However, if the check is failed, the magic is lost forever.
Effects listed on the wondrous materials page are not considered magical and are inherent to the material. If a wondrous material is repaired, it regains its special properties without needing to succeed at an Arcana check.
#### Magical Mending
The *Mending* cantrip can be used to repair items from Destroyed to their lowest tier of quality, but cannot repair further; the damage is more subtle and complicated than clean breaks or tears. An Arcana check must still be succeeded in order to return the magic to a broken magic item.
#### Cumulative Penalties
All penalties for equipment tiers are cumulative. For example, if your armor has been damaged twice and is now in the Weakened tier, it has the penalties from both Weakened and Deteriorated. If any equipment becomes destroyed, while you still wear or use it, it has all penalties from all quality tiers. This is especially important for armor, as wearing destroyed armor can be devastating to your combat effectiveness.
#### Creative Use
You may allow your players creative but unintended uses of their equipment, such as using a sword to pry open a container with advantage, or using a shield to slide down a flight of stairs. Allowing these uses but with an object saving throw for the equipment encourages your players to be creative but with limits.
- ##### [Return to Top](#p2)
```
```
### Item Material Save Table
|Mundane Material|Modifier|
|:-|:-|
|Bone|+5|
|Crystal|+3|
|Glass|+1|
|Parchment|-4|
|Softwood|+2
|Stone|+7|
|Vellum|+2
|Metal Materials|Modifier|
|:-|:-|
|Adamantine|+13
|Blood Ore| +8
|Iron|+8
|Mithral|+11
|Obsidian|+3
|Silver|+6
|Starmetal|+10
|Steel|+9|
|Leather Materials|Modifier
|:-|:-|
|Chitin|+5
|Dermycil|+3
|Displacerderm|+4
|Dragon hide|+8
|Hellhide|+5
|Kraken hide|+5
|Leafweave|+3
|Rawhide|+6
|Strideweave|+3
|Wood Materials|Modifier|
|:-|:-
|Driftbough|+3
|Embertree|+4
|Everlife|+4
|Hardwood|+5
|Heartshard|+3
|Ironwood|+8
|Rotmire|+5
|Sparkthorn|+4
|Cloth Material|Modifier|
|:-|:-
|Antifab|+1
|Armorpress|+5
|Cotton/Linen|+1
|Glamorine|+2
|Nexusium|+2
|Shieldmesh|+6
|Silk|+4
|Wool|+3
\page
### Armor Quality
Armor damage can come from a variety of malicious enemies and you can present your armor as a means of absorbing damage when you know you will be hit. If using RME, a sunder weapon can be used to directly attack armor. When your enemy fails its saving throw, instead of the normal Sunder effect, instead force the enemy's armor to make an Object saving throw vs a DC equal to your attack roll.
#### Fortified
Fortified armor has been improved with a skilled smith's touch or a magical effect. Fortified has no bonus other
than to serve as a buffer for damage.
#### Undamaged
Armor that fits well and has been maintained is
Undamaged. Undamaged armor can be fortified over
the course of an hour, which may also be during a
short rest, to protect it from damage.
#### Deteriorated
The armor's fittings are loose or worn and the plates
are bent or showing signs of wear. Deteriorated armor
gives you disadvantage to initiative rolls, and you
suffer disadvantage to stealth checks even if the armor doesn't normally.
#### Weakened
Weakened armor has tears in the belting and
harness that keeps it together, and has bent or torn
plates in its makeup that weaken its integrity and
protection. Weakened armor lowers your speed by 10 ft
and you suffer a -2 AC penalty.
#### Destroyed
Destroyed armor's belting or harness is destroyed,
or one or more major plates are ruined, preventing it
from being worn in any protective capacity. It provides
no AC benefit and can be removed as an action, by cutting
or ripping the belting free.
### Armor Damage
There are many ways to damage your armor.
When repairing armor made from metal, you
must use smith's tools. For leather armor,
you must use leatherworker's tools.
- When you receive a critical hit and are concious,
you can choose to negate the critical hit, taking a
normal hit instead, by choosing to lower your armor
quality by one step.
- If you drop to 0 hit points, you can choose to immediately succeed on a death saving throw as your armor protects you from the worst of the blow. This lowers your armor quality by one tier.
- Any time you receive lightning or acid damage from a single attack equal to or greater than your armor's AC,
your worn armor must succeed on an object damage saving throw DC equal to the damage taken.
- ##### [Return to Top](#p2)
\page
.
>#### Wet Clothes
When wearing wet clothes, you are at risk of danger, both in terms of survival and avoiding the effects of lightning and extreme cold weather. While your clothes are wet, you have disadvantage on any saving throws made to resist lightning or cold damage, and any such damage dealt to you is rolled twice and you take the higher result. However, wet clothes can help protect you from burns, as fire damage is rolled twice and you take the lower result. Your clothes are no longer considered wet after you have been in a warm, dry environment for a 1 hour or after taking fire damage.
### Clothing Quality
#### Pristine
Washed, starched, and pressed, this clothing looks its absolute best. While wearing pristine clothing, you can add a d4 to any Charisma check where your appearance is important, such as convincing guards to let you into the noble district. Pristine clothing lasts until you get soaked in any liquid or for 8 hours, whichever comes first.
#### Undamaged
This clothing is in good condition and can be made pristine again if you have access to soap, water, and an iron. It takes 10 minutes to restore undamaged clothing to pristine quality.
#### Frayed
Frayed clothing shows signs of wear and tear or was recently wet and dried while on your body. While wearing frayed clothing, if your d20 result is higher than your Charisma score, you must reroll but take the new result. People may treat you differently if your lack of cleanliness is offensive to them. You can repair your clothing in 10 minutes using a weaver's kit.
#### Tattered
Your clothing is ripped and unhemmed in places. While wearing tattered clothing, you suffer disadvantage on all Charisma checks where your appearance is important. Tattered clothing can be darned and patched with a weaver's kit over the course of 1 hour, which can be part of a short rest, to return it to the frayed quality.
#### Ragged
Ragged clothing is falling apart, ill-fitting, and uncomfortable. While wearing ragged clothing, you can only travel for 4 hours before you need to start making Constitution saving throws to avoid exhaustion. Over the course of 1 hour you can repair ragged clothing using weaver's tools and one yard of the fabric the clothing is made from. Clothing can never be truly destroyed, but wearing rags only serves to communicate your lack of social status to those around you!
### Clothing Damage
There are several ways to damage clothing, and clothing can be damaged even while worn under armor. When repairing clothing, you must use a tailor's kit and have spare material on hand that matches the same material as the clothing being repaired. Since clothing cannot be destroyed, you can't benefit from these abilities if your clothing is ragged.
- If you fail an Acrobatics or Athletics check, you can lower your clothing quality by two tiers to attempt a Dexterity or Strength saving throw against the original DC or contest result you failed. If the saving throw is successful, you may treat the original check or contest as having passed it.
- If you wear your clothing for at least three days without washing it, your clothing must succeed on an object saving throw or be lowered in quality by one tier. You must repeat this saving throw every three days thereafter.
- When you receive fire damage greater than half your maximum HP value or you drop to 0 hit points, your clothing must succeed on an object saving throw DC equal to half the damage taken or be lowered in quality by two tiers.
- ##### [Return to Top](#p2)
\page
### Shield Quality
If using RME, a sunder weapon can be used to directly attack a shield. When your enemy fails its saving throw, instead of the normal Sunder effect, instead force the enemy's shield to make an Object saving throw vs a DC equal to your attack roll.
#### Hardened
A hardened shield has been tempered and refined by a skilled smith or woodworker in order to reinforce its weak points. A hardened shield offers no bonus but serves as a buffer for damage.
#### Undamaged
An undamaged shield shows no signs of wear or damage. It can be hardened over the course of 1 hour with smith's tools, leatherworker's tools, or carpenter's tools, which can also be part of a short rest.
#### Splintered
This shield's banding and rivets are rattling loose, and the wooden face has splintered. When you wield a splintered shield, you suffer a disadvantage to athletics and acrobatics checks, and the shield suffers a -1 AC penalty.
#### Bent
A bent shield is misshapen or warped and is not as effective. It interferes with your attacks, forcing you to reroll any attack unless your attack roll exceeds the target's AC by 5 or more.
#### Destroyed
This shield has been sundered and can no longer be equipped. You can drop it without issue in combat, even if it was strapped to you. It is no longer usable for anything but scrap.
### Shield Damage
While a shield is made to absorb blows and protect you in combat, you can choose to put your shoulder into the shield and brace for massive damage, choosing to let the shield's material degrade in order to protect yourself. When repairing a shield, you must use carpenter's tools, smith's tools, or leatherworker's tools.
- When you or an ally within 5 ft receives a critical hit, as a reaction, you can choose to roll a Strength saving throw vs. a DC of 15 or half the damage value, whichever is greater. If you are successful, the damage is negated, but your shield is lowered by 2 tiers in quality.
- If you are about to receive fall damage, you can choose to roll an Athletics or Acrobatics check vs. a DC of 10 + 1 for every 10 ft you've fallen. If you are successful, you are resistant to the damage from that fall, and your shield is lowered in quality by 1 tier.
- When an enemy hits you, you can choose to use your reaction to direct all bludgeoning, piercing, or slashing damage into your shield. Your shield must roll an object saving throw equal to the damage you would take. If it succeeds, it keeps its quality, but if it fails, its quality is lowered by two tiers.
- ##### [Return to Top](#p2)
\page
```
```
### Melee Weapon Quality
#### Honed
A Honed weapon is sharpened to a razor's edge or needle's point. A weapon that deals only bludgeoning damage cannot be Honed. A Honed weapon rolls damage twice and takes the best result, but if it ever rolls a 1 on any of its damage dice, it loses its edge and is reduced to Undamaged.
#### Undamaged
This weapon shows no signs of wear. It can be sharpened with a whetstone over the course of 10 minutes to bring it to Honed.
#### Dulled
When a dulled weapon rolls its maximum damage on any damage dice, that die must be rerolled. Weapons that deal bludgeoning damage can be dulled but ignore this penalty when they deal bludgeoning damage.
#### Riven
This weapon is showing signs of wear that threaten the weapon's construction if stressed. You apply only half your proficiency bonus to a riven weapon, and if you miss with an attack by 5 or more, your weapon is destroyed.
#### Destroyed
This weapon is unusable, broken into multiple pieces to be little more than scrap.
### Melee Weapon Damage
While maintaining a weapon is expected, many weapons can be honed to a finer point that will degrade quickly in the clash of combat, and you can choose to push your weapon beyond its limits for greater effect at the cost of the weapon's integrity. When repairing a melee weapon, you must use smith's tools or carpenter's tools.
- When you score a critical hit or roll an attack that exceeds the creature's AC by 10, you can choose to reroll the damage and choose the better result. If you choose to do this, your weapon must succeed on an object saving throw DC equal to the target's AC.
- When you use your weapon to attack an object or any creature made of inorganic material such as wood, iron, or stone, you run the risk of damaging it. Unless your weapon is designed for the purpose (e.g. axes chopping wood, war picks shattering stone), then each time you miss the creature's AC by at least 5, your weapon must roll an object saving throw DC equal to the target's AC. This is also true when you attack a creature or object that is resistant to the damage type you used with your weapon, for example, attacking a skeleton that is resistant to piercing damage with the tip of your sword.
- When you receive a hit from a melee weapon attack, as a reaction, you may roll your weapon's damage and add your Strength modifier. You reduce the incoming damage by this total, and your weapon must make an object saving throw against a DC of 15 or half the damage before you reduce it.
- ##### [Return to Top](#p2)
\page
### Ranged Weapon Quality
Ranged weapons are finely tuned instruments that cannot suffer much damage to their construction and continue to operate. When repairing a ranged weapon, you must use carpenter's tools.
#### Waxed
A waxed ranged weapon has been given a rubbing with sap and beeswax to condition the wood and bowstring. A firearm weapon cannot be waxed. While waxed, the weapon's short range increases by 10 ft and long range increases by 30 ft. If it ever rolls a 1 on any of its damage dice, it loses this quality and becomes Undamaged
#### Undamaged
This weapon shows no signs of wear or cracking. Its string and limbs could be conditioned with beeswax or resin over the course of 10 minutes to bring it to waxed.
#### Worn
The weapon's bowstring has become frayed, or the leather of a sling shows signs of wear, but could be repaired. Worn ranged weapons interfere with the accuracy of your shots. They can critically hit, but do not roll extra critical hit damage. While a firearm can be Worn, it ignores this penalty.
#### Split
Showing hairline cracks in the wood and severe fray to the bowstring, while using a split ranged weapon, attacks beyond the normal range always miss, and if you ever roll a 1 on an attack roll, your weapon is Destroyed.
#### Destroyed
The weapon has split in multiple pieces along the grain or the bowstring has snapped, rendering it useless.
### Ranged Weapon Damage
- While at long range, you can choose to overdraw your weapon. You negate the disadvantage penalty to your attack roll, and doing so forces your weapon to make an object saving throw DC 10 + 1 for each 10ft beyond normal range.
- You can also overdraw your weapon while a target is in normal range. If you do, you can treat a hit that is 10 or more higher than the enemy AC as a critical hit instead. This also causes your weapon to roll an object saving throw DC equal to your target's AC.
- When you receive fire damage greater than half your maximum HP value, your ranged weapon must succeed on an object saving throw DC equal to half the damage taken.
- ##### [Return to Top](#p2)
\page
# Item materials
___
Many weapons and armor in this system can be made from different materials which give different wondrous properties to the items they are made of without an overt magical effect that is inherent to magical items in 5e.
Listed here are different materials and how they can be used in the creation of adventuring equipment. These properties cannot be dispelled or removed from the material the item is made from.
### Cloth Yards
Cloth can be used to make a variety of items, but is primarily used for clothing. Cloth is sold by the yard, and it takes 3 yards of fabric to create a clothing set or cloak, and these items are the only way to benefit from the wondrous effects.
##### Antifabric
*150g, 0.01 lbs*
This transluscent, gray fabric is said to be from the outer planes, and floats weightless in the air if left unattended. It is often used to make ship sails for skyships.
- As clothing, it allows you to count your encumbrance as only half of what it actually is.
- While wearing this clothing without armor, you gains resistance to fall damage, and advantage on checks made to avoid falling prone.
- Antifabric items are extremely bouyant. While wearing any item, you are under the effects of *water walk* spell.
##### Armorpress
*150g, 1lb*
Armorpress has woven, mithral wire to create a tough, yet flexible clothing that is perhaps not as protective as mithral plating, but is flexible and easy to wear. It is especially popular among envoys that rely on its protective qualities while conducting diplomatic endeavors.
- Armorpress is nonflammable, and ignores fire damage prompts for its object saving throw.
- As clothing it grants you resistance to all non-magical slashing damage, and while wearing no armor, your AC is 12 plus your Dexterity modifier.
##### Cotton/Linen
*Cotton - 5s, 0.25 lbs, Linen - 5g, 0.5 lbs*
Cotton and linen have few differences aside from availability and cost. Most common clothing is made from this material.
- Items can be easily repaired with a weaver's tools without need for extra material, as these tools contain extra cotton
- Cotton is slightly less durable than linen but is more affordable.
```
```
##### Glamorine
*75g, 0.25 lbs*
Glamorine is made from a plant grown in ley lines of the world, renowned for its ability to hold illusion magic indefinitely.
- Clothing holds a permanent *minor illusion* spell. This illusion is set by the tailor, but can be changed with the *minor illusion* cantrip. The magic only affects the clothing itself, for example, trailing flames along the shoulders, ever present soft music surrounding the wearer, or even butterflies constantly floating around the wearer.
- Glamorine's illusion can be discerned if a creature passes a successful DC 12 Investigation check.
\page
##### Nexusium
*200g, 075 lbs*
Nexusium is a mystical, strange material, said to be woven from fibrous, crystalline structures harvested from deep in the earth. This mesh-like material looks like mycelium to a casual observer, but to the studied seamstress, a clothing made from this material holds the power to tap into a knowledge pool of a vast, yet unknown network of linked minds.
- Clothing allows you to reroll a failed Intelligence check to recall facts or knowledge, or any check while using a tool kit. You must use the new result.
- As a bonus action, you can drain the magic from your clothing and gain a spell slot equal to your Intelligence modifier or lower. After this effect is used, you lose the ability to reroll Intelligence checks until the next dawn, and only if the clothing is exposed to sunlight.
- When you don this clothing, and again at the end of each long rest, you suffer psychic damage to your maximum HP value equal to your Intelligence modifier. This penalty can be removed with a *Remove Curse* spell, or 24 hours have passed without wearing it.
##### Shieldmesh
*350g, 1.5 lbs*
Shieldmesh is a fabric made from a sheep-like mountain animal known as a rockshep that has a strong abjuration magical aura. It can spontaneously protect its wearer with a *Shield* spell, making it a coveted fiber among mage hunters.
- Clothing grants you the ability to cast the spell *Shield,* once per day, even if you are not capable of spellcasting. Once you do so, the clothing must pass a DC 15 object saving throw, and if it fails, it is reduced to Tattered. The clothing then cannot cast shield again until it is repaired to Undamaged.
- Clothing grants you advantage to Dexterity saving throws as long as the clothing is still capable of casting *Shield*.
- ##### [Return to Top](#p2)
```
```
##### Silk
*10g, 0.05 lbs*
Silk is a very strong textile that has been used in layered cloth armor to stop even arrows. Its soft, yet kevlar-like toughness has made it a wondrous protective clothing despite its mundane nature.
- Silk can be made into padded light armor that has an AC of 11 and does not suffer disadvantage to Stealth checks. This armor reduces all non-magical piercing damage by an amount equal to your proficiency bonus.
- While wearing silk clothing, you have advantage on any save to resist the effects of extreme hot weather.
##### Wool
*1s, 0.75 lbs*
Made from a variety of wooly animals from llamas to sheep to alpacas. Wool has been used for centuries due to its insulating and water resistant qualities, and the relative ease of which the animals that produce it can be reared.
- Wool protects you from cold and rain. While wearing wool, you gain advantage on any save made to resist the effects of extreme cold or rainy weather arising from being wet.
- Wool is also fire resistant, and does not need to make object saving throws due to being subjected to fire.
\page
### Leather Skins
These exotic leathers can be used to make armors up to 14 AC, clothing sets, or other leather items such as whip weapons, boots, or cloaks. Leather is sold in units called "skins." It takes 3 skins plus the cost of armor to make armor, 2 skins plus the cost of clothing to make clothing sets or cloaks, and 1 skin plus the item cost to make any other leather item. You must be proficient with leatherworker's tools to make items with leather.
##### Chitin
*50g, 3 lbs, armor*
Many insectoid creatures exist big enough to harvest their exoskeletons for armor material. Chiton is as tough and as flexible as mithral, though it is rarer due to its source.
- Chitin can be used to make any armor, unrestricted by the normal AC limit for leather armor.
- Chitin armor weighs half as much as normal.
- Armor doesn't grant you disadvantage on Stealth checks.
##### Dermycil
*125g, 3 lbs, any leather item*
This thick, pliable material is made from extremely large mushroom caps. While it is softer than rawhide, it offers some connection to mycelium in the ground. Unfortunately, dried mushroom is quite flammable.
- Any item grants blindsight in a 5ft radius to its user.
- As armor, it grants you resistance to poison damage, and advantage on saves against poison damage or the poisoned condition.
- Due to the flammability, when you takes fire damage, dermycil must pass an object saving throw equal to DC 15 or the total fire damage, whichever is higher. If it is destroyed by fire, the item cannot be repaired.
##### Displacerderm
*200g 4 lbs, armor, clothing*
Made from the notorious displacer beast, this hide retains some of its illusory effect. Like the beast, if you suffer any damage, these effects end until the start of your next turn.
- As armor, if you are subjected to an effect which allows for a dexterity save for half damage, you suffer no damage if you succeed. You still suffer full damage if you fail.
- As clothing, Opportunity attacks and grapple attempts against you suffer disadvantage.
##### Dragonhide
*250g, 5 lbs, *
As durable as iron, but as flexible as wool, dragonhide is the tanned and cured hide of a dragon's wing. While not necessarily made from the skin of an ancient dragon, dragonhide is nonetheless prized as a leather armor material for its resistance to elemental damage.
- Armors protect you from the elemental damage belonging to the dragon from which it came. When you take this damage, subtract d8 + your proficiency bonus + any enchantment the armor has.
- If the armor ever rolls a 1 on the d8, it protects you from all elemental damage of its type, and must pass an object saving throw DC equal to the damage taken.
- As clothing, it grants you advantage on saving throws made to resist the damage it protects from.
\page
##### Hellhide
*300g, 6 lbs*
This leather seems to be made from fiendish hide, and retains the hellish thirst for mortal souls. It's been treated in a way that allows the wearer to use that soul energy, though the ethics of such use are up for debate.
- As armor, if you deal the killing blow to a species of humanoid, or other intelligent creature up to DM discretion, it gains a soul. At any point, these souls can be used to add a bonus die roll to your choice of attack roll, ability check, or saving throw, according to the table below. Once the bonus is used, the armor's soul count resets to 0.
- While armor or clothing, if you suffer any slashing damage, you take only half this amount unless the damage is silver or magical.
| Soul count | Bonus Die |
|:----:|:-:|
| 1 | d4 |
| 2 | d6 |
| 3 | d8 |
| 4 | d10 |
| 5 | d12 |
##### Krakenhide
*250g, 5 lbs*
Not simply made from the legendary kraken, this leather is made from any number of monstrous sea predators with thick, durable hide. Krakenhide is different from ordinary leather made from sea creatures in that its special properties have been preserved during the tanning process to benefit the wearer.
- Armor or clothing grants you a swim speed equal to twice your walking speed.
- Any item forces disadvantage on Opportunity attacks against you, and grants you advantage on checks made to avoid or escape the grappled or restrained condition.
- Unfortunately, any item you wear forces you to suffer vulnerability to lightning damage.
- ##### [Return to Top](#p2)
```
```
##### Leafweave
*75g, 4 lbs*
Leafweave is made from special broad leafed plants in tropical regions. The leaves have had their water and fibrous content magically preserved so as to remain flexible, and still shift slightly with the surrounding environment so as to help the wearer hide better.
- Armor grants you advantage on Stealth checks if the check is made while in leafy, green wilderness areas.
- If you remain motionless, any clothing or armor imposes disadvantage to any perception check made to spot you in these same areas.
- Any worn item has the ability to photosynthesize in direct sunlight. If the item spends 1 hour in the sun, it can repair itself, gaining one step of quality or one object saving throw back. Additionally, any worn item gives you the need to only eat half the normal food and water requirement for the day.
- If you take any fire damage, the leafweave must pass an object saving throw equal to DC 10 or half the fire damage.
##### Rawhide
*2g, 5 lbs*
Rawhide describes the usual leathers found in most cultures and regions of the world, typically made from typical husbandry animals found in the region.
- Rawhide is abundant and affordable.
- While it offers no wondrous benefit, rawhide is tougher than other wondrous leathers and has a higher object saving throw modifier than most.
##### Strideweave
*50g, 4 lbs*
This material is made from thick strands of webbing from giant spiders, pressed into thick mats that resemble a leather-like quality that becomes incredibly sticky if wet.
- As armor, if you have any means of making the strideweave wet, you gain a climbing speed equal to your walking speed and can stick even upside down to ceilings. This benefit lasts for 1 hour or until you take fire damage.
- Clothing or armor grants you immunity to sticking in webs and immunity to the *web* spell.
- Any clothing or armor grants you advantage on checks made to start or maintain a grapple.
- Unfortunately, any item forces you to suffer vulnerability to fire damage.
\page
### Metal Ingots
Metal can be used to make armors with 15 AC or more, ammunition, crossbows, melee weapons, and firearms. An armor costs 5 ingots plus the cost of the armor you wish to have, while a weapon costs only 1 ingot plus the cost of the weapon you want. When making ammunition, 1 ingot makes a single container worth, for example, 20 arrows or 50 needles.
##### Adamantine
*100g, 4 lbs, All items*
Adamantine is a greenish, extremely tough metal renowned for its indestructibility. It is lighter than steel and orders of magnitude stronger, but is unfortunately quite rare.
- Armor renders you immune to critical hits, treating them instead as normal hits.
- When a weapon strikes an object, it is considered a critical hit. Additionally, any object saving throw made in response to adamantine weapons suffers disadvantage
- Adamantine crossbows double their range but require a Strength score of 13 to arm.
- Adamantine ammunition is always recoverable.
- Firearms are not destroyed from misfires, but instead make an object saving throw.
```
```
##### Blood Ore
*200g, 6lbs, Armor, Melee weapons, Firearms*
Blood ore is reddish, brittle metal that reacts to iron and water by absorbing and growing slightly. Found in iron deposits where great battles, huge burial sites, and ancient dead are found, this can be harnessed to repair armor, force a sword to grow a finer edge after cutting flesh, or even giving ammunition a slight homing ability.
- As armor it reacts with your blood to create a strong blood/iron coagulant which repairs itself. When you take damage, your armor gains a +1 AC bonus from your blood, causing you 1d6 necrotic damage. This bonus to AC lasts for 1 minute or until you receive any healing.
