Weapons & Armour (no attunement)
Guidelines
- Craftsmen can alter armours within their type - leather, mail, or plate
- Enchantments can be added or removed from existing armour, but the material cannot be changed without destroying the enchantment (you cannot for example turn your enchanted steel plate into enchanted adamantine plate)
- None of the following requires attunement
Materials (Weapons)
Quality | Cost | Weight | Properties |
---|---|---|---|
Mithril | +150 | ─ | Magical |
Steel | ─ | ─ | ─ |
Adamantine | +150 | +1 | Autocrit vs objects |
Elderwood | +150 | ─ | Magical |
Commonwood | ─ | ─ | ─ |
Giantsbone | +150 | +1 | Must use STR |
Materials (Armour)
Material | Cost | Weight | Properties |
---|---|---|---|
Mithril | +500 | –2 | ─ |
Steel | ─ | ─ | ─ |
Adamantine | +500 | +2 | Negates random crits |
Silkweave | +500 | –2 | ─ |
Leather | ─ | ─ | ─ |
Dragonhide | +500 | +2 | Negates random crits |
Materials (Shields)
Material | Cost | Weight | Properties |
---|---|---|---|
Mithril | +250 | –1 | ─ |
Steel | ─ | ─ | ─ |
Adamantine | +250 | +1 | DR 1 vs physical |
Minor Magical Qualities (+100gp)
Quality | Type | Properties |
---|---|---|
Moontouched | Weapons | When activated by a command word, sheds bright light 15ft and dim light for a further 15ft |
Returning | Weapons & Shields |
Can be recalled to hand as a bonus action |
Compact | Shields | Shrinks when not in use to be wearable as a large, shield-shaped buckle or badge |
Gleaming | Shields & Armour |
Always appears clean & polished |
Cast-Off | Armour | Can be removed as a bonus action |
Squireless | Armour | When its command word is spoken, assembles itself around the wearer, who gains +1 AC each round until reaching the AC for that armour |
Concealable | Armour | Wearable in a concealable configuration beneath a robe, cloak, or other large garments. In this configuration, suffers a -2 AC penalty. Changing configurations takes ten minutes. |
Mending | Clothing | Self-mending |
Billowing | Clothing | Billows dramatically as a bonus action. Impressive on a cape. Less impressive on other things. |
Smoking | All | Item emits wisps of harmless, odourless smoke |
| Holdfast | Weapons | ~~Cannot be disarmed~~ |
Alteration Costs
Alteration | Cost | Craftsman |
---|---|---|
Rework armour (within type) |
250 | Any good armoursmith |
Reforge weapon | 100 | Any good weaponsmith |
Add minor magic | 100 | Accomplished enchanters |
Add magic property | 1500 | Major magical schools |
Armour types
- Leather: Padded, Leather, St. Leather, Hide
- Mail: Chain Shirt, Scale Mail, Ring Mail, Chain Mail
- Plate: Breastplate, Half Plate, Splint, Plate
Heavy—>Normal<br>1-Hand—>Finesse<br>Finesse—>Light
Thrown—>DEX only, no long range
Magic Items
Guidelines
- All magic items require attunement.
- Magic items all have roughly the same power level.
- Magic items are liable to theft or destruction.
- Going forward, magic items will be plentiful but weak.
- Using magic items will be more a question of which ones you should use at any particular time, rather than a question of obtaining them.
- New characters will start with six magic items: one of your choice, two determined by the DM according to your skills and backstory, and a further three rolled randomly.
- Magic items can be stored at the Iron Bank for 25 gold, and withdrawn from any branch at any time.
- All magic properties increase the item's weight by 1.
