Arms and Equipment Guide

Although the Player's Handbook provides a respectable armory of weapons, it is a trimmed-down list compared to previous editions. This document is designed to add more options for martial characters, both in terms of what weapons they use and what they can do with those weapons. This document is not intended to provide perfect historical accuracy with these weapons, but to present them in a fantastic sense; Dungeons and Dragons is, after all, a fantasy game.

Variant Rules

The following rules, and indeed everything printed in this document, are considered optional; DMs are encouraged to exercise their own judgement and include them on a case-by-case basis. Each one adds slightly more complexity to the game, but depending on how you and your players like things, this could be good.

Variant Rule: Exotic Weapons

Some particularly esoteric weapons and armor require special training to use effectively. No class receives automatic proficiency in exotic weapons or armor; proficiency must be gained by taking a relevant feat (such as Weapon Master) or by training with the equipment during downtime. Note that exotic in this context refers to the training needed, not the origin of the weapon itself - a fighter trained in the use of a European style longsword could effectively use a Japanese style katana without any additional training. If you do not wish to use this rule, treat all exotic weapons as martial weapons.

Variant Rule: Masterwork Equipment

Masterwork equipment refers to equipment that has special properties that are due to special materials or clever engineering, not magical enchantment. Examples of this are Adamantine Armor (Dungeon Master's Guide 150) and the lightweight quarterstaff found in Cragmaw Castle (Lost Mine of Phandelver 38, reprinted later in this document in greater detail). This is only relevant in regard to effects like detect magic or the effects of an antimagic field; in all other ways masterwork equipment should be treated like magical equipment, including rarity. Equipment made of unusual materials (such as adamantine or mithril) is always considered masterwork.


Variant Rule: Multiple Damage Types

5th edition prides itself on simplicity; hence, every currently extant weapon deals only a single type of damage. However, many weapons could conceivably be used to deal more types of damage. This is theoretically covered by the improvised weapons rule (Player's Handbook 147), but formally codified here. Of the weapons published in the Player's Handbook, daggers, longswords, greatswords, halberds, and shortswords may deal both slashing and piercing damage, chosen when the attack is made. Other uses of those weapons (such as dealing bludgeoning damage by attacking with the flat of a longsword's blade) is still considered an improvised weapon attack. New weapons introduced in this document may have multiple damage types listed; if you do not wish to use this rule, the primary damage type is always listed first.

New Weapon Properties

The following new weapon properties are used in addition to the standard properties described on Player's Handbook 146 and the firearm properties on Dungeon Master's Guide 267. Some weapons may have special properties; refer to the individual weapon entries for their descriptions.

Deadly. Deadly weapons are designed in such a way that they deal extreme damage to targets that cannot effectively defend themselves. When you deal a critical hit with a deadly weapon, instead of rolling additional weapon damage dice, you add the maximum value of those dice (so a deadly weapon that deals 1d8 damage would deal 1d8+8 on a crit, rather than 2d8). Abilities that add additional damage dice (such as a Half-Orc's savage attacks feature) add additional dice normally.

Double. Double weapons are weapons with two striking areas, typically at opposite ends of a haft. You may use a double weapon in two hands as if you were fighting with two light weapons. A damage value in parenthesis appears with this property - the damage when the weapon is used in this way.

Glove. Glove weapons are worn on the hands rather than held in them. While wearing a glove weapon, you can use that hand normally. Donning or removing a glove weapon requires an Action, Bonus Action, or Reaction (character's choice). If you are using the disarm optional rule, glove weapons cannot be disarmed.

Hidden. Hidden weapons appear to be a non-weapon object until they are drawn and used for combat. A DC20 Wisdom (Perception) or Intelligence (Investigation) check is required to discover a hidden weapon's function if it is not in use; you have advantage on this check if you are able to handle the weapon. The item that the weapon masquerades as is noted in parenthesis.

Monk. Weapons with the monk special quality may be used with the monk's martial arts feature, regardless of their other properties. Monks are not automatically proficient with these weapons. This is effectively a legacy property to ensure compatibility with the Player's Handbook.

Parry. Weapons with the parry property are designed to turn aside blows from opponents. When you are wielding a parrying weapon and are targeted by a melee attack, you can add +2 to your AC against that attack as a reaction. This bonus is cumulative with a shield, but wielding multiple parry weapons gives no additional benefit. If you have the Defensive Duelist feat, you may activate both it and this property with the same reaction.

Quick Throw. Weapons with this property are designed to be easy to draw and thrown. When you throw a weapon with this property, you may draw an identical weapon without using an action or object interaction.

Slow. Melee weapons with this property are particularly cumbersome. You may make only a single attack with this weapon when you use an action, bonus action, or reaction, regardless of the number of attacks you can normally make.

Splash. Found primarily on alchemical weapons, splash weapons affect a small area. When you hit a target with a thrown splash weapon, all other creatures within 5 feet of your target must make a Dexterity saving throw (see the Alchemical Weapons section for DC calculation) or take half of the primary damage. If you miss with a thrown splash weapon, all creatures in the affected area must make a save against the splash damage, but the weapon has no other effects. The damage is the same type as the primary attack.

Trip. When you hit a target with a trip weapon, you may make a free shove attempt (Player's Handbook 195) to knock your target prone. If you use your Dexterity for this attack, you may use your Dexterity rather than your Strength for this check. You may make only one shove or trip attempt per round.

Altered Player's Handbook Weapons

Some weapons printed in the Player's Handbook should have these abilities if you choose to include them in your game:

  • Darts have the quick throw property.
  • Quarterstaves have the double (1d4/1d4) property.
  • Sickles have the trip property.
  • War picks have the deadly property.
  • Whips have the trip property.

Proficiency

The following list is in addition to the proficiencies granted by the Player's Handbook.

  • Bards are proficient with bayonets, parrying daggers, estocs, sabres, sword canes, and war fans.
  • Druids are proficient with atl-atl, greatclubs and scythes.
  • Fighters may choose a single exotic weapon in addition to their normal proficiencies.
  • Monks may choose a single monk weapon in addition to their normal proficiencies.
  • Rogues are proficient with bayonets, parrying daggers, estocs, sabres, sword canes, and wrist crossbows.

Wait, that looks familiar!

Many of the weapons and other items in this document are intentionally similar to items printed in the Player's Handbook, or indeed elsewhere in this document. The simplest way to make a new item and reasonably balance it against already extant items is to modify the extant item, after all. Sometimes this is as simple as changing the name (see the glaive and halberd in the Player's Handbook) or making a small change like a different damage type (the sabre in this document is effectively a slashing rapier.) Other weapons, like the spiked chain, are effectively brand new.

New Weapon Descriptions

This section describes the new weapons introduced in this document.

Atl-atl. This weapon's name is in the Nahuatl language and translates literally to 'not a bow'. It is effectively a hooked stick that uses javelins as ammunition, massively increasing their range.

Axe, Executioners. This heavy, single-bladed greataxe is used by a headsman to execute criminals, but can also be a servicable weapon.

Bayonet, axe bayonet. A bayonet is a knife that can be affixed to a crossbow or firearm. An axe bayonet is a typically Dwarven variant consisiting of a handaxe that can be affixed. Affixing or removing a bayonet takes an Action. When affixed to a two-handed crossbow or firearm, use the affixed statistics. When affixed to a hand crossbow or one-handed firearm, use the normal statistics for the weapon.

