Revised Equipment

New items for more fun

Equipment

This document presents new equipment for you to playtest. Equipment represents a character style, not only how he presents himself, but also how he uses it to his advantage, both in and out of combat. These items are designed to accentuate players' imagination, but also to enhance the technical aspect of the game.

Preface

The world of D&D is a place full of endless possibilities, where the imagination of the master and his players is the only limit. Fantasy is like CHAOS, and the rules of the game are what keep this fantasy world playable. Sometimes new rules offer even more possibilities to increase the fantasy of play. What I am trying to do is to create a way to increase immersion in this fantastic game through new elements inserted into the game rules.

Why Revise the Equipment

With the goal of increasing immersing players in the D&D way, I created several elements, such as clothing styles, an improvement on basic weapons, a new magic item creation system, and wondrous items.

  • I created a series of clothing, a bit of a clothing style to enhance the player's imagination and at the same time give a bonus, which could be identified as a penalty in some circumstances. This will help to get better into the part to be played, as one gets a better picture of one's character.

  • I redesigned the weapons because I think in D&D 5e the critical is not exalted enough. In 3.5e there were more options in the weapons and I wanted to bring them into 5e as well. Each weapon is now different from another, having different properties specific to their characteristic. New proprieties such as: Push, Grab and Hide will also be added. In addition, for each critic, there will be an effect produced and related to the weapon.

  • I ideated a system of creating magic items based on their rarity. This will help to upgrade one's weapons or create new ones. The system is quite simple and could help the master create magic items specific to its gaming group.

  • I have created wonderful new items to enhance some classes to do better. Such as the Ki stone, which allows the monk to store some Ki and increase the monk's game reserve. The martial arts book, which allows the characteristics of some players to be altered. The arcane stone, which allows a spell caster to store an extra spell. These are somewhat my first creations, but could be many more.

Equipment

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Special Clothes ...............................................................................

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Weapons ...........................................................................................

3

Magical Objects...............................................................................

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Wondrous Items..............................................................................

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Context: Dungeons and Dragons 5th Edition by Wizards of the Coast, LLC.


Revised Equipment is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portion of the materials used are property of Wizards of the Coast. Wizard of Coast LLC.


Information on materials taken from this web page: https://olddungeonmaster.com/2017/12/12/dd-5e-non-standard-weapon-armor-materials/

Artificer

Zgfisher

1

Equipment | Special Clothes

Special Clothes

An object does not need to be magical to have its advantages. For example, a beautiful nobleman's dress has its social advantages, or a dress that reflects the dominant color of the surrounding area has its stealthy proprieties. So many unknown robes with so many marvelous proprieties will be revealed to you on this page. These clothes are part of your personal style, having clothes that do not fit don't give bonus. To fit a new style you must prepare yourself and this takes 1d4 days. Clothes can be worn with armor. In effects are designed to style the equipment the characters wear, and this is to increase immersion in the game. An ex-prisoner or prison escapee will have studded armor, perhaps have handcuffs used as bracelets, a prison keepsake, etc.

A nobleman, on the other hand, might have armor with very fine materials and aesthetic designs that symbolize his noble origins. Clearly the style of dress has its advantages or and disadvantages. Imagine a Criminal trying to enter the gates of a city, this will surely be stopped and targeted by the guards protecting the entrance. While a nobleman will be the first prey of theft if he enters bad places or criminal areas. We can say that clothes are a bonus for the player to better express how they appear in the game and help the master to initiate events in the story.

Downside Characteristic
Crime Those who live in the slums will target you
Law All law enforcement officers get in your way
Outsider Discriminated because of its wild appearance
Special Clothes
Name Cost Weight Properties Downside
Camouflage Clothes 200 gp 2 lb. You can make the Hide action as a bonus action law
Criminal Clothes 50 gp 8 lb. +2 in Intimidation law
Combat Clothes 150 gp 2 lb. +2 in Athletic or Acrobatic outsider
Fashionable Dress 180 gp 6 lb. +2 in Performance crime
Hunting Clothes 100 gp 6 lb. +2 in Survival outsider
Infiltrator Clothes 120 gp 2 lb. +2 in Stealth law
Merchant Clothes 150 gp 8 lb. +2 in Deception crime
Noble Clothes 200 gp 10 lb. +2 in Persuasion crime
Robber Clothes 50 gp 4 lb. +2 in Sleight of Hand law
Tailor-made 200 gp ? lb. +2 to a skill of your choice ?
Camouflage Clothes

These clothes that change color depending on the surrounding environment. This cloth makes it possible to hide very quickly.

