Weapons & Armour (no attunement)

Guidelines
  1. Craftsmen can alter armours within their type - leather, mail, or plate
  2. 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)
  3. 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
  1. All magic items require attunement.
  2. Magic items all have roughly the same power level.
  3. Magic items are liable to theft or destruction.
  4. Going forward, magic items will be plentiful but weak.
  5. 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.
  6. 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.
  7. Magic items can be stored at the Iron Bank for 25 gold, and withdrawn from any branch at any time.
  8. All magic properties increase the item's weight by 1.
  9. 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 Plantbane +2d6 damage vs Plants

 

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 |