- You can only wear one amulet, one undershirt etc (exception: up to two rings, any number of weapons)
Attunement Slots by Character Level
Character Level | Number of Attunable Items |
---|---|
1 | 0 |
2-4 | 1 |
5-7 | 2 |
8-10 | 3 |
11-13 | 4 |
14-16 | 5 |
17-19 | 6 |
20 | 7 |
Rings - Skills, Scores & Saves
d20 | Ring of | Properties |
---|---|---|
1 | Athletics | + proficiency bonus |
2 | Acrobatics | + proficiency bonus |
3 | Sleight of Hand | + proficiency bonus |
4 | Stealth | + proficiency bonus |
5 | Arcana | + proficiency bonus |
6 | History | + proficiency bonus |
7 | Investigation | + proficiency bonus |
8 | Nature | + proficiency bonus |
9 | Religion | + proficiency bonus |
10 | Animal Handling | + proficiency bonus |
11 | Insight | + proficiency bonus |
12 | Medicine | + proficiency bonus |
13 | Perception | + proficiency bonus |
14 | Survival | + proficiency bonus |
15 | Deception | + proficiency bonus |
16 | Intimidation | + proficiency bonus |
17 | Performance | + proficiency bonus |
18 | Persuasion | + proficiency bonus |
19 | Strength | +1 STR |
20 | Dexterity | +1 DEX |
21 | Constitution | +1 CON |
22 | Intelligence | +1 INT |
23 | Wisdom | +1 WIS |
24 | Charisma | +1 CHA |
25 | STR Saves | proficiency: STR saves |
26 | DEX Saves | proficiency: DEX saves |
27 | CON Saves | proficiency: CON saves |
28 | INT Saves | proficiency: INT saves |
29 | WIS Saves | proficiency: WIS saves |
30 | CHA Saves | proficiency: CHA saves |
31 | Protection | +1 to all saves |
Talismans - Conditions
d8 | Talisman of | Properties |
---|---|---|
1 | Vigilance | Cannot be Blinded or Deafened |
2 | Resolve | Cannot be Frightened |
3 | Individuality | Cannot be Charmed |
4 | Vigour | Cannot be Paralysed or Petrified |
5 | Mithridates | Cannot be Poisoned |
6 | Sure-Footedness | Cannot be Prone |
7 | Slipperiness | Cannot be Grappled or Restrained |
8 | Not-Being-Stunned | Cannot be Stunned |
Amulets - Sensory
d? | Amulet of | Properties |
---|---|---|
1 | Amulet of True-Sight (15ft.) | Can see invisible creatures and objects, detect illusions, and see the true form of shapechangers and magically-altered creatures. |
2 | Amulet of Blindsight | Can see all creatures and objects, without requiring line of sight. |
3 | Amulet Against Divination | Hidden from Divination magic |
Boots - Movement
d? | Item | Properties |
---|---|---|
1 | Boots of Speed | +10ft walking speed |
2 | Boots of Climbing | Climb speed; advantage on climb checks |
3 | Boots of Swimming | Swim speed; advantage on swim checks |
4 | Ranger's Boots | Ignore difficult terrain |
5 | Boots of Jumping | Your jump height and jump distance is tripled |
6 | Steadfast Boots | Immunity to all knockback effects. You cannot be pushed, pulled, carried, or dragged, though you can still fall or expend your movement as normal |
7 | Boots of Elvenkind | Silent footsteps Advantage on Stealth checks for sound |
Gloves - Combat
d? | Item | Properties |
---|---|---|
1 | Quickdraw Gloves | Proficiency in Initiative |
2 | Brawler's Gloves | While using these gloves, the damage dice for your Unarmed Strikes is a d6. |
Undershirts - Health
d? | Item | Properties |
---|---|---|
1 | Undershirt of Wound Closure | Automatically succeed on all death saves; immunity to damage-over-time effects |
2 | Undershirt of Endurance | +1 hit dice (median size if multiclassing); when rolling hit dice to regain HP, the hit dice is not expended on a 1 |
3 | Undershirt of Regeneration | As an action, you can expend one hit dice to regain hit points as you would during a rest |
Magic Items - Weapons & Armour
Magic Weapon properties
d? | Keyword | Properties |
---|---|---|
1 | Gapfinder | Crit range expanded by 1 |
2 | Improved | +1 to attack rolls +1 damage |
3 | Vicious | +2 weapon dice on crit |
4 | Reliable | 1/SR turn a miss into a hit |
5 | Merciful | If a creature injured by this weapon drops to 0 hit points within an hour of the wound, the creature is stable while unconscious and impervious to damage until it wakes. |
6 | Murderous | If a creature injured by this weapon drops to 0 hit points within an hour of the wound, it dies immediately. |
7 | Long | Weapon gains Reach 5ft. |
Bane Weapons
d6 | Keyword | Properties |
---|---|---|
1 | Dragonbane | +2d6 damage vs Draconids |
2 | Giantbane | +2d6 damage vs Giants |
3 | Elementalbane | +2d6 damage vs Elementals |
4 | Fiendbane | +2d6 damage vs Fiends |
5 | Monsterbane | +2d6 damage vs Monstrosities |
6 |
Elemental Weapons?