Criminal Clothes

These clothes are a mark of society's marginalization, but at the same time a symbol intimidating respect.

Combat Clothes

These clothes are conceived with a design that allows unhindered maneuverability, accentuating agile movements or physical performance.

Fashionable Dress

These clothes are made of a colorful and flamboyant material, you attract attention wherever you go. You leave a strong impression of yourself, and people will difficultly forget you.

Hunting Clothes

These clothes are tactical and designed to withstand the most hostile environments. It also includes pockets for useful objects such as compass, spyglass, water bottle, etc....

Infiltrator Clothes

These clothes don't emit any noise and have the ability to change their appearance and color slightly to blend better with their surroundings.

Merchant Clothes

These clothes are flashy and deceptive. Every detail is designed to distract or trick the person into thinking something that you want them to think.

Noble Clothes

These clothes represent your social status and the image of your lineage. Your image is the image of nobility, and a noble always gets what he wants.

Robber Clothes

These clothes look normal at first glance, but they conceal an abnormal amount of hidden pockets where anything can be hidden.

Tailor-made

You can choose to create your own style, but the skill you gain from your style must be consistent with your clothing style.

2

Equipment | Special Clothes

Weapons

Your class grants Proficiency in certain Weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a Longsword or a Longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while Adventuring.

The Weapons table shows the most Common Weapons used in the fantasy gaming worlds, their price and weight, the damage they deal when they hit, and any special Properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to Attack a target within 5 feet of you, whereas a ranged weapon is used to Attack a target at a distance.

Weapon Proficiency

Your race, class, and feats can grant you Proficiency with certain Weapons or categories of Weapons. The two categories are simple and martial. Most people can use simple Weapons with Proficiency. These Weapons include clubs, maces, and other Weapons often found in the hands of commoners. Martial Weapons, including Swords, axes, and polearms, require more specialized Training to use effectively. Most warriors use martial Weapons because these Weapons put their Fighting style and Training to best use.

Proficiency with a weapon allows you to add your Proficiency bonus to the Attack roll for any Attack you make with that weapon. If you make an Attack roll using a weapon with which you lack Proficiency, you do not add your Proficiency bonus to the Attack roll.

Simple Melee Weapons
Name Cost Damage Critical Weight Properties
Unarmed
Unarmed Strike - 1 bludgeoning Prone or Dazed - Special
Melee Weapons
Club 2 sp 1d4 bludgeoning Dazed 2 lb. Light, push
Dagger 1 gp 1d4 piercing Deadly 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning Dazed 10 lb. Two-handed, push
Handaxe 5 gp 1d6 slashing Brutal 2 lb. Light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing Deadly 2 lb. Thrown (range 30/120)
Light Hammer 2 gp 1d4 bludgeoning Dazed 2 lb. Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning Dazed 4 lb. Push
Quarterstaff 2 sp 1d6 bludgeoning Prone 4 lb. Versatile (1d8), reach
Sickle 2 sp 1d4 slashing Brutal 2 lb. Grab, light
Spear 2 gp 1d6 piercing Brutal 3 lb. Reach, thrown (range 20/60), versatile (1d8)
Ranged Weapons
Crossbow, light 25 gp 1d8 piercing Deadly 5 lb. Ammunition (range 80/320), loading, two-handed
Dart / Shuriken 5 cp 1d4 piercing Deadly 1/4 lb. Finesse, light, thrown (range 20/60)
Shortbow 25 gp gp 1d6 piercing Deadly 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning Dazed - Ammunition (range 30/120)

Improvised Weapons

Sometimes Characters don’t have their Weapons and have to Attack with whatever is at hand. An Improvised Weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead Goblin.