- When any item is lowered in quality, it will cause necrotic damage to you equal to one of your hit dice at the start of your turn and attempt another object saving throw against the failed DC. If it is successful, it will gain a tier of quality, up to undamaged. If it fails, it will not try again until it is again lowered a tier of quality.
- As a melee weapon, blood ore can draw blood out from an enemy. When you strike an enemy, your weapon deals 1 necrotic damage if it has fresh blood. For the next minute, your weapon is considered Honed. However, this fresh edge is fragile, and if your weapon rolls max value on any damage dice, it loses its Honed condition, in addition to the normal way Honed is lost
- As a firearm, if you have less than max hit points, you can drip some of your blood onto the barrel. This causes the barrel to tighten around the ammunition, causing the next ranged weapon attack to add an additional weapon dice to its damage if it hits. However, this attack destroys your weapon if your weapon misfires.
##### Iron
*5s, 5lbs, All items*
Iron has a blackish, wrought covering to protect them from rust. Weapons and armor made from iron weigh twice as much.
- Attacking a fey creature with an iron weapon allows you to roll twice the damage dice you normally would for that weapon.
- Iron weapons immediately dispel any enchantment or illusion magic created by fey creatures when the weapon comes into contact with the fey magic.
- Iron is softer than steel and cannot hold a silvered edge, nor can it be honed.
- Armor made entirely from iron grants you advantage on any save vs enchantment magic spells or spell-like abilities.
- Iron cannot be used to make any weapon with the Reach or Two Handed properties. Only steel is strong enough for that.
\page
##### Mithral
*160g, 2.5 lbs, Armor, melee weapons, firearms, ammunition*
Mithral is a white, silvery metal that is somewhat flexible, making it much better for armor than for weapons, but its lightweight density does lend some use to melee weapon construction.
- Armor does not suffer disadvantage to stealth checks and removes any strength requirement.
- All items weigh half as much as they normally would
- One-Handed Weapons gain the Light property
- Light Weapons gain the Finesse property
- Heavy Melee weapons lose the Heavy property
- Two-handed melee weapons gain the Versatile property. The damage dealt by using the weapon with one hand is one die size smaller than normal.
- The ranges of any Thrown weapons are doubled.
- Ammunition made from mithral doubles the normal range of any ranged weapon it is loaded into.
- All damage dice for melee weapons are reduced by one size, and ranged weapons must roll twice and take the lower result when they use mithral ammunition.
- Firearms absorb recoil and allow you to add a +1 bonus to attack rolls.
##### Obsidian
*50g, 6 lbs, armor, melee weapons*
Obsidian is a fragile glass-like mineral that can be shaped into extremely sharp armor and weapons by a skilled artisan.
- A creature that grapples you while you wear obsidian armor suffers d4 slashing damage at the end of each round it continues to grapple you.
- If your armor ever fails an object saving throw, it is reduced to Weakened.
- If made into a weapon that deals piercing or slashing damage, the weapon is considered always Honed. When it loses the Honed condition, it must make an object saving throw, it is reduced to riven and must be repaired back to honed in order to deal any damage.
- Obsidian holds latent fire affinity which can be activated when it comes into contact with fire magic. If the a weapon is the target of magical fire damage, it immediately absorbs that energy and makes an object saving throw DC equal to the damage. If successful, the obsidian holds this energy and releases it on the next successful attack, imparting this damage to its target. The obsidian then cools and loses the energy. If it fails this saving throw, it is immediately reduced to Riven.
- Obsidian armor in the same way reacts to fire magic. When you are targeted by magical fire, your armor makes an object saving throw DC equal to half the damage. If it succeeds, you gain fire resistance for that attack's damage, and your armor holds the energy. The next time you grapple, are grappled, or land an unarmed strike, your armor releases half the original attacks damage as fire damage to your target. If your armor fails its object saving throw, you instead suffer vulnerability to the fire damage of that attack and your armor is reduced to Weakened.
```
```
##### Silver
*32.5g, 6.5 lbs*
Silver is quite soft and loses its edge very easily. Weapons with the Heavy or Two-Handed properties cannot be made from silver.
- Weapons made from silver cost 10 times as much as they would ordinarily cost. Silvering a steel weapon is covered in Misc Services, and if you have proficiency with smith's tools you can do it yourself at greatly reduced cost.
- When you roll damage against a creature only damaged by silver, you can roll twice the damage dice you normally would for that weapon.
- Silver armor always suffers disadvantage on object saving throws.
- Silver armor provides you resistance to radiant damage.
- Silver armor grants you advantage on saving throws made to resist effects which originate from undead creatures.
- When a silver weapon reduces an undead creature to 0 hit points, that creature cannot use Undead Fortitude.
##### Starmetal
*350g, 6 lbs*
Starmetal is a special metal found in meteorites and objects that have fallen from the heavens. It has a rainbow sheen which can be seen when light scatters off at an angle, like oil on water. Most divine weapons and many legendary artifacts are made from starmetal or a related alloy.
- Armor grants you advantage on saving throws against spells or other magical effects.
- Starmetal can be rimmed on a shield to be able to reflect spells. If a ranged spell attack misses you, as a reaction you can roll a ranged weapon attack using Strength, choosing any target as if you had cast the spell. The shield then makes an object saving throw.
- When a weapon interacts with any ongoing spell effect, it can dispel it if it succeeds at an object saving throw vs the spellcaster's DC. If it fails, the weapon loses a tier of quality.
##### Steel
*1g, 5 lbs*
Steel is tougher than iron due to its carbon content, and is abundant in most cultures and regions of the world. Unless otherwise stated, metal equipment is made from steel.
- While steel lacks any special or wondrous properties, it is stouter than most materials and is abundant.
- Only steel weapons can be given a silvered edge. Doing so increases the steel weapon tier quality to Honed. Bludgeoning weapons are still considered Honed, though don't benefit from the Honed damage increase.
- Anytime a silvered weapon loses its Honed quality and becomes undamaged, it can no longer be counted as silvered until it is sharpened back to Honed, and this does mean a bludgeoning weapon loses its silver plating when reduced to undamaged. When sharpening a silvered weapon, the silver must succeed an Object Saving throw versus a DC 10 + 1 for each time it has lost its honed quality. If it fails, the weapon loses its silvered edge.
- ##### [Return to Top](#p2)
\page
```
```
### Wood Timbers
These woods are used to make melee weapons which deal only bludgeoning damage, shields, bows, and arrows. Not every wood can be used for every purpose, but there is enough variety of flora in the world to find what you are looking for.
Wood is sold and packaged in a variety of lengths and bundles, but for the purpose of these constructions, a single unit of wood is called a timber. To make a bow, melee weapon, or a quiver's worth of arrows takes 1 timber plus the cost of the weapon or ammunition, to make a shield takes 3 timbers plus the cost of the shield.
##### Driftbough
*200g, 1 lb, weapons, shields, arrows*
Driftbough is a wood that is said to have originated in the elemental plane of air. It is extremely light and bouyant, and is nearly weightless in a vacuum. It is often used to construct skyship hulls.
- Driftbough items weigh half their normal weight
- Two handed weapons gain Versatile, while One-Handed weapons gain the Light property. Light weapons gain finesse.
- Driftbough is extremely buoyant in water and is incapable of being submerged without great weight or effort.
- As a shield, as a reaction, you can arrest your fall by holding your shield overhead to catch the air. Your rate of descent immediately slows to 60 feet per round and negates any falling damage if you arrest your fall before hitting the ground.
- As ammunition, all ranges are considered normal ranges.
##### Embertree
*50g, 6 lbs*
Embertree appears to constantly be smoldering with visible glowing embers in its crevices and knots. It is extremely hot to the touch and requires thick gloves or thick leather wrapping on the item itself to hold as a weapon or shield.
- When a weapon or shield deals damage to a creature, embertree wood deals an additional d6 fire damage. If you ever roll a 6 on this dice, the item must make an object saving throw, but you can roll another d6 fire damage and add it to the total damage. This can keep happening as long as you keep rolling 6's.
- Each day at the end of a long rest, the leather wrapping must be replaced or it will burn off. This must be done with leatherworker's tools as part of a short rest, and you must have spare leather in order to do it.
- Embertree is quite heavy and weighs twice as much as normal hardwood.
- If made into a shield, you can reduce all cold damage by an amount equal to the shield's AC bonus and you gain advantage on saves made to resist extreme cold weather effects.
- As ammunition, it deals an additional d4 fire damage and causes flammable objects to begin burning.
\page
##### Everwood
*75g, 2.5 lbs*
Everwood tree never truly stops growing as long as it is given water and sunlight, even after harvest. This strange wood seems to be immortal, only ever succumbing to fire or lack of nutrients.
- An item will gain a tier of quality over the course of 1 hour if it is in the sun and is given 1 pint of water per 1 lb of overall weight.
- Ranged weapons double their normal range, due to the everwood trying to grow in resistance to the pull.
- Ammunition deals an additional d4 necrotic damage as the wood attempts to grow from the nutrients in the target.
- If a weapon is given a pint of blood instead of water, it will excrete sap after 1 hour that will cause d4 poison damage on contact to creatures of the same species as the blood it was given. This sap will stay present until you successfully hit three times.
- As a shield, if you are the target of any magical healing, the healing dice are rolled twice and you take the better result.
##### Hardwood
*3s, 3 lbs*
Melee weapons, shields, and bows are made from hardwood already abundant in the area, such as oak or walnut. Hardwood is cheap and easy to produce, so it is found in all regions of the world.
- Hardwood is cheap, readily available, and easily repairable with carpenter's tools.
- Hardwood suffers no disadvantages, and is easy to use.
##### Heartshard
*120g, 2 lbs*
Heartshard trees react violently to pressure. When bent or bludgeoned, it splinters in an explosive shower as a defensive measure. The splinters have a reputation of winnowing into flesh like a porcupine quill. It cannot be made into ranged weapons, and melee weapons or shields do not tend to survive much use. However, heartshard ammunition is prized among ranged warriors.
- Heartshard ammunition is unrecoverable, as it splinters on impact. Each piece of ammunition deals an additional d4 piercing damage. However, if you score a critical hit, you deal an additional 2d8 damage.
- A melee weapon made from heartshard deals an extra d4 piercing damage, and 2d8 damage on a critical hit, but each time you score a critical hit, it must succeed on a DC 15 object saving throw.
- A shield injures assailants with its splintering. If you choose to direct damage into your shield, the enemy suffers 2d8 damage as a result.
```
```
##### Ironwood
*25g, 5 lbs*
Ironwood is a grayish, extremely hard wood that takes a master carpenter to work. Items made from it are not flammable and are as strong as iron when making object saving throws. No other wood in the world is as strong as ironwood, nor as durable.
- Any steel weapon can be made from ironwood, and weighs half as normal.
- Ironwood bark grows like scales on a dragon, which can be harvested and made into armor using 5 timbers worth, plus the cost of the armor. This armor weighs half the normal amount and ignores the object saving throw prompt from suffering acid or lightning damage.
- Ironwood shields gain advantage on their object saving throws.
- If made into a bow or crossbow, ironwood doubles the ranges of that weapon, but adds a requirement of Strength 13 in order to wield it.
##### Rotmire
*100g, 4 lbs*
Rotmire trees grow like mangrove trees in bogs and swamps. Their roots are mired in the poisonous, toxic sludge that often makes up the soil in these regions, and that wood retains its poison in construction.
- Weapons and ammunition made from rotmire deal an extra d4 poison damage.
- If you score a critical hit with a rotmire weapon, your enemy must succeed on a constitution saving throw equal to half the damage or DC10, whichever is higher, or suffer the poisoned condition for 1 minute. It can repeat this saving throw at the end of its turns to end this condition.
- As a shield, if you direct damage into your shield, it releases a toxic venom. Your target must succeed a Constitution saving throw equal to your weapon DC or become poisoned for 1 minute. It can repeat this saving throw at the end of its turns to end this condition.
##### Sparkthorn
*100g, 3.5 lbs*
A very odd plant, sparkthorn grows in large deep blue vines that can be cultivated large enough to harvest as wood for melee or ranged weapons, and even shields. It is a semiconductor and passes lightning charges through it without harm. The real mystery of sparkthorn, however, is how it seems to harvest ion charge from the air around it, gathering a static charge.
- Sparkthorn shield grants you advantage on saves against lightning damage.
- Sparkthorn ammunition rapidly charges with ions as it flies through the air. When you land with a ranged attack, the ammunition deals an additional d6 lightning damage normally, or 2d6 when in a thunderstorm.
- During a thunderstorm, sparkthorn weapons become charged with ions and deal an extra d12 lightning damage.
- ##### [Return to Top](#p2)
\page
## Magical Foci and Equipment
These magical focus items offer various options for customizing spellcasting styles and provide commonly needed material components for the party's casters. It's important to note that the focus abilities presented here are only applicable when the focus is used as a substitute for material components.
### _**Spell Component Pouch**_
|||
|:--|--:|:--
|Name|Cost|Weight|Description
|Component Pouch|25.00|2|Abstract Resource. A component pouch is a small leather belt pouch designed to hold all the material components and other special items needed to cast spells, except for those components that have a specific cost as indicated in a spell's description. The magic of a spell is closely held within the raw materials in a spell component pouch, so if you use the pouch as a substitution for material components, you can choose to add either damage or temporary hit points to the target of your spell, equal to your spellcasting modifier.
### _**Arcane Foci**_
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Crystal|125.00|2|This magical item sheds 7 feet of bright light and 30 feet of dim light. It is about the size of a tangerine and has 2 object saves. When destroyed, it causes d8 radiant damage to any creature within 5 feet of it. When you use this item to cast a spell, you can roll an additional damage die if any of the damage dice roll their maximum value.
|Orb|20.00|3|A polished stone orb that gives you +1 Weapon AC. When you roll a saving throw you are not proficient in while wielding an orb, the roll gains +1 to the total.
|Rod|10.00|2|A refined rod about the length and weight of a shortsword, and can be used like a heavy club. A rod can be used with one or two hands. When wielded with one hand, you can reroll a single damage die, and when wielded with two hands, you can increase the range of a spell by 50%
|Staff|5.00|4|A refined staff that can be used as a quarterstaff. It has a socket at one end to set imbue items within. When a staff is used to cast any spell, its range is increased by 50% and you can cast any touch spell up to a range of 10 ft.
|Wand|10.00|1|A refined wand about the size and length of a dagger, sculpted to fit the user's hand to allow more deft application of somatic components. You can use a wand to reroll a single damage die that rolls a 1, and you have advantage on any check you make using your spellcasting ability score as part of the spell, for example, when casting Counterspell. Additionally, a wand grants advantage on any check made to hide it on your person, and it gains the Conceal property.
### _**Divine Foci**_
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Censer|5.00|2|A small metal container, usually equipped with a chain or cord, is used to contain burning incense and swing it around to spread the scent and smoke. While using a censer as a spellcasting focus, you gain advantage on concentration checks while maintaining concentration on any Domain or Oath spell.
|Holy Amulet|3.00|0.05|This holy symbol is smaller in size and can be worn around the neck. When using a holy symbol to cast a spell, you have the ability to reroll a single damage die or a die when casting a healing spell, but you must use the new result.
|Holy Emblem|7.00|1|This large holy symbol represents a particular god or deity and can serve as a focus for a divine spellcaster. While using a Holy Emblem as a spellcasting focus, you have the ability to grant temporary hit points to the target of your spell. The number of temporary hit points granted equals your spellcasting modifier.
|Holy Reliquary|5.00|1|This small lockbox contains a holy relic that is important to your deity. You can use the Reliquary as a spellcasting focus, which allows you to either increase the DC of your Domain or Oath spells by 1, or add extra damage to those spells equal to your spellcasting modifier.
|Holy Symbol|0.50|0|This symbol represents a particular god or religion and can be painted or emblazoned on a shield or another wearable item. While it doesn't provide any bonus to spellcasting, it allows you to use it as a spellcasting focus without needing to hold an item in your hand. You can simply present it when casting a spell.
\page
### _**Druidic Foci**_
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Briar Branch| 20.00|2|A briar branch can protect you when you would take damage. When you take piercing, bludgeoning, or slashing damage from any source, you can use your reaction to roll a d12 and add your spellcasting modifier, then subtract that total from the damage you would take.
|Sprig of Mistletoe|1.00|0.5|When used to cast a spell, if your target fails your saving throw by at least 5, or your attack roll is at least 5 higher than the target's AC, you can cause the target to suffer 1 damage dice of your spell at the start of its next turn.
|Totem|1.00|0.1|A small talisman of an animal or deity of importance to the natural world or the caster. When you use a totem to cast a spell, you gain your totem spirit's favor. While you have this favor, you can add d4 to the next skill check or saving throw you make. Once you use this bonus or one minute passes, the favor is lost and must be regained again.
|Wooden Staff|5.00|3|A raw walking staff that can be used like a quarterstaff. While using a wooden staff, you may increase the range of your spell attacks by 50% and you can cast spells with a range of touch up to 10ft away.
|Yew Wand|10.00|1|A length of refined yew about as long as a dagger in which is set another focus item or personal keepsakes. While using a yew wand, you can reroll one damage dice which rolls a 1, or reroll any 1 dice when you cast a healing spell.
### _**Focus Enhancements**_
These enhancements can be added to any focus to increase the caster's efficacy.
##### Bright Shield Marble
*Add 2 lbs, 200gp*
This marble has a soft orange glow, like a fading ember in a dying campfire. The marble glows brighter in the presence of other creatures capable of casting spells or using spell-like abilities. If you socket this marble into your focus, you gain a +1 shield AC. Moreover, you can use the marble's glowing effect to cast the spell shield on yourself, but doing so means you no longer gain the +1 shield AC until you finish a long rest and the marble's magic returns. You can use this effect once per day and regain the ability to use it after a long rest.
##### Dragonstone
*Add 2 lbs, 250gp*
Dragonstones are rocks which have been under a sustained, focused breath of an adult metallic or chromatic dragon. Choose one of acid, cold, fire, lightning, or poison damage. When you cast a spell with this focus's damage type, if a damage dice rolls its maximum value, roll another damage dice.
##### Power Gem
*Add 1 lb, 350 gp*
Using a powerful gem which resonates with your birth sign, this focus makes your spells more accurate and in tune with your energies. You gain +1 to spell attack rolls, and your spells ignore half cover. When you reach 10th level, this bonus increases to +2
```
```
### _**Spell Services**_
These spells can be found at this location. You may provide the material components if you have them, which removes the cost of those components from the spell.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Cure Wounds|10.00||No material components
|Gentle Repose|40.00||Components have no value (2 copper coins and pinch of salt)
|Lesser Restoration|40.00||No material components
|Remove Curse|90.00||No material components
|Revivify|390.00||Consumes a diamond worth 300g
|Raise Dead|750.00||Consumes a diamond worth 500g
|Greater Restoration|350.00||Consumes diamond dust worth 100g
|Mage Armor|10.00||No material components
|Arcane Lock|65.00||Consumes gold dust worth 25g
|Dispel Magic|90.00||No material components
|Warding Glyph|240.00||Incense and powdered diamond worth 200g are consumed
|Knock|40.00||No material components
|Identify|20.00||Uses 100g pearl but which is not consumed.
\page
### _**Focus Woods**_
These woods are harvested from special trees which provide power to certain spell types. When you cast a spell that deals damage of the respective type while using a focus made from these materials, you can add damage equal to d4.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Damage Type|Description
|Acidbarb Hawthorn|100.00|Acid or Poison| This greenish wood is somewhat soft and flexible, and has a sour smell and corrosive sap
|Fireleaf Ash|100.00|Fire| Fireleaf is a brilliant red and orange leafed tree that grows best in ashy ground. It burns as quickly and brightly as lamp oil.
|Icewood Pine|100.00|Cold| This pine grows in the most frigid environments, and retains a cooling effect when touched.
|Radiant Rosewood|100.00|Radiant| This rosewood has a glow-in-the-dark property that lasts for hours after being exposed to sunlight.
|Rotroot Ebony|100.00|Necrotic| The Rotroot Ebony tree takes hold by secreting a brown substance through its roots which causes blight to any other flora it touches.
|Stoutspire Birch|100.00|Force| Stoutspires grow in excess of a thousand feet in the oldest parts of the world. They are nearly indestructible conifer trees that resist all forms of damage except force damage.
|Thunderbark Oak|100.00|Thunder or Lightning| This dark hardwood is marbled with black, giving it the appearance of scorched wood. It is curiously as conductive as metal.
|Twisting Wenge|100.00|Psychic| This gnarled tree grows no leaves at any time, and the bark is gray and marbled with black. It doesn't appear to be capable of photosynthesis, but researchers contend that it gains energy by feeding off the dreams of sentient creatures that sleep near it.
### _**Shielding Orb**_
These stones are harvested from different parts of the world known to affect magical properties. They are carved into orbs or faceted into crystals, to be used as a spellcasting focus. If you take damage of the appropriate type while wielding a focus made from these materials, you may reduce the damage taken by d4+your spellcasting modifier.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Damage Type | Description
|Darkvein Flint|100.00|Thunder or Lightning| This rock is semi conductive, providing a useful component for steamworks or arcane forging.
|Goldflecked Basalt|100.00|Fire| Basalt that has veins of gold, and the mixture holds heat like a thermos for hours after being removed from a source.
|Hollowed Marble|100.00|Psychic| This marble is extremely light, almost lighter than air. It is translucent, having the appearance of dirty smoke. It changes color depending on the mood of the person holding it.
|Polished Chert|100.00|Force| This chert grows in a polished form, stark white against the dark peat and soil it grows in. It keeps a
|Porous Skarn|100.00|Acid or Poison| This porous rock looks to be pitted from corrosion. It leaches an acidic substance when wet.
|Radiant Quartz|100.00|Radiant| This quartz is flecked with Lumen Crystals and has a soft glow on its own.
|Whitestone Shale|100.00|Cold| This shale is a pure white rather than a dark black color. It is always as cold as ice, though holding the rock with a simple cloth glove protects the user.
|Winnowed Obsidian|100.00|Necrotic| This obsidian has formed into hollow crystal structures that intersect one another after cooling. It is as fragile as glass, and when broken, the shards winnow into flesh like porcupine quills and are notoriously difficult to remove.
- ##### [Return to Top](#p2)
\page
## Musical Instruments and Gaming Sets
More than idle entertainment on the road, these can provide valuable morale boosts, gentle relaxation during down time, or even a passive income while in seedy taverns and gambling dens of inner cities. Any other creature proficient with a musical instrument can play at the beginning of a long rest. If the same charisma (performance) check is passed, those listening to the performance can recover 2 points of exhaustion instead of 1 at the end of a long rest.
### _**Brass**_
While using a brass instrument as a spellcasting focus, you can give the target of your spell or bardic inspiration a number of temporary HP equal to your spellcasting modifier.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Glaur|30.00|5|Brass. A glaur was a short curved valved horn, similar to a cornucopia. It is played by blowing air into the mouthpiece and vibrating the lips to sound like a trumpet.
|Longhorn|2.00|1|Brass. A musical horn typically used in the announcement of royal decree
|Songhorn|5.00|1|Brass. This horn is similar to a recorder, a simple, long tube that is played by blowing into it and plugging holes for different notes
|Trumpet|15.00|1|Brass. A valved horn known for its loud and prominent sound.
### _**Percussion**_
While using a percussion instrument as a spellcasting focus, you can give the target of your spell or bardic inspiration an additional d4 to the next saving throw they make.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Bell|1.00|0.25|Percussion. Typically used for signaling or keeping track of livestock
|Drum, Hand|6.00|3|Percussion. A simple drum used to keep rhythm, typically made of stretched hide over a wooden cylinder, but variations exist. Typically played by striking different parts of the drum with one's hands, some drums are often struck with soft mallets
|Drum, Large|12.00|5|Percussion. A larger drum used to set a bass tone, usually a large barrel or cylinder with stretched hide or vellum. Most larger drums are played by striking them with large, soft mallets.
|Tocken|6.00|3|Percussion. A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry.
|War Gong|30.00|6|Percussion. A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark.
### _**Stringed**_
While using a string instrument as a spellcasting focus, you can give the target of your spell or bardic inspiration an additional d4 to the next attack roll they make.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Dulcimer|25.00|10|String. A dulcimer is a string instrument, typically trapezoidal in shape, with the strings struck by small hammers.
|Lute|35.00|2|String. The classic early renaissance guitar, consisting of a neck attached to a hollow cavity, with strings stretched over the hole and down the neck. A lute may be fretted or unfretted.
|Lyre|30.00|2|String. A stringed U-shaped harp with fixed strings to a crossbar at the top of the U. Played by shouldering the instrument and plucking with both hands.
|Viol|30.00|1|String. An early violin, the viol is a stringed instrument held by the head and shoulder, played with a bow and by which notes are produced by holding down different points on the strings.