d4 | Keyword | Damage Type |
---|---|---|
1 | Flaming | Fire |
2 | Frosty | Cold |
3 | Electric | Lightning |
4 | Thunderous | Thunder |
Armour/Shield of Resistance
d8 | Armour of [damage] Resistance |
---|---|
1 | Bludgeoning |
2 | Piercing |
3 | Slashing |
4 | Fire |
5 | Poison & Acid |
6 | Lightning & Radiant |
7 | Necrotic & Cold |
8 | Force, Thunder & Psychic |
Misc. Magic Armour properties
d? | Keyword | Properties |
---|---|---|
1 | Dragonslayers' | TWO ATTUNEMENT SLOTS +1 AC Elemental resistance (roll a d10) Adv. on saves vs. breath weapon Adv. on saves vs. Frightful Presence 1/LR learn distance & direction to nearest matching dragon within 30 miles |
2 | Sturdy | +1 AC |
Magic Focus properties
d? | Keyword | Properties |
---|---|---|
1 | Prismatic | 1/SR, after dealing damage, a spell's damage type is changed to whatever would be most damaging |
2 | Improved | +1 to spell attacks +1 to spell save DC |
3 | Spell-Storing | Cast a spell into the item, to be expended later |
4 | Warstone | Gemstone affixes to a weapon Grants proficiency Weapon can be used as a focus |
5 | ??? | Can cast touch-range spells at 15ft |
6 | Ring of Energy Conversion | All non-physical damage you deal of one chosen type is instead your choice of fire or lightning damage. You can change the damage types at the end of a long rest. |
Utility Items
d? | Item | Properties |
---|---|---|
2 | Ring of Climate Control |
Immunity to environmental heat or cold |
8 | Mask of Breathing | Can always breathe, ignore toxic gases |
9 | Ring of Find Party Members | While on the same plane, you always know the location of other creatures wearing paired rings |
11 | Ring of Focus Detection | Magic foci appear to glow, even when obscured or invisible |
12 | Conspirators' Ring | Identifies wearers of similar rings. Cannot be falsified or unwillingly removed |
13 | Ring of the Polyglot | Speak and read one additional language. Language can be changed on a short rest |
14 | Band of Severence | When fastened around a part of the body, that part is harmlessly detached. The detached body part remains under the wearer's control, and can be reattached as an action. |
16 | Buoyant Bag | Increases your carry limit by 8. Can also be used as a floatation device. |
17 | Saddle of the Cavalier | as in DMG 199 |
19 | Warlock's Weathervane | You know the cantrip Gust. CHA is your casting stat for this cantrip. As a bonus action, you can control the direction of the wind around you, if there is any. |
8 | Trickster's Ring | On your turn, you can use all of your movement to teleport to the bearer of a paired Trickster's Ring, arriving in an unoccupied space next to them, provided they are on the same plane of existence. If no such space is available, you appear in the nearest availablle space. You can only do this if you haven't moved this turn and your speed is greater than 0. |
Utility Items
d? | Item | Properties |
---|---|---|
24 | Alchemist's Vial-Sling | Can drink potions and other liquids as a bonus action. Holds four vials; loading a vial takes an action. |
27 | ??? of Telepathy | Can communicate telepathically with the wearer of a paired ??? of Telepathy while they are on the same plane. |