Bolas. A set of two or three wooden balls, attached by a length of cord. When spun and thrown, they can be used to trip a target, but do not deal appreciable damage. A tripped target is also restrained until they or an ally use an action to untangle or cut the cord (cutting the cord effectively destroys the weapon).

Boomerang and bladed boomerang. A boomerang is effectively a curved throwing club, designed to return to the user if it misses it's target. If it is thrown and misses, it returns in a wide arc to the space where it was thrown and can be caught with an object interaction or reaction. Boomerangs can only be thrown up to 20 feet, as they begin to return after this point. A bladed boomerang is similar, but is made of metal. Another variant called a chakram exists; it is a ring of metal that is sharpened on the outer edge and gripped on the inner edge. Statistically, it is identical to a bladed boomerang. Boomerangs and bladed boomerangs may be wielded in melee as clubs and sickles, respectively.

Chain, bladed and spiked. A heavy iron chain, about 8 feet long, affixed with either spikes on the last few links or axe-like blades on either end. It can be wielded in a large variety of ways, but without proper training users risk harming themselves as much as their enemies. Popular with infernal cults that style themselves after Kytons.

New Melee Weapons
Name Cost     Damage Weight     Properties
Simple Weapons
    Dagger, Punch X 1d4 piercing 2 lb. Deadly, light
    Gauntlet X 1d4 bludgeoning 1 lb. Glove, light
    Gauntlet, Bladed X 1d4 slashing 1 lb. Glove, light
    Gauntlet, Spiked X 1d4 piercing 1 lb. Glove, light
    Greatclub X 1d12 bludgeoning 10 lb. Heavy, slow, two-handed
    Scabbard, Combat X 1d4 bludgeoning 2 lb. Light, special
    Scythe X 2d4 slashing 6 lb. Deadly, slow, two-handed
    Shield - 1d4 bludgeoning - Special
    Shield, Bladed +X 1d4 slashing - Special
    Shield, Spiked +X 1d4 piercing +1 lb. Special
Martial Weapons
    Axe, Executioner's X 1d12 slashing 7 lb. Deadly, heavy, two-handed
    Bayonet X 1d4 piercing 1 lb. Finesse, light, special
        affixed - 1d6 piercing - Two-handed
    Bayonet, Axe X 1d4 slashing 1 lb. Light, special
        affixed - 1d6 slashing - Two-handed
    Dagger, Parrying X 1d4 piercing 1 lb. Finesse, light, monk, parry
    Estoc X 1d8 piercing 3 lb. Versatile (1d10)
    Falchion X 2d4 slashing 6 lb. Deadly, two-handed
    Fullblade X 2d8 slashing 10 lb. Heavy, slow, special, two-handed
    Guisarme X 1d10 slashing 6 lb. Heavy, reach, trip, two-handed
    Lucerne Hammer X 1d10 bludgeoning or piercing 7 lb. Deadly, heavy, reach, two-handed
    Mancatcher X 1d6 piercing 7 lb. Reach, special, two-handed
    Sabre X 1d8 slashing 2 lb. Finesse
    Sword-Cane X 1d6 piercing 2 lb. Finesse, hidden (a walking stick)
    Sword, Executioner's X 2d6 slashing 7 lb. Deadly, heavy, two-handed
    Sword, Hook X 1d8 slashing 3 lb. Monk, trip
    Sword, Two-Bladed X 1d8 slashing 5 lb. Double (1d6/1d6), monk
    Urgosh, Dwarven X 1d6 slashing or piercing 5 lb. Double (1d4 slashing/1d4 piercing), two-handed
    War Fan X 1d4 slashing 1 lb. Finesse, light, hidden (a cloth fan)
Exotic Weapons
    Chain, Bladed X 1d6 slashing 8 lb. Double (1d4/1d4), finesse, trip, versatile (1d8)
    Chain, Spiked X 1d6 piercing 8 lb. Double (1d4/1d4), finesse, trip, versatile (1d8)
    Kusari-Gama X 1d8 slashing 4 lb. Monk, two-handed, reach
    Meteor Hammer X 1d8 bludgeoning 6 lb. Monk, two-handed, reach
    Rope Dart X 1d8 piercing 4 lb. Monk, two-handed, reach
New Ranged Weapons
Name Cost     Damage Weight     Properties
Simple Weapons
    Atl-atl X 1d6 piercing 1 lb. Ammunition (60/240), loading
Martial Weapons
    Crossbow, Repeating X 1d8 piercing 18 lb. Ammunition (80/320), reload (5), two-handed
    Crossbow, Wrist X 1d4 piercing 1 lb. Ammunition (30/120), glove, hidden (gauntlet or bracer),
light, loading
    Greatbow X 1d10 piercing 5 lb. Ammunition (150/600), heavy, loading, special, two-handed
    Net, Barbed X 1 piercing 4 lb. Special, thrown (5/15)
Exotic Weapons
    Bolas X - 1 lb. Special, trip, thrown (20/60)
    Boomerang X 1d4 bludgeoning 1 lb. Light, special, thrown (20/-)
    Boomerang, Bladed X 1d4 slashing 1 lb. Light, special, thrown (20/-)

Crossbow, repeating. A repeating crossbow has a box magazine mounted on top, which holds five bolts. It is reloaded by means of a lever on the body of the weapon, allowing for more rapid attacks. The magazine is interchangeable, allowing a user to preload several magazines and change them out during combat. Whenever a character buys crossbow bolts, a magazine may be included with every lot of 5 at no additional cost.

Crossbow, wrist. A favorite of assassins, this tiny crossbow is built into a gauntlet or bracer. The arms collapse when not in use, allowing it to be concealed within a shirt sleeve. It deals little damage but can be used to deliver poison.

Dagger, parrying. Also knows as a main gauche or a sai, this dagger has a wide pronged guard and is designed to be held in the off-hand to parry incoming blows. The prongs make it ill-suited for throwing. Another variant is the sword breaker, which trades the pronged guard for grooves on the backside of the blade.

Dagger, punch. Also called a katar, this is a triangular blade (or rarely multiple blades) attached to a H-shaped frame. When held properly, the blades extend past the fist. The punching motion used to attack with this weapon allows one to generate surprising force.

Estoc. A larger, heavier rapier designed to be used with one or two hands.

Falchion. A large, heavy curved sword, sometimes called a great scimitar (though there are stylistic differences between the two.)

Fullblade. A massive greatsword, with a blade nearly six feet long. You may cleave through two targets with this weapon, if they are adjacent and both within your reach; make a single attack roll and compare it to both of their AC. If the attack is a critical hit, only the first target takes critical damage. Favored by barbarians and reluctant spiky-haired protagonists. Sometimes called a daiklave.

Gauntlet, bladed gauntlet and spiked gauntlet. Gauntlets are simply armored gloves, most often with padding on the inside, that protect the hands. As a side effect, they allow you to put more force behind your punches. Spiked gauntlets have small metal spikes on the knuckles and back of the hand, while bladed gauntlets either have blades extending from the back of the hand parallel to the fingers, or extended talons on the end of the fingers. Other variants of this weapon (like caestus, knuckle dusters, and spiked knuckles) exist, but are statistically identical to the relevant gauntlet. Half-plate, chain mail, splint mail, and plate armor all include a pair of basic gauntlets at no additional cost.