\page
### _**Woodwinds**_
While using a woodwinds instrument as a spellcasting focus, you can give the target of your spell or bardic inspiration an additional d4 to the next damage roll they make.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Bagpipes|30.00|6|Woodwind. A large inflatable bag with several pipes attached, all harmonized. The player can change the tune of a single pipe similarly to a flute, and must work to blow into the bag and inflate it.
|Birdpipes|12.00|2|Woodwind. Pan pipes or satyr pipes, also known as the shalm, are sacred to Lliira and popular with wood elf and wild elf bards.
|Flute|2.00|1|Woodwind. A flute is different from a pipe, in that air is blown across a hole near one end, and the flute itself is held parallel to the mouth, rather than stretched out from it. It is played by blowing air over the large mouth hole while plugging the tone holes with one's fingers
|Pan Flute|12.00|1|Woodwind. A musical instrument based on the principle of the closed tube, consisting of multiple pipes of gradually increasing length. Played by blowing air either into the pipes if they have a small notch to whistle, or blowing across them if they are of a more simple design.
|Shawm|2.00|1|Woodwind. A conical bore, double-reed woodwind instrument similar to a clarinet. The reeds create a unique sound, requiring the player to only blow into the instrument to play a note, and covering more or fewer holes to decrease or increase the tone
|Thelarr|2.00|1|Woodwind. A simple, easy-to-make wind instrument cut from a reed, also known as a whistlecane. They are so simple and easy to play, bards often give them away to children during performances.
|Whistle Stick|1.00|1|Woodwind. This is a hollow tube with holes cut throughout, much like a flute. You can play music with it for entertainment, and also swing it about by a sturdy cord (attached) to create a sound
### _**Gaming Sets**_
Being proficient in a gaming set nets passive income in settlements and cities where gambling can be found. For each day in downtime, roll an Intelligence (gaming set) check, opposed by the DM rolling 2d10 + 5. On a success, your character earns d20 gold plus an additional d20 for every 5 points over the DM's roll that you achieved. Additionally, while traveling with your party, you may play these games with them. Playing games during a short rest can improve morale and camaraderie among the party. As a result, each person who played the game gains advantage on one Intelligence or Charisma skill check of their choice during the next 24 hours.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Card Deck|0.50|0.1|Standard playing card deck contains 54 cards, made of 4 suits of 13 cards each, and 2 Jokers.
|Dice Set|0.10|0.1|A set of dice which includes a d20, d12, d10, d8, d6, d4, and a percentile dice.
|Dragonchess Set|1.00|0.5|The Dragonchess game board consists of three vertically stacked 12×8 levels representing air, land, and subterranean levels. The Dragonchess game pieces (42 per player) are an ensemble of characters and monsters, and the game is won by delivering checkmate to the enemy dragon.
|Harrow Deck|5.00|1|Standard deck of Harrow cards used to divine the future and play various games. Made of 6 suits of 9 cards each, representing the 6 ability scores and 9 character alignments.
|Three Dragon Ante|1.00|0.5|Larger cards than playing cards, and a deck consisting of 70 cards, these cards are collectible and played by collecting powerful decks. Each card in the deck represents either a dragon or a mortal, has a strength between 1 and 13, and a special ability or power.
- ##### [Return to Top](#p2)
\page
## Tool Kit Summaries
Knowledge of how to use a tool kit includes far more than simply what the tools do. The professions which use these skills often require tangential knowledge. Because of this, tool proficiency can give you a host of other knowledge and skills as explained below. To avoid repeating information, all benefits of tool kits from 5e supplements are included as well, but not listed in these benefits.
- **Benefit** - Each tool proficiency gives you a mechanical benefit not dependent on your DM or campaign setting.
- **Knowledge** - Each tool proficiency as well gives you specific knowledge. If you are to determine something covered by this knowledge, no check is required.
- **Checks** - These are different ways your tool proficiency could be used for other skill checks. This brew will not cover the obvious uses of a kit, such as using brewers supplies to brew a beer. Instead it will cover using your knowledge for special purposes, such as using hoses and siphoning to suck poison from a wound.
- **Creation** - Some tool kits allow you to create useful items. Unless otherwise stated, with 1 hour of work, you contribute 5g toward a project which costs you 2g in supplies for your tool kit. Once you have contributed half the cost of an item, you complete the project at the end of that hour. Before you start working, once per day, you can attempt a tool check and the DM rolls 2d10+5. If you beat the DM's roll, your gold contribution to your project is doubled that day.
- **Workshop** - If you are able to create items with your tools, and are in a proper workshop, staffed by workers, and with better tools to work with, you may contribute 20g per 1 hour of work for 8g worth of supplies (plus staff pay if relevant), which can also benefit from attempts to double the contribution.
### Alchemist Supplies
Alchemists are researchers and scientists even if not professionally employed as one. They often experiment and tinker with the arcane through the natural world.
##### Alchemist Benefit
- You may transcribe transmutation spells for no gold cost.
- You may create potions using your tool kit
- You may identify potions, poisons, and base chemicals at a glance, before they are put into food or consumed.
- With 1 hour of work which may be part of a short rest, you may create one of the throwable splash weapons using an amount of alchemist supplies equal to half the cost of the item.
##### Alchemist Knowledge
- Detecting chemicals and knowledge of their use
- Harvesting useful samples from creatures
- Material components required for spells
- Useful or valuable plants and minerals for a specific task
##### Alchemist Supplies checks
- Collecting samples or harvesting monster parts
- Identifying spells, during or even well after casting, if the spell has a material component
- Researching in any academic capacity
- Creating useful solutions by mixing mundane chemicals
### Brewer's Supplies
Brewers practice the extremely precise science of fermentation and distillation. Brewers can tinker with magic in booze just like an alchemist, though with a far more focused goal.
##### Brewer's Benefit
- You may identify potions and consumable poisons at a glance.
- You can identify the presence of poison in a drink if you can interact with it, swirl it around, smell it, etc.
- You may begin a brew with 1 hour of work that may be part of a short rest and 10g of Brewer's Supplies. Any drink you brew can be infused with any enchantment cantrip or 1st level spell with a duration of at least 1 minute, as long as you or someone involved with the process can cast it. The drink will then need to ferment for at least 24 hours. The creature drinking it gains the benefit of the spell for 1 hour without needing concentration, in addition to the intoxicating effects
##### Brewer's Knowledge
- Shipping routes and schedules for bulk goods
- Cooking and fermentation, likely to have a signature brew
- Taverns in the area, especially ones with signature brews
- Intoxication process and methods of quick sobriety
##### Brewer Supplies Checks
- History of taverns, recipes, or famous signature brews
- Siphoning poison out of a wound
- Charisma checks where alcohol is involved
- Basic medicine using distilled alcohol and rubber hose
- Quickly sobering up as well as acting sober while drunk
### Calligrapher's Supplies
Often in high demand by high society, Calligraphers would be well connected with the nobility, and governing bodies such as judiciaries, law enforcement, guild halls, etc.
##### Calligrapher's Benefit
- You may identify magic scrolls at a glance
- Any spell which you transcribe may cost half the usual gold value, but will double the amount of time required
- You may weave magic into your inks. Any calligraphy you create can store a cantrip of your choice if you or someone you know can cast it while you are writing. Once read, this ink casts its spell on the reader.
##### Calligrapher's Knowledge
- Local laws and punishments, as well as loopholes if any.
- Who a specific writer is, their station, and any hidden message they are trying to convey
- Nobility wants and needs, particularly with regard to blending into high society
- Specific gods and religions, especially to religious texts
##### Calligrapher's Supplies Checks
- Identifying a written language you don't know, and perhaps its general meaning
- Creating official documents
- Hiding poison in the ink of a text so a reader could potentially suffer from it
\page
#### Carpenter's Tools
Not only used to repair wooden weapons and shields, Carpenters are skilled and highly sought after tradesmen. A Carpenter has a calling in every city and every port.
##### Carpenter's Benefit
- Carpenter's tools are required to repair ranged weapons and shields made from wood
- You may create shields, ranged weapons, and ammunition using your tool kit
- When targeting wooden structures and vehicles, you deal twice as much damage to them, from knowing their weaknesses
- You gain a level of training with light hammers, hand axes, and mallets
##### Carpenter's Knowledge
- Accurately eyeball short distances, up to 10 ft x your Intelligence score
- Asses a wooden structure or vehicle for integrity, weaknesses, entrances, exits, etc
- Exotic woods, trees, and their uses.
- Logging routes and origins of wood
##### Carpenter's Tool Checks
- Reinforce structures and vehicles to make them resilient to damage
- Discover hidden doors, traps, or compartments in a wooden structure or vehicle
- reinforce wooden structures and vehicles against damage
- Force open wooden chests without opening the lock
- Basic survival in wooded or forested environments
#### Cartographer's Tools
Cartographers would be employed by militaries, nobles, and private financiers looking to hire surveyors, scouts, engineers and city planners.
##### Cartographer's Benefit
- Accurately assess great distances by eye
- You can quickly create a map of places you have been and have advantage on navigation checks made using your maps
- You have a +5 bonus to survival checks of an area for which you have a map
##### Cartographer's Knowledge
- Where major cities, landmarks, mountain ranges and bodies of water are in relation to each other
- A rough estimate for how long it will take to travel from one location to another
- History of major landmarks, especially with regard to their creation
- Hazards of a given region and what to settlements to expect along a route
##### Cartographer's Tools Checks
- Recognizing illusory land and unnatural terrain
- Determining if the party is lost at the end of the day
- Create a map of an area based on interviews of people who have been there
- Reading hidden messages on a map, or following a coded map (such as a pirate map for hidden treasure)
#### Climber's Kit
Climbers would be employed in construction, scouting, espionage, or even simple window washing. Knowing how to climb something isn't nearly as important as climbing safely!
##### Climber's Benefit
- Anyone you help into a harness, including yourself, gains a climb speed equal to their walking speed and cannot fall.
- You gain advantage on any check to maintain your footing and avoid falling or the prone condition even while not using your climber's kit
- While descending, you can have two hands free as you maintain your hold with your legs in the harness
- You gain a level of training with wall picks, light hammers, and mallets
##### Climber's Knowledge
- Assess how easily climbable something is at a glance
- How sturdy a given surface will be, particularly rock faces of cliffs and canyons
- The quality of rope and where to buy it in a given settlement
- Distances to the ground
- Local scouting or surveying guilds
##### Climber's Kit Check
- Resist exhaustion from travel, as hiking is far easier than climbing
- Tying, securing, untying or escaping from rope bonds
- Swinging between two locations using rope
- Setting up rigging to lift enormous loads with pulleys
- Avoiding fall damage
\page
### Cobbler's Tools
Cobblers would be well connected with leather suppliers, high society, militaries and law enforcement. Everyone needs a good pair of boots. But the knowledge of sewing fine leather can be more helpful for more than just making shoes.
##### Cobbler's Benefit
- You may identify the magical properties of any magical footwear
- You can repair clothing, leather shields, and leather armor
- You can create footwear that is suited for any job, be it climbing, combat, hiking, or even dancing. With 8 hours of work which costs you 10g in supplies, you can create a pair of shoes for a single humanoid. Choose one of athletics, acrobatics, stealth, survival, or performance when you finish the footwear. When the person wears this footwear, they gain advantage on skill checks with the chosen skill if their footwear aids in the check.
- Given 8 hours of work, you can create specialized footwear for swimming which gives any humanoid a swim speed equal to their walking speed. It takes 1 minute to don these special shoes, and while wearing them, the wearer's walking speed is halved.
```
```
##### Cobbler's Knowledge
- Someone's station and profession by observing their footwear
- Where someone has traveled recently
- Leather suppliers, shipping routes, and schedules
- Quality of leather, and where to purchase quality clothing and shoes in a given settlement
- Size, height, and racial profile of a person based on footprints
##### Cobbler's Tools Checks
- Basic medicine from stitching flesh like leather
- Fixing damaged leather items
- Making molds of small items similar to Lasts
- Attaching a boot knife to the toes of a pair of boots
### Cook's Utensils
Good cooks would be employed by nobles and kings alike, but cooks among military, on ships, in taverns, and on expeditions are also in high demand. Everyone needs to eat!
##### Cook's Benefit
- You can identify the magical properties of a magic item in something related to food or drink. Additionally, if any magic item needs to be consumed to gain its benefit, you can gain this benefit by consuming only half of it.
- You can identify the presence of poison in food or drink by interacting with it, smelling it, swirling it around, etc.
- After a creature eats your food, for the next 24 hours they recover two points of exhaustion after a long rest, have advantage on checks made to resist disease, and can roll any hit dice they use twice and take the better result.
- While traveling, you and up to 6 other individuals need consume only half the required food per day, as you are an expert at making the food last longer and preserving leftovers.
##### Cook's Knowledge
- Herbs and spices and where to find them in the wild
- Food preservation and spoil
- What creatures are edible and how to preserve the meat
- Cultural eating and hosting traditions
- Edible vs poisonous plants and animals
- Which food promotes healing or disease recovery
##### Cook's Utensils Checks
- Foraging for supplies
- Identifying diseases based on symptoms
- Creating food that could make someone sick but which tastes normal and doesn't have an overt poison
- Performance with cooking tools to impress an audience
\page
### Disguise Kit
While a disguiser isn't a profession, many professions benefit from changing one's appearance. From spies, informants, and investigators to actors, performers, and entertainers. Disguise kit proficiency is more than just putting on a disguise, it's acting and performance to sell the lie.
##### Disguise Benefit
- You learn Thieves Cant if you don't already know it
- You have advantage on any check made to maintain your disguise, or to blend into a crowd or lose a pursuer
- You can convincingly mimic a regional dialect or accent
- Any illusion spell you cast or which is cast on you does not require material components, and an observer has disadvantage on any roll made to discern the illusion.
##### Disguise Knowledge
- Local customs and traditions which one would follow
- How to approach or avoid authority
- Know someone's station or profession by studying them
- Stage magic, such a sleight of hand, misdirection, confident lying, etc
##### Disguise Kit Checks
- Appearing as from a different social class, such as appearing as a beggar or a nobleman
- Appearing to be plague ridden so people avoid you
- Spot a disguise worn by someone else
- Intuit when someone is lying about themselves
### Forgery Kit
Forgery is a time honored profession despite its inherent illegality. Forgers would be well connected with criminal organizations and law enforcement alike, as well as militaries, guilds, and any mercantile entities that need to save money on administrative costs.
##### Forgery Benefit
- You learn Thieves Cant if you don't already know it.
- After 1 hour of work which can be part of a short rest, you can create a magic scroll that will cast a wild magic effect instead of the spell the forgery appears as.
- After 8 hours of work, 10 counterfeit coins. A merchant rolls an investigation check against your tool check and on success, the merchant discovers your fake currency.
- You have advantage on any rolls made to discern an illusion or resist the effects of Illusion spells.
##### Forgery Knowledge
- Authentication measures of local governments such as seals and certifications
- Organized crime syndicates, especially their leaders
- Bureaucracy requirements and what forgeries will gather the least attention
- Noble houses and their family crests
##### Forgery Kit Checks
- Identifying other fake items
- Combining two different kit's usage to create a fake (e.g. cartographer's tools to make a fake map, alchemist supplies to make a fake potion)
- Deception where your forged items help support your lie.
### Glassblower's Tools
Glassblowers work mainly in luxury wares, but are also widely sought after for vials and potion containers. Because of this, many glassblowers work hand in hand with alchemists, herbalists, and general medicinalists.
##### Glassblower's Benefit
- You may identify any magic item made of or with glass, including potions
- When you choose a target for a spell, glass does not impede your spell's effect and you may cast through glass as long as you have line of sight
- You can create glass items. If you sacrifice gem dust worth as much as the glass item you are creating, at the end of the process, your glass item has the strength of steel.
##### Glassblower's Knowledge
- Familiar with high society as customers and commissioners
- Purpose of a given glass object, even by examining the pieces as well as knowing how it was destroyed
- Properties of glass in a variety of settings (e.g. cold, in acid, under the sun, etc)
- Which materials to mix into glass to get different, even magical, effects
##### Glassblower's Checks
- Creating glass items with special, albeit mundane effects, such as glass that changes color in the presence of poison
- Cutting glass window/door without alerting anyone nearby
- Repairing items made from Obsidian
- Handling small, fragile objects carefully
\page
### Healer's Kit
Healers differ from herbalists in that they practice practical medicine; stitching wounds, splinting broken bones, treating concussions, etc.
##### Healer's Benefit
- Practical medicine is its own benefit and you have advantage on any check made to diagnose and treat injuries
- You can identify healing potions, regardless of their rarity.
- You can detect the presence of poison or disease with your kit and gain advantage on checks made to identify them
##### Healer's Knowledge
- Common diseases and poisons
- Organizations nearby that can treat injuries or maladies beyond the party's current resources
- What ended an individual's life if given time to interact with the corpse
- The age and general fitness of a long dead creature by studying its bones
- General wellness of those around you
##### Healer's Checks
- Determining if a physical malady is the result of magic or mundane sources
- Determining if a disease will get better on its own or if it will require treatment
- Identifying a curse that presents physical maladies (e.g. lycanthropy, vampirism, etc)
### Herbalism Kit
Herbalists seek to practice medicine with the natural world and would be found alongside alchemists and healers alike. Your knowledge of medicine is invaluable in nearly any setting
##### Herbalist Benefit
- You can identify the presence of poison and disease affecting someone
- You can create healing potions and antitoxins with your tool kit. Healing potions you create give their maximum value possible when consumed, rather than rolling for HP, and your antitoxins last for a number of hours equal to your choice of your Wisdom or Intelligence modifier.
- As an action, you can cure a disease or poison a creature suffers from with your herbalism kit. You roll your tool check vs the disease or poison's original DC.
- You gain +5 bonus to nature checks when the knowledge concerns plants
##### Herbalist Knowledge
- Poisonous plants vs edible ones
- Poison and disease symptoms and their treatments, if any
- Potion sellers and healers in the area
- Lore about famous plants or landmarks
##### Herbalist Kit Checks
- Foraging for supplies or food
- Identifying potions
- Creating salves to treat infections or parasites
- Haggling potion sellers and other herbalists
.
### Jeweler's Tools
The knowledge of manipulating fine and miniscule objects has its own merits, but jeweler's would be known by the rich and powerful for miles around, but many jewelers make their living as fences for organized crime as well.
##### Jeweler's Benefit
- You can identify any magic item which is a gemstone, or has a gemstone as part of its make
- You can create gem dust with your kit and gems
- If you spend an hour polishing a certain gem, you are able to sell it at 1.5x its value. You can do this as part of a short rest.
- With 8 hours of work, you can unlock the magic held within a sapphire, diamond, ruby, or emerald worth at least 1000g. At the end of 8 hours, the gem is transformed into an Elemental Gem of one the same gemstone type
| Gemstone | Elemental |
|:--|:--|
| Sapphire | Air Elemental |
| Diamond | Earth Elemental |
| Ruby | Fire Elemental |
| Emerald | Water Elemental |
##### Jeweler's Knowledge
- Value, rarity, purity, and cut of gemstones at a glance
- Prominent figures in a community
- How high security works at most places
- What a given gem or gem dust is spell component for
- Where to find a given gemstone for mining or harvest
##### Jeweler's Tools Checks
- Identifying a fake gem
- Checks made with delicate or fine motor skills
- Using jeweler's tools in place of thieves tools or to disarm traps
\page
.
### Leatherworker's Tools
A tanner is as ubiquitous as a blacksmith in every stable village. Leather is an irreplaceable material in a world without modern plastics. However, for this supplement, a leatherworker primarily refers to one who works hides into thick leather items, such as armor, saddles, belts, etc.
##### Leatherworker's Benefit
- You are able to repair clothing, armor, and shields along the equipment quality track
- You are able to create armor, shields, and clothing with your tool kit.
- You can identify any magic item made mostly of thick leather (e.g. armor, belts, cloaks, etc)
##### Leatherworker's Knowledge
- How to harvest, tan, and dry hides for raw material
- Known hunters and farmers who supply raw material in the area
- Identify the leather craftsmanship of other cultures
- Exoctic leathers and where to find them
##### Leatherworker's Tools Checks
- Basic medicine for stitching flesh
- Repairing leather items
- Using the acids from tanning process
- Creating items which retain some of a creature's inherent ability
```
```
### Mason's Tools
Masons work with brick and stone and are likely to be part of a guild which employs several of them at once. While the profession is often confused for "laborer," the true mason has a deep understanding of most of a city's infrastructure.
##### Mason's Benefit
- When targeting stone structures and vehicles, you deal twice as much damage to them, from knowing their weaknesses
- With 8 hours of work, you can fortify a stone item or structure. Thereafter, the item has advantage on object saving throws until it fails its first one. It then reverts to normal object saving throws.
- You gain a level of training in light hammers, light picks, and war picks
- You ignore the first level of exhaustion on the exhaustion track. You only begin to suffer its effects once you gain 2 levels of exhaustion, due to your years of hard labor
##### Mason's Knowledge
- Knowledge of architecture and typical building foundations
- Usual purpose of stone works and features
- A stone structure's age and culture
- Where different types of stone are located and their use
- Shipping routes and schedules for building supplies
##### Mason's Tools Checks
- Repair stone structures
- Moving extreme heavy loads with pulleys/rope
- Finding a hidden feature in a stone structure
- Weakening a structure or cave system so that it collapses very easily
### Navigator's Tools
Navigators are needed in every expedition, every military, every scouting party, and every sailing vessel. Typical navigators will find work on the frontiers of civilization.
##### Navigator's Benefit
- You have advantage on checks made to navigate if you have a professionally made map of the area
- You can judge great distances accurately by eye
- Your party benefits from the speed of fast pace while traveling at a normal pace
- You have a +5 bonus to survival checks in an area for which you have a map
##### Navigator's Knowledge
- How long it will take to travel from one point to another on a map
- General knowledge regarding sea and land travel
- Advanced astronomy and mathematics
- Signs of good and bad weather to come
- Captains of ships, militaries, and expeditions in the area
##### Navigator's Tools Checks
- Retracing steps if the group does happen to be lost
- Discover hidden messages or coded meanings in a map
- Use a compass for basic navigation
- Find signs of another group in the area
\page
### Painter's Supplies
Painters would range widely from well connected dilettantes to starving artists to undiscovered savants. However, all would share fine motor skills, an eye for detail, and a desire to capture beauty in a pigment medium
##### Painter's Benefit
- You may identify the magical properties of any item which is used for art, not simply painting
- You do not need to provide material components for Illusion spells.
- You have advantage on any rolls made to discern an illusion or resist the effects of Illusion spells.
- Paintings you produce can be infused with magic. You can infuse a cantrip into your artwork permanently if it has a duration longer than 1 minute, such as using *Prestidigitation* to make a forest painting smell like fresh pine if you or someone else involved in the painting can cast the spell
##### Painter's Knowledge
- Basic knowledge of religion, nature, arcana, and any other subject matter often portrayed in paintings
- What plants and minerals in the wild can be used for pigment or medium, and where to find them, as well as the material to create brushes and canvas
- How old or valuable given art piece is
- Quickly and accurately recall something from memory
##### Painter's Supplies Checks
- Spotting a forgery or fake art piece
- Interpreting artwork or the message an artist wished to convey
- Creating a work of art that can be sold for high value
### Poisoner's Kit
Vile assassins, seditious rulers, vengeful druids, and scorned lovers all benefit from poisoner's kit, but one studied in this profession is as well researched and knowledgeable as a seasoned herbalist or alchemist.
##### Poisoner's Benefit
- You may create poisons from the "synthetic poisons" list with your tool kit.
- You may identify poisons, potions and base chemicals at a glance and know if a food or drink has been poisoned.
- You learn Thieves Cant if you don't already know it
- You are resistant to poison damage and have advantage on rolls made to resist the poisoned condition
##### Poisoner's Knowledge
- Where to find or purchase premade poisons
- How to harvest poisons from wild plants or venomous creatures
- Basic medicine, especially with regard to curing poisons
- Identity of poisons based on their effects
##### Poisoner's Kit Checks
- Harvesting poisons from creatures which have an ability that deals poison damage or the poisoned condition
- Identifying a spell which deals poison damage or inflicts the poisoned condition
- Researching in any academic capacity
### Potter's Kit
Potters are artists and tradesmen, creating both mundane pots and mugs, and wonderful works of talent and craftsmanship like teapots and vases. Potters would be well connected to both working class and high society people.
##### Potter's Benefit
- You may make simple pieces of pottery for whatever purpose you see fit over the course of 8 hours of work and access to heat used for firing the piece
- You may identify the magical properties of any item which is some form of pottery of has pottery as part of its construction
- You can inscribe runes to produce the effect of a cantrip with an instantaneous duration into a single hand held pot with 1 hour of work that can be part of a short rest, as long as you or someone you know can cast the spell. When you throw this pot, it casts the spell when it shatters. Until this pot is destroyed, it will affect anything put inside it, such as a *fire bolt* pot able to boil water.
##### Potter's Knowledge
- Different types of clay and pigment and where to find it
- Different pottery styles from different cultures
- How to water or air seal something
- Burial processes regarding cremation or other jar uses
- The purpose of a piece of pottery after it's been destroyed
##### Potter's Kit Checks
- Creating more intricate pottery pieces, such as an assassin's teapot, or a poison reactive cup
- Picking a lock or disarming a trap with potter's tools
- Lore regarding a cremated creature within an urn
\page
### Smith's Tools
One of the most useful professions, many smiths turn to a life of adventuring. Smiths would be in contact with people from every walk of life that may need hardware or metal working.