29 | Pouch of Usefulness | 1/SR draw from the bag to receive a cheap item that may be useful in the current situation. |
30 | Bekker's Brilliant Beacon | Throwable (20ft). As an action, you can speak a command word to activate the beacon. When activated, the beacon creates a beam of blinding light in a 60-foot radius, mile-high cylinder that passes through solid objects and can be seen for 100 miles. Each creature in the area is blinded must make a Constitution saving throw. A target takes 3d12 radiant damage on a failed save, or half as much damage on a successful one. |
31 | Bead of Tracking | While attuned, the owner is always aware of the bead's location while it remains on the same plane. Cannot be attuned by another until previous attunement is broken. |
32 | Fighting Trousers | +1 AC while unarmoured |
33 | ??? of Assistance | Can use Help as a bonus action. |
Class-Specific Items
d? | Item | Class | Properties |
---|---|---|---|
1 | Barbarian | ||
Book of Secret Magics | Bard | If you already possess the Magical Secrets feature, add one additional spell to your spell list |
|
Beast Talisman | Druid (Moon) |
When you use your bonus action to expend a spell slot and regain hit points using your Combat Wild Shape feature, you regain an additional 1d8 hit points per level of the spell slot expended |
|
Druid | When using your Wild Shape, you can ignore any restrictions against swim or fly speeds |
||
Gloves of Monkishness | Monk | +2 damage on Unarmed Strikes | |
Weapon of Smiting | Paladin Warlock |
Can store a Divine Smite charge for later Can store an Eldritch Smite charge for later |
|
Javelin of Divine Fury | Paladin | Double normal range (60/240) This weapon can Divine Smite on ranged attacks |
|
Mantle of Emanation | Paladin | The radius of your Paladin auras is increased by 50% | |
Gloves of the Field Medic | Fighter Paladin |
You can use your Second Wind on another creature (touch) You can use your Lay on Hands as a bonus action |
|
Sneaky Weapon | Rogue | Weapon is concealable; Sneak Attack is always possible | |
Orb of Invocation | Warlock | +1 Invocation, changeable when gaining a level |
# Graveyard & Notes
. 131 / 218
Fire = 31 / 46
Poison = 6 / 43
Acid = 11 / 21
Force = 8 / 12
Necrotic = 10 / 22
Radiant = 12 / 14
Lightning = 15 / 22
Thunder = 11 / 4
Cold = 20 / 23
Psychic = 7 / 11
Fire 31 / 46
Poison & Acid 17 / 64
Lightning & Radiant 27 / 36
Necrotic & Cold 30 / 45
Force, Thunder & Psychic 26 / 27
Poison & Psychic 13 / 54
Radiant + necrotic = 22 / 36
Radiant + lightning = 27 / 36
Thunder + Force = 19 / 16
Cold + Necrotic = 30 / 45
Cold + Radiant = 32 / 27
##### Armour of [damage] Invulnerability
| d12 | Immune to | Vulnerable to |
|-:|:-:|:-|-:|
| 1 | Bludgeoning | Piercing, Slashing |
| 2 | Piercing | Bludgeoning, Slashing |
| 3 | Slashing | Bludgeoning, Piercing |
| 4 | Cold | Fire, Poison |
| 5 | Fire | Cold, Poison |
| 6 | Poison | Fire, Cold |
| 7 | Acid | Lightning, Necrotic |
| 8 | Lightning | Acid, Necrotic |
| 9 | Necrotic | Acid, Lightning |
| 10 | Force | Radiant, Thunder |
| 11 | Radiant | Force, Thunder |
| 12 | Thunder | Force, Radiant |