Guisarme. This weapon consists of a hooked blade mounted on the end of a long pole and can be effectively used to trip opponents or unseat riders on horseback. Similar weapons include the fauchard and war scythe.

Greatbow. Larger than a longbow, this weapon sometimes has a spike on the bottom end, which is driven into the ground to further brace it before firing (no additional action required). It is so large that it can only be effectively drawn and fired once per action, but targets hit by it must make a Strength saving throw (DC 10 + your proficiency bonus) or be shoved back 5 feet from the impact.

Greatclub. A massive club, or a small uprooted tree. Simple and brutal.

Kusari-Gama, meteor hammer, and rope dart. These weapons consist of a small sickle, a heavy weight, or a metal spike respectively, all conneted to a long cord or chain with a small counterweight on the opposite end. The attacking end of the weapon is spun around the body at high speed before being launched at the enemy.

Lucerne hammer. A lucerne hammer is a polearm; the striking head consists of a blunt hammer head on one side and a metal spike on the other. This weapon is sometimes called a bec-de-corbin or a polehammer.

Mancatcher. Favored by guardsmen and bounty hunters, a mancatcher is a polearm with a pronged head designed to grab limbs or necks. The inside of the prongs are spiked. When you hit a target with a mancatcher, you may make a free Strength (Athletics) check to grapple the target. On your turn, you may use your action to deal the weapon's damage to the grappled creature without an attack roll. The creature takes 1 piercing damage at the beginning of each of it's turns as long as it remains grappled.

Net, barbed. Similar to a basic net, save for the small metal barbs sewn into the cord. It is functionally identical to a basic net, except that it deals 1 piercing damage when it strikes an enemy, and an additional 1 piercing damage every time they attempt a strength check to break free. Barbed nets are favored by Drow and other cruel slave-taking races, and are sometimes poisoned to induce fatigue in their quarry.

Sabre. Longer than a scimitar, a sabre is a slender curved blade that is used with a graceful slashing motion. It can also be effectively be used from horseback. The same statistics may be used for a finesse-able katana.

Scabbard, combat. Often paired with a one-handed sword or dagger, a combat scabbard is a reinforced sword sheath made of wood or metal that can be wielded as a club in combat. Alternatively, the paired weapon may be sheathed inside the combat scabbard; doing so changes the paired weapon's damage type to bludgeoning and removes the finesse property if it previously had it.

Scythe. A farming tool, modified for combat, consisting of a heavy curved blade attached to a wooden handle. The sharpened edge is on the inside of the blade, and the weapon is swung with a wide sweeping motion. It is popular with adherents of death gods, necromancers, and 'dark' characters who may in fact be trying too hard.

Shield, bladed shield and spiked shield. Primarily used for defense, a shield may be used to strike enemies effectively. Refer to the armor entry for the price and weight of a given shield. For a small fee, a bladed edge or metal spikes (or both) may be added to a shield, allowing it to deal alternate types of damage. If you have the Shield Master feat and attack with a shield, you may make the associated shove attempt without expending a bonus action.

Sword-Cane. A weapon favored by gentlemen and/or assassins, a sword-cane is a slender blade concealed within a walking stick. Holding one can be awkward, precluding it's use in the off-hand. The cane portion is often made into a combat scabbard.

Sword, executioner's. This long, heavy blade has a blunted tip but very sharp edges, due to it's primary use of beheading criminals. Ironically, the blade is often inscribed with religious verses about forgiveness and repentance.

Sword, hook. A straightword with a tip that curves backward sharply, creating a hook on the end. Some styles of martial arts make extensive use fo this weapon. A khopesh uses the same statistics, though it is stylistically different.

Sword, two-bladed. Effectively a short staff with blades on either end. Wielded in both hands, it allows for rapid attacks, but the short grip area means those attacks convey relatively little force. Variants of this weapon include the double-axe, lajatang, and the monk's spade.

Urgosh, Dwarven. A peculiar weapon, an urgosh consists of a single headed axe and a spearhead, mounted on opposite ends of a haft. Though it is somewhat less effective than a dedicated single weapon (dealing less damage than an axe and having less reach than a polearm), it is prized for it's versatility.

War Fan. A self-defense weapon for ladies and an assassination tool, a war fan appears to be a simple cloth folding fan. However, the tines are made of stiff metal and the ends are sharpened, allowing for quick slashing attacks.

Alchemical Weapons

Some alchemical substances, like alchemist's fire, can make effective weapons. However, those printed in the Player's Handbook are not treated like weapons, meaning it is impossible to become proficient in their use. Those items are reprinted here, as weapons, as well as some new options. If you are proficient with alchemist's tools, you are proficient with all alchemical weapons as well. Alternatively, you may become proficient in alchemical weapons by taking a feat or training in their use during downtime. Due to their similarity, a single proficiency applies to all alchemical weapons. All alchemical weapons are consumable; after being used once the substances are rendered inert. Attacks with alchemical weapons always use Dexterity, despite their lack of the finesse property.

Alchemical weapon DC

Alchemical weapons often have secondary effects which can be resisted. The quality of the alchemical substance and the precision of it's application both have an effect on this DC. This is also the DC for the splash property on relevant weapons. Alchemical items that you make yourself may be more or less effective than their store-bought counterparts.


  • Alchemical Weapon DC (store-bought) = 10 + your proficiency bonus
  • Alchemical Weapon DC (homebrew) = 8 + your proficiency bonus + your intelligence modifier
Alchemical melee weapons?

Some alchemical weapons are presented as melee weapons with the thrown property. This is to represent that you can splash the contents onto an adjacent creature rather than throwing the item. Hit or miss, the alchemical weapon is still consumed.

Why no finesse?

The finesse property implies a precise use of the weapon, which is next to impossible when splashing something with a vial of acid. However, a character's strength also has no effect on an alchemical weapon.

Alchemical Weapon Descriptions

Acid vial. A small glass vial filled with a corrosive substance that can be splashed onto adjacent targets or thrown as a grenade.

Alchemical arrow/bolt. This arrow or bolt has a small glass ampoule in place of a traditional arrowhead. It may be filled with any alchemical weapon, excluding bombs, tanglefoot, and thunderstones, and then fired from a bow or crossbow. A creature hit by a filled alchemical projectile takes 1 bludgeoning damage and is subjected to the primary effects of the substance within. Filling an alchemical projectile requires 1 minute and access to alchemist's tools, and a single vial of an alchemical substance may fill 10 projectiles. Alchemical projectiles are destroyed upon use.

Bomb, fragmentation bomb. A bomb is a small clay pot filled with an explosive powder and fitted with a fuse. The fuse must be lit before throwing (no additional action required). The creature struck, and every creature within 5 feet, takes the full damage of the bomb (half damage on a successful Dexterity save). If your attack roll misses, the bomb still finds its mark, but all affected creatures have advantage on their save. A fragmentation bomb is very similar, but part of the explosive mixture is replaced with metal pellets, which are propelled away from the explosion at high speed.