##### Smith's Benefit
- Smith's tools are required to repair weapons, armor, and shields along the equipment quality track
- You may identify the magical properties of armor, shields, and weapons
- You may create armor, weapons, and shields with your tool kit.
- You gain a level of training with light hammers and mauls
##### Smith's Knowledge
- Knowledge of exotic metals and where to find them
- Shipping routes and schedules to and from mines
- Building very hot fires
- Famous smiths and their work, particularly with regard to weapons and armor
##### Smith's Tools Check
- Determining the weak point in a metal object such as a door or iron bars
- Repairing metal items
- Repurposing metal objects by forging them into something else or melting them into a new ingot
### Thieves Tools
Thieves tools are required for any criminal work involving breaking and entering, and having knowledge of lock picking and trap disarming is nearly invaluable for any adventurer
##### Thieves Benefit
- When you exceed a lockpick check's DC by 10 or more, you gain knowledge of that local region's locks. You automatically succeed at picking any lock in the nearby area of similar make, unless the lock is trapped or magically locked
- When you are about to pick a lock, you can detect if the object is trapped if you succeed on the lock pick DC by 5 or more
- When disarming a trap, if you exceed the DC by at least 10, you can rearm the trap without a check.
- You learn Thieves Cant if you don't already know it.
##### Thieves Knowledge
- Various locks and traps common to a given social class, culture, or region
- How to open doors and windows silently
- How high security works
- Criminal organizations which would employ the thief
##### Thieves Tools Checks
- Investigating an area for hidden objects or traps
- Spot a valuable target for burglary or pickpocketing
- Identifying other thieves in the area
- Peeking around a corner with the mirror to stay hidden
```
```
### Tinker's Tools
Tinkers are clockwork inventors, bomb makers, and construct innovators. The fine technology of combining gear, steam, and arcane application is rare, but powerful.
##### Tinker's Benefit
- You are able to make a small clockwork creature which is loyal and acts as a familiar by contributing 25 gold toward a construct project. You create the equivalent of a familiar with the *Find Familiar* spell. This clockwork creature has the same stats as the familiar you choose to emulate, but is considered a construct and is immune to psychic and poison damage. Your construct can communicate to you through simple noises and understands you. You cannot communicate with it telepathically, dismiss it into a pocket dimension, or see through its eyes. However, you can have more than one construct and you may use it to cast touch spells.
- Your construct functions for 24 hours before you must spend 1 hour, which can be part of a short rest, repowering the creature in whatever way makes sense for your creation. If you fail to do so, it will cease to function until you do. If your construct is dropped to 0hp it is destroyed and you must create a new one.
- With 1 hour of work which can be part of a short rest, you can create a timer which will activate some item attached to it, be it a bomb, a music box, or some magical item. Your timer can be anywhere from 1 second to 24 hours.
- You can discern the magical properties of any item which is a complex machine in construction, such as a Kwalish Apparatus
- You can create small trinkets, clockwork items, and fine devices like compasses
##### Tinker's Knowledge
- Advanced mathematics
- Basic knowledge of physics and mechanical engineering
- Steam, clockwork, or arcane power systems, depending on setting
##### Tinker's Tools Checks
- Research in any academic capacity
- Discerning the purpose of a steam or clockwork device
- Disassembling a trap in order to take it with you
- Using tinker's tools to pick locks
\page
### Weaver's Tools
Drapers, tailors, seamsters, clothiers, these professions would be staffed by tradesmen who are familiar with the thread and needle. While a weaver finds work everywhere, true masters of the craft find work among the highest societies.
##### Weaver's Benefit
- Weaver's tools are required to repair clothing
- You may identify the magical properties of any magical item made mostly from cloth, such as cloaks, clothing, gloves, etc.
- You are able to create clothing with your tool kit
- You can create hidden pockets or compartments in clothing which can go undetected. A person searching you must pass an investigation check vs your tool check to discover the pockets.
-
##### Weaver's Knowledge
- Supply lines and schedules for various fabrics
- Exotic fabrics and their uses
- The dress required for every occasion
- Identify the station and status of someone from their clothing
##### Weaver's Tools Checks
- Basic medicine using cloth bandages or stitching flesh
- Gain insights into a given person's life based on their clothing and its wear
- Discovering hidden pockets in other outfits
- ##### [Return to Top](#p2)
```
```
### Woodcarver's Tools
Woodcarving is to carpentry what tinkering is to smithing. Much more intricate and with a special or decorative purpose in mind rather than simply working the wood. As such a woodcarver is likely to be in contact with the richest people in a given area, especially among artists and sculptors.
##### Woodcarver's Benefit
- You can identify the magical properties of any magic item made mostly from wood
- Once you complete 8 hours of work, you create a wand, rod, or staff capable of holding a spell level equal to your proficiency bonus or lower. You or someone you know casts the spell at the end of the work hours and you must expend 50 gold per spell level, multiplied by your spellcasting modifier. Thereafter, this item is capable of casting that spell a number of times equal to the spellcasting modifier of the person casting the spell. If it is a cantrip, it can be cast 7 times, but costs only 25 gold. The item regains d4 uses at the next dawn. Once an item is depleted, it must make an object saving throw. If it fails, it is destroyed.
- You can restore the magic to a wooden item when you repair it without having to make an arcana check
##### Woodcarver's Knowledge
- Exotic woods and where to find them
- Basic arcana knowledge regarding runes and wood
- Creating ammunition for ranged weapons
- Local crafting guilds which would employ arcane tradesmen
##### Woodcarver's Tools Checks
- Repairing a wand, rod, staff, or other wooden magic item
- Locating hidden compartments in a wooden item
- Using woodcarver's tools for as thieves tools
- Creating non-standard ammunition for ranged weapons, such as hollow tipped arrows or judo points.
\page
## Tool Kits
Tool kits below list all their included equipment and are much cheaper buying the set than purchasing each item individually. While having these tool kits allow you to use them for basic functions, proficiency in the tool kit is how you get more out of the kit.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Alchemist Supplies|50.00|8|Contains two glass beakers, metal frame to hold beakers over flame, glass stirring rod, mortar and pestle, pouch of common alchemical ingredients such as salt, powdered iron, purified water, etc.
|Brewer's Supplies|20.00|9|Contains a large glass jug, a quantity of hops, a siphon, a large fermenter, siphon, distilled alcohol, corker, and several feet of tubing.
|Calligrapher's Supplies|10.00|5|Includes golden quill, inks, a dozen sheets of parchment, a dozen sheets of vellum, and three normal quills.
|Carpenter's Tools|8.00|6|Saw, work hammer, nails, hatchet, square, ruler, adze, plane, chisel
|Cartographer's Tools|15.00|6|Contains a quill, ink, parchment, pair of compasses, calipers, and a ruler
|Climber's Kit|25.00|12|Contains 10 pitons, a hammer, gloves, iron boot tips, and a harness. When you use a climber's kit, you cannot fall further than 25 ft from your most recent anchor.
|Cobbler's Tools|5.00|5|Contains hammer, awl, knife, shoe stand, a cutter, spare leather, leather thread
|Cook's Utensils|50.00|8|Metal pot, knives, forks, stirring spoon, ladle, chopping block
|Disguise Kit|25.00|3|This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
|Forgery Kit|15.00|5|Contains several inks, different parchments and vellums, different nibs for a quill, different seals and wax, gold and silver leaf, and small tools to sculpt sealing wax to produce different seals.
|Glassblower's Tools|30.00|5|Blowpipe, small marver, blocks, tweezers, glass rods. You need a source of heat to blow glass
|Healer's Kit|5.00|3|Contains bandages, salves, splints, and simple tonics for pain, inflammation, fever, and nausea. A kit has 10 uses. As an action you can expend a use of this kit to stabilize a creature that has 0 hit points without needing to make a Medicine Check.
|Herbalism Kit|5.00|3|Contains pouches to store herbs, clippers, leather gloves, mortar and pestle, several glass jars.
|Jeweler's Tools|25.00|2|Contains small hammer and saw, files, a weak magnifying glass, pliers, and tweezers
|Leatherworker's Tools|5.00|5|knife, small mallet, an edger, a hole punch, thread and leather scraps
|Mason's Tools|20.00|8|Trowel, work hammer, chisel, brushes, square
|Navigator's Tools|25.00|2|Contains Sextant, compass, calipers, ruler, parchment, ink and quill
|Painter's Supplies|10.00|5|include an easel, canvas, paints, brushes, charcoal sticks, and a palette.
|Poisoner's Kit|50.00|8|Contains glass vials, glass stirring rod, mortar and pestle, pouch of common harmful chemicals
|Potter's Tools|20.00|3|Potter needles, ribs, scrapers, knife, and calipers
|Smith's Tools|20.00|8|Work hammers, tongs, charcoal, rags, whetstone, and small anvil. Can be used for cold or hot forging.
|Thieves Tools|25.00|1|Contains small file, set of lockpicks, small mirror on a metal rod, narrow bladed scissors, pliers
|Tinker's Tools|50.00|10|Small hand tools, thread, needles, whetstone, cloth, springs, gears, leather, glue
|Weaver's Tools|1.00|5|Contains thread, needles, thimbles, scraps of cloth, scissors, measuring tape, lining, and chalk.
|Woodcarver's Tools|5.00|2|Contains a carving knife, whittle, gauge, small saw.
- ##### [Return to Top](#p2)
\page
## Adventuring Gear
These specialized items aid in camping, exploration, or have some specialized use which only an adventurer would need.
| | |
|:---|--:|:--:|:--------------|
| Name | Gold Cost | Weight | Description |
|Air Bladder|10.00|1|A sanitized and tanned animal bladder that can be filled with air to aid in floatation or to provide 3 breaths of air while swimming underwater. Checks made to swim deeper are made at disadvantage with an air bladder, while checks made to swim shallower or to stay afloat are made with advantage.
|Antitoxin|50.00|0.5|As an bonus action, you can drink this potion, gaining advantage on saving throws made to resist the poisoned condition and poison damage for 1 hour. It gives no benefit to undead or constructs.
|Bedroll|1.00|7|Consist of a thin blanket and bedding that is thin enough to be rolled up and tied. If you sleep on the ground without a bedroll, you must succeed a DC 10 Constitution saving throw at the end of the rest, or gain a point of exhaustion.
|Blanket|0.50|3|A thick wool blanket, typically used with a bedroll in cold environments. While sleeping with a blanket, your ambient temperature is increased by 1 step. Or, if not using RES, you negate the need to make Constitution saving throws for extreme cold while using your blanket.
|Case, Instrument|2.00|2|This case holds any instrument you wish upon purchase, and keeps it in tune and safe from the elements. An instrument in the case doesn't make object saving throws until the case is destroyed.
|Case, Map or Scroll|1.00|1|A cylindrical leather case which can hold and protect up to 10 parchments or 5 sheets of vellum. Sheets in theis case do not need to make object saving throws unless the case is damaged.
|Compass|10.00|1|This item always points north in the material plane and grants advantage on checks made to navigate.
|Crampons|2.00|0.25|A metal plate with spikes that is strapped to the sole of a boot removing the need to make checks to stay upright as of moving across slippery ice and snow. You attach them to your boots over the course of 10 minutes.
|Crowbar|2.00|5|Grants advantage to Strength checks where the crowbar's leverage can be applied. Using a crowbar to destroy a container forces the container to make object saving throws with disadvantage.
|Fire Starter|15.00|0.1|This device produces a miniature flame that provides only a candle's source of illumination. You can use the flame to light a candle, torch, or other exposed fuel as an action, or you can start a fire with dry flammable material over the course of a minute.
|Grappling Hook|2.00|4|This tool can be fitted to the end of rope or chain to create an anchor point on any reasonable handhold. Having a grapple hook forgoes the need to tie a knot and allows the full length of rope to be used. When throwing it, it grants advantage on checks made to secure the rope.
|Lamp|0.50|1|Sheds 5ft of bright light, and 25ft of dim light. It requires oil to function. 1 pint of oil lasts for 6 hours.
|Lantern, Bullseye|5.00|2|Sheds 15ft cone of bright light, and 40ft cone of dim light. It requires oil to function. 1 pint of oil lasts for 6 hours.
|Lantern, Hooded|10.00|2|Sheds 7ft of bright light, and 30 ft of dim light. It requires oil to function. 1 pint of oil lasts for 6 hours. It can be attached to a belt or backpack to provide light without the need to hold it.
|Mess Kit|0.20|1|A compact tin box containing a cup, simple cutlery, and a clamping mechanism. If you use a mess kit to eat during a short rest where you expend hit dice, you gain an additional d4 hit points at the end of the short rest. It holds one meal and preserves it for 1 day.
|Oil|0.10|1|This lubricating, viscous liquid is used as a slow burning fuel or lanterns. You can make a ranged 20ft/60 ft or 5ft melee improvised weapon attack, covering a target in oil on hit. If the target takes fire damage before the oil dries in 1 minute, it takes an additional d8 fire damage and must succeed on a Dexterity saving throw or continue burning. While burning, your target takes d8 fire damage at the start of their turn, and at the end of their turn can repeat the save, extinguishing the flames on success. You can also smash the vial on the ground and ignite it to cover a 5 foot radius in fire. A creature that starts its turn or enters this area on their turn takes d8 fire damage. These flames last for 1 minute.
|Pitch|1.00|0.25|A black, tar-like substance that burns slowly and brightly. It can be polished onto anything, and once dried, the object is hard, watertight, and resistant to weathering. An object smeared with the full jar of pitch will burn as bright as a torch for 1 hour. It is stored in a wooden cask containing 1 pint of pitch, or enough pitch to coat one torch stick.
|Piton|0.05|0.25|A ribbed iron spike with an eyehole that can be driven into a hard surface to secure a rope.
|Rain Catcher|1.00|5|A simple contraption made of a 5ft square leather tarp and a wooden frame with legs. When deployed, it can gather up to 1 gallon of rainwater over the course of 1 hour.
|Ram, Portable|4.00|25|Up to two creatures can use this to break down a door, each gaining +10 to the Strength check.
|Ration|0.50|1|1 meal consisting of nuts, dried fruit, and smoked meat. At least two meals must be eaten daily to stave off exhaustion, while at least 1 meal must be eaten daily to stave off starvation
|Rope, Hemp|0.02|0.2|Hemp rope is rough and heavy. It has 2HP and can be burst with DC17 strength check. This rope is sold by the foot, and nearly any length can be purchased
|Rope, Silk|0.20|0.1|Silk rope is soft and light. It has 2HP and can be burst with a DC20 strength check. This rope is sold by the foot, and nearly any length can be purchased.
|Spike, Iron|0.10|0.5|Large smooth spikes that can be driven with a hammer into rocky soil or other rough terrain, required to set up a tent in these conditions that wooden stakes would not be able to penetrate.
\page
##### Adventuring Equipment Cont.
| | |
|:---|--:|:--:|:--------------|
| Name | Gold Cost | Weight | Description |
|Spyglass|250.00|1|Objects in a spyglass are magnified up to 10 times. Using a spyglass gives advantage on perception checks made to identify targets at extreme distance.
|Stake, Wooden|0.05|0.1|A wooden stake for securing a tent to the soft ground. This enables the tent to stay upright in inclement weather and high winds.
|Tent, One Person|1.00|10|A portable canvas shelter that sleeps one. This tent can be secured to the ground with 4 stakes to resist inclement weather or high winds, otherwise the shelter will collapse in these conditions. It is a long triangle shape, 7ft x 2ft, and only 2ft high at the entrance, which gradually tapers to flat at the opposite end
|Tent, Two Person|2.00|20|A portable canvas shelter that sleeps two. This tent can be secured to the ground with 6 stakes to resist inclement weather or high winds, otherwise the shelter will collapse in these conditions. It is a trapezoid house shape, 6ft x 8ft and 4ft high in the middle.
|Tinderbox|0.50|1|Abstract Resource. Small container that holds flint, steel and tinder (usually dry cloth soaked in oil) used to kindle a fire. Using it to light exposed fuel takes an action, while starting a fire with dry material takes 1 minute. A tinderbox cannot be used to light something on fire that is not already dry or flammable, such as water soaked wood.
|Torch|1.00|1|A torch burns for 1 hour, providing bright light in a 2-foot radius and dim light for an additional 20 feet. A burning torch deals 1 point of fire damage if used to make a melee attack.
|Waterskin|0.20|5|A leather hide sewn into an enclosed container which holds half a gallon of water. It weights 5 lbs when full, and 1 lb when empty. Each day you need to consume two waterskins of water to stave off exhaustion, or one waterskin to delay dehydration.
- ##### [Return to Top](#p2)
\page
## Throwables
These throwable weapons offer unique means of attack or disabling effects for an adventurer who can afford them. Remember the rules covering throwable splash weapons are covered in Special Rules for Equipment, earlier in this brew.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight |Description |
|Acid|25.00|0.5|A vial of caustic and corrosive acid, able to rapidly eat away at any material. Deals 2d6 acid damage and target must succeed on a DC 15 Dexterity saving throw. On failure, target begins corroding and takes d6 acid damage at the start of each turn and its armor and metal weapon makes a DC 15 Object saving throw. At the end of its turn, target repeats Dexterity saving throw to end the effect on success, or can use an action to scrape off acid (destroying scraping tool).
|Alchemist Fire|25.00|0.5|A vial of sticky fluid which ignites when exposed to air. Deals 2d6 fire damage and target must succeed on a DC 15 Dexterity saving throw. On failure, target begins burning and takes d12 fire damage at the start of each turn and any equipped shield must make a DC 15 Object saving throw. At the end of its turn, it repeats the save, ending the effect on a success. You may also smash the vial on the ground, covering a 5ft radius area in fire for d6 rounds. A creature that starts its turn, or enters the area for the first time before its next turn takes d12 fire damage.
|Ball Bearings|1.00|2|Throw this item at a point within 60 feet. A Large or smaller creature in a 10 foot radius centered on that point must succeed a DC 12 Dexterity saving throw or fall prone, and repeat this save when they enter the area on their turn or for the first time before their next turn. A creature treating this area as difficult terrain doesn't need to make the save. These bearings can be collected over the course of 10 minutes, and after collected, make an abstract resource roll.
|Blinding Powder|60.00|1|As an attack, you can throw this powder in a 10 foot cone. A creature in this area must succeed on a DC 15 Dexterity saving throw or be blinded for 1 minute. At the end of their turn, the target can attempt a DC 15 Constitution saving throw, ending the effect on a success.
|Caltrops|1.00|2|Pick a point within 60 feet. A Large or smaller creature that enters a 10 foot area centered on this point must succeed on a DC 15 Dexterity saving throw or take 1 piercing damage and stop moving. This creature's speed is reduced by 10 feet until it regains at least 1 hit point. If the creature treats this area as difficult terrain, it doesn't need to make this saving throw.
|Cursed water|25.00|0.5|This foul smelling, fetid water has been desecrated by profane rituals. If the target is a celestial or fey, it takes 2d6 necrotic damage, and a pool of desecration is created in a 5ft radius centered on the target, which lasts for 1 minute. A celestial or fey that starts its turn or enters this area for the first time before the start of its next turn takes d6 necrotic damage.
|Flash bomb|25.00|0.5|A clay pot filled with powdered magnesium and white phosphorus that burns brightly even while underwater. If the wick is lit, it will detonate in 1 minute, or you can throw it, allowing the wick to detonate the powder on impact. Throw the bomb within 60 ft. All creatures within 10ft of that point must succeed on a DC 15 Dexterity saving throw or be blinded until the end of your next turn. Creatures with sunlight sensitivity suffer disadvantage on this saving throw.
|Holy Water|25.00|0.5|This effervescent, clear water has been purified and blessed by the holy rituals. If the target is a fiend or undead, it takes 2d6 radiant damage, and a pool of sanctity is created in a 5ft radius centered on the target that lasts for 1 minute. A fiend or undead that starts its turn or enters this area for the first time before the start of its next turn takes d6 radiant damage.
|Poison Gas|25.00|0.5|A glass vial filled with a yellow substance that vaporizes into a poisonous gas. Throw this vial at a point within 60 ft. A noxious cloud forms at this point in a 15 ft radius, spreading around corners and creating light obscurity. A creature that starts its turn or enters the cloud for the first time before its next turn must make a DC 15 Constitution saving throw, taking 2d6 poison damage and become poisoned on a failed save or half as much and avoiding the condition on a successful one. A moderate wind can disperse the fog, otherwise it evaporates in 1 minute. While within the fog a creature is coughing uncontrollably and cannot speak or use a verbal component to their spells.
|Pot Battery|25.00|0.5|A clay pot filled with a mild acid and a reactive metal, with two protruding wires that if held or hooked up to a closed circuit, will carry a weak charge. Target takes 2d6 lightning damage, and you have advantage on this attack if the target is wet. If you target a puddle of conductive liquid, all creatures in a 10ft radius of impact standing in the puddle must succeed a Dexterity saving throw or take this same damage.
|Powder Charge|40.00|0.5|A clay pot filled with gunpowder and shrapnel, topped with a wick. If the wick is lit, it will detonate in 1 minute, or you can throw it to detonate the powder on impact. Throw this bomb at a point within 60 ft. All creatures within a 10ft radius suffer d6 fire damage and must succeed on a DC 15 dexterity saving throw or suffer an additional 2d6 piercing damage.
|Shatter Quartz|25.00|0.5|Produced in a lab environment, these white, translucent crystals create an intensely loud explosion when shattered. Deals 2d6 thunder damage, and target must succeed on a DC 15 Constitution saving throw or become deafened. At the end of its turn, target can attempt the saving throw again, ending the effect on success.
|Smoke Stick|25.00|1|As an Action, you activate this gray paper tube, and can throw it up to 60 ft, creating a heavily obscured area, 20 ft in diameter, which stays for 10 minutes or until a moderate wind blows it away.
|Snapfreeze|25.00|0.5|A vial filled with a reactive liquid that freezes anything it touches. Deals 2d6 cold damage and target must succeed on a DC 15 Constitution saving throw. On a failure, target begins freezing and takes d12 cold damage and its speed is reduced by 10 feet at the start of each of its turns. At the end of its turn, it can make a DC 15 Strength saving throw, ending the effect on success by shattering the frozen liquid off its body. While freezing, a creature cannot use somatic components for spells.
|Tangler Grenade|25.00|1|A clay pot filled with a sticky, explosive glue that instantly binds to anything it touches. You pick a point within 60 ft to throw the pot, exploding on impact. Any creature in 10 ft of the explosion must succeed on a DC15 Dexterity saving throw or become restrained. As an action, a creature can try to free itself or another creature in its reach with a successful DC10 Strength check. The glue dissolves after 1 hour, or as an action, a creature can disolove a 5ft square with 1 vial of distilled alcohol.
\page
## Mundane Items
These are staple items that most civilized people need on a daily basis, and are usually affordable by the average income in the region.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Abacus|2.00|2|While using an Abacus, checks made involving advanced calculations, such as appraising an item's value or plotting a ship's course, you make with advantage.
|Alchemical Book|250.00|3|This is a book on any alchemical reading. After purchasing this book, a player can spend 40 hours reading it, after which they can attempt to brew 1 potion or 1 poison at 50% the normal cost.
|Alms Box|5.00|1|A small box for collecting donations to charity, typically used by beggars and social workers
|Barrel|2.00|70|A barrel can hold 40 gallons of liquid, or 4 cubic feet of material
|Bell|1.00|0.25|Typically used for signaling or keeping track of livestock
|Block and Tackle|1.00|5|A set of pulleys with cable threaded through them, and a hook to attach to objects. Block and tackle allows you to hoist up to four times your maximum lift capacity
|Book, Scripture|25.00|5|A large book which holds important religious scripture and holy texts. It is typically made from vellum and bound in wood and leather to protect it
|Bottle, Glass|2.00|2|Can hold 1.5 pints of liquid, or 1 pound of material. It has a cork stopper
|Bucket|0.05|2|Can hold 3 gallons of liquid or 1/2 ft of solid material. Typically made of wood and painted with dried pitch to seal it.
|Candle|0.01|0.05|A Candle sheds no normal light, but dim light for 5ft. It lasts for 1 hour.
|Censer|5.00|1|A small container, typically with chain or cording attached, which allows incense to be burned within.
|Chain (10 ft)|5.00|10|Metal links that form a strong length of chain. It has 10HP and requires a DC25 Strength check to break.
|Chalk (1 piece)|0.01|0.05|Abstract resource. Small piece of mundane white chalk. It cannot be used for magical spells which require magical chalks.
|Charcoal|2.00|1|Fine compressed charcoal for use in spell components. Regardless of the value you buy it at, your charcoal is only valued at 2g per 1lb of material.
|Chest|5.00|25|A chest can hold 12 cubic feet or 300 lbs of gear.
|Clockwork Toy|15.00|1|A windup clockwork animal, monster, or person such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet in a random direction. It makes noises as appropriate to the creature it represents. One winding of the toy will allow it to function for 1 minute.
|Coal|0.02|1|Useful for burning in a forge or steam powered boiler. This coal is unrefined and not suitable for spellcasting
|Coffee Beans|5.00|0.06|Roasted beans of a caffeinated plant. Over the course of a 10 minutes, or part of a short rest, a creature can grind these beans in a mortar and pestle, boil them, then strain the water and drink the infusion. Doing so will allow the creature to ignore 1 point of exhaustion for 8 hours. If the creature ever has 2 points of exhaustion, this effect cannot be benefited from. During these 8 hours, a creature cannot sleep or benefit from a long rest.
|Collection Box|0.50|1|A small professional looking box for collecting tips and donations for performance. It has a slot to deposit coins and a small simple lock to keep it safe. The lock can be defeated if a creature succeeds a DC 10 Thieves Tools check.
|Compass|10.00|1|This item always points north and grants advantage on checks made to navigate.
|Distilled Alcohol|25.00|1|Abstract resource. Alcohol is a solvent that can dissolve a variety of adhesives, organic compounds, and other materials. It is required to produce potions and many alchemic items. To brew a potion, one must start with at least 1 Distilled Alcohol. It is also highly flammable and will ignite when exposed to open flame, dealing 2d4 damage to any target covered in the substance.
|Firewood|0.01|20|Firewood chopped and suitable for a campfire. This wood is rough and can be refined but in its normal state is good for little else other than burning.
|Fishing Tackle|2.00|4|Contains a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Using fishing tackle while foraging or hunting for food near sources of water provides advantage on the check.
|Fishing Line|0.50|0.1|Abstract resource. This spool of silken line is stronger than normal string but can still be easily cut. It is thinner and more easily hidden, making it excellent use in tripwire traps. If used in this way, a creature must succeed a DC 15 Perception check to spot the string. The string can pull up to 50 pounds before breaking, and requires a DC15 Strength check to burst.
|Flask|1.00|1|This steel flask holds 1 pint of liquid. You have advantage to conceal this flask on your person if another creature attempts to find it.
|Hammer (Sledge)|2.00|10|A large, two handed hammer for driving spikes or deconstruction, ill suited for combat. If used to make an attack, treat this as an improvised weapon.