Often, an Improvised Weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the GM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her Proficiency bonus.

An object that bears no resemblance to a weapon deals 1d4 damage (the GM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee Attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a Long Range of 60 feet.

3

Equipment | Simple Weapons

Martial Melee Weapons
Name Cost Damage Critical Weight Properties
Melee Weapons
Battleaxe 10 gp 1d8 slashing Brutal 4 lb. Versatile (1d10)
Flail 10 gp 1d8 bludgeoning Brutal 2 lb. Reach
Greataxe 30 gp 1d12 slashing Brutal 7 lb. Heavy, two-handed
Greatsword 50 gp 2d6 slashing Brutal 6 lb. Heavy, two-handed
Halberd / Glaive 20 gp 1d10 slashing Brutal 6 lb. Heavy, reach, two-handed
Iron Fan 50 gp 1d4 slashing Deadly 2 lb. Finesse, light, special
Iron Fist Knuckles 10 gp 1d4 bludgeoning Dazed 1/2 lb. Light, push
Katar 50 gp 1d6 piercing Deadly 2 lb. Finesse, light
Lance 10 gp 1d12 piercing Brutal 6 lb. Heavy, reach, two-handed, special
Longsword 15 gp 1d8 slashing Deadly 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning Dazed 10 lb. Heavy, two-handed, push
Morningstar 15 gp 1d8 piercing Brutal 4 lb. Push
Pike 5 gp 1d10 piercing Brutal 18 lb. Heavy, reach, two-handed
Rapier 25 gp 1d8 piercing Deadly 2 lb. Finesse
Scimitar 25 gp 1d6 slashing Deadly 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing Deadly 2 lb. Finesse, light
Trident 5 gp 1d8 piercing Brutal 4 lb. Thrown (range 20/60), versatile (1d10)
War pick 5 gp 1d8 piercing Brutal 2 lb. Grab
Warhammer 15 gp 1d8 bludgeoning Dazed 2 lb. Versatile (1d10), push
Whip 2 gp 1d4 slashing Prone 3 lb. Finesse, reach
Ranged Weapons
Blowgun 10 gp 1 piercing Fail 1 lb. Ammunition (range 25/100), loading, special
Crossbow, hand 75 gp 1d6 piercing Deadly 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp 1d10 piercing Deadly 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing Deadly 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp Fail 3 lb. Special, thrown (range 5/15)

Weapon Properties

Many Weapons have special Properties related to their use, as shown in the Weapons table.

Ammunition

You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a Quiver, case, or other container is part of the Attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the battlefield.

If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way.

Grab (new)

The curved shape of these weapons allow the user to grapple on the opponent's flesh. This without wasting an Attack Action to make a Special melee Attack, a grapple.

Heavy

Small Creatures have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

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Equipment | Martial Weapons

Light

A light weapon is small and easy to handle, making it ideal for use when Fighting with two Weapons.

Loading

Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an Action, bonus Action, or Reaction to fire it, regardless of the number of attacks you can normally make.

Push (new)

Once per turn, when you hit a creature with a weapon that has the Push property, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

Range

A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s Long Range. When Attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s Long Range.

Reach

This weapon adds 5 feet to your reach when you Attack with it, as well as when determining your reach for Opportunity Attacks with it.

Special

A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section).

Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. Darts and daggers can be drawn as part of the attack being made with the weapon.

Two-Handed

This weapon requires two hands when you Attack with it.

Versatile

This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee Attack.


Critical (new)

Critical is an innovation that offers the weapons a special characteristic. Normally when you make a critical attack you double the dice used in that attack. Now weapons offer other features besides the basic ones:

Critical Characteristic
Brutal You can add one weapon die to the damage and can be multiplied by your critic
Deadly The creature is poisoned for one turn and takes an extra damage equal your proficiency bonus
Fail If the weapon requires a skill check or saving throw, these are automatically failed
Prone The creature falls prone
Dazed Attack rolls against that creature are made with advantage until the start of your next turn

Silvered Weapons

Some Monsters that have immunity or Resistance to nonmagical Weapons are susceptible to silver Weapons, so cautious Adventurers invest extra coin to plate their Weapons with silver. You can silver a single weapon or ten pieces of Ammunition for 100 gp.