Bomb, smoke. A cloth or paper pouch filled with a slightly combustible substance and fitted with a fuse. The fuse must be lit before throwing (no additional action required). Upon impact, a smoke bomb emits a cloud of smoke that heavily obscures an area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 miles per hour or more) disperses it in 1 round. Otherwise, the smoke lasts for a minute.

Defoliant flask. The substance in this flask is highly toxic to plant life and creatures strongly aligned with nature. It bypasses poison resistance (but not immunity) and only deals damage to fey and plant creatures. It also effectively kills all mundane plants in the affected area unless they are medium size or larger. Druids frown upon it's use.

Fire flask. This flask contains a sticky adhesive fluid that ignites on contact with air. A creature struck by a fire flask's primary damage starts to burn, taking 1d4 fire damage at the start of it's turn. It may use it's action to make a Dexterity save to attempt to extinguish the flames. Completely immersing the subject in water automatically extinguishes the flames. Otherwise, the flames burn out in 1d6 rounds. This weapon was presented in the Player's Handbook as Alchemist's Fire, but has been significantly changed. As such, only one or the other should be used.

Frost flask. The liquid in this flask undergoes an extreme endothermic reaction upon contact with air, leeching heat out of anything it touches. A creature struck by a frost flask's primary damage must make a Constitution saving throw or have it's speed halved for 1 round (creatures resistant or immune to cold damage are immune to this effect).

Holy water flask. Blessed by a good aligned priest, holy water only deals damage to undead and fiends. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp of powdered silver, and requires the caster to expend a 1st-level spell slot.

Shock flask. Metal particles with an extreme static charge are suspended in a nonconductive fluid within this flask. When they are exposed to air, the particles expel their charge into everything nearby. A creature struck by a shock flask's primary damage must make a Constitution save or be incapacitated for 1 round (creatures resistant or immune to electricity damage are immune to this effect).

Tanglefoot bag. A waterproof cloth pouch filled with an adhesive substance that expands on contact with air. On impact, the bag ruptures and the contents fill a 5 foot radius area. Creatures in the area upon impact, and those that end their movement in the area, must make a Dexterity save or be restrained. Restrained creatures may use their action to attempt a Strength save to break free (though they may be restrained again if they do not leave the area). The substance dries and crumbles in 1d4 rounds. A tanglefoot bag has no effect on a creature that is Huge or larger.

Thunderstone. A small, alchemically-created pebble that emits a deafening crack when shattered. Creatures hit by a thunderstone's primary damage must make a Constitution save or be deafened for 1d4 rounds (creatures resistant or immune to thunder damage are immune to this effect). A thunderstone may be fired from a sling, dealing damage as a normal sling bullet before shattering on impact and dealing damage as a normal thunderstone.

Unholy water flask. Blessed by an evil aligned priest, unholy water only deals damage to celestials, but may be applied to undead to restore 2d6 hit points. A cleric or paladin may create unholy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp of powdered silver, and requires the caster to expend a 1st-level spell slot.

Alchemical Weapons
Name Cost     Damage Weight     Properties
Melee Weapons
    Acid Vial 25 gp 2d6 acid 1 lb. Light, splash, thrown (20/60)
    Defoliant Flask 25 gp 2d6 poison 1 lb. Light, special, splash, thrown (20/60)
    Fire Flask 50 gp 1d6 fire 1 lb. Light, special, splash, thrown (20/60)
    Frost Flask 40 gp 1d6 cold 1 lb. Light, special, splash, thrown (20/60)
    Holy Water Flask 25 gp 2d6 radiant 1 lb. Light, special, splash, thrown (20/60)
    Shock Flask 40 gp 1d6 electricity 1 lb. Light, special, splash, thrown (20/60)
    Unholy Water Flask 25 gp 2d6 necrotic 1 lb. Light, special, splash, thrown (20/60)
Ranged Weapons
    Alchemical Arrow/Bolt 10 gp 1 bludgeoning - Special
    Bomb 150 gp 3d6 fire 1 lb. Light, special, thrown (20/60)
    Bomb, Fragmentation 150 gp 3d6 piercing 1 lb. Light, special, thrown (20/60)
    Bomb, Smoke 50 gp - 1 lb. Light, special, thrown (20/60)
    Tanglefoot Bag 50 gp - 2 lb. Special, thrown (20/60)
    Thunderstone 40 gp 1d6 thunder - Light, special, splash, thrown (20/60)

Firearms

This section contains more options for renaissance firearms, should you choose to include them in your game. The basic rules for firearms and ammunition are printed on Dungeon Master's Guide 267, and are not reprinted here.

Proficiency

In a game with commonplace firearms, it is reasonable that some classes would be proficient with them from level one. If firearms are rare in your setting, treat them as exotic weapons.

  • Bards are proficient with one-handed firearms.
  • Fighters are proficient with all firearms.
  • Rangers are proficient with all firearms.
  • Rogues are proficient with one-handed firearms.

Firearm Descriptions

Blunderbuss. A blunderbuss is a wide-bore musket with a flared barrel. It is designed to be loaded with pellets, though it can also load all manner of small objects like pebbles or shrapnel. Rather than attacking a single target, a blunderbuss attacks in a 15' cone; all creatures in the area must make a DC 15 Dexterity save or take the weapon's normal damage. The barrel's flare makes it unsuitable for bayonets or sights.

Cannonball. A heavy iron shot designed to be loaded in a culverin. Larger cannonballs are used in siege weapons, but are out of the scope of this document.

Culverin. A culverin is a small cannon (sometimes called a hand cannon), usually mounted on a pivot. Small, in this case, is a relative term; compared to other man-portable firearms a culverin is huge and does extreme damage. However, the recoil is incredible; firing a culverin in-hand with less than 15 strength results in the character being knocked prone. Culverins are too large and heavy to effectively use bayonets or sights.

Longbarrel. Simply a musket with an extremely long barrel, sometimes approaching 6 feet in length (total length including the stock approximately 8 feet.) It is unwieldy and slow to reload, but does considerable damage at a longer range.

Pellets. Ammunition for some firearms, pellets are tiny metal balls packed in a paper cartridge for ease of loading.

Pistol, dragonsbreath. A dragonsbreath pistol is effectively a one-handed blunderbuss. It loads pellets, and may only attack in a 10' cone; creatures in the are amust make a DC 15 Dexterity save ot take the weapon's normal damage. The barrel is flared, making it unsuitable for bayonets or sights.

Pistol, dueling. Dueling pistols are often ornate and well-engineered, making them extremely accurate and increasing their range slightly. They are typically sold in pairs, and used by nobles for settling disputes in bloody fashion. The price listed is for a single pistol, not a pair.

Pistol, wrist. A miniaturized pistol built into a bracer. It's small size reduces it's damage, but it has the advantage of being hard to spot. Sometimes used by assassins, although the noise can be problematic.

Volley gun. An interesting approach to the problem of reloading speed, a volley gun has five barrels arranged in parallel. If all barrels are loaded, it may be fired in quick succession, although the reload time is considerable (when used this way, treat it as if it had the reload (5) property.) Alternatively, a single barrel may be loaded and fired (when used this way, treat it as if it had the loading property.)