\page
##### Mundane Items Cont.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Hammer (Craft)|0.10|3|A simple utility hammer, ill suited for combat. If used to make an attack, treat this as an improvised weapon.
|Herbs|2.00|1|Finely cultivated and dried herbs for use in spell components. Regardless of the value you buy or find them at, your herbs are only valued at 2g per 1lb of material.
|Hourglass|5.00|1|This timepiece will precisely measure one hour. Variants are available for purchase in a variety of other times, ranging from 24 hours all the way down to 1 minute. They all cost and weigh the same.
|Hunting Trap|5.00|25|As an Action, you can set the trap. If a creature steps into the pressure plate, it must succeed on a DC13 Dexterity saving throw or take d8 piercing damage and be restrained. A creature can spend an Action to attempt a DC15 strength check, freeing itself on success. Each failure causes the creature to take d4 piercing damage.
|Incense (1 block)|5.00|1|A compressed block of slow burning material which gives off white smoke and a pleasant scent. 1 block lasts 1 hour
|Incense (1 stick)|1.00|0.05|A stick of slow burning material which gives off white smoke and a pleasant scent. 1 stick lasts for 10 minutes.
|Ink (1 oz)|10.00|0.5|Abstract resource. Dark, runny fluid that can be used for a quill or ink pen. This ink is ill suited for spell scrolls.
|Ink Pen|0.02|0.01|A common writing utensil with an ink well held within. This pen will not make official looking script needed for official documents, but is handy for travel and personal use.
|Insect Repellent, Incense|3.00|1|Abstract Resource. This incense can be burned to produce a repellent aura against normal insects for 20 ft. It lasts 1 hour. It grants any swarms of insects within the aura disadvantage on any attack rolls.
|Insect Repellent, Salve|1.00|1|Absract resource. This salve protects the wearer from normal insects for 8 hours. If the wearer spends 10 minutes applying the whole container, it grants disadvantage to any attack rolls made by swarms of insects against the wearer for 24 hours.
|Jug/Pitcher|0.40|2|Can hold 1 gallon of liquid. Has a cork stopper, typically made of clay or wicker. This item is 2lbs empty, and 10 pounds full.
|Knife, Pocket|0.50|0.5|Small utility knife made for whittling or cutting food
|Ladder (10 ft)|2.00|25|Made of wood and can support up to 2 medium or 1 large creature. Larger ladders can be bought, each foot adding 2.5 lbs and 0.2 gp cost, up to a length of 50 feet.
|Lock (Simple)|10.00|1|A key is provided upon purchase. A DC15 Thieves Tools check is needed to pick. Made of Iron
|Lock (Fortified)|50.00|1|A key is provided upon purchase. A DC20 Thieves Tools check is needed to pick. Made of Steel
|Lock (Master)|100.00|1|A key is provided upon purchase. A DC25 Thieves Tools check is needed to pick. Made of Adamantine or similar material
|Magnifying Glass|100.00|0.5|Confers advantage made to notice small details or to appraise small items of their worth. Additionally can be used to light flammable objects if the sunlight can be focused into it for 1 minute
|Manacles, Simple|2.00|6|Metal bracelets connected by a small length of chain or connected to one another. They have 15 HP. To escape manacles, a creature must succeed on a DC20 Dexterity check, or break them with a DC25 Strength check. Most Manacle locks are simple, and can be defeated with a DC10 Thieves Tools check
|Manacles, Maximum Security|25.00|6|Metal bracelets connected by a small length of chain or connected to one another. They have 15 HP. To escape manacles, a creature must succeed on a DC20 Dexterity check, or break them with a DC25 Strength check. This Manacle lock is for maximum security and requires a DC20 Thieves Tools check to pick
|Manacles, Secure|10.00|6|Metal bracelets connected by a small length of chain or connected to one another. They have 15 HP. To escape manacles, a creature must succeed on a DC20 Dexterity check, or break them with a DC25 Strength check. This Manacle lock is fortified and requires a DC15 Thieves Tools check to pick
|Miner's Pick|2.00|10|A pick and shovel, designed for breaking rock and clearing debris, ill suited for combat. If used to make an attack, treat this as an improvised weapon. A mining pick can tunnel through solid rock, at a rate of 10 cubic ft per hour.
|Mirror, Silver|25.00|0.5|A silver mirror allows you to look around corners without showing yourself, signal with sunlight, watch for creatures with a harmful gaze, examine yourself, etc. A silver mirror lets you see clearly, without detriment.
|Mirror, Steel|5.00|0.5|A steel mirror allows you to look around corners without showing yourself, signal with sunlight, watch for creatures with a harmful gaze, examine yourself, etc. However, as steel mirror only lets you see dimly, and all perception checks are made at a disadvantage with it
|Music Box|15.00|0.05|When opened, this music box plays a single song at a moderate volume, and repeats for up to 10 minutes before needing to be rewound. It stops playing if the lid is closed.
\page
##### Mundane Items Cont.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Parchment|0.20|0.01|Parchment is flammable and somewhat fragile, but cheaper to produce than vellum. Unless protected in a scroll case, it will become wrinkled and torn easily, destroying any magic it may hold. If you take damage and this parchment is not in a scroll case, it must succeed a DC 10 object saving throw with a -4 modifier. If you take any fire damage, the parchment is destroyed if it is not in a scroll case.
|Perfume|5.00|0.25|Abstract resource. This fragrant commodity is used by the wealthy. It provides you Advantage with persuasion rolls if the creature you're speaking with finds you attractive.
|Pick, Miner's|2.00|10|A pick designed for mining, ill suited for combat.
|Pole (10 ft)|0.05|7|A pole can be used to explore safely where a pole can be reached, but always sets off traps it touches. It may also be used to tie large game to, so two creatures can carry it on their shoulders.
|Pot, Iron|2.00|10|A cast iron pot which holds up to 1 gallon of liquid. Comes with a lid and handle, and is already seasoned.
|Potion Supplies|50.00|0.5|These potion ingredients are required for any potion maker to brew magical potions. An Arcane shop will have a limited supply of alchemical ingredients, only around 500g worth.
|Quill|0.10|0.02|A feather or brass writing utensil with a flared nib, required for calligraphy and magic scroll writing. This utensil is needed to scribe scrolls and other official documents.
|Sack|0.01|0.5|A sack holds 1 cubic foot or 30lbs of gear. It must be carried in an open hand or tied to something worn or carried, such as a stick or onto a belt.
|Safe|150.00||Made of reinforced steel and hardened against intrusion, this chest can hold 12 cubic feet or 300 lbs of material. In order to smash open a safe, a creature must succeed a DC 25 Athletics check, and in order to pick the lock, a creature must succeed a DC 25 Thieves Tools check. A safe is immune to fire damage, has 50 hit points, a damage threshold of 25, and an AC of 19.
|Scale, Merchant|5.00|3|A scale includes a small balance, pans, and a suitable assortment of weights up to 2lbs. With it, you have advantage on any check made to appraise the worth of gems and other small trade goods.
|Book, Scrollwrite|250.00|3|This is a book on any arcane spell writing techniques. After purchasing this book, you can spend 40 hours reading it, after which you can attempt to write one scroll at 50% the normal cost.
|Shovel|2.00|5|Standard pointed spade used for digging.
|Small Anvil|12.00|3|A small anvil provides a portable means to shape metal, punch leather, and set rivets.
|Soap|0.02|1|Abstract resource. A bar of soap is good for washing.
|String|0.10|0.25|Abstract resource. Spool of thread, twine, or leather cord. It can be easily broken or cut, but is strong enough for simple utilities.
|Strongbox|25.00|25|A strongbox is a reinforced chest which has a more complex lock, making it much harder to break into. It holds 12 cubic feet or 300 lbs of material. In order to smash open a Strongbox, a creature must succeed a DC 20 Athletics check. To pick the lock, a creature must succeed a DC 17 Thieves Tools check. A strongbox has fire resistance, has 25 hit points, a damage threshold of 10, and an AC of 17.
|Tankard|0.02|1|Can hold 1 pint of fluid, but isn't contained.
|Tongs|2.00|1|Long flat rods attached at one end, made for holding something without touching it.
|Vellum|1.00|0.05|Vellum is thinned animal hide prepared for writing that is resistant to flame and damage, but more expensive to produce. Unless protected in a scroll case, it will become wrinkled and torn with time, fading the writing on it and possibly destroying any magic it may hold. If this vellum is not in a scroll case, when you take damage, the vellum must pass a DC 10 object saving throw with a +2 modifier.
|Vial|1.00|0.25|This hand held glass tube holds 8 ounces of fluid and can be used to craft potions or hold alchemical ingredients such as acid. It has a cork stopper.
|Whetstone|0.01|0.5|Abstract resource. A small, flat stone with a sandy finish used to sharpen a bladed or piercing weapon.
|Whistle, Dog|0.30|0.01|This whistle can only be heard by creature with Keen Hearing, or Keen Senses
|Whistle, Signal|0.05|0.01|This whistle can be heard by all creatures out to a range of about 300 feet
|Work Anvil|25.00|150|A work anvil provides a flat and curved surface for shaping metal and punching leather, as well as setting rivets.
- ##### [Return to Top](#p2)
\page
# Clothing
Everything from rain gear to snow gear, from backpacks to boots, or the clothes for both the shady thief and the upstanding noble. Each set of clothing lists its usual material for the purpose of repairing them, though other materials can be used to make these items.
|Name|Cost|Weight|Description
|:---|--:|:--:|:---|
|Backpack|2.00|5|Can hold up to 30 lbs of gear. Items stored in the backpack require an action to retrieve.|
|Backpack, Adventure|4.00|6|Can hold up to 60lbs of gear. Items stored in the backpack require an action to retrieve.|
|Backpack, Military|6.00|7|Can hold up to 90 lbs of gear. Items stored in the backpack require an action to retrieve.|
|Backpack, Rucksack|10.00|8|Can hold up to 120 lbs of gear. Items stored in the backpack require an action to retrieve.|
|Cloak| 1|3|Usually made from wool, a cloak protects you from the temperature change from rain.|
|Clothes, Common |0.50|3|Made from cotton. Loose fitting and drab colors, these clothes are little more than covering for modesty.|
|Clothes, Costume |5.00|4|Made from cotton. This set of clothes is fashioned after a particular costume, typically meant for entertaining.|
|Clothes, Desert |7.00|2|Made from linen. These loose fitting, light colored clothes are made of linens or shear to keep you cool in hot, arid climates. They allow you to roll any saving throw to resist extreme heat with advantage. However, they impose disadvantage on saves made to resist extreme cold|
|Clothes, Fine |15.00|6|Made from silk. This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.|
|Clothes, Hunters|4.00|4|Made from wool. This is rough wear, sturdy gear, and camouflaged with the environment they are purchased for. Wearing these clothes provides Advantage on stealth checks made while in the natural environment of the area these were purchased in, as long as the wearer remains still while being observed. This bonus does not aid a wearer trying to move while stealthy, nor aids in silencing their movement.|
|Clothes, Imitation|5.00|5|Made from cotton. These clothes are fashioned to imitate some uniform or otherwise recognizable station or profession, such as appearing to be guard uniforms or guild leaders. They so closely imitate the clothing they are fashioned after, they may as well be the real thing, but are built in a way so as to allow the wearer to quickly shed them if they need to change their appearance. |
|Clothes, Polar|5.00|8|Made from wool and rawhide. This set of thick, protected winter clothing is sealed and includes a fur hood and thick leather gloves and boots. However, it is too thick for armor to be worn over it, and only light armor can be worn under it. If using RES weather, it raises your personal temperature by 3 steps toward heat. If not, this clothing removes the need to make Constitution saving throws to resist exhaustion from extreme cold.|
|Clothes, Shady|3.00|3|Made from cotton. These darker clothes allow you to more easily slip into the shadows. Wearing these clothes provides Advantage on stealth checks made while in darkness or heavy obscurity, as long as the wearer remains still while being observed. This bonus does not aid a wearer trying to move while stealthy, nor aids in silencing their movement.|
|Clothes, Travelers|2.00|4|Made from cotton. This outerwear provides warmth against chilly weather, and protection against rain.|
|Clothes, Winter|3.00|6|Made from wool. This is scarves, hats, gloves, leather boots, lined jackets and pants, and a thick wool cloak. Wearing these items provides advantage on saves against cold damage, and advantage on checks made to resist extreme cold weather, but impose disadvantage on saves made to resist extreme heat.|
|Face Mask|1.00|0|This is a face mask worn over the face, obscuring the wearer's identity. While wearing a mask, it may be more difficult to identify you. Additionally, it protects you from sand and dust kicked up from extreme arid weather.|
|Filter Mask|2.00|0|This face mask covers your nose and mouth, protecting you from airborne disease. While wearing this mask, you have advantage on any saving throws against poisonous gasses or fumes.|
|Goggles|5.00|0.5|Protects a wearer's eyes from dust and debris, and can let you see clearly underwater. While wearing them, you ignore the disadvantage for perception and investigation checks underwater. Additionally, you add a +1 bonus to saving throws made to resist poison from vapors or clouds of gas.|
|High Vestments|15.00|6|Made from silk. The fancy wear of an honored priest, high clergy member, or the head of a religion. These clothes are made with fine silks and decorative jewels befitting an honored leader among the religion.|
|Hiking Boots|2.00|0|These hiking boots allow you to travel up to 10 hrs per day before you are forced to make saving throws against exhaustion. After the third day of travel beyond 8 hours, this benefit cannot be used until a creature uses a cobbler's kit to repair them as part of a short rest.|
\page
##### Clothing Cont.
| | |
|:---|--:|:--:|:--------------|
|Hood|0.10|0|This hood can be stitched to any existing clothing. Wearing it allows you to hide your identity as long as no one has a clear and close look at you. It also shields your eyes from the sun, allowing you to ignore the effects of sunlight sensitivity when making perception checks, but not when making attack rolls.
|Hooded Cloak|6.00|1|This cloak can be made from any material, but includes a fitted hood which will stay in place while moving swiftly or in combat. While wearing the hood, it may be more difficult to identify you, and additionally negates the temperature change difference from rain.
|Pouch|0.50|1|Can hold up to 6 lbs of gear. This is the standard pouch that most characters wear on their belt. Items in your pouch can be retrieved during combat with a Use Object interaction.
|Robes|1.00|4|Made from cotton. Simple robes of a variety of colors, though they are made of mundane materials and are little more than a commoner's clothing.
|Signet Ring|5.00|0|A signet ring, upon commission, will provide a unique sigil or seal to press into wax.
|Smoked Glass Lenses|15.00|0|These glass lenses darken your view, making it easier to see in bright daylight. You treat dim light as darkness, and bright light as dim light. If you have Sunlight Sensitivity, you no longer suffer disadvantage to Attack Rolls or Perception Checks.
|Utility Belt|5.00|5|A utility belt is a wide belt of several pouches and extra rings or straps for attaching other items to it as well. A Utility Belt allows a creature to carry up to 24 lbs of gear on their belt instead of the usual 6lbs. Items in the Utility belt must be small enough to fit in a hand, but can be retrieved as an Object Interaction.
|Vestments|6.00|4|Made from linen. The uniform of priests and clergy members of a particular religion. These clothes denote the faithful of a certain god and are similar to a uniform; and as recognizable as such.
|Wide Brimmed Hat|2.00|0|Made from rawhide or wool. This hat protects your eyes and ears from the sun, removing the penalty for Sunlight Sensitivity when making Perception Checks, but not when making Attack Rolls.
- ##### [Return to Top](#p2)
\page
## Ammunition and Ranged Accessories
These items provide other ammo for archers and gunners, and additional targets, accessories and attachments for the weapons they wield.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Arrow|0.05|0.05|To be shot from longbows, shortbows, compounds, recurves, and bladed bows. Arrows must be carried in a quiver to be drawn and loosed without accessing the backpack
|Bolt|0.05|0.025|To be shot from hand, heavy, light, repeating crossbows and maulers. A bolt must be carried in a bolt case to be drawn and shot without accessing the backpack
|Bullet|0.01|0.05|To be shot from slings, wrist shot, pepperbox and gunblade. A bullet must be stored in a bullet pouch to be loaded without accessing the backpack.
|Great Arrow|0.10|0.1|To be shot from greatbows. A great arrow must be stored in a great arrow quiver in order to be drawn and loosed without accessing the backpack. A great arrow can be thrown like a javelin but with disadvantage on the attack roll.
|Needle|0.01|0.01|To be shot from blowguns and hidden crossbows. A needle must be stored in a needle case to be loaded without accessing the backpack
|Lead Ball|0.06|0.1|To be shot from Arquebus and Hand Cannon. A Lead Ball must be stored in a bullet pouch to be loaded without accessing the backpack
|Disk Blade|0.10|0.05|To be shot from Spinners. A disk blade must be stored in a blade sleeve to be reloaded without accessing the backpack
|Cannon Ball|5.00|6|To be shot from a portable cannon. A cannon ball must be stored in a cannoneer bag to be reloaded without accessing the backpack
|Gun Powder|0.50|0.05|To be used when firing ammunition from any firearm. A portable cannon takes two of these to fire.
|Shot|0.20|0.03|To be used when firing a blunderbuss. Shot must be preloaded into separate containers on a bandolier in order to be reloaded without having to access the backpack
### _**Ammo Containers**_
Ammunition must be stored in its respective container, and is limited by how many pieces it comes with. Wearing an ammo container allows the ranged weapon to be loaded easily, without requiring an action to retrieve it from the backpack.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Container|||These ammunition containers can be stored outside the backpack for ease of access, but hold a maximum amount of ammunition, noted by how much the container comes with. Aside from the Cannoneer bag, when the container is empty, its weight is negligible.
|Case, Bolt|1.00|0.5|Comes with and only holds 20 crossbow bolts
|Case, Needle|0.50|0.5|Comes with and only holds 50 needles
|Pouch, Bullet|0.50|1|Comes with and only holds 20 bullets
|Pouch, Musketeer|1.20|2|Comes with and only holds 20 lead balls
|Quiver, Arrow|1.00|1|Comes with and only holds 20 arrows, and can be stored outside the backpack for ease of access
|Quiver, Great Arrow|2.00|2|Comes with and only holds 20 great arrows. This quiver can also store javelins. It can be stored outside the backpack for ease of access
|Sleeve, Disk|2.00|10|Comes with and only holds 10 disk blades. Stacked on top of one another in a paper sleeve, they are positioned so that you can quickly refill a spinner with an action. It can be stored outside the backpack for ease of access
|Bag, Cannoneer|5.00|3|This bag has a single strap to allow it to be carried over a shoulder or across the chest. Cannon balls dropped into the long sleeve-like back stack on top of one another, allowing for easy weight distribution and access to one cannon ball at a time. This bag comes with no cannon balls, but can hold up to 12
|Horn, Powder|10.00|1|This leather or actual animal horn has been sealed to carry gunpowder without threat of it exploding. The tip opens up to precisely measure the powder which comes out, and the wider opening can be unsealed to refill with more powder. It comes with and holds enough powder for 20 standard shots from a firearm.
|Bandolier|10.00|1.5|This leather belt can be worn across the chest or around the waist and holds small leather containers holding 50 charges of precise amounts of shot.
\page
### _**Special Ammunition**_
These special arrow heads can be attached to an arrow or bolt to change their impact on the target.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Blunt Point|0.05|0.05|This arrowhead can be attached to an arrow or bolt to deal bludgeoning damage
|Bodkin|0.05|0.05|This arrowhead adds the Penetrate property to your arrow or bolt
|Broadhead|0.05|0.05|This arrowhead can be attached to an arrow or bolt to deal slashing damage
|Fishing Tips|0.05|0.05|This arrowhead can be attached to an arrow or bolt to stick into a target and can secure silk rope or fishing cord
|Hollow Tip|0.50|0.03|This arrowhead can be attached to an arrow or bolt to be made to hold pitch, poison, acid, or other substance. Once shot, they are not retrievable
|Judo points|0.75|0.05|This arrowhead can be attached to an arrow or bolt to make it always retrievable.
### _**Other**_
These additional accessories can aid a hunter in special circumstances.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Bipod|3.00|1|This attaches to a crossbow or firearm and removes the disadvantage penalty for making an attack roll while prone
|Target Circle|2.25|3|This target is about the size of a skirmish shield and can be used to train for archery practice
|Target Dummy|2.00|4|This stuffed dummy is the size and shape of a medium humanoid creature and can serve as archery practice
- ##### [Return to Top](#p2)
\page
## Magic Items
Minor or mundane magic items with minor application, these items are appropriate for a high magic setting where magic is commonplace and used in place of advanced technology.
### Lumen Quartz
A Lumen Quartz sheds continuous light that can never be dispelled or dulled. It can only be shielded to hide its light. The bigger the quartz piece, the brighter light that is cast. If a Lumen quartz is broken into smaller parts, it cannot be reformed, nor does combining two smaller parts make the whole brighter. Breaking a Lumen quartz always releases some stored radiant energy. A Lumen Crystal is as tough as glass, having an AC 13. When broken, a Lumen creates d6 Lumens two sizes smaller, d4 of which do not retain their energy or light.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Shard|1.00|0.01|Shed no bright or dim light, and looks more like a glowing pebble than any source of light. It is about the size of a berry. It has 1hp and causes 1 radiant damage to a creature it is in contact with when destroyed.
|Point|5.00|0.5|Sheds no bright light, and 5 feet of dim light. It is about the size of a grape. It has 3hp and causes d4 radiant damage to a creature it is in contact with when destroyed. A creature that takes this damage must succeed on a DC5 constitution saving throw or become blinded until the end of its next turn.
|Carat|25.00|1|Sheds 2 feet of bright light, and 10 feet of dim light. It is about the size of a plum. It has 5hp and causes 2d6 radiant damage to a creature it is in contact with when destroyed. A creature that takes this damage must succeed on a DC10 constitution saving throw or become blinded until the end of its next turn
|Crystal|125.00|2|Sheds 5 feet of bright light, and 20 feet of dim light. It is about the size of a tangerine. It has 7hp and causes 3d8 radiant damage to a creature it is in contact with when destroyed. A creature that takes this damage must succeed on a DC15 constitution saving throw or become blinded until the end of its next turn
|Clast|625.00|4|Sheds 15 feet of bright light, and 60 feet of dim light. It is about the size of an apple. It has 10hp and causes 4d10 radiant damage to a creature it is in contact with when destroyed. A creature that takes this damage must succeed on a DC20 constitution saving throw or become blinded until the end of its next turn.
|Cluster|3125.00|8|Sheds 30 feet of bright light and 120 feet of dim light. It is about the size of a grapefruit. Cluster Lumens trigger sunlight sensitivity in creatures who have this penalty. It has 20hp and causes 5d12 radiant damage to a creature it is in contact with when destroyed. A creature that takes this damage must succeed on a DC25 constitution saving throw or become blinded until the end of its next turn.
