MARTIAL GEAR &
COMBAT OVERHAUL
BY THE DUNGEON COACH
Contents Tier 3 16
Tier 1 4 Martial Techniques 16
General Rules 4 Martial Actions.......................................................................16
Level Up!.................................................................................16
New Conditions.......................................................................4 Martial Contests.....................................................................16
Defense......................................................................................4 Martial Special Attacks .........................................................17
New Rules.................................................................................4 Martial Bonus Actions...........................................................18
Two-Weapon Fighting (Adjusted)........................................4 Martial Reactions...................................................................18
Shield Fighting (New).............................................................4 Special Materials 19
Feats...........................................................................................4 Metal........................................................................................19
Close Quarters .........................................................................4 Adamantine............................................................................19
Mobile (Adjusted)....................................................................4 Mithral....................................................................................19
Weapons 5 Cold Iron.................................................................................20
Weapon Proficiencies..............................................................5 Lead.........................................................................................20
Base Rules.................................................................................5 Silver........................................................................................20
Variant Rules (DC Method)....................................................5 Wood......................................................................................21
Weapon Style Proficiency Tiers.............................................5 Lightwood...............................................................................21
Weapon Properties..................................................................8 Shadewood..............................................................................21
Special Weapons......................................................................8 Heavywood.............................................................................21
Weapon Styles (Passive)..........................................................9 Mineral....................................................................................22
Weapon Damage Types (Crits)..............................................9 Chitin (Scale, Carapace, Exoskeleton)..................................22
Tier 2 10 Exotic Bone (Horn, Shell, Ivory)..........................................22
Coral........................................................................................23
Armor 10 Crystal & Gemstones.............................................................23
Obsidian..................................................................................24
Dynamic Armor Systems................................................................. 10 Enchanted Glass ....................................................................24
Guard Points...........................................................................10 Dragon....................................................................................24
Armor Properties...................................................................11 Dragonhide, Dragonscale, & Dragonbone.........................24
Challenge Mode Armor System................................................... 12 Simple Repair Rules 25
Evasion Class (EC).................................................................12 Repairing Requirements.......................................................25
Armor Reduction (AR).........................................................12 Repair Tools...........................................................................25
DC Method.............................................................................13 Repair Supplies.......................................................................25
AR Scaling Method................................................................13 Repair Check..........................................................................25
Glancing Blows.......................................................................13 Permanently Broken Items...................................................25
Why Use this System?...........................................................14 Weaponizing Items................................................................25
Smoother Damage Curve......................................................14 Adventuring Gear
Increased Combat Tension...................................................14 26
Enabling the Warrior Fantasy..............................................14 Weapons................................................................................................26
Reducing Balance Challenges...............................................14 Avarice Blades........................................................................26
Chains of Chaos......................................................................26
Character Customization......................................................14 Serrated Carver......................................................................27
Coral Knight’s Sword.............................................................27
System Customization...........................................................14 Pulsating Beacon....................................................................27
Quickblow Weapon...............................................................27
Shields 15 Riftspike..................................................................................27
Shield Properties....................................................................15
Custom Shields.......................................................................15
2 JULY 2021 DC PLAYBOOK | THE DUNGEON COACH
Stoneshaker.......................................................................... 27 The Dungeon Coach
Valkyrie’s Axe...................................................................... 28
Whip of the Pack Leader.................................................... 28 Medium Humanoid
Armor................................................................................................. 29
Armor of the Chained........................................................ 29 Contact [email protected]
Blistering Armor ................................................................ 29 https://discord.gg/NpU932E
Coral Knight’s Plate............................................................ 29 Email https://facebook.com/thedungeoncoach
Dragonborn Armor............................................................ 29 Discord
Spider Silk Shirt................................................................... 29 Facebook
Winter’s Embrace .............................................................. 29
Shields.................................................................................................30 Resources for dungeon masters
Bull Rush.............................................................................. 30
Captain’s Shield .................................................................. 30 YouTube. The Dungeon Coach YouTube Channel
Eye of the Storm.................................................................. 31 I create weekly videos every Sunday to help make your
Shield of Resonance............................................................ 31 games more creative and more fun!