New Firearms
Name Cost     Damage Weight     Properties
Blunderbuss X 1d12 piercing 12 lb. Ammunition (-/-), loading, special, two-handed
Culverin X 2d12 piercing 20 lb. Ammunition (40/120), heavy, reload (1), special, two-handed
Longbarrel X 2d8 piercing 14 lb. Ammunition (80/320), reload (1), two-handed
Pistol, Dragonsbreath X 1d10 piercing 4 lb. Ammunition (-/-), loading, special
Pistol, Dueling X 1d10 piercing 3 lb. Ammunition (40/160), loading
Pistol, Wrist X 1d8 piercing 3 lb. Ammunition (30/90), glove, hidden (a gauntlet or bracer), loading
Volley Gun X 1d10 piercing 5 lb. Ammunition (30/90), reload (5) or loading, special
Ammunition
    Cannonball (1) X - 1 lb. -
    Pellets (10 packets) X - 3 lb. -

New Armor Descriptions

This section describes the new armors intoduced in this document. The Player's Handbook actually does a good job of covering basic armor and shields, so most armors in this document have some kind of special property, described below.

Buckler. A small metal shield, named for the way the center is buckled outward. It's passive defense is relatively low, but it has the parry property and is effective at actively turning aside blows.

Cloak, dueling. A durable cloak designed to hang over a character's off-hand. It can be worn over any other armor. It provides no AC bonus normally, but if you are proficient and your off-hand is otherwise free it can be used as though it had the parry property. Characters wearing no armor other than a dueling cloak are considered unarmored. Popular with rogues, bards, and some monks. Magical dueling cloaks increase the bonus applied when parrying, not your base AC.

Coat of Plates. Similar to studded leather armor at first glance, a coat of plates is a heavy cloth or leather vest with several metal plates riveted to the inside (or sometimes between an outer and inner layer). Owing to it's relative simplicity, it may be donned or removed as light armor.

Gauntlet, heavy. This cumbersome glove is covered in heavy metal plating, which is especially thick on the back of the hand and forearm. Though it is less effective than a proper shield, it can be used to block attacks and grants a +1 bonus to AC when worn. This bonus does not stack with a shield, but does stack with a second heavy gauntlet. Additionally, heavy gauntlets have the parry property. You can hold and manipulate objects in the gauntleted hand, but weapon attacks (including two-handed weapons) have disadvantage, and the hand cannot be used for spellcasting.

Ghillie armor. Popular with rangers and some druids, ghillie armor consists of light leather armor and a net cloak that can be camouflaged to blend in with almost any natural setting. It takes an hour to prepare ghillie armor for a particular environment (which can be done during a short rest), which includes gatherling local plants and other debris and weaving it into the cloak. Once prepared, ghillie armor provides advantage on Dexterity (stealth) checks in that environment, and disadvantage in all other environments. The camouflage can be removed and discarded in 5 minutes. Without preparing camouflage, ghillie armor functions as normal leather armor. In particularly sparse environments, such as cities, caves, and dungeons, it may not be feasible to prepare camouflage.

Parade armor. Available in light, medium, and heavy varieties, parade armor includes obvious heraldry and other ornamentation (such as epaulets or large plumes) identifying the wearer as a soldier or knight in the service of a particular country, city, or other region. While wearing it, you have advantage on Charisma (persuasion) checks made against people who view that region favorably, and advantage on Charisma (intimidation) checks against people who are oppressed by that region. The DM determines if either of these properties apply to a given individual.

Plate, blackguard. Popular with evil fighters and paladins of conquest, this plate armor is made of blackened steel and is designed to cut an imposing figure, often evoking images of demons or dragons. You have advantage on Charisma (intimidation) checks made while wearing this armor.

New Armor
Armor Cost     Armor Class (AC) Strength Stealth     Weight
Light Armor
    Cloak, Dueling X - (parry) - - 1 lb.
    Ghillie Armor X 11 + Dex modifier - see text 12 lb.
    Parade Armor (Light) X 11 + Dex modifier - - 12 lb.
Medium Armor
    Coat of Plates X 14 + Dex modifier (max 2) - Disadvantage 30 lb.
    Parade Armor (Medium) X 13 + Dex modifier (max 2) - Disadvantage 25 lb.
Heavy Armor
    Parade Armor (Heavy) X 16 Str 13 Disadvantage 60 lb.
    Plate, Blackguard X 18 Str 15 Disadvantage 70 lb.
Shield
    Buckler X +1 (parry) - - 2 lb.
    Gauntlet, Heavy X +1 (parry) - - 3 lb.
    Shield, Tower X partial cover Str 13 Disadvantage 10 lb.

Shield, tower. A heavy shield that is really more of a mobile wall. It is cumbersome (reducing your speed by 5 feet when wielded), but provides partial cover at all times. As an action, you may duck behind the shield and brace it, reducing your speed to 0 and granting yourself three-quarters cover until the start of your next turn. You cannot attack with a tower shield.

New Adventuring Gear

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Animal barding. Barding is armor crafted to fit an animal, often used on knightly steeds or war dogs. Animals trained for war, as well as any companions gained through class features, are proficient in all forms of barding, while untrained animals are nonproficient. Refer to the armor entry for the price and weight of a biven type of barding.

Antiplague vial. This foul-tasteing mixture bolsters the immune system, providing advantage on saves against disease for one hour. If taken during a long rest, it provides advantage on the save against diseases progressing. It has no effect on undead and constructs.

Arcane focus. The following arcane foci are available in addition to the standard ones presented in the player's handbook.

An athame is an ornamental blade sometimes used for sacrifices. It may be wielded in melee combat as a dagger.

Divination cards are playing or tarot cards that have been specially prepared for spellcasting, typically hand-crafted by their owner. Though they are typically used for divination, they can be used as a focus for any school of magic.

Backpack, masterwork. A masterwork backpack can hold the same weight and volume as a normal backpack, but has a wooden framework inside the main carrying container as well as additional straps that help distribute the weight across a character's body in a more even manner. While using a masterwork backpack, treat your strength score for the purpose of carrying capacity as 2 points higher (allowing you to carry an additional 30 pounds of weight).

Bandolier. A belt with many small pouches or pockets, worn diagonally across the chest. A bandolier has 8 containers, each of which can hold an object weighing no more than 2 pounds. Drawing an item from a bandolier is a free action (rather than an object interaction). A character can wear up to two bandoliers (crossing one another); any more and they interfere with movement.

Banner. A large heraldic flag, typically hung on the end of a large pole. It may also be hung on a lance or polearm, held vertically. When you are holding a banner aloft, other creatures have advantage on Perception (Wisdom) checks to spot and identify you at a distance.

Bodysuit, black silk. A favorite of burglars and some monks, this tight fitting garment is made of fine black silk and fits very tightly, preventing the cloth from rustling. While wearing it, you have advantage on Dexterity (stealth) checks while in an area of dim light or darkness. It is ineffective if any clothing or armor is worn over it.

Book, false. A blank book that has a cavity hollowed out within its pages, useful for storing small items. it may be fitted with a band and a lock for security. The book is nearly indistinguishable from normal books under casual observation (DC 20 Intelligence (Investigation) check), but the hidden compartment is immediately apparent if the book is opened.

Camouflage netting. Similar to ghillie armor, camouflage netting may be interwoven with locak plants and debris over the course of an hour, providing effective camouflage for a given environment. When prepared this way and used to cover an object, creatures have disadvantage on Perception (Wisdom) checks to spot that object. A single net can cover a large-size object (such as a two-person tent or wagon,) while larger objects require multiple nets.