- ##### [Return to Top](#p2)
\page
### Common Magic Items
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Apprentice Stone|50.00|1|You can attempt to cast a cantrip from your class that you don't know or don't have prepared. You must succeed on an DC10 Arcana check, or the action is wasted. Once you successfully cast a cantrip using this object, you cannot do so again until you finish a short or long rest.
|Armorweave|150.00|5|This bolt of fabric contains abjuration magic. Any outfit created from it will be as protective as wearing Studded Leather armor, but is not considered Light Armor. The clothing also contains a single shield spell, but once used, it cannot be used again. The entire bolt must be used for the enchantment, both the AC value and the stored shield spell to work. The properties of the woven arcane fabric makes it so only one shield spell may be stored and used at a time, regardless of how many Armorweave garments are worn. A bolt of fabric is enough to make a single main garment for a medium or small creature, such as a cloak, robes, or a full tunic.
|Band of Loyalty|60.00|0|These rings are purchased as a set of 2, but more can be added to the same attunement. If anyone attuned to these rings dies, all attuned creatures die immediately.
|Chokers of Loyalty|60.00|0|These chokers are purchased as a set of 2, but more can be added to the same attunement. If anyone attuned to these chokers dies, all attuned creatures die immediately.
|Cleansing Stone|100.00|3|This large stone orb is marked with prestidigitation sigils. When a creature uses an Action to touch, it instantly removes dirt and grime from the clothes and body of the user.
|False Boots|50.00|1|While wearing these boots, the user can either leave normal boot prints, or the boot prints of any animal.
|Feather Token|25.00|0.02|This small coin sized disk is inscribed with a Feather Fall spell. When you begin falling further than 10 ft, this token activates, reducing your fall to 60 per round, and you take no damage from falling. As soon as the bearer of this token reaches the ground, the spell is used up and the token becomes inert.
|Glamerweave|150.00|5|This bolt of fabric contains an illusion woven into it. It can be any reasonably, flashy pattern, such as appearing on fire, a hat orbited by butterflies, or other such design. Regardless of the design, the effects have no mechanical benefit. The outfit you create weighs 3lbs
|Hearing Horn|25.00|1|When you hold this horn up to your ear, it suppresses the Deafened condition, allowing you to hear normally.
|Lumen Lantern|175.00|1|This lantern can be shuttered open or closed, and its light can be focused in a 15 ft cone with 40ft of dim light, or be hooded for a 10 ft radius of bright light and 30 ft radius of dim. It houses a Crystal of Lumen that has been focused to produce a brighter light with magic.
|Shiftweave|250.00|5|This bolt of fabric contains transmutation magic. While wearing an outfit made from shiftweave, you can utter a command word and change the outfit into another outfit, such as changing work clothes into sleepwear. You cannot use Shiftweave to shift into any other magical item, nor armor. Each outfit you want to add to a shiftweave increases the cost by 10g. The outfit you create weighs 3lbs
|Smoldering|50.00|0|This enchantment added to any armor makes it appear as if the armor is constantly smoldering as if freshly pulled from a blacksmith's forge
|Spatial Orb|10.00|1|While holding this orb, you can discern true north. This orb only functions on the Material Plane.
|Spellshard|100.00|1|A spellshard is a polished gem containing conjuration magic, about the size of the palm of the user's hand. It is imbued with pages of writing, and can function as a spellbook. By holding the spellshard, the user sees the pages in their mind's eye, and by thinking of a certain page or topic, they immediately see that passage or chapter. A simple ritual spell allows you to add pages to the spellshard if you are capable of ritual spells. A spellshard can be locked by Arcane lock to require a passphrase to read it.
|Talking Doll|50.00|1|While this doll is within 5ft of you, you can spend a short rest training it to say 6 phrases, none of which can be more than 6 words long. And set a condition under which the doll speaks this phrase. When your attunement to the doll ends, the phrases are lost.
|Time Orb|10.00|1|While holding this orb, you can discern the exact time in minutes. As an Action you can start a timer that will set the object to either audibly warn you or the area with a chime sound when the requested time has expired.
- ##### [Return to Top](#p2)
\page
## Potions, Poisons, and Drugs
Appropriate in a high magic setting, these items provide mid level adventurers additional skills or options when faced with unique challenges.
### _**Drugs**_
These drugs are ubiquitous across the realm, and some may be outlawed by local governments for fear of what power or poison they give to the population. Every ingested, smoked, or injected drug carries a risk of addiction.
Each time you use drugs, you must pass a DC 10 Charisma saving throw or risk becoming addicted. Each additional time you use the drug beyond that adds +1 to this DC. If you are addicted to a drug, each hour you must succeed on a DC 10 Constitution saving throw, or you suffer a point of exhaustion.
You can rid yourself of addiction by any means which cures disease or removes a curse, or by not taking your drug for 14 days consecutively.
Drugs are taken in 1 of four ways.
- **Injected** - The drug is placed on the end of a needle point and you injure yourself with it, causing 1 point of piercing damage. The effects happen immediately.
- **Ingested** - The drug is eaten, but its effects happen after 1 hour.
- **Smoked** - The drug must be dry and you inhale the burning ember of this drug over the course of 1 minute, afterwhich you feel the effects.
- **Steeped** - The drug is steeped in hot water and consumed over the course of 10 minutes, afterwhich you feel the effects.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Apprentice |250.00|0.05|Injected. Apprentice is a powdered stimulant mixed with a concoction made from white blood cells of powerful magic casters. When you take Apprentice, you immediately regain any spell slot equal to your proficiency bonus or lower and you gain advantage on all Intelligence and Wisdom checks. Once the spell slot gained through this drug is used, or you complete a long rest, you suffer disadvantage on all Intelligence and Wisdom checks for d4 hours.
|Murosa Balm|100.00|1|Steeped. This balm is used to treat sunburn, but when steeped and drunk, can provide fire resistance. If a creature spends 10 minutes applying this balm, they have fire resistance for 1 hour. Once this drug wears off, you must make Constitution saving throws against extreme cold for d4 hours. If using RES, you count as 3 steps colder in ambient temperature.
|Black Lotus|35.00|0.5|Steeped. Refined from a rare black lotus that grows in swamps where a black dragon sleeps, this drug appears to be dried leaves you that tastes like rotting flesh. You gain temp HP equal to your Intelligence score and become immune to fear, charm, and paralysis. Effect lasts d4 hours, after which you must pass a DC15 Wisdom saving throw or gain 3 points of exhaustion.
|Black Sap|30.00|0.1|Steeped. This thick, sticky sap has been harvested from ebony rotwood that grows near rotting corpses. You can ignore any points of exhaustion, you gain necrotic resistance, and are immune to the poisoned condition for d6 hours. After effect ends, you must pass a DC15 Constitution saving throw or you become poisoned and frightened of yourself for the same amount of time.
|Bulwark Bulb|150.00|0.25|Smoked. Bulwark Bulb is a colorful flower that grows in the fey wild but has since become an invasive species in forests around the world which produces euphoria and resistance to pain. You to spend hit dice at will without needing to complete a short rest, and the first time you drop to 0 hit points, you instead drop to 1 hit point. After you drop to 1 hit point from this ability, or after d4 hours, you must succeed a DC 15 Constitution saving throw or become poisoned for the same amount of time.
|Druid Shroom|15.00|1|Ingested. These brightly colored mushrooms grow near druid groves. Once you eat this mushroom, roll a d20. If you roll lower than your Charisma score, you gain advantage on Insight, Nature, and Perception checks, and become immune to being charmed for d8 hours. No detriment when the effect ends. If you roll higher than your Charisma score, you fall unconscious, on a spirit journey in your mind for 8 hours. You may be woken up and the effects ended with *lesser restoration,* but if you finish the entire journey, you lose all points of exhaustion, gain a point of inspiration, and can automatically succeed one saving throw or ability check of your choice until 24 hours pass.
|Flirting Fae|40.00|0.5|Smoked. This flower grows in the shape of a flying fairie and lowers inhibitions. You gain avantage on all Intelligence and Charisma checks for d6 hours. No detriment after effect ends, but if not taken again within 24 hours, you suffer d6 hours of the poisoned condition and 2 points of exhaustion.
|Kind Bud|10.00|0.05|Smoked or Ingested. If you suffer any chronic lasting injuries, you can ignore their effects while benefiting from this drug. You gain advantage on Animal Handling and Performance checks for 1 hour if smoked, d4 hours if ingested. No detrimental effects, and Kind Bud is not addictive.
|Olisuba Leaf|50.00|0.25|Steeped. If drunk before a Long Rest, the creature recovers 2 points of exhaustion instead of 1.
|Dream Lily|200.00|0.05|Steeped. You brew the dried petals of this colorful lily into a tea and drinking it over the course of 10 minutes. Afterwhich, you immediately fall asleep and can cast the *dream* spell. The spell ignores the requirement that your target be on the same place of existence to you, but you cannot make you or the messenger appear as a monster and deal damage to your target. Once you wake, you must succeed a DC 15 Charisma saving throw, or the next time you are completing a long rest, you do not recover hit dice, hit points, spell slots, or any abilities, during which you are terrified by a horrible nightmare.
\page
### _**Drugs Cont.**_
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Spark|100.00|0.1|Injected. This drug is made from crystalized salts formed in pools of briney mindflayer corpses, and must be applied to your spinal column in the neck. Once you consume these salts, you gain a +3 bonus to any attack roll, ability check, or saving throw with your spellcasting ability, and can add your spellcasting modifier to any spell which causes damage, for 1 hour. If you cannot cast spells, you must succeed a DC 15 Constitution saving throw or immediately suffer the *confusion* spell and become poisoned for 1 hour. After the drug wears off, you become poisoned for 4 hours unless you consume more Spark.
|Shadowwreath|250.00|1|Smoked. This dried root from a withered plant in the shadowfell holds a deep connection to the shadow. You become invisible for 1 hour as long as you remain in dim light or darkness. For the next 24 hours after taking this drug, you struggle with emotion and forming connections to others, and after the drug wears off, you gain Sunlight Sensitivity for d8 hours.
|Theki Root|3.00|0.25|Ingested. You may consume this dried root and gain advantage on saves against ingested poison for 8 hours.
|Ghost Bloom| 50|0.5|Smoked. Once the effects are active, you can see into the etheral plane and interact with creatures there. Once the effect wears off, you must succeed a DC 15 Wisdom saving throw or become Frightened for 1 hour as you are haunted by what you've seen.
### _**Potions**_
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Ant Haul|150.00|0.5|This potion looks like it holds hundreds of ants in a thick clear oil. For 1 hour, your movement speed increases by 10, and your encumbrance is calculated as if you were one size category larger.
|Bat|25.00|0.5|This potion is dark but bringing it closer to your eyes makes it appear clear. For 1 hour, you have Darkvision for 60 ft.
|Bless|50.00|0.5|This glowing yellow potion has the soft sound of a distance chorus if you press it to your ear. For 1 minute, you are under the effects of the *Bless* spell, which requires no concentration. Alternatively, you can pour this potion over an altar that has been desecrated and purify it to the god it is for once again.
|Buoy|40.00|0.5|This potion looks like a rolling sea from a bird's eye view. For 1 hour, you are naturally buoyant and cannot sink in water. You may alternatively, pour this over a single object of size medium or smaller, and make it as buoyant as dry wood for 1 hour.
|Cat|15.00|0.5|This potion has a fuzzy look and appears to match any number of typical cat patterns. For 1 hour, you can see in dim light as if it were bright light, and all light ranges are considered doubled for you. Additionally, you gain proficiency in stealth and perception, and gain advantage on acrobatics checks.
|Dry Dust|120.00|0.5|Appearing to be a vial full of white powder, as an action, a creature can uncork the potion and pour the dust over water. The dust turns a 15 ft cube of water (or roughly 25,000 gallons) into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. An elemental composed mostly of water that is exposed to the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one
|Eagle|50.00|0.5|This potion appears to be a giant eye which stares at you no matter what angle you look at this potion. For 1 hour, you gain advantage on perception checks which rely on sight.
|Elixir of Health|120.00|0.5|This dark red potion appears to be blood. When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. Additionally, it cures any injury you are affect by which can be healed with magical medicine, though does not properly prepare the injury, such as broken bone
|Fatigue Potion|50.00|0.5|This dark brown potion smells of roasted coffee, and has a thick creamy foam at the top. You regain 2 points of exhaustion and gain half your hit dice back when you drink this potion. You may only benefit from this potion recipe once. When you complete a long rest, you can benefit from it by drinking another Fatigue potion.
|Fire Breathing|150.00|0.5|Appearing to be swirling fire capped in a vial, after drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.
|Fruition|100.00|0.5|This potion appears to be empty save for a single round stone in the center, upon which lines of energy spark from to the glass. You regain one 1st level spell slot. You may only benefit from this potion recipe once. When you complete a long rest, you can benefit from it again by drinking another Fruition potion.
|Greater Healing|150.00|0.5|This dark red potion appears to be blood but has gold flakes floating in it. As an action, you may drink this potion and recover 20 hit points, or as a bonus action, you drink this potion and recover 4d4+4 hit points. As an action, you can give this to an unconscious creature to give them 4d4+4 hit points.
|Healing|50.00|0.5|This dark red potion appears to be blood but has gold glitter floating in it. As an action, you may drink this potion and recover 10 hit points, or as a bonus action, you drink this potion and recover 2d4+2 hit points. As an action, you can give this to an unconscious creature to give them 2d4+2 hit points.
|Hero Potion|50.00|0.5|This simple blue potion shouts a mighty battle cry when you uncork it. You gain 10 temporary hit points which disappear after 1 minute.
\page
### _**Potions Cont.**_
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Hound|50.00|0.5|This potion appears to have a dog's nose floating in yellow liquid; the nose animates and occasionally sniffs. For 1 hour, you can see in dim light as if it were bright light, and all light ranges are considered doubled for you. Additionally, you gain proficiency in perception and survival checks and have advantage on checks made to track a creature.
|Invisibility|180.00|0.5|This potion's container looks empty but feels as though it holds liquid. When you drink it, you become Invisible for 1 hour. Anything you wear or carry is Invisible with you. The Effect ends early if you Attack or Cast a Spell.
|Oil of Elements|500.00|0.5|When purchased, choose one element from Acid, Cold, Fire, Lightning, Poison, or Thunder. When you spend a minute to apply this oil to a weapon, the weapon deals d4 extra damage of that element type, for 1 hour.
|Perfect Healing|1350.00|0.5|This golden potion appears to have flecks of blood speckled throughout. As an action, you may drink this potion and recover all of your hit points, or as a bonus action, you drink this potion and recover 16d4+16 hit points. As an action, you can give this to an unconscious creature to give them 16d4+16 hit points
|Phase Oil|780.00|0.5|This potion appears to be blue and smokey, like fog over an early morning. You can phase through one wall or object up to 5 ft thick. If you do not use this effect, it fades after 1 hour. If you end your turn inside an object, you take d10 force damage.
|Philter of Love|90.00|0.5|This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. The next time you see a creature within 10 minutes after drinking this philter, you become Charmed by that creature for 1 hour. If the creature is of a species and Gender you are normally attracted to, you regard it as your true love while you are Charmed.
|Sleepless|25.00|0.5|This potion has two sets of bloodshot eyes floating in a briny fluid. For 48 hours, you do not need to sleep nor do you gain exhaustion from not sleeping. At the end of this period, you gain 2 points of exhaustion and must succeed a DC15 constitution save or immediately fall asleep.
|Slippery Potion|480.00|0.5|This black oil can cover a Medium or smaller creature, along with the Equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the Effect of a freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the Effect of the Grease spell in that area for 8 hours.
|Snake|50.00|0.5|This potion has a set of snake fangs which animate and clink against the glass aggressively. For 1 hour, you have proficiency in stealth checks and dexterity saving throws. Additionally, if a creature kisses you, or you are able to bite them, they must roll a DC10 Constitution saving throw, taking 3d6 poison damage on a failure and half as much on a success.
|Sniper|200.00|0.5|This potion has a single snipe feather and beak, floating in what looks like lake water. For 1 minute, you gain +2 to all ranged weapon or ranged spell attacks, and your attacks ignore half cover.
|Spider|30.00|0.5|This potion appears to be filled with tiny spiders suspended in a clear oil. For 1 hour, you gain a climb speed equal to your walking speed, and you can climb any surface, even upside down on ceilings
|Superior Healing|450.00|0.5|This dark red potion appears to have gold ribbons in it. As an action, you may drink this potion and recover 40 hit points, or as a bonus action, you drink this potion and recover 8d4+8 hit points. As an action, you can give this to an unconscious creature to give them 40 hit points
|Translucent Potion|75.00|0.5|For 1 hour, you are translucent. This gives advantage on Stealth checks for 1 hour, however, since less light is reaching their eyes, the user has disadvantage on perception checks until the potion wears off
|Water Breathing |180.00|0.5|This fluid smells of the sea and has a tiny jellyfish floating around it. You can breathe Underwater for 1 hour after drinking this potion.
|Willowshade Oil|30.00|0.5|This potion appears to continuously shift from rock to flesh and back to rock again. As an Action, you may apply this oil to a creature who has been petrified for less than 1 minute, causing the condition to end.
\page
### _**Poisons**_
Poisons are an illegal substance in any form, even just owning vials of common snake poison, as most poisons are insidious, lethal, and hard to locate the perpetrator once deployed. There are two types of poisons; natural and synthetic. Natural poisons must be harvested from venomous creatures listed in their description, while synthetic poisons are created with a poisoner's kit. Poisons have no effect on undead or constructs. To harvest or synthesize a poison, you must be proficient in poisoner's kit.
___
Each poison is administered in one of four ways: **Contact, Inhaled, Ingested, or Injury**
- **Contact** - The most insidious of poisons, this poison only needs to come into contact with the skin of the victim. Once the victim touches a poisoned item, it acts immediately.
- **Inhaled** - This poison affects a victim as they inhale the fumes, usually from a rag held over the victim's mouth or dust thrown into the air around them. The victim needs only inhale the poison once, but after 1 minute, the poison takes effect.
- **Injested** - This poison is slipped into food or drink, or can be given as a tablet the victim is forced to swallow. Once consumed, the victim succumbs to the poison after 10 minutes.
- **Injury** - The most common poisons are coated on a weapon or needle, and enter the victim by interacting with their blood stream. This poison acts immediately after the victim takes any damage from the coated weapon.
#### Applying Poison
To coat an item in poison, you must have a poisoner's kit and spend 10 minutes which can be part of a short rest. If you are not proficient with poisoner's kit, roll a DC 10 Dexterity check. If you fail, you accidentally poison yourself with the dose and it is wasted. However, if you succeed, you coat three pieces of ammunition, one melee weapon, or one other item with the poison.
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Assassin's Blood|150.00|0.5|Ingested. Synthetic. This black concoction tastes sweet and disolves easily, making it the perfect poison for attacking through food. The target must make a DC 15 Constitution saving throw. On failure, it takes 3d12 poison damage and is poisoned for 24 hours. On a success the creature takes half this damage and isn't poisoned.
|Basic Poison|20.00|0.5|Ingested. Natural. Many things are dangerous to consume but aren't deadly. Anything from poisonous creatures like toads or slimes to toxic plants like poison berries or hemlock, once consumed, a target must succeed a DC 10 Constitution saving throw or become poisoned for 1 hour.
|Blood of the Lycanthrope|250.00|0.5|Injury. DC 12 Constitution saving throw or be cursed with Lycanthropy. Lasts until *Remove Curse* is cast upon the victim. Can be wererat, werewolf, or wereboar.
|Burnt Othur|500.00|0.5|Contact. Synthetic. Othur is a fine black powder synthesized from a mix of chemicals and burned ashes. It sticks to the mucus glands, causing violent coughing and wretching. The target must make succeed on a DC13 Constitution saving throw or take 3d6 poison damage, or 1d6 poison damage on a success. The target must repeat this saving throw at start of each turn until three successes have been gathered.
|Crawler Mucus|200.00|0.5|Contact. Natural. Harvested from the monstrous carrion crawler, this poison causes instant paralysis, which is how the carrion crawler hunts for prey. The target must succeed a DC 13 Constitution saving throw or be poisoned. The poisoned creature is paralyzed and repeat save at the end of each turn, ending effect on success.
|Deathshade|450.00|0.5| Inhaled. Natural. This poison is harvested pollen from a nightshade plant which grows in the feywild, which in even miniscule doses causes hysteria, hallucinations, and in large enough doses, death. The target must make a DC 14 Constitution saving throw. On a failure, the victim takes 8d8 poison damage and becomes poisoned. A poisoned creature is paralyzed. On a success the target takes half as much damage and is not poisoned.
|Drow Poison|200.00|0.5|Injury. Synthetic. A common poison made famous by Drow raiders looking to capture future slaves. The target must succeeed a DC13 Constitution saving throw or be poisoned for 1 hour. If the target fails by 5 or more, it is unconscious and poisoned for 1 hour. The creature wakes if it takes damage or if another creature uses its action to shake the victim awake.
|Dust of the Mummy|600.00|0.5|Inhaled. Natural. Harvested from recently unearthed mummy undead, this cursed powder is renowned for its rarity and efficacy. The target must succeed on a DC 12 Constitution saving throw or be cursed with Mummy Rot. This insidious curse slowly consume's the victim's life force, whereby they are then doomed to protect the mummy's tomb as a malicious spirit. While cursed, the victim cannot regain HP, and at the start of each morning, the victim's HP maximum decreases by 3d6. If reduced to 0HP, the body turns to dust and the soul is bound to the tomb where the dust was harvested. This effect ends and the hit maximum is restored if the victim is the target of a *remove curse* spell.
|Essence of Ether|300.00|0.5|Inhaled. Synthetic. A common anesthesia used by surgeons to keep a patient unconscious for hours at a time, this medicine has unfortunately been used by kidnappers and thugs to force a victim unconscious. The target makes a DC 15 Constitution saving throw or be poisoned for 8 hours. Poisoned creature is unconscious. Creature wakes if it takes damage or another creature uses its action to shake the victim awake.
|Heartshard Powder| 650.00|0.5| Inhaled. Synthetic. A fine white powder made from burned and crushed heartshard wood, this poison is where the tree gets its namesake. Once the poison sets in, the creature begins making Death saving throws. If it gathers three failures, the creature falls to 0 hit points and dies. If it gatheres three successes, the creature is poisoned for 1 hour. While it is making death saving throws, curiously if the creature inhales any burning woodsmoke, the poison ends.
\page
### *Poisons Cont*
| | |
|:---|--:|:--:|:--------------|
| Name | Cost | Weight | Description |
|Malice|250.00|0.5|Inhaled. Synthetic. A concentrated blinding powder which is infused with a long lasting anesthetic, this poison is favored among thieves and informants looking to escape capture. The target must succeed on a DC15 Constitution saving throw or be poisoned for 8 hours. Poisoned creature is blinded.
|Midnight Tears|1500.00|0.5|Ingested. Natural. Harvested sticky sap from the midnight ivy, this ingested poison curiosly doesn't act in 10 minutes like other ingested poisons, and is nearly undetectable once consumed. Midnight tears lays dormant in a victim's body until the stroke of midnight, where it causes a severe cardiac arrest. The target must succeed on a DC 17 Constitution saving throw or take 9d6 poison damage, or half on a success.
|Oil of Taggit|400.00|0.5|Contact. Synthetic. This thick, sticky oil looks exactly the same as lamp oil and even smells similar, but isn't flammable. Synthesized from a grass which grows along hedgewood, this oil works rapidly to quickly put a victim to sleep. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. While poisoned, the creature is unconscious. The creature only wakes if it takes damage.
|Pale Tincture|250.00|0.5|Ingested. Synthetic. This poison is created from the bile of a wight, and has a foul smell to it. Because it must be ingested, most victims are wise to the poison before they consume it. The target must succeed on a DC 16 Constitution saving throw become poisoned and take 3d6 damage both to current and maximum hit points. Every 24 hours, the victim takes d6 damage to their hit point maximum. This poison cannot be cured or healed unless the victim is the target of *remove curse*. After seven successful saving throws, the victim is no longer poisoned and their hit point maximum is restored.
|Purple Worm Poison|2000.00|0.5|Injury. Natural. Harvested from the legendary purple worm, this poison is among the most potent in the known world. The target must make a DC 19 Constitution saving throw, taking 12d6 poison damage on a failure, or half as much on a success.
|Serpent Venom|200.00|0.5|Injury. Natural. Harvested from a variety of deadly snakes, this venom only works if it directly enters the victim's bloodstream. The target must make a DC 11 Constitution saving throw, taking 3d6 poison damage on a failure, or half as much on a success.
|Torpor|600.00|0.5|Ingested. A vile poison created from the brains of a recently killed undead. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 4d6 hours. The poisoned creature is incapacitated though is still conscious.
|Truth Serum|150.00|0.5|Ingested. Synthetic. Made from the essence of ashes from a ritual sacrifice to Reion, the truth serum is a very harsh salt that must be dissolved in food or drink and consumed. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. The poisoned creature cannot knowingly lie, as the poison shuts their mouth with divine force at any deception.
|Wyvern Poison|1200.00|0.5|Injury. Natural. Harvested from the stinger tail of an adult Wyvern. The target must make a DC 15 Constitution saving throw, taking 7d6 poison damage on a failure, or half as much on a success.