Special Weapons

Weapons with special rules are described here.


Blowgun. When you are hidden from a creature, making the attack with the Blowgun doesn't reveal your position.


Iron Fan. The iron fan can protect against ranged attacks, receives a +1 bonus to AC on ranged attacks.


Lance. You have disadvantage when you use a lance to Attack a target within 5 feet of you.


Net. A Large or smaller creature hit by a net is Restrained until it is freed. A net has no Effect on Creatures that are formless, or Creatures that are Huge or larger. A creature can use its Action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, Ending the Effect and destroying the net. When you use an Action, bonus Action, or Reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.


Unarmed Strike. An unarmed strike is an attack with a part of your body, such as a punch, kick, headbutt, or any other forceful blow. You’re always proficient with your unarmed strikes, which are melee weapon attacks, and deal 1 + your Strength modifier. As the damage for unarmed strikes is a flat number not a die, they do not gain additional damage from critical hits. If you have a negative Str modifier then you will do 0 damage on a hit with your unarmed strike unless you can add damage to it from elsewhere, such as the Hex, Hunter's Mark spell, or Your unarmed damage has a base die for damage. In a critical attack the Unarmed Strike can choose to Prone or Daze his opponent.


5

Equipment | Martial Weapons

Magical Objects

A character can have only 3 magic items with a passive power on them. So one must choose well among the items to wear. There is the possibility of requesting a customized object, and that is why I devised a calculation system to define the rarity of the object for such a system.

Crafts Point

This is a system for calculating the value of a magic object, the currency is called Crafts Point. The greater the number of points, the rarer the item becomes.

Crafts Point Rarity Creation Cost / Sale Level
0 Common 100 /+30% 1
1 Uncommon 200 /+30% 3
2 Rare 5'000 /+30% 5
3 Very Rare 50'000 /+30% 10
4 Legendary 500'000 +30% 17
5 - 6 Artifact ??? 18
7 - 9 Unique ??? 20
10 - ? ??? ??? ???

Customized Object

Blacksmiths and craftsmen can produce wonderfully crafted weapons, armor and objects, but the real experts are those who know how to infuse magical power into objects. An object acquires magical power from 3 main characteristics:

Characteristics Utility
Material Adamantine / Cold Iron / Mithral
Design +1 / +2 / +3
Runes Spells / Special powers

Adamantine

This is one of the hardest substances in existence.

  • Adamantine armor. Can be any Medium or heavy armor, but not hide. While you’re wearing it, any critical hit against you becomes a normal hit.
  • Adamantine weapons. Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.
  • Craft's Point. You can add only one material to your magic object. This will increase the value of your weapon by 1 Crafts point.

Cold Iron

This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Items made of cold iron weighs one and one half times as much as the same item made from steel.

  • Cold Iron armor. Can be any Medium or Heavy armor, but not hide. Medium armor imposes a -1 penalty to the DEX modifier for calculating the Armor Class (AC). Heavy armor requires a Str score 2 points higher than that listed in the PHB. Cold iron armor grants a +2 bonus to armor class against any attacks from fey creatures.
  • Cold Iron weapons. Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a standard quarterstaff could not. Cold iron weapons lose all Light and Finesse properties. A cold iron weapon grants a +2 bonus to hit against fey creatures. If the creature wielding it has a strength score of 15 or higher, and the weapon does bludgeoning damage, a +1 bonus is added to damage rolls.
  • Craft's Point. You can add only one material to your magic object. This will increase the value of your weapon by 1 Crafts point.

Mithral

Mithral is a light, flexible metal.

  • Mithral armor. Can be any Medium or Heavy armor, but not hide. A mithral chain shirt or breastplate can be worn under normal cloths. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
  • Mithral weapons. An item made from mithral weighs half as much as the same item made from other metals. Mithral is too light to be used for Heavy weapons. If the weapon isn’t Heavy, it becomes Light. If it is already listed as Light it gains the Finesse property. If the weapon is Two-Handed it is now instead Versatile. Mithral ammunition it too light to be effective.
  • Craft's Point. You can add only one material to your magic object. This will increase the value of your weapon by 1 Crafts point.