Vine Knight’s Shield........................................................... 31 https://www.youtube.com/thedungeoncoach
Wolfbrook Guard............................................................... 31
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JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 3
Tier 1 Feats
General Rules Close Quarters
New Conditions When you make a ranged attack, you don't have DisADV on
the attack roll as a result of being prone or within 5ft of a
Bleeding: A Bleeding creature suffers 1d4 Necrotic damage at hostile creature that can see you and who isn't incapacitated.
the start of each of its turns until it regains at least 1 HP. A
creature can use its action to make a DC 10 Medicine check. DC Tip: The Crossbow Expert feat is removed from the
Success: It removes the Bleeding condition from itself or
another creature it can touch. game and REPLACED by the Close Quarters feat. If you use
the original crossbow expert feat… you would break the
Bloodied: A creature below 1/2 its HP maximum is considered new crossbows and they would be FAR too powerful. I want
Bloodied. A creature below 1/4 its HP maximum is considered bows and crossbows to FEEL different when you use them.
Well-Bloodied. The Reload property is not something that I think should be
removable by a feat.
Impaired: An Impaired creature has DisADV on attack rolls,
ability checks, and saves that use Str, Dex, or Con. Mobile (Adjusted)
Defense Your speed is increased by 10ft and when you use the
Dash Action, difficult terrain doesn't cost extra movement
Certain effects can alter your AC by strengthening or on that turn.
weakening your defenses against attackers. Defense is
measured in 4 levels. An effect can increase or decrease a DC Tip: The Mobile Feat is one of the best feats in the
creature’s Defense by one or more levels, as specified in the
effect's description. game, so my personal opinion is THIS part of the feat is
strong enough and a HUGE boost to your character. So I
Level Status Effect would rather give the third part of this feat to all martial
2 Fortified +5 AC classes to be able to use as part of an “Improved Disengage”
1 Protected +2 AC (see below).
0 --- ---
-1 Unprotected -2 AC
-2 Exposed -5 AC
New Rules
Two-Weapon Fighting (Adjusted)
When you take the Attack Action and attack with a light
melee weapon that you're holding in one hand, you can also
make the same number of attacks with a different light melee
weapon that you're holding in the other hand. You don't add
your ability modifier to the damage of the additional attack(s),
unless that modifier is negative. If either weapon has the
Thrown property, you can throw the weapon, instead of
making a melee attack with it.
Shield Fighting (New)
Instead of using a weapon to make a melee weapon attack,
you can use a shield. On a hit, a shield deals 1d4 + Strength
modifier Bludgeoning damage. If you are proficient with
shields, you are proficient with attacks made using a shield.
4 JULY 2021 DC PLAYBOOK | THE DUNGEON COACH
Weapons Wizard. If this happens then just move the class UP one tier so
they are granted more proficiencies. ALSO, if it's part of their
Weapon Proficiencies backstory or something cool, a great starting level up perk
would be a “bonus” weapon proficiency! What a great GM!
Base Rules
These variant rules restrict the usage of some of the additional
Using the DC Weapon System, simple weapons are defined as features granted by the system to create opportunities for
those having a d6 or smaller damage die, and martial weapons GMs to limit the scope of how their players can make use of
are defined as those having a d8 or larger damage die. their weapons, and to give players the ability to customize
their character to support their preferred playstyle.
Variant Rules (DC Method)
See the Weapon Style Proficiency table below to determine
This variation of the DC Weapon System provides proficiency the number of weapon style proficiencies you have:
with a number of weapon styles as determined by your class.
You must be proficient with the weapon and its weapon style Weapon Style Proficiency Tiers
to benefit from its passive property and to take Martial
Actions using the weapon. For example, if you are proficient # of Proficiencies Classes
with simple weapons and the sword weapon style, you gain 1/2 your Prof. Bonus Bard, Cleric, Druid, Sorcerer,
the benefit of a Shortsword's passive property and can make Warlock, Wizard
Martial Actions using the weapon. Your Prof. Bonus Artificer, Rogue, Monk, Paladin,
Psion*, Ranger
Weapon Styles: Axe, Bow, Chained, Crossbow, Hammer, 2x your Prof. Bonus Barbarian, Fighter
Puncture, Staff, Sword, Thrust, Unarmed, and Whip.
DC Tip: The Psion is a class published in DC Playbook Vol.
Exceptions can be made at GM discretion for classes that
would have more combat prowess with weapons, for example: 8- Psionics which is available on The Dungeon Coach website:
Tempest Domain Cleric, College of Swords Bard, Bladesinger www.thedungeoncoach.com.
JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 5
Simple Melee Weapons table Simple Ranged Weapons table
Axe Weapons 1d4 Slashing Light, Thrown (20/60), Bow Weapons 1d4 Bludgeoning Ammunition (30/120)
Sickle Concealable Sling 1d6 Piercing Ammunition (80/320),
1d6 Slashing Light, Thrown (20/60) Shortbow Two-Handed
Hand Axe 1d6 (1d8) Slashing Light, Versatile
Broad Axe Crossbow Weapons
Hand Crossbow 2d4 Piercing
Chained Weapons Light, Thrown (20/60), Ammunition (30/120),
Combat Bola 1d4 Bludgeoning Special Light Crossbow 2d6 Piercing Light, Reload (1),
Aquatic
Nunchucks 1d6 Bludgeoning Light, Thrown (20/60) Ammunition (80/320),
Meteor 1d6 (1d8) Light, Versatile Two-Handed, Reload
Hammer Bludgeoning (1), Aquatic
Hammer Weapons Light, Thrown (20/60), Special Weapons Special, Thrown
Club 1d4 Bludgeoning Concealable Dart 1d4 Piercing (20/60)
Light, Thrown (20/60) Special, Thrown
Light Hammer 1d6 Bludgeoning Light, Versatile Throwing Star 1d4 Slashing (20/60)
Mace 1d6 (1d8) Special, Thrown
Bludgeoning Boomerang 1d6 Bludgeoning (20/60)
Special, Ammunition
Puncture Weapons Light, Thrown (20/60), Blowgun 1 Piercing (25/100), Reload (1)
Climbing Pick 1d4 Piercing Special (Needle)
Light, Thrown (20/60)
Spiked 1d6 Piercing
Hammer 1d6 (1d8) Piercing Light, Versatile
Pickaxe
Staff Weapons
Stick 1d4 Bludgeoning Light, Thrown (20/60),
Concealable
Baton 1d6 Bludgeoning Light, Thrown (20/60)
Quarterstaff 1d6 (1d8) Light, Versatile
Bludgeoning
Sword Weapons
Dagger 1d4 Slashing Light, Thrown (20/60),
Concealable
Machete 1d6 Slashing Light, Thrown (20/60)
Shortsword/ 1d6 (1d8) Slashing Light, Versatile
Scimitar
Thrust Weapons
Stake 1d4 Piercing Light, Thrown (20/60),
Aquatic, Concealable
Javelin 1d6 Piercing Light, Thrown (20/60),
Aquatic
Spear 1d6 (1d8) Piercing Light, Versatile, Aquatic
Unarmed Weapons
Knuckles/ 1d4 Bludgeoning Light, Ensnaring
Gauntlets
Light, Ensnaring
Hand Claw 1d4 Slashing Light, Ensnaring
Hand Hook 1d4 Piercing
Whip Weapons Light, Reach,
Scourge Whip 1d4 Slashing Concealable
Light, Reach
Snake Whip 1d6 Slashing
Bull Whip 1d10 Slashing Reach (x2), Heavy,
Great Whip 1d12 Slashing Unwieldy
Reach, Heavy, Unwieldy
6 JULY 2021 DC PLAYBOOK | THE DUNGEON COACH
Martial Melee Weapons table Martial Ranged Weapons table
Axe Weapons Bow Weapons
Battleaxe/Scythe
1d8 (1d10) Versatile Longbow 1d8 Piercing Ammunition (150/600),
Halberd Slashing Two-Handed
Greataxe 1d10 Slashing Two-Handed, Reach Greatbow 1d10 Piercing Ammunition (150/600),
1d12 Slashing Two-Handed, Heavy Two-Handed, Heavy,
Special
Chained Weapons
Crossbow Weapons
Flail 1d8 (1d10) Versatile
Bludgeoning Heavy 2d8 Piercing Ammunition (100/400),
Two-Handed, Reach Crossbow Two-Handed, Reload (1),
Pole Flail 1d10 Bludgeoning Two-Handed, Heavy Aquatic
Ammunition (120/480),
Great Flail 1d12 Bludgeoning Light Ballista 2d10 Piercing Two-Handed, Heavy,
Reload (1), Aquatic,
Hammer Weapons Unwieldy, Special
Warhammer/ 1d8 (1d10) Versatile
Greatclub Bludgeoning
Lucerne 1d10 Bludgeoning Two-Handed, Reach Special Weapons Special, Thrown (5/15)
Greatmaul 1d12 Bludgeoning Two-Handed, Heavy Net --
Puncture Weapons
Morning Star 1d8 (1d10) Versatile
Piercing
Two-Handed, Reach
Billhook 1d10 Piercing Two-Handed, Heavy
Greatpick / 1d12 Piercing
Greatstar
Staff Weapons 1d8 (1d10) Versatile
Battlestaff Bludgeoning
1d10 Bludgeoning Two-Handed, Reach
Longpole 1d12 Bludgeoning Two-Handed, Heavy
Greatstaff
Sword Weapons 1d8 (1d10) Versatile
Longsword Slashing
1d10 Slashing Two-Handed, Reach
Glaive 1d12 Slashing Two-Handed, Heavy
Greatsword
Thrust Weapons 1d8 Piercing or Aquatic, Light,
Rapier Slashing Versatile, Aquatic
1d8 (1d10)
Trident Piercing
Pike 1d10 Piercing Two-Handed, Reach,
Lance 1d12 Piercing Aquatic
Aquatic, Two-Handed,
Heavy, Reach,
Unwieldy
Unarmed Weapons
Boulder Gauntlets 1d10 Bludgeoning Heavy
Whip Weapons 1d8 (1d10) Versatile
Chain Whip Bludgeoning
JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 7
Weapon Properties Two-Handed: This weapon requires two hands when you
attack with it.