Camouflage and Random Encounters

Optionally, camouflaging your camp may protect against random encounters. If your entire camp is camouflaged and no lights are lit, when the DM rolls to determine if a random encounter occurs, they roll twice and take the result most likely to not result in an encounter.

Chest, false-bottomed chest. Large chests are detailed on Player's Handbook 153. Smaller chests are more portable, but hold less. Any chest may be fitted with a lock to secure the contents. Some chests are fitted with a flase bottom, creating a hidden compartment approximately one inch deep. A DC 20 Investigation (Intelligence) check is required to notice a false bottom, as well as the trick to opening it.

Cloak, gliding. This sturdy cloak tends to catch the wind, billowing dramatically in even mild breezes. When you fall any distance, you may grab the corners of the cloak as a reaction and use it as an improvised parachute, gaining resistance against the falling damage.

Cloak, oilskin. This long hooded cloak is waxed or oiled to protect against rain. A character wearing an oilskin cloak is protected from precipitation, remaining dry under the cloak's outer layer. The cloak does not protect against other situations that would soak a character, such as immersion in water. You also have advantage on saves against inclement weather, such as acid rain or hail.

Clothing, extreme weather. Clothing designed for cold weather includes thick furs, warm gloves and boots, hats, and face coverings. Clothing designed for hot weather is light and airy, but covers most of the body to protect from the sun. A character clad in appropriate clothing for the local weather has advantage on saves against extreme weather condition. If, for some reason, you're wearing inappropriate clothing (like heavy furs in a desert), you have disadvantage.

Crossbow scope. Effectively a miniaturized spyglass designed to be mounted on a crossbow or firearm. The scope magnifies targets, doubling the normal range of the weapon. The maximum range is unaffected.

Door brace. A telescoping metal rod that can extend up to 5 feet in length, with metal spikes on either end designed to be driven into adjacent walls with a hammer. When used on the inside of a door, it holds the door closed; creatures attempring to open it from the other side must make a DC15 Strength check to dislodge the brace. Often used to create safe rooms for resting in larger dungeons.

Druidic focus. The following druidic foci are available in addition to the standard ones presented in the player's handbook.

A charivari (pronounced 'shariwari') is a silver chain worn as a bracelet or necklace, which is adorned with small hunting trophies (such as teeth, claws, bones, or small preserved animal parts such as rabbit's feet) and other natural objects (particularly uncut precious stones).

Earplugs. Small balls of soft wax, designed to be inserted into a character's ears. While using earplugs, a character has advantage on saves against any sound-based effect (excluding thunder damage), but disadvantage on any sound-based Perception check.

Filter mask. A leather facemask that features either an elongated 'beak' or small pouches, designed to be filled with aromatic herbs. When inhaling, air is drawn through the herbs, which render it pleasant and filter it somewhat. A character wearing a filter mask has advantage on saves against any inhaled or scent-based effect, but disadvantage on all scent-based Perception checks.

Grapple, arrow or bolt. An arrow or bolt with a grappling hook in place of a standard arrowhead. They may be fired from a bow or crossbow, respectively, increasing the range of the grappling hook. Attacks with a grappling arrow or bolt have disadvantage and deal 1d4 bludgeoning damage when they strike an enemy.

Holy symbol. The following holy symbols are availavle in addition to the standard ones presented in the player's handbook.

A libram is an ornate holy text containing stories about and prayers to a specific deity. For an additional cost, it may function as a skill tome for the religion skill (see skill tomes).

Ink, invisible. Favored by spies and people with secrets to keep, this ink dries almost completely transparent, rendering anything written in it impossible to read. To reveal something hidden in invisible ink, the paper or parchment it is written on must be heated (such as over a candle). Other varieties reveal themselves when submersed in water. The writing becomes invisible again over the course of about 5 minutes. A DC 15 Intelligence (investigation) check reveals that something is written in invisible ink, but the text cannot be read until it is revealed.

Jeweler's loupe. This small tool functions as a magnifying glass, but may be held in a character's eye socket rather than their hand. Useful for delicate tasks like disarming traps, where both hands may be needed.

Key, wax blank. This small case is filled with soft wax. If a small object (typically a key) is placed inside and the case closed, an impression of the object is formed in the wax within. This allows a trained artisan to copy the object with accuracy.

Lamp or torch, everburning. A lamp or torch prepared with the continual flame spell. An everburning lamp or torch emits no heat and consumes no fuel, allowing it to function in an environment with no oxygen (including underwater), which makes it an indispensible tool for most adventurers. However, if targeted by dispel magic, the lamp or torch goes out and must be enchanted again.

Locks, trapped locks. Standard locks are detailed on Player's Handbook 152. Simple locks may be opened with a DC 10 Dexterity (thieves' tools) check, while complex locks require a DC 20 check. Any lock may be fitted with a needle trap; it is a DC 15 Intelligence (Investigation) check to notice such a trap, and a DC 15 Dexterity (thieves' tools) check to disarm it. A needle trap deals no appreciable damage but may be used to deliver poison.

Manacles, masterwork. Superior to normal manacles, masterwork manacles bind a small or medium humanoid creature's hands and feet, reducing their speed by half while worn. The lock is also superior; the DC to pick it with thieves' tools is 20.

Navigation tools. These tools have been grouped together due to the way they compliment each other.

A compass is a small magnetic needle in a case, which always points generally North if allowed to rotate freely. A character using a compass always knows which direction is North, and therefore which direction they and their party are heading.

A map is created for a specific region or country, and provides advantage in Survival (Wisdom) checks to navigate through that region.

A star chart details the positions of the stars in the sky for a given season, and provides advantage on Wisdom (survival) checks to determine North and other directions on clear nights.

Performance tools. The following items are presented in addition to the musical instruments detailed in the Player's Handbook. They may be used as foci for bard spells.

A hurdy gurdy is a boxlike, crank-powered instrument with wooden keys on the side. Turning the crank causes an internal wheel to vibrate a string, creating a droning noise similar to a violin. The keys allow the player to change the pitch of the sound, and their wooden clicking adds a percussive aspect to the instrument.

Juggling balls are used by jesters and other performers of acrobatics and dexterity. Several varieties exist, though the most common are wooden or quilted cloth (filled with dried seeds.)

A storybook is a collection of fanciful tales, often collected and curated by the owner. For an additional fee, it may function as a skill tome for the history skill (see skill tomes).

Trick cards are playing cards that have been marked or otherwise altered to make sleight of hand card tricks easier to perform.

Nonmusical Bards

Although most bards use a musical instrument as a spell focus, some Bards prefer other performance tools. In game terms, there is no difference between musical and nonmusical foci. Optionally, some bards may wish to perform primarily using singing, storytelling, or dance; in such cases they may ignore non-costly material components if they include verbal (song or story) or somatic (dance) components for all spells.

Pole, 10' collapsible. A 10' pole that can be disassembled into 2' segments for ease of storage. Setting up or breaking down a collapsible pole takes one minute.

Ring, poisoner's. This slightly oversized and gaudy ring has a hidden waterproof compartment that can hold a single dose of a potion or poison in liquid, pill, or powder form. A DC 15 Intelligence (Investigation) check is required to spot the hidden compartment.