\page
## Prosthetics
During the course of treacherous and brutal combat, adventurers may endure the loss of a limb, an eye, a leg, or other essential body parts. In a high-magic setting, these prosthetic replacements offer a means for the disabled to persist in their adventuring pursuits, granted they have the means and resources to acquire them. These prosthetics should be utilized in conjunction with the Lasting Injuries table found in Revised Combat Rules.
### _**Arcane Prosthetics**_
All arcane prosthetics require attunement by their user and are susceptible to the effects of Dispel Magic and Antimagic Fields as a 1st level spell. When deactivated, each prosthetic ceases to function and is deactivated for 1 minute or until *cure wounds* or any spell which restores hit points is cast upon the user.
Furthermore, these prosthetics negate the effects of a Major Scar, instead reducing it to a Minor Scar.
| | |
|:---|:--|:--|:--------------|
| Name | Cost | Description |
|Magic Eye|150.00|This magical glass orb is placed into an empty eye socket, and allows the user to see out of it as if they had a normal eye. With this eye, you can identify any spell being cast as long as you are aware of the magic and can see the caster.
|Arcane Arm|500.00|This arm is made of adamantine plates held together by invisible magic bonds, giving it the appearance of several floating plates in the shape of an arm appropriate for your species. An arcane arm can be used as a magical focus for any spell which requires a material component worth 500g or less, and isn't consumed.
|Lockspell Leg|600.00|This leg is made from thick joined plates that move with soft glowing runes at the knee, ankle, and foot. This leg grants you resistance to force damage.
|Glyphic Hand|150.00|This is a permanent mage hand spell, cast from the fitted plate over the stump of your wrist. It appears translucent, but is otherwise whatever color and shape you wish at the time of fitting, which cannot be changed later. You activate or deactivate your hand at will, allowing you to slip free of bonds like manacles or rope.
### _**Mundane Prosthetics**_
These prosthetics are not magical in any way, but allow you some function of your missing part.
| | |
|:---|:--|:--|:--------------|
| Name | Cost | Description |
|Fake Arm|2.00|A simple pulley scoop, or metal sculpt of an actual arm, you still suffer the effects of Major Scar. While you can't use an item independently in that hand, such as a sword or shield, you can use something that takes two hands, such as a bow or longsword.
|Glass Eye|1.00|You can't see out of it, but it looks better than a dry socket in your face. This negates Major Scar for having a missing eye.
|Hook Hand|3.00|A simple tool attached to your wrist which allows you basic function of the end of your arm. You still suffer the effects of Major Scar, but can use your hook hand to help wield some item which takes two hands, such as a bow or greatsword.
|Stump Leg|3.00|While you still suffer Major Scar, you stand and walk or run with limited disability. Your walking speed is reduced by 5 while using a stump leg.
### _**Necrotic Prosthetics**_
Through the illicit and morally corrupt act of harvesting corpses, a sufficient necromantic power can graft corpse parts onto you, effectively restoring a missing body part, though matching your skin or eye color is difficult and not guaranteed. Once integrated, you no longer suffer the consequences of a severed body part injury and even avoid Minor Scars. However, this practice is considered a capital offense, punishable by execution. Moreover, rumors of curses associated with dealing with the undead abound.
If you possess a necrotic prosthetic, you will develop an insatiable craving for raw flesh. Conventional food and water will become unappetizing, and after eating, you must succeed on a DC 15 Wisdom saving throw or gain a point of exhaustion and vomit. Additionally, at the end of each long rest, you must succeed on a DC 10 Charisma saving throw or gain a point of exhaustion that cannot be removed until you feast on raw flesh from a fresh corpse.
| | |
|:---|:--|:--|:--------------|
| Name | Cost | Description |
|Necromantic Eye|10.00| The necromantic eye can see a soul, allowing you to discern very easily between undead and living creatures, as well as constructs.
|Undead Arm|90.00|An undead arm deals normal damage plus d6 necrotic damage when you hit with an unarmed strike. You gain the necrotic damage roll as temporary hit points.
|Graverobbed Leg|90.00|An undead leg also gives you resistance to necrotic damage.
|Devil's Hand|10.00|With a devil's hand, you gain a random skill or tool proficiency, determined by the DM. After you use this skill or tool, you must succeed a DC 10 Charisma saving throw or the skill or tool proficiency is lost and a random other is gained. You can choose to fail this saving throw.
|Necrotic Attuner|50.00| An attuner can be anything personal; a pocket watch, a dagger, even a ring or a glove. Having your attuner prevents you from having to make Charisma saving throws at the end of a long rest, and the DC to keep food down is reduced to 10. If your attuner is ever more than 5ft from you, you become unattuned to it, and suffer the normal effects of a necrotic prosthetic.
\page
### _**Tinker Prosthetics**_
Tinker prosthetics do not require attunement; they are powered by connecting directly to the user's nervous system. Inserting a tinker prosthetic into a stump or socket is a painful process, and does not remove the Major Scar penalty for having a missing limb. However, they cannot be dispelled and are more durable than arcane prosthetics, granting a +1 bonus to AC.
| | |
|:---|:--|:--|:--------------|
| Name | Cost | Description |
|Focuslens Eye|150.00|This glass lens allows the user to see out of it as if they had a normal eye. With this eye, you are immune to the blinded condition. Additionally, your eye can magnify and zoom, giving you a built in spyglass.
|Gearmail Arm|500.00|This arm appears robotic, and may have fewer fingers, a simple clamp, or visible gears and pistons. With a gearmail arm, you gain advantage on any athletic check which uses your arm.
|Clockwork Leg|600.00|This leg appears robotic, and may be different in design than normal, having digitigrade form, clawed toes, or visible gears and pistons. Your walking speed increases by 5.
|Bronzework Hand|150.00|This hand appears to be a heavy armor gauntlet with visible pistons and gears inside. This hand cannot be disarmed of anything it is holding, and can be locked closed around a rope or other handhold.
- ##### [Return to Top](#p2)
```
```
### _**Prosthetic Attachments**_
Any other reasonable request can be fulfilled by a skilled Tinkerer, Artificer, or Blacksmith with enough time and money, such as allowing a user to mount more weapons, or function as another object such as Thieves Tools. Base cost for most requests is 100 gold, but can be increased for more complex or difficult requests.
| | |
|:---|:--|:--|:--------------|
| Name | Cost | Description |
|Foremount|100.00|Allows an Arcane Arm or Gearmail Arm to store a single light weapon or wand in their prosthetic as part of a conjuration glyph. The weapon can be swapped out as part of a short rest, and when activated, the blade or otherwise dangerous part of the weapon appears mounted at the wrist. An armblade cannot be disarmed or removed from you against your will, but while equipped, you cannot use the hand for other functions. Activating the Foremount is free and can be done at any time.
|Hidden Space|250.00|This magical glyph creates a pocket dimension that your Lock Spell Leg uses much like a Bag of Holding. Its maximum held space is 50lbs, not exceeding a volume of 5 cubic feet. Placing an item into or retrieving from the Hidden Space is an Action. Follow the rules for the Bag of Holding for this space.
|Prosthesis Compartment|50.00|You can upgrade your prosthesis to hold a small hand held item or burn incense. Items hidden in your compartment do not require a sleight of hand check to hide
|Singleshot|250.00|This mechanism is installed into any Gearmail Arm or Clockwork Leg and allows the user to make a single ranged weapon attack using the stats from Blunderbuss. Once used, the user must complete a Short Rest before doing so again, during which the user reloads the Singleshot with more powder and shot.
|Screw-on Sword|15.00|You can unscrew your hook hand or your stump leg and attach this weapon to it instead. It requires an action to unscrew the prosthetic and screw in the weapon, but you can treat your arm or leg as a One-Handed weapon of your choice.
\page
## Transportation
From carts to boats, mounts and barding, or even just a custom saddle for the bear you want to ride, these items are listed for the advanced traveling and cavalry of the campaign.
#### Mount Traits
Creatures have some combination of these traits which define behavior in combat and an extra action option while being controlled. The Mounts section lists the following.
- **Brave.** This mount will listen to its rider if directed to move toward something it perceives as dangerous. It can take the Overrun action while you are mounted. Without this trait, a mount will not move toward danger unless you to use a bonus action to succeed a DC 15 Animal Handling check.
- **Fierce**. This mount will attack creatures it views as the enemy. It can take the Attack action while you are mounted. Without this trait, when you dismount, a mount will seek safety unless you use a bonus action to succeed a DC 15 Animal Handling check.
- **Stalwart.** This mount will not buck their rider when they receive damage or suffer the frightened condition. It can take the Help action while you are mounted. Without this trait, when your mount receives damage, it will use its reaction to buck you off then flee on its turn unless you use a bonus action to succeed a DC 15 Animal Handling check.
- **No Traits**. Some creatures have none of these traits listed, and are usually solitary or small family unit herbivores, or creatures unused to people: deer, ponies, donkeys, etc. These creatures will almost always run when presented with danger.
#### Mount Availability
Mounts are highly dependent on the climate and culture you are in. You will only find common mounts and the local region's mounts at a Farm Supply. A typical farm supply will only have mounts worth around 500 gp or less, but exceptions may apply.
#### Mounted Combat Changes
The extra traits for these mounts revolve around the updated rules for mounted combat presented in Revised Combat Rules. You are highly recommended to use these rules when using these mounts, as they are balanced against each other with
```
```
### _**Common**_
| | |
|:---|:--|:--|:--------------|
| Name | Cost | | Description |
|Auroch|750.00||Intensely strong and notoriously stubborn, Aurorch will aggressively defend its rider. They are brave, stalwart, and fierce and are able to carry 900 lbs
|Dog, War|25.00||A working dog fit for small creatures to ride, a war dog will protect its rider if given the chance. Loyal to the end, they are brave, stalwart, and fierce. They can carry 292 lbs
|Goat|1.00||Goats are a relatively cheap livestock that provide milk and meat for many peasant farmers. However, they can be trained as mounts and their fierce loyalty carries them into battle with their small riders. A goat is brave and fierce, and can carry 270 lbs
|Horse, Draft|50.00||A work horse is easily as tall as its rider. Draft horses are strong and typically brave creatures that will protect their riders. They are stalwart and can carry 810 lbs
|Horse, Riding|75.00||A Riding horse is fast and reliable, but without the proper training, will buck its rider at any sign of danger. They are only brave but can carry 720 lbs
|Horse, War|400.00||A Warhorse is a Draft Horse that has been trained for battle. It ignores danger, charges fearlessly and defends its rider bravely. These noble creatures are brave and stalwart, and can carry 810 lbs.
|Mule/Donkey|8.00||A Donkey or Mule is a work animal, able to carry a lot of weight with little effort. It is much slower than other mounts, but significantly cheaper, but its small size prevents it from being used as an effective mount by medium humanoids. A donkey or mule carries 630 lbs
|Ox|15.00||Oxen are incredibly strong for their size, and are able to easily pull or carry loads that would make a draft horse blush. However, they are slow and cowardly, making them very poor combat mounts. Oxen can carry 1620 lbs
|Pony|30.00||A pony is a smaller horse, fit for beginner riders or small creatures. A pony can carry only 337 lbs
\page
### _**Grassland**_
| | |
|:---|:--|:--|:--------------|
| Name | Cost | | Description |
|Badger, Giant|350.00||Giant badgers can accept a small rider and are fierce in combat next to their riders. Few creatures ridden by small humanoids can match the badger blow for blow. They are brave, stalwart, and fierce, and can carry 292 lbs
|Boar|150.00||Normal, medium sized boar are only fit for small creatures to ride, but make fiercely aggressive steeds. Brave, stalwart, and fierce, they can carry 292 lbs
|Boar, Giant|450.00||Giant boars are common in prairie grasslands where humanoid species have domesticated them. They are brave, stalwart, and fierce and they can carry 765 lbs
|Camel|50.00||A Camel is a sturdier animal than a horse, and requires water only every few months. It is slower and slightly more stubborn. Only brave, a humble camel can carry 720 lbs
|Cat, Big|350.00||Big cats such as lions, tigers and sabertooths can accept a medium rider if they have been trained. Brave and fierce, they can carry 765 lbs
|Elephant|200.00||An elephant is a huge amount that requires an exotic saddle, but no other mount can carry as much, nor is as sturdy as an elephant. Stalwart and fierce, they can carry 1980 lbs
|Hyena, Giant|350.00||Hyenas are intelligent, social, and loyal, and make great mounts where they are found in abundance. Females are usually chosen for mounts, as they are usually stronger and tougher. A Giant hyena is brave, stalwart, and loyal, and can carry 720 lbs
|Ostrich|150.00||Using the stats of an Axe Beak, ostriches instead strike with their taloned feet rather than a shaped beak. They are brave and fierce, able to carry 420 lbs
|Rhinoceros|600.00||Few mounts are as strong as the Rhino, a creature so tough it is a literal walking tank, prized for its resiliency and prominent weapon among grassland cavalries. Rhinos are brave, stalwart, and fierce, able to carry 945 lbs
### _**Swamp Land**_
| | |
|:---|:--|:--|:--------------|
| Name | Cost | | Description |
|Crocodile|350.00||Large crocodiles can be trained by waterborne species to obey orders and accept a rider. They are brave and fierce, and can carry 675
|Toad, Giant|450.00||Giant toads are often trained by swamp peoples, and their ability to capture prey and swallow them make them invaluable for pest control. Brave and fierce, they can carry 675 lbs
|Frog, Giant|250.00||Giant frogs are smaller than giant toads, but can accept a small rider with some training. Their generous leap and swimming capabilities make them excellent pest control. Brave, a frog can carry 270 lbs
```
```
### _**Forest**_
| | |
|:---|:--|:--|:--------------|
| Name | Cost | | Description |
|Axe Beak|150.00||Axe beaks are ostrich-like birds that can accept a lightweight but medium rider. Due to their birdlike nature, they cannot carry much, but their predatory nature makes them brave and fierce with their rider in battle. They can carry 420 lbs
|Bear, Black|350.00||Smaller than brown bears, black bears are only fit for small creatures to ride. They are stalwart and fierce and can carry 337 lbs
|Bear, Brown|575.00||While rare, elves and hill dwarves have been known to domesticate bears and trained them from cubs to accept a rider. Feckless in battle and notoriously hard to kill, brown bears are brave, stalwart, and fierce and can carry 855 lbs
|Cat, Wild|250.00||Most medium sized wild cats are very similar, be they panther, jaguar, or pumas. Wild cats are brave and fierce and can carry 315 lbs
|Deer|50.00||A basic deer is going to be unfit for most creatures to ride, but given the proper time and attention, small druidic humanoids can sometimes make use of their fleeting white tailed leaps. They can only carry 247 lbs
|Elk|100.00||Elk make up the majority of mounted creatures among elven armies and other forested humanoids. They flee at the first sign of danger, but will not buck their rider. Stalwart, an elk can carry 720 lbs
|Elk, Giant|1600.00||Giant elk have been domesticated by forest dwelling humanoids as weapons platforms or siege engines, as their size make them impractical for normal transport or cavalry. Brave and stalwart, they can carry 1710 lbs.
|Elk, War|450.00||War elk are trained for battle, much like war horses. They will not flee danger, and will even fight alongside their rider. Brave, stalwart, and fierce, a war elk can carry 810 lbs
|Owlbear|1200.00||An owlbear is intensely difficult to tame or domesticate and even the best specimens still hold a wild spark that can sometimes turn against its rider. Still, their ferocity in battle and strength to carry load are too good to give up the trade entirely. Brave, stalwart and fierce, they can carry 900lbs.
|Wolf|75.00||Domesticated wolves are rare, but among druidic smaller species, they make common mounts. A wolf is fiercely loyal and fights alongside its rider. Brave and fierce, a wolf can carry 270 lbs
|Wolf, Dire|500.00||These enormous wolves have been domesticated and trained from birth to accept a rider. Brave, stalwart, and fierce, they can carry 765 lbs
\page
### _**Mountain**_
These mounts are found among dwarves in mountains, rugged highlands, crags, and alpine regions
| | |
|:---|:--|:--|:--------------|
| Name | Cost | | Description |
|Bat, Giant|6000.00||Giant bats are strong enough to carry a rider, but due to their smaller, lighter size, cannot carry much into the air. They are stalwart and brave, but can only carry 450 lbs. A flying mount cannot fly with more than heavy encumbrance
|Bear, Cave|600.00||As tough as big as polar bears, these hardy ursine creatures have been trained from cubs to fight alongside and accept a rider. They are brave, stalwart and fierce, and can carry 900 lbs
|Drake, Guard|750.00||Guard drakes are dragon-like creatures around the size of large wolves, fit only for small creatures to ride. They come in varieties of black, blue, green, red, and white. Brave, stalwart, and fierce, they can carry 360 lbs
|Goat, Giant|350.00||Giant goats are trained by mountainous peoples for their ability to traverse dangerous highlands. They flee from battle but will not buck their rider. Stalwart, they can carry 765 lbs
|Goat, War|450.00||Giant goats trained for battle are much more sturdy in the face of combat. Brave, stalwart, and fierce. They can carry 765 lbs
|Lizard, Giant|350.00||These giant lizards are specifically bred underground and in mountainous areas for their climbing ability and can even crawl upside down on ceilings. Brave and fierce, they can carry 630 lbs
|Owl, Giant|75000.00||Too smart to be trained as a mount, giant owls sometimes offer their services to humanoids in return for something. They are still flying birds however, and cannot carry much in the air. Brave and fierce, they can carry only 390 lbs and cannot fly under heavy burden.
```
```
### _**Underground**_
These exotic mounts are normally only found in underdarks or monstrous areas
| | |
|:---|:--|:--|:--------------|
| Name | Cost | | Description |
|Beetle, Carrion|350.00||These Large beetles are often raised by underground species in place of horses. Beetles are sturdier and have thicker carapace than spiders, making them excellent beasts of burden. A carrion beetle can carry 855 lbs and is stalwart.
|Lizard, Giant|350.00||These giant lizards are specifically bred underground for their climbing ability and can even crawl upside down on ceilings. Brave and fierce, they can carry 630 lbs
|Rothe, Common|150.00||Rothe are buffalo-like creatures that are used as beasts of burden in the underdark. They are stalwart, and can carry 810 lbs
|Rothe, Deep|250.00||Rothe are small, buffalo-like creatures. Deep versions are underdark dwelling creatures that have the ability to cast the cantrip *Dancing Lights* making them fantastic beasts of burden for creatures who do not have darkvision. However, they run at the first sign of danger. They can carry 405 lbs
|Scorpion, Giant|2000.00||Used almost exclusively by underdark militaries, giant scorpions function as dependable tanks in battle. Slower than spiders, they make up for it with a flurry of attacks and a venomous tail. Brave, stalwart, and fierce, a giant scorpion can carry 675 lbs
|Spider, Giant|1500.00||A professional spider handler is called a spinner, who both harvests silk for textiles and trains spiders to be ridden. Typically male spiders are chosen for mounts, as females often tend to nest and become overprotective of their eggs. A giant spider can carry 630 lbs and is brave stalwart, and fierce
|Spider, Giant Wolf|1200.00||Giant wolf spiders are sometimes raised by smaller species such as kobolds, gnomes, or halflings. They can be quite fast over ground but lack the webbing ability of larger varieties. A giant wolf spider is brave, stalwart and fierce and can carry 270 lbs
\page
### _**Prehistoric**_
Where setting appropriate, dinosaur mounts make excellent use of their enormous size and thick armored plating
| | |
|:---|:--|:--|:--------------|
| Name | Cost | | Description |
|Allosaurus|400.00||Allosaurus typically hunt in small packs, and their social nature makes them easy mounts. They are brave, stalwart, and fierce, and can carry 570 lbs
|Ankylosaurus|250.00||These thickly armored creatures feature a prominent tail club to protect its rider. Stalwart and fierce, they are able to carry up to 1710 lbs on their immensely shelled backs.
|Brontosaurus|400.00||Brontosaurus are towering titans of the prehistoric world, able to carry entire villages on their backs. Though they are still herbivores, they have no qualms crushing enemies beneath their feet. They are brave, stalwart, and fierce, and are able to carry 3780 lbs, nearly 2 tons!
|Deinonychus|600.00||These creatures are about the size of a Clawfoot but have long talons on their forelegs they use to grip creatures. Brave, stalwart, and fierce, they can carry 225 lbs
|Dimetrodon|250.00||Dimetrodon have a large crest, requiring their riders to sit forward on the mount's shoulders. As a result they cannot carry as much as other creatures. They are brace, fierce, and able to carry 315 lbs
|Hadrosaurus|150.00||These brave, stalwart, semi-quadrupedal herbivores are recognizable by their bony crests. They can carry 675 lbs
|Plesiosaurus|450.00||Plesiosaurs make excellent mounts in water regions where prehistoric creatures are available. They are brave, stalwart, and fierce, and are able to carry 810 lbs
|Pteranodon|650.00||Cheap and easy to breed, Pteranodons can only accept very lightweight small riders. They are brave, able to only carry 180 lbs
|Quetzalcoatlus|12000.00||Prized for their flying fortress capabilities, Quetz can carry nearly an entire mountain on their back even while flying. Their immense wingspans and able bodies allow them to be brave and fierce, and able to carry 1350 lbs
|Raptor, Clawfoot|350.00||Clawfoot raptors are medium creatures that resemble stereotypical raptors, and sport a hooked talon on each foot. They are brave, fierce and can only carry 270 lbs
|Stegosaurus|200.00||Stegosaurus are able to hold a built saddle between the plates on their back and can easily protect its occupants from boarders. While using a stegosaurus as a mount, you have half cover. They are stalwart and fierce, able to carry 1800 lbs
### _**Underwater**_
These mounts are only found in coastal cities and can only be used in water.
| | |
|:---|:--|:--|:--------------|
| Name | Cost | | Description |
|Dolphin|75.00||Dolphins make fantastic mounts for small creatures in the sea and are utterly loyal to their riders. Stalwart, they can carry 315lbs
|Orca|500.00||Also known as killer whales, Orca make great companions once you earn their trust. and their predatory nature can be easily directed for combat and loyalty in battle. Brace, stalwart, and fierce, and able to carry 1710 lbs on their backs.
|Sea Horse, Giant|350.00||Sea faring people such as tritons and Sahuagin train seahorses to accept a rider in place of actual horses. Brave and stalwart, they can carry 540 lbs
|Seal|75.00||Seals are only suitable for Small and smaller riders, and are as loyal as war dogs. While only brave and only capable of carrying 180 lbs, their high mobility and quick speed make for great scouting mounts
|Shark, Great|150.00||Great whites, hunter, tiger, hammerhead, all make great mounts when trained by underwater people. Brave and fierce, they can carry 810 lbs.
|Shark, Reef|75.00||Smaller sharks that are still trainable, such as reef sharks, sand sharks, or threshers can carry medium creatures are fierce, and hold 315 lbs of gear
|Walrus|300.00||Walrus make great pack animals for coastal peoples, and their enormous tusks prove deadly in a fight. Brave and Stalwart, the walrus can carry 315 lbs of gear.
### _**Arctic**_
These mounts are found in arctic and tundra regions, where blizzards and icy wastelands are common; while this list showcases species endemic to arctic regions, it is entirely possible to find arctic-adjacent mounts at farm supply shops in these lands.
| | |
|:---|:--|:--|:--------------|
| Name | Cost | Description |
|Bear, Polar|750.00|Enormous and imposing, northern peoples in frozen wastes have trained polar bears to be beasts of burden and fierce combat companions. Few mounts are as strong as a polar bear, brave, stalwart, and fierce, able to carry 900 lbs
|Cat, Crag|500.00|Wonderfully gifted in anti-magic capabilities, mage hunters often make use of crag cats. They are brave, stalwart, and fierce in battle and can carry 720 lbs
|Mammoth|500.00|A huge creature of towering bulk and thick, wooly fur, the mammoth serves less of a beast of burden and more of a walking fortress. Still, for those with the time and coin to devote, they will find a mammoth brave, stalwart, and fierce, able to carry 2160 lbs
|Sabertooth|300|An agile and fearsome predator still prolific in some remote regions of the arctic, this big cat is brave, stalwart, and fierce, able to carry 810 lbs.
\page
### _**Mythic**_
All Mythic mounts are brave, stalwart, and fierce. These mounts are found in most places in the world, but are usually reserved for the rich and powerful who can afford them. Remember that a flying mount cannot fly with more than heavy encumbrance
| | |
|:---|:--|:--|:--------------|
| Name | Cost | | Description |
|Clockwork Walker|6000.00||Clockwork walkers are constructs with a hint of intelligent sentience. They are operated, rather than ridden, and require no food or maintenance. However, they are susceptible to anti-magic fields and dispel. It can carry 810 lbs
|Eagle, Giant|7500.00||Giant eagles are intelligent and normally will not be trained as a mount. However, in loyal service, a giant eagle can carry a rider into the skies. However, their hollow bones and lack of musculature allow them to only carry 480 lbs
|Griffon|9500.00||Griffon riders are rare but invaluable to any kingdom's air superiority. They are keen, loyal, intelligent and fierce in battle. A griffon can carry 810 lbs.
|Hippogriff|9500.00||Hippogriffs are similar to griffons and require similar expertise to train them. A Hippogriff will follow its rider into battle with fierce effect. It can carry 855 lbs
|Pegasus|10000.00||A Pegasus is incredibly rare, but where they exist, they are easily trainable mounts. They can carry 810 lbs
|Vulture, Giant|6000.00||Too intelligent to be trained as a mount, giant vultures sometimes offer their services as flying mounts if the rider is in opposition to eagle rule. However, their hollow bones and small skeletal structure make them only able to carry 450 lbs
|Wolf, Winter|2500.00||In far arctic expanses, Winter Wolves have sometimes made good relations with the local populations. Far too intelligent to be a simple mount, a winter wolf can serve as a mount if they find an adventurer noble enough. Brave, stalwart and fierce, they can carry 810 lbs
|Wyvern|10000.00||A Wyvern requires constant animal handling checks to remain loyal and obedient, even if raised and trained by a professional. Over time a wyvern can learn to trust its rider as an average horse does. They can and can carry 570 lbs.