Ammunition: You can use a weapon that has the Ammunition
property to make a ranged attack only if you have ammunition Unwieldy: You have DisADV on attacks against targets
to fire from the weapon. Each time you attack with the weapon, within 5ft of you.
you expend one piece of ammunition. Drawing ammunition
from a quiver, case, or other container is part of the attack (you Versatile: This weapon can be used with one or two hands. A
need a free hand to load a one-handed weapon). At the end of damage value in parentheses appears with the property - this
the battle, you can recover half your expended ammunition by is the damage when the weapon is used with two hands to
taking a minute to use the Search Action. make a melee attack.
Aquatic: You do not have DisADV on attacks made using Special Weapons
aquatic weapons as a result of being underwater.
Blowgun: When you are hidden and make an attack against
Concealable: Small and easily hidden, you have ADV on checks a creature using a blowgun, the attack doesn’t reveal your
made to hide a concealable weapon on your person. When position if you miss the target or beat its AC by 5 or more. A
you make an attack against a creature using a hidden weapon dose of poison can cover 10 blowgun needles.
that has the Concealable property, you have ADV on the
attack against that creature. Bolas: A Large or smaller creature hit by a thrown bolas as part
of a ranged weapon attack is Grappled by the weapon until it
Ensnaring: You can attempt to Grapple a creature with an is freed. A bola has no effect on creatures that are formless.
ensnaring weapon as if it were a free hand. A creature can use its action to make a DC 10 Strength or
Dexterity Check. Success: It can free itself or another creature
Heavy: The size of a heavy weapon makes it difficult to wield. within its reach. Dealing 5 Slashing damage to the bola (AC
Creatures with less than 15 Strength have DisADV on attacks 10) ends the effect and breaks the bola, freeing the creature
they make using a heavy weapon. without harming it..
Light: A light weapon is small and easy to handle. You can use Boomerang: Any creature proficient with the javelin is also
either your Strength or Dexterity modifier for both the attack proficient with this weapon. On a miss, a boomerang returns
and damage rolls. to the thrower's hand.
DC Tip: The Finesse property has been combined with Climbing Pick: You have ADV on checks made to climb while
wielding a climbing pick.
the Light property. Anything that would require Finesse
(like the Rogue Sneak Attack feature) and any weapon that Dart/Throwing Star: You can draw and hold up to three of
uses Dexterity for its attack and damage rolls works with these weapons at a time with each hand, but you must make a
this property. separate attack for each.
Range: A weapon that can be used to make a ranged attack Greatbow: You use your Strength modifier for the attack and
has a range shown in parentheses after the Ammunition or damage rolls.
Thrown property. The range lists two numbers, the first is
the weapon's normal range in feet, and the second indicates Lance: Can be wielded with one hand while you are mounted.
the weapon's long range. When attacking a target beyond
normal range, you have DisADV on the attack roll. You can't Light Ballista: This weapon takes an action to deploy and must
attack a target beyond the weapon's long range. be in contact with the ground. Once deployed it cannot be
moved unless you take another action to undeploy it. In order
Reach: This weapon adds 5ft to your reach when you to fire this weapon without deploying it you must have a
attack with it, as well as when extending your reach for an Strength of 20 or higher.