Signal arrow. This arrow has intricare carvings along the shaft, causing it to emit a loud whistle as it flies through the air. More expensive versions, typically made by elves, imitate various birdcalls (an owl screech may indicate a stealthy advance, while an eagle cry might indicate an all-out attack.)

Skeleton key. A skeleton key is a key designed to fit several locks, due to their similarity. As an action, you may use a skeleton key to attempt to open a lock; make a d20 roll with a bonus of 5 in place of your normal Dexterity (thieves' tools) check. On a success, the lock opens as if the proper key was used. Retries are not allowed - either the key fits or it doesn't. Large buildings, such as castles or manor houses, often have skeleton keys made for them and issued to important individuals, such as guard captains or head butlers. In such a case, the key opens every door in the associated building with no check.

Skill tome. A skill tome is a heavy reference book, the subject of which is a specific skill. Referencing a skill tome during a check increases the time needed by one hour, but provides advantage on the check. Thus, they are most useful for academic checks rather than practical ones. The following skills may utilize skill tomes: animal handling, arcana, history, medicine, nature, and religion.

Snowshoes. A net stretched within a wooden frame, designed to be strapped over normal boots. Donning or removing snowshoes is an action. While wearing snowshoes, they distribute your weight over a larger area, preventing you from sinking into deep snow (or fine sand, ash, or similar materials.) Such terrain is treated as normal terrain rather than difficult terrain.

Spellbook materials. A typical spellbook is leather-bound with 100 vellum pages, but they may be made of alternative materials. Locks may also be added to a spellbook. Leather covers and vellum pages are listed for completeness; add the cost and weight of the cover and pages together to determine the final stats of a given spellbook.

Spellbook covers may be made of dragonhide, metal, or wood. All three are more durable that leather. Metal covers are particularly durable, though even thin metal covers cause the book to sink in water. Dragonhide covers are rare and expensive, but render the book resistant to a specific type of damage (red dragon leather is particularly prized for it's fire resistance).

A spellbook cover may have an integreated focus, typically a crystal inlaid into the cover, which allows the book to be used as an arcane focus for spells. Some mages prefer this convenience, while others view it as putting your spellbook in unnecessary danger.

Spellbook pages may be made of thin sheets of bone or ivory, metal foil, or paper or parchment. Bone pages are waterproof but brittle, and typically reserved for necromantic tomes. Metal foil pages are similarly waterproof but extremely heavy, causing the book to sink in water. Paper or parchment are less durable than vellum, but used by apprentice mages due to their affordability. The price and weight given are for 100 pages.

A slipcover is a water-resistant leather cover for a spellbook, which protects it from rain or being buried in snow, and can survive total immersion in water for up to a minute.

Sundark lenses. These lenses are made of smoked glass, and often incorporated into goggles or glasses. When worn, they negate both the sunlight sensitivity and darkvision racial traits. They also provide advantage on saves against visual effects (including gaze attacks), but disadvantage on visual Perception checks.

Sunrod. A wooden stick covered in alchemically-created resin on one end. When struck, the resin activates and emits yellow light as the light cantrip for one hour. After an hour, the resin is expended and rendered inert.

Tattoos. Made by injecting ink into the lower layers of skin, tattoos are present in a multitude of cultures and are done for a variety of reasons, from purely aesthetic, to religious, to marking various castes or classes (such as slaves). Alternatives to tattooing include branding and scarification, though those are less prevalent, and dying the skin with henna or similar substances to achieve a temporary effect. Aesthetic tattoos are priced based on the complexity of the design and colors used, and may be placed on any body part. Tattoos can function as holy symbols, druidic foci, and arcane foci, and are more expensive due to the precision needed. Such tattoos are typically placed on the palm, back of the hand, or forehead, and must be displayed openly to function as a focus. Tattoos, brands, and scarification are permanent unless removed by magic or defacement; henna lasts 1 week per application.

Thieves' tool extenders. A set of long, slender rods made of wood or metal designed to be attached to the various implements in a set of thieves' tools. When attached, you may use the tools to pick locks and disarm traps up to 5 feet away, but add only half your proficiency bonus on the check due to the awkwardness of working at such a distance.

Torturer's kit. A set of diabolical tools designed to inflict as much pain as possible while causing minimal physical damage, as well as bandages and smelling salts designed to keep the victim awake and prevent excess blood loss. Using torture tools to extract information from a subject requires the subject be restrained, and allows you to make any related Charisma (Intimidation) check with advantage. Using torture on a subject is an evil act, regardless of the reason for the interrogation.

Waterproof bag. A cloth sack, sealed with tar or oil, that may be tied tightly closed. Objects within the sack are protected from precipitation and can survive total immersion in water for up to a minute. Water begins to seep into the bag through the seams after that point, which may damage items within.

Container Capacity
Container Capacity
Backpack, masterwork 1 cubic foot/30 pounds of gear
Book, false 1/5 cubic foot/6 pounds of gear
Chest, small 2 cubic feet/50 pounds of gear
Chest, medium 6 cubic feet/150 pounds of gear
Chest, false bottom 10 pounds of thin items
Ring, poisoner's 2 ounces of liquid or similar
Waterproof bag 1 cubic foot/30 pounds of gear
Adventuring Gear
Item Cost Weight
Animal Barding (small or medium) x1 x1
Animal Barding (large) x2 x2
Antiplague (vial) 50 gp -
Arcane focus
    Athame 5 gp 1 lb.
    Divination cards 5 gp -
Backpack, masterwork 10 gp 6 lb.
Bandolier 2 gp 2 lb.
Banner 3 gp 2 lb.
Bodysuit, black silk 10 gp 1 lb.
Book, false 25 gp 5 lb.
Camouflage Netting 5 gp 5 lb.
Chests
    Chest, small 1 gp 5 lb.
    Chest, medium 3 gp 10 lb.
    False bottom +10 gp. -
Cloak, gliding 50 gp 3 lb.
Cloak, oilskin 15 gp 5 lb.
Clothing, extreme weather 15 gp 6 lb.
Crossbow scope 500 gp -
Door brace 10 gp 5 lb.
Druidic focus
    Charivari 5 gp 1 lb.
Earplugs 3 gp -
Filter mask 10 gp 1 lb.
Grapple arrow or bolt 3 gp 4 lb.
Holy symbol
    Libram 25 gp 5 lb.
Ink, invisible (1 ounce bottle) 30 gp -
Jeweler's loupe 150 gp -
Key, wax blank 5 gp 1/2 lb.
Lamp or torch, everburning 75 gp 1 lb.
Locks
    Lock, simple 5 gp 1 lb.
    Lock, complex 20 gp 1 lb.
    Needle trap +15 gp -
Manacles, masterwork 8 gp 10 lb.