Design

The design must be as practical as possible to use, and precision and choice of form are a very important aspect of the object itself. Clearly, a good design must be supported by a good material. Design offers several advantages divided into 3 levels. The craftsman's intentions are infused into the object, creating a magical object. The object acquires magical properties.

  • Offensive Objects. These receive a bonus to attack, damage and in some cases also to the DC bonus of spells.

  • Defensive Objects. In the case of defensive items, they can receive a bonus to armor instead of attack.

  • Craft's Point. Your object receives magical properties and gains +1 in offensive power or +1 in defensive power. This power can go up to a maximum of +3 and the crafting point value grows equal to the bonus.

This does not have to be a defensive item, but it can be a dagger that improves defense or a Bracers of Defense that enhances spells, etc.

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Equipment | Magical Objects

Runes

Some are able to write runes on magical objects, these have their own recharging system that recharges with each long rest. Activating the runes in a magic object requires your Spellcasting ability. The level of the spell is related to the item's crafting points. To calculate craft points, you have to do the sum of the spell level + the number of charges, divide by 2 and subtract 1, with this you should find the number of Craft points.

Tattoos

Tattoos are an innovative way that treats the body as if it were a weapon. The body itself becomes the material, the Design of the tattoo and the runes can only be accepted if the body supports the power. If the Crafts Points exceed the limit of the body (the level) this is mutilated by magic leading to death. The level can be compared in the Craft Point table.

Wondrous Items

Crafts Point Spell Level n° charges
1 1st level 3 charges
1 2nd level 2 charges
1 3rd level 1 charges
2 3rd level 3 charges
2 4th level 2 charges
2 5th level 1 charges
3 5th level 3 charges
3 6th level 2 charges
3 7th level 1 charges
4 7th level 3 charges
4 8th level 2 charges
4 9th level 1 charges
Wondrous Items
Name Cost Rarity Weight Properties
Arcane Stone gp Rare 1/4 lb. You can inscribe a spell of a level equal to your proficiency bonus within it and activate it as an action
Book of Martial Arts - Kick gp Very Rare 1/4 lb. Your Unarmed strikes have the reach propriety
Bracers of Defense gp Common 1 lb. You gain a +1 bonus to AC if you are wearing no armor and using no shield.
Bracers of Element gp Rare 1 lb. Your unarmed strikes do an additional 1d6 damage (choose an element)
Elemental Stone gp Common 1/4 lb. You can use it as a spellcasting focus for your Elemental Monk spells
Ki Stone gp Rare 1/4 lb. You can store up to a number equal to your wisdom modifier of ki points inside the stone and regain them as an action
Spirit Stone gp Common 1/4 lb. Consumable object. You regain 2 ki points, then the object becomes a normal stone.
Tattoos gp Common 0 lb. +2 to a skill of your choice
Arcane Stone

The Arcane Stone is like a scroll, but the stone can channel the spell with a shorter time frame. To activate it, one must perform the spell while aiming to the stone, which will absorb the spell. The stone will be able to channel spells of the same level as your proficiency. Some stones have greater performance. A +1 Arcane Stone, will be able to channel spells of 1 level higher and with one more charge per day.

Book of Martial Arts

A Martial Arts book contain a secret technique of Martial Arts open to any class. Each person can have as many books as he wants, but he can only keep active a number of books equal to its proficiency -2.

Bracers of Defense

While wearing these bracers, you gain a +1 bonus to AC if you are wearing no armor and using no shield. These bracelets, depending on their quality, can be improved.

Bracers of Element

While wearing these bracers, your unarmed strikes do an additional 1d6 damage (choose one damage type: acid, cold, fire, lightning, poison, or thunder).

Ki Stone

You can store up to a number equal to your wisdom modifier of ki points inside the stone and regain them as an action.

Spirit Stone

As an action it allows you to recover 2 ki points, then it becomes a normal stone.

Tattoos

Depending on the design, the tattoo can give +2 to a skill of your choice. It acts like clothes, can only have one, it can only carry one and can only be used by characters who do not wear armor.

7

Equipment | Magical Objects