Opportunity Attack.
Net: A Large or smaller creature hit by a net is Restrained until
Reload: The weapon can be fired a number of times equal to its it is freed. A net has no effect on creatures that are formless. A
Reload score before you must spend 1 attack or a Bonus Action creature can use its attack or action to make a DC 10 Strength
to reload. You must have one free hand to reload a weapon. Check. Success: It can free itself or another creature within
its reach. Dealing 5 Slashing damage to the net (AC 10) ends
Thrown: If a weapon has the Thrown property, you can throw the effect and breaks the net, freeing the creature without
the weapon to make a ranged attack. If the weapon is a melee harming it.You don’t have DisADV on ranged weapon attacks
weapon, you use the same ability modifier for the ranged that you make with a net as a result of being within 5ft of a
attack and damage rolls that you would use for a melee attack hostile creature who can see you and who isn't incapacitated.
with the weapon. For example, if you throw a handaxe, you
use your Strength, but if you throw a dagger, you can use Rapier: You can choose to use either your Strength or Dexterity
either your Strength or your Dexterity, since the dagger has modifier for the attack and damage rolls. Additionally you can
the Light property. choose to deal Slashing or Piercing damage.
8 JULY 2021 DC PLAYBOOK | THE DUNGEON COACH
Weapon Styles (Passive) Weapon Damage Types (Crits)
You only gain the benefits of a weapon style if you are Bludgeoning: On a critical hit, the target is knocked 5ft in a
proficient with the weapon. direction of your choice and falls Prone.
Axe: When you attack a creature with an axe, you gain a bonus Piercing: On a critical hit, the target becomes Impaired until
to your damage roll equal to your prof. bonus if the target is the end of your next turn.
Bloodied or Bleeding.
Slashing: On a critical hit, the target gains the
Bow: When you attack a creature with a bow, you gain a Bleeding condition.
bonus to your damage roll equal to your prof. bonus if the
target is farther than 30ft away from you.
Chained: When you attack a creature with a chained
weapon, you gain a bonus to your attack and damage rolls
equal to your prof. bonus if the target is wielding a shield or
behind 1/2 cover.
Crossbow: When you attack a creature with a crossbow, you
gain a bonus to your damage roll equal to your prof. bonus if
the target is within 15ft of you.
Hammer: When you attack a creature with a hammer, you gain
a bonus to your damage roll equal to your prof. bonus if the
target is Prone, Petrified or wearing metal armor. When you
attack an object made of stone, glass, or other similar material
with a hammer, your damage rolls deal maximum damage.
Puncture: When you attack a creature with a puncture
weapon, you gain a bonus to your damage roll equal to
your prof. bonus if the target has 1 or more levels of
Exhaustion, its movement speed is reduced, or it has 1 or
fewer levels of Defense.
Staff: You have ADV on Opportunity Attacks made with a
staff. Opportunity Attacks made against you have DisADV
while you are wielding a staff. When you take the Disengage
Action and move away from a creature within your reach, you
can make an Opportunity Attack with a staff you are wielding
against that creature, before leaving your space.
Sword: Once per turn when you attack a creature with a
sword, you gain a bonus to your damage roll equal to your
prof. bonus if you’ve damaged the target with an attack since
the start of your last turn. You don’t gain this benefit if you
attack another target during this time. When you attack an
object made of rope, vine, or similar material with a sword,
your damage rolls deal maximum damage.
Thrust: When you attack a creature with a thrust weapon, you
gain a bonus to your damage roll equal to your prof. bonus if
the target is Impaired, Prone, or Mounted on a creature no
more than one size larger than you.
Unarmed: When you attack a creature with an unarmed
weapon or unarmed strike, you gain a bonus to your damage
roll equal to your prof. bonus if the target is Grappled by you.
Whip: When you attack a creature with a whip, you gain a
bonus to your damage roll equal to your prof. bonus if the
target is farther than 5ft away from you.
JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 9
Tier 2 DC Tip: If you have a Class Feature for Unarmored Defense
Armor or a Racial Trait of Natural Armor then the player and GM can
discuss and agree on which of the features of the 4 Armor
Dynamic Armor Systems Types best represents the way your ability or natural armor
works. The GM can grant you that ability.