Item Cost Weight
Navigation tools
    Compass 250 gp -
    Map, regional 15 gp -
    Star chart, seasonal 10 gp -
Performance tools
    Hurdy gurdy 30 gp 10 lb.
    Juggling balls 5 gp 1 lb.
    Storybook 25 gp 5 lb.
    Trick cards 5 gp -
Pole (10-foot, collapsible) 2 gp 10 lb.
Ring, poisoner's 5 gp -
Signal arrow 1 sp -
Signal arrow, birdcall 5 sp -
Skeleton key 20 gp -
Skill tome 100 gp 5 lb.
Snowshoes (pair) 1 gp 1 lb.
Spellbook materials
    Cover, dragonhide 200 gp 3 lb.
    Cover, leather 10 gp 3 lb.
    Cover, metal 100 gp 8 lb.
    Cover, wood 20 gp 4 lb.
    Integrated focus 10 gp 1 lb.
    Pages, bone or ivory 100 gp 2 lb.
    Pages, metal foil 500 gp 20 lb
    Pages, paper or parchment 15 gp -
    Pages, vellum 40 gp -
    Slipcover, water-resistant 20 gp 1 lb.
Sundark lenses 10 gp 1/2 lb.
Sunrod 1 gp 1 lb.
Tattoo
    Cosmetic 1-100 gp -
    Spellcasting focus 50 - 100 gp -
    Temporary (henna or woad) 1/2 price -
Thieves' tools extenders 5 gp 1 lb.
Torturer's Kit 5 gp 5 lb.
Waterproof bag 2 gp 1/2 lb.

Masterwork Equipment

If you are not using the masterwork equipment variant rule, the following items are considered magical equipment.

Alchemical Blade

Short sword, uncommon

An alchemical blade is a short sword with a reservoir in the hilt and a channel along the blade. The reservoir may be filled with any liquid alchemical weapon or poison, a process which takes one minute and requires access to alchemist's tools. The substance stays in the reservoir indefinitely until it is opened, at which point the substance is channeled along the blade. Once activated, an alchemical blade deals an additional 1d4 damage of the type associated with the alchemical substance (so fire for a fire flask, cold for a frost flask, and so on) for one minute. If filled with a poison, the poison is automatically applied to the blade every round for a minute. In either case, the reservoir empties after one minute and the blade must be refilled. An alchemical blade takes no damage from any substance it can hold.

Cold Iron Equipment

Weapon or armor, uncommon

Cold iron is the common term for a special alloy of iron that posesses antimagic properties. Only metal items may be made of cold iron. Some creatures, particularly fey, have vulnerability to damage dealt by cold iron weapons. It is very difficult to enchant cold iron equipment; when a cold iron item is affected by a spell, it makes a saving throw (an unmodified d20 roll) against the caster's spell save DC, and negates the effect on a success - this happens for all spells, beneficial or harmful, and cannot be suppressed. A magical item made from cold iron has it's rarity increased by two steps.

Elven Curveblade

Greatsword, uncommon

An elven curveblade is a thin greatsword with a curved blade. It deals only slashing damage, loses the heavy property, and gains the finesse property. It is often made of mithril. A non-curved variant which deals piercing damage is known to exist; it is called an elven thinblade.

Featherweight Staff

Quarterstaff, uncommon

This quarterstaff made of alchemically treated wood is extremely light (weighing only 1 pound) and is typically carved with a feather motif. It has the finesse property.


Gnomish Autocrossbow

Repeating crossbow, rare

A weapon engineered by Gnomes, but intended for use by their Dwarven allies. This repeating crossbow gains the heavy, burst fire, and reload (30) properties. When you take the attack action while wielding an autocrossbow, you may make an additional attack as a bonus action.

Ironbark Equipment

Weapon or armor, uncommon (weapon, medium armor, or shield), rare (heavy armor)

Made from alchemically treated bark from rare trees, ironbark is a wooden material that is as strong as steel. Only metal weapons, metal shields and metal plate armor (scale mail, breastplate, half plate, splint, and plate armor) may be made from ironbark. An item made from ironbark weighs 3/4 as much as a similar item made from metal, and is considered to be made of wood for all purposes (such as spell effects). Druids are not prohibited from wearing ironbark armor. Ironbark is as flamable as normal wood. A magical item made from ironbark has it's rarity increased by one step.

Mercurial Greatsword

Greatsword, rare

This greatsword is hollow, and a reservoir in the hilt contains a liquid known as quicksilver (called mercury by alchemists). When swung, the quicksilver flows into the hollow blade, increasing the force of the swing. When you attack with this weapon, treat any roll of 1 or 2 on the damage dice as a 3.

Mithril Equipment

Weapon or armor, rare (weapon or shield), or very rare (armor)

Mithril is a rare metal that is both lighter and stronger than steel, but has the appearance and properties of silver. Many races prize it for it's properties, but Elves make extensive use of it in weapons and armor for nobility. A weapon made from mithril counts as silver, and if it is primarily made from metal (such as a sword) it's weight is reduced by half. Metal armor made from mithril has it's weight reduced by half, and is considered one class lighter; heavy armor is considered medium (allowing you to add 2 points of your dexterity modifier to your AC), medium armor is considered light armor (allowing you to add your full dexterity bonus to your AC). A magical item made from mithril has it's rarity increased by one step.

Runed Gauntlet (+1, +2, +3)

Heavy gauntlet, common (no bonus), uncommon (+1), rare (+2), very rare (+3) (+1, +2, and +3 require attunement by a spellcaster)

Created by (and popular with) war wizards, every available surface of this heavy gauntlet is inscribed with runes designed to channel magic. If you are both able to cast spells and proficient in the gauntlet's use, you may use the gauntlet as a spellcasting focus (ignoring the normal restriction on casting spells while wearing it). Magical versions exist which grant a bonus to spell attacks and spell save DCs.

Sword-Whip

Longsword, uncommon

This sword's blade is split into several segments, connected by a thin chain that coils into the hilt. The chain may be extended or retracted by means of a trigger on the hilt, which takes no action. It may be wielded as both a longsword and a whip. Thinner variants which may be wielded as a rapier instead of a longsword are known to exist.

New and Variant Feats

This section details new feats for characters, as well as modifications and additions to feats presented in the Player's Handbook.

Chain Weapon Master

Extensive training with chain weapons allows you tp put their flexibility to good use. You gain the following effects only when wielding a spiked or bladed chain, kusari-gama, meteor hammer, rope dart, or whip.

  • You treat spiked and bladed chains as if they had the reach property, unless you are using them as double weapons.
  • You treat all noted weapons as if they had the trip property. When you trip a creature using one of the noted weapons, you may choose to drop your weapon and leave your target restrained. The creature or an adjacent ally my attempt to free the restrained creature by making a Strength check (DC 10 + your proficiency bonus).
  • You may use the noted weapons to grab unattended objects weighing 5 pounds or less. You may flip the object into your hand if it is free, otherwise they fall to the ground in your space.
  • You may treat all noted weapons as if they were a rope and grappling hook.
  • If you are using the disarm optional rule, you may disarm opponents using the noted weapons.

Great Weapon Master

Player's Handbook 167

This feat has an additional function:

  • You ignore the slow property on melee weapons.

Shield Master

Player's Handbook 170

This feat has an additional function:

  • You may attack with a tower shield. It deals 1d6 bludgneoning damage, and may be fitted with a bladed edge or shield spikes as a normal shield.

Thrown Weapon Master

You have an artistry with thrown weapons that few can match.

  • You treat all thrown weapons as though they had the quick throw property.
  • You treat all one-handed weapons that lack the versatile property as though they had the thrown (10/30) property. They do not gain the quick throw property.
  • When you take the disengage action, you may make a single attack with a thrown weapon at any point during your turn.