### _**Mount Equipment**_
The saddles, gear, equipment, and feed for mounts can be found at most farm supply shops; crucial to the survival of any village.
| | |
|:---|:--|:--|:--------------|
| Name | Cost | Weight | Description |
|Barding|x4 armor|x2 armor|This is armor made for horses and other mounts. The cost and weight is based on the armor cost in Armor category and provides the same protection
|Bit and Bridle|2.00|1|Standard harness to fit over the head and sit in the mouth, used to direct a mount.
|Hay|0.01|20|Hay or straw is a low calorie diet that can feed a mount but requires much more to meet dietary needs. A herbivore can forage its own dietary needs if traversing an area with tall grasses or underbrush.
|Grain|0.05|10|Grain is much higher in calories and therefore requires less to feed a mount. A typical large mount eats 10 lbs of grain per day. A herbivore can forage its own dietary needs if traversing an area with tall grasses or underbrush.
|Fresh Meat|1.00|10|Fresh meat is for carnivore mounts that refuse to eat anything else. It is expensive, but has been treated with salt and wrapped in paper to preserve it. Fresh meat will last around 7 days before an average mount will refuse to eat it.
|Kibble|0.50|10|Kibble is a variety of proteins, grains, and plants that have been boiled and rendered into dry pellets. Herbivores and omnivores will eat kibble, though it might take some coaxing to get pure carnivores to eat it. Kibble never expires and can be consumed as rations if necessary.
|Saddle, Exotic|60.00|40|An exotic saddle, designed for non-standard mounts such as flying, swimming, or otherwise exotic creatures. They are built like riding saddles, but military varieties are made for 120g.
|Saddle, Military|20.00|30|A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check or save you make to remain mounted.
|Saddle, Pack|5.00|15|A standard saddle for a pack mount, such as a donkey or a mule. Pack saddles include tie downs to help the mount carry large objects such as chests and barrels. It can hold up to 250 lbs of gear without container
|Saddle, Riding|10.00|25|A standard saddle for a horse, or horse-like creature.
|Saddlebags|4.00|8|Standard Saddlebags hold 80 lbs of gear and attach to any saddle. A Saddle can only have one set of saddlebags on them
|Shoes|2.00|1|Horseshoes or other shods that attach to a mount's cloven feet can provide stability on roads and cobblestone. Mounts with shod have advantage on checks or saves made to resist falling prone over these surfaces.
\page
### _**Vehicles**_
These vehicles are drawn by a service animal and require vehicle proficiency to properly maintain and pilot.
| | |
|:---|:--|:--|:--------------|
| Name | Cost | Weight | Description |
|Carriage|100.00|600|A carriage is a luxury transport that is enclosed to protect the passengers from sun and rain. It holds 4 medium creatures and can store 0.5 ton of gear
|Cart|15.00|200|A cart is a two wheeled barrow that is little more than a box with wheels. It can hold 2 medium creatures and can store 0.5 ton of gear
|Chariot|250.00|100|A chariot is a lightweight cart with protection for its rider. It provides half cover for its medium riders and three quarters cover for small riders. It can only hold riders, though it can support up to 500 lbs of gear or creatures
|Conestoga|150.00|800|A Conestoga is a covered wagon with large wheels, making it much easier to pull. It can hold 6 medium creatures and can store 2 tons of gear
|Dogsled|20.00|300|An empty sled costs 20 gp, weighs 300 pounds, and has room at the back for one driver. It takes at least 2 medium creatures or 1 large creature to pull the sled.
|Sled|20.00|300|A sled is able to ride over deep snow and sand with ease, where wheeled vehicles would become stuck. It can hold 4 medium creatures and can store 0.5 ton of gear
|Vardo|1000.00|3000|A Vardo is essentially a cabin on wheels. It has all the amenities inside as a cabin; beds, kitchenette, dining area. Up to 8 medium creatures can be inside and can store 2 tons of gear.
|Wagon|35.00|400|A wagon is an uncovered four wheeled vehicle that is much in the same means of luxury as a cart. It can carry 4 medium creatures and can store 1 ton of gear
### _**Vessels**_
These Ships are typically wind or oar powered, and require a crew to properly operate.
| | |
|:---|:--|:--|:--------------|
| Name | Cost | Weight | Description |
|Canoe|50.00|65|A lightweight canoe can carry up to 2 medium creatures.
|Galley|30000.00|-|Galleys are long vessels that rely on sails and sizable crew to move. They can carry siege weapons and marines, and large amounts of cargo. 80 crew, 40 passengers, 150 ton capacity
|Keelboat|3000.00|-|One of the smallest sailing vessels, keelboats can be sailed or rowed by a single person, usually to and from the shore by a larger vessel. 3 crew, 4 passengers, 0.5 ton capacity
|Longship|10000.00|-|Longships are vessels that rely on rowing crew and sails, typically to carry marines into combat. 40 crew, 100 passengers. 10 ton capacity
|Rowboat|50.00|500|A small craft with two oars attached to the sides, able to carry up to 4 medium creatures .
|Sailing Ship|10000.00|-|Sailing ships are mercantile vessels focused on travel. They have large sails which help them travel the seas quite quickly. 30 crew, 20 passengers, 100 ton capacity
|War Ship|25000.00|-|Warships are sailing ships outfitted with cannon. They take on more cargo, but are much slower than sailing vessels. 40 crew, 60 passengers, 200 ton capacity
- ##### [Return to Top](#p2)
\page
## Miscellaneous Goods and Services
Some shops can make custom items, teach a skill or trade, provide ceremonies and religious teaching, or just a service as a commodity like inns and taverns. This list also includes meals, booze, and other commonly purchased items during a night on the town
### Lessons and Training
All lessons and training are paid in full up front and require the character to be in person with their teacher to receive the lesson. Each lesson is 40 hours in total, and can only be completed in 8 hour lengths, once per day.
| | |
|:---|:--|:--|:--------------|
| Name | Cost | Description |
|Advanced Shady Lessons| 250 |These lessons teach any shady individual how to conduct more advanced criminal operations. After completing the lesson, you can create one poison at half its cheap cost, or gain proficiency in stealth, sleight of hand, Forgery Kit, or other criminal specialities.
|Alchemist Lessons |250|These lessons cover alchemic theory and practical application. After completing the lesson, you can create one potion for half its cheap cost or gain proficiency in Alchemist's Kit.
|Artisan's Lessons| 250|These lessons cover basic skills required for accessorizing high society and may require a relationship with nobility. After completing the lesson, you can create one common magic item for half its cheap cost, or gain proficiency in cook's utensil's, glassblower's tools, jeweler's tools, painter's supplies, or woodcarver's tools.
|Carpentry Lessons|250|These lessons cover basic carpentry skills. After completing the lessons, you can create one wooden item worth 500g or less, or gain proficiency in either carpenter's tools, or woodcarver's tools.
|Disguise Lessons |250 |These lessons cover basic acting and practical disguise applicaiton. After completing the lesson, you can assume a false identity local to the region or city, or gain proficiency in Disguise Kit or Performance.
|Firearms Permit|500 |These lessons cover basic firearm safety, operation, and maintenance. After completing the lesson, you gain basic training with Firearm weapons. The increased cost covers the permit required to own and carry these weapons.
|Healer's Lessons| 250|These lessons cover first aid and emergency triage. After completing the lesson, you gain one free superior healing potion or gain proficiency in healer's kit or herbalism kit.
|Lockpicking Lessons| 250 |These lessons cover the intricate and delicate art of lockpicking for a variety of styles and qualities of locks. After completing this lesson, you can gain knowledge of the local region's locks and gain a +5 bonus to checks made to pick them, or gain proficiency in Thieves Tools.
|Naval Training| 250 |These lessons cover basic safety and duties required to be part of a ship crew. After completing this lesson, you gain one of the following: basic training with 4 underwater weapons, a swim speed equal to your walk speed, a climb speed equal to your walk speed, or gain proficiency in Waterborne Vehicles or Navigator's tools
|Poisoner's Lessons| 250 |These lessons cover safety, application, and remedy for a variety of poisons in the area. After completing the less, you can create one dose of an antidote for one poison of your choice or gain proficiency in Poisoner's Kit.
|Religious Teaching|250|While basic sermons and teachings are always free, these lessons are a more advanced, rigid study of a particular god or religion. After completing this lesson, you gain one point of piety for the god or religion you studied or you gain proficiency in religion|
|Rider Training| 250 |These lessons cover basic rider's safety, control, and animal handling. After completing the lesson, you gain one of the following: advantage on Dexterity saving throws made to stay in the saddle, proficiency with animal handling, proficiency with land vehicles, or proficiency with Navigator's tools.
|Scribes Training| 250|These lessons cover scribal writing, official documentation, and professional clerical duties. After completing the lesson, you can gain one of the following: proficiency with calligrapher's supplies, navigator's tools, or forgery kit
|Smithing Lessons| 250 |These lessons cover basic smithing, repair, and metallurgies for common materials. After completing this lesson, you can create any metal or leather piece of equipment worth 500g or less or gain proficiency in smithing tools or leatherworker's tools.
|Tinker Lessons| 250 |These lessons cover basic upkeep, invention mechanics, and precision with tinkerer's tools. After completing the lesson, you can create a specialized tinker item capable of casting a cantrip 7 times before it becomes inert, or gain proficiency in Tinkers Tools
|Tailor's Lessons|250|These lessons cover basic sewing, tailoring, and fitting of a variety of clothing styles and qualities. After completing the lesson, you can create one set of clothing made from a bolt of cloth worth 500g or less, or gain proficiency in either weaver's tools, cobbler's tools, or leatherworker's tools.
|Tradesman's Training|250|These lessons cover the skills of a tradesman and may require participation in or at least dues paid to a trade guild. After completing the training, you can join a guild for free and gain proficiency in either brewer's supplies, carpenter's tools, leatherworker's tools, mason's tools, potter's tools, or smith's tools.
\page
### Silvering Weapons and Ammunition
You provide the weapon and a smith coats it in silver. The price of silvering a weapon involves both the cost of labor, and the cost of silver to be used in the process. If you are proficient in smith's tools, you can provide this service to yourself for only the cost of the silver, which is half of what is presented here.
|||
|:--|:--|:--|:--|
|Type|Cost|Description
|Throwing Weapon| 15.00 | You coat a throwing weapon weighing up to 1 lb in plated silver. Each throwing weapon takes 10 minutes to complete.
|Light Weapon| 50.00 | You coat a weapon weighing 1-2 lbs at the most in plated silver. This weapon takes 2 hours to complete.
|Medium Weapon| 100.00 | You coat a weapon weighing 2-4lbs at the most in plated silver. This weapon takes 4 hours to complete.
|Large Weapon |150.00| You coat a weapon weighing 4-6 lbs at the most in plated silver. This weapon takes 6 hours to complete
|Heavy Weapon |200.00 | You coat a weapon weighing more than 6 lbs in plated silver. This weapon takes 8 hours to complete.
|Piece of ammunition |10.00 | You coat a piece of ammunition to be shot from a ranged weapon in plated silver. Each piece of ammunition takes 10 minutes to complete.
### Services
|||
|:--|:--|:--|
|Type|Cost|Description
|Bathhouse|0.50|Bathhouse services include hot baths, massage, haircuts and shaves, and laundry services for clothing. Each of these services costs 5 silver a piece. Most village and city dwellers visit a bathhouse at least once a week.
|Boat Rental|5.00|You can rent a canoe or a rowboat for 5g for the day. If you don't return the boat, you may be charged with theft.
|Cab|0.50|Riding a cab from one part of the city to another is an easy way to stay warm, dry, and unmolested by thieves and crooks.
|Ceremony|32.00|Temples with at least a Priest can perform the spell "Ceremony" and will do so at the cost of just silver powder required for the spell. Temples often forgo this cost in special circumstances
|Coach|1.00|The price is per mile to ride a protected coach from one town to a surrounding village or the next town over.
|Commission|5.00|A Jeweler can make any item you require, from rings to circlets to broaches. Most items take 8 hours to make, and this is the hourly rate. A custom made idea will also cost the materials needed to make it.
|Escort|4.00|The price is per day, and secures a 1 CR guard to walk with your from one city to the next, or to a surrounding village, to keep you safe from highwaymen.
|Fisherman|1.00|You can hire a fisherman to catch fish, look for pearls, repair nets, or other services. The rate is per hour, and a fisherman will only work for 8 hours per day
|Forgery|100.00|For the right price, you can hire an individual to create a forged document befitting your needs, that will look every bit as real as an authentic one. The price listed is usually for base reproductions, and will likely scale higher for more important or harder to forge documents. Creating a tax receipt to forge a tax collector is likely easier than forging an entire family heritage as a noble that would fool a historian to the king
|Hidden Storage|5.00|Adding hidden compartments to shoes, hidden pouches in clothing, or even a false bottom to a hat, this service allows you to hide things in your clothes without needing to roll sleight of hand checks.
|Identify Gem|1.00|A Jeweler can identify a gem's value, if it has an arcane use, and what best it can be paired with to affect your future.
|Jailbreak|250.00|As an insurance policy, you may pay this once to your shady dealer or criminal organization. If you are jailed or captured by the region's authorities, you will be provided a nonviolent means to escape, usually involving bribed insiders or insider knowledge. Once used, you will need to purchase this insurance again.
|Mail|0.50|Mail service is provided by Edrean Spades and can take a letter from Silverhorn to Stonewater in around 1 week.
|Messenger|0.10|The price is per mile to send a runner with a message. Most runners know how to avoid danger and can safely deliver a message in days.
|Passage|20.00|A larger vessel will take a passenger to another land or to further away from the coast than Keelboats can go.
|Repair Clothing|5.00|These services repair clothing or armor items and clean them to like-new quality. They can preserve and sometimes restore the magic in a destroyed magic item with a repair. For magic items, x25 for common, x50 for uncommon, x75 for rare, and x100 for very rare items. Legendary items cannot be repaired. This is the cost per hour, and restores 10hp per hour of work.
|Repair Vehicles|2.00|This service repairs wagons, mends wounds on mounts, and repairs damage to saddles. The cost is per hour, and restores 10hp per hour. A worker can work 8 hours a day.
\page
### Services Cont.
|||
|:--|:--|:--|
|Type|Cost|Description
|Security|2.00|The price is per day, and secures a 1/4CR guard to walk with you within the city or secure a location for 1 day. Multiple guards can be on payroll for days at a time, paid in advance.
|Spell Components|x1|Any spell which requires a certain material component worth some gold value can be purchased at an Arcane shop for the appropriate gold value, or at a cheaper or more expensive value, depending. Purchasing at cheaper or expensive values gets you the component's value at normal. For example, if you need a pearl worth 100g, and you purchase a cheap pearl at 75g, it will be "arcane" valued at 100g for your spells.
|Spell Scrolls|x1|Any spell of which the caster is capable can be made into a scroll, including cantrips, for the cost of the spell casting + 50g per level of the spell
|Stabling|0.50|This is the typical cost to stable a mount for a single day and night. Feed, water, and cleaning is usually included.
|Tailored Outfit|20.00|This outfit is finely tailored to your shape and style, representing the best outfits the tailor is capable of making. If the outfit includes glamerweave, armorweave, or shiftweave, double the price. This does not include the actual cost of these materials, rather represents the skill needed to work with them
|Tattoo|2.00|This is the price per hour. A tattooist can tattoo one limb in 8 hours, or larger pieces such as the chest or back, in 16 hours. For every hour you spend being tattooed, you must succeed on a DC5 Constitution saving throw + 1 for each previous hour in the same session, to avoid passing out from the pain.
|Transport|5.00|A keelboat captain can take you anywhere in the harbor and surrounding coast for 5g per person. Keelboats won't go further away from the coast or travel to other lands.
- ##### [Return to Top](#p2)
\page
### Inn Rooms
|||
|:--|:--|:--|:--
|Dirt Flat |0.05 | Little more than walls and a thatching. You may only have a bale of hay to sleep on and a bucket for waste if you're lucky. The floor is dirt and pests and disease are proliferate
|Common Room |0.10 | This is a common sleeping room for laborers or servants. The floor may be dirt or thresh, or it may actually be stone or brick. The bed is a cot and there may not be any privacy
|Single Bed| 0.50 | An actual bed and a private room, though it may be small. There may only be a small foot locker to store valuables, but at least the door has a lock.
|Master Room| 1.00| A full sized bed, a nice rug for the floor, a private hearth, and ample bedding and pillows make this large room feel like it may belong to the master of a manor.
|Lord Suite| 5.00 | A large room, king sized bed, private bathroom, private hearth and wood stove, plus most creature comforts one can imagine.
|King Suite| 10.00| Usually an entire floor of rooms is devoted to a bedroom, a bathroom, a study, a laundry, and personal servants to attend to your every need.
### Meals
|Food||
|:--|:--|:--
|Scraps |0.03| Stale bread and water, fit only for prisoners
|Meager |0.06| Onions, potatoes, leeks and other easy to grow farm produce usually made into stew
|Humble |0.30| Chicken, veggies, sometimes made into soup, seasoned only with salt
|Plentiful |0.50| Any desired meat, veggie, and baked goods with common spices or honey
|Buffet |5.00| Well seasoned cheeses, meats, veggies, fruits, baked pastries with sugar and other expensive commodities.
|Banquet |10.00| Any possible food imaginable within the regional cuisine. Off season fruits and produce may also be available, as are exotic meats from foreign animals
|Drink||
|:--|:--|:--
|Coffee| 0.20| Roasted beans of a caffeinated plant. Drinking this will allow a creature to ignore 1 level of exhaustion for 8 hours. If the creature ever has 2 levels of exhaustion, this effect cannot be benefited from.
|Black Tea|0.1|Tea can be caffeinated as well as coffee, but takes more to drink. Two cups of tea will allow a creature to ignore 1 level of exhaustion for 8 hours.
|Milk|0.05|From a cow, goat, or other livestock. Milk can serve as a meal to younger creatures.
|Water|0.01|Next to free in lush environments, but can be expensive in arid regions.
```
```
### Alcohol
|Ales||
|:--|:--|:--
|Ale, Common| 0.20| A single pint of weak or flavorless ale.
|Ale, Fine| 0.50| Usually as strong as wine, with a signature flavor or recipe of a certain region.
|Ale, Good| 0.30| Strong ale usually flavored with fruit or oats.
|Ale, Weak| 0.10| This ale is brewed to make sanitary water and usually only runs in the 1-2% abv.
|Ale, Pitcher| x6| A pitcher of any ale available, which holds 8 pints. Usually a pitcher has a discount rounded down.
|Beer| 0.10| Beers are somewhat common, and folks that prefer beer prefer a more bitter or stronger taste to the overly sweet ale. They range in 5-7% abv
|Stout| 0.20|A filling and very strong beer, often mixed with oatmeal, coffee, or other ingredients that make the pint more of a meal than a drink.
|Liquors||
|:--|:--|:--
|Liquor, Shot|1.00|An single shot of common whiskey or scotch, or sometimes other easy to produce liquors like vodka or rum. For a shot of finer liquors, divide the cost by 25.
|Liquor, Aged| 50.00| Older whiskeys, scotches, or other liquors that have been brewed in flavored barrels or with some variety of fruit.
|Liquor, Common| 25.00| Whiskey, scotch, rum, or other common liquor distilled more for its strength than flavor.
|Liquor, Distilled| 100.00| Long aged liquor that has been distilled or rebarreled for more flavor. It is nearly pure alcohol.
|Pure Alcohol| 80.00| More fitting for alchemical processes than consumption. Considered toxic by many species.
|Wines||
|:--|:--|:--
|Wine, Aged |25.00|Aged or made in a particularly trying year. This bottle is perhaps only drunk during celebrations or holidays.
|Wine, Common| 1.50| A jug of common wine, which holds 8 goblets.
|Wine, Fine| 10.00| A finer bottle of wine that has had time to age properly
|Wine, Select| 50.00| Extremely rare, either due to age, year, or process, this bottle is more a currency by collectors
- ##### [Return to Top](#p2)
\page
### Credits
Homebrew by Commander Fayne.
All rights reserved except which are copyright of their respective holders. All art credited is used with permission. This material can not be sold, resold or profited from in any way, in accordance with Creative Commons.
##### Page Art Credit
- Cover Page, pg2, pg3 - "Dungeon" by Ivan Martinez https://www.artstation.com/ivanmartinez
- 4 "Dryad Fledgling" by Anna Podedworna https://www.artstation.com/akreon
- 6 "Wizard" by Filipe Pagliuso https://www.artstation.com/filipe-pagliuso
- 7 "Fantasy Classroom" by Ognyan Zahariev https://www.artstation.com/ognyan
- 9 "Dryad Enchantress" by Aleksandra Wojitas https://www.artstation.com/aleksandra
- 10 "Skellige Laundry" by Katherine Zhuk https://www.artstation.com/elisaday
- 11 "Master of a Skellig" by Joshua Bermudez https://www.artstation.com/joshuabermudez
- 12 "Between Dog and Wolf" by Anato Finnstark https://www.artstation.com/anto-finnstark
- 13 "Thor Sildeon" by Connor Sheehan https://www.artstation.com/conpatshe
- 14 "Wandering Troubadour" by Rudy Siswanto https://www.artstation.com/crutz
- 15 "While I'm Gone" by Even Amundsen https://www.artstation.com/mischeviouslittleelf
- 16 "Gem" by Daria Rashev https://www.artstation.com/nim
- 17 "Wanderer" by Alex Gomez-Tyler https://www.artstation.com/gomeztyler
- 18 "Steely Plate" by Even Amundsen https://www.artstation.com/mischeviouslittleelf
- 20 "Vrihedd Sapper" by Bryan Sola https://www.artstation.com/bpsola
- 24 "The Wanderer" by Toby Lewin https://www.artstation.com/tobylewin
- 26 "War Horn Blessing" by Bryan Sola https://www.artstation.com/bpsola
```
```
- 28 "Expedition Supplier" by Ângelo Bortolini https://www.artstation.com/angelobortolini
- 29 "Cobbler" by Clint Cearley https://www.artstation.com/clintcearley
- 30 "Apothecary" by Tarmo Juhola https://www.artstation.com/tarmojuhola
- 31 "Lilith, Poisonous Jeweler" by Théo Legouis / TeoLehog https://www.artstation.com/teolehog
- 32 "Hunting Bag" by Karyna Trychyk https://www.artstation.com/karynatrychyk
- 33 "Kobold Stab" by Lloyd Hoshide https://www.artstation.com/lloydo6
- 34 "Warjack Tinkering and Aquisition" by Ben Lo https://www.artstation.com/benlo
- 35 "Council of Thieves" by Jake Clark https://www.artstation.com/jcalebdesign
- 38 "Nimana Skydancer" by Bryan Sola https://www.artstation.com/bpsola
- 44 "The Siege of Rudhelm" by Paul Carstens https://www.artstation.com/paulcarstens
- 46 "Cattie Brie" by Clint Cearley https://www.artstation.com/clintcearley
- 47 "Volcanic Crystal" by Kostis Keritis https://www.artstation.com/kostiskeritis
- 51 "Potion of Healing" by Pauline Voss https://www.artstation.com/skadivore
- 53 "Alchemy" by MidJourney AI https://www.midjourney.com/home/?callbackUrl=%2Fapp%2F
- 54 "Wolf's Arm" by Franklin Rell https://www.artstation.com/frankrell
- 58 "Griffin Rider" by Grosnez https://www.artstation.com/grosnez
- 64 "Krodan Mess Hall" by Tyler Edlin https://www.artstation.com/tyleredlinart
- 66 "Viking Weapon Arrangement" Russell Dongjun Lu. https://www.artstation.com/ludongjun
- 67 "S'Virr Portrait" by Third_Cookie https://www.artstation.com/third_cookie
- ##### [Return to Top](#p2)
\page
##### Support us on Patreon!
Like what we're doing and to support us? Support gets you access to exclusive content, previews of upcoming brews or changes to current brews, and of course a greater appreciation from the development team on Commander's Brews. Thank you!
##### Thank you to my wonderful Patrons!
- Anton Palikhov
- Carlos Kennelly
- Elyah Martin
- Michael Zedeh
- Fiddlewink3rd
- Wavy
- Riukee
- Lucin0x
- shutmc1
- Fortunato Martinez
- Zoey Nightlight
- raydencaye
- John Siegmund