I want to give you MULTIPLE ways to upgrade armor in your
games! All of us want different things from armor, some of Heavy Guard: If you are hit by an attack that deals damage
us want to keep armor the way it is but just add more cool while wearing Heavy Armor, you automatically reduce the
options, BUT others might want a more complex system that amount of damage taken, by your prof. bonus.
truly makes light armor FEEL way different than heavy armor!
The first few sections are options you can add to the current Light Guard: If you are targeted by an attack while wearing
R.A.W. system to really SPICE up armor with new rules you Light Armor, you can move to an unoccupied space within 5ft
can choose from. I am also REALLY excited to introduce a of you that is still within the attack’s range. When you do so,
Challenge Mode Armor System which I absolutely LOVE! you impose DisADV on the attack against you.
Guard Points Medium Guard: If you are the target of an attack while wearing
Medium Armor, you may choose to Increase your AC by 2
Guard Points let each of the 4 different armor types (unarmored against that attack.
included) FEEL different, giving an active mechanic to armor.
Light armor will be more mobile, Heavy Armor will be Unarmored Guard: If you are targeted by an attack while not
tankier, and Medium Armor will be in the middle and can wearing armor, you can move to an unoccupied space within
do a little of both but not better than the others. Each type 15ft of you that is still within the attack’s range. When you do
of armor grants different perks for what those Guard Points so, you impose DisADV on the attack against you.
can be spent on. Guard Points are used in response to being
attacked and do not require you to spend a Reaction.
On your turn you may spend increments of 15ft of movement
to gain 1 Guard Point per increment to improve your
defensive awareness until the start of your next turn.
Armor table Cost Armor Class (AC) Strength Stealth Acrobatics
Armor Name 5 gp 11 + Dex Mod - - DisADV
25 gp 11 + Dex Mod - --
Light Armor 75 gp 12 + Dex Mod - --
Padded
Leather 10 gp 12 + Dex Mod (max 2) - - -
Studded Leather 50 gp 13 + Dex Mod (max 2) - - -
100 gp 14 + Dex Mod (max 2) - DisADV -
Medium Armor 400 gp 14 + Dex Mod (max 2) - - DisADV
Hide 750 gp 15 + Dex Mod (max 2) - DisADV DisADV
Chain shirt
Scale mail 50 gp 14 - DisADV -
Breastplate 150 gp 16 Str 13 DisADV DisADV
Half plate 500 gp 17 Str 15 DisADV DisADV
1,500 gp 18 Str 15 DisADV DisADV
Heavy Armor
Ring mail
Chain mail
Splint
Plate
10 JULY 2021 DC PLAYBOOK | THE DUNGEON COACH
Armor Properties DC Tip: If you use the homebrew where armors that grant
Armor Properties gives a LOT of new qualities for basic Stealth DisADV also grant Acrobatics DisADV, then this Armor
armor. General shopkeepers can sell these new armors or you Property also removes DisADV on Acrobatics Checks
can add these properties to any armor for it to be more unique.
Muffled: Armor with this property negates DisADV on
As a general homebrew I would say that if an armor grants Stealth Checks.
DisADV to Stealth Checks… this would also grant DisADV to
Acrobatics Checks too from being so bulky and cumbersome. Pocketed: The armor has concealed compartments allowing
This gives you more options to give different armors with you to store small items or Concealable weapons discreetly.
different choices. Quick-release: You can doff this armor as an action.
Weighted: While wearing this armor, you have ADV on
Bulky: Bulky armor cannot be hidden from plain sight. ability checks and Saves made to avoid being moved against
Bulky armor imposes DisADV on Athletics, Acrobatics, and your will or knocked Prone.
Constitution Checks to swim, climb, run, and perform similar
activities. At the end of a long rest, a creature resting in Bulky DC Tip: For Custom Armor you can have a number of
armor gains 1 level of Exhaustion.
different properties, determined during its creation. You
Decorative: Whether it be brightly colored detail or a can use different Armor Properties and Special Materials (in
gleaming polish, your armor sends a bold declaration of your Tier 3) to create some very unique pieces of armor. Combine
status. While wearing this armor in military or ceremonial all these systems with a modular armor system where Light
encounters, you have ADV on Performance and Persuasion Armor can bear 1 “property”, Medium Armor 2, and Heavy
Checks on creatures that are indifferent toward you. Armor 3. You can also have it to where +1 and +2 types of
armor also gain an additional property or special property.
Endure (Damage): Choose one of the following damage types:
Bludgeoning, Piercing, Slashing, Cold, Fire, Lightning, or
Thunder. Whenever you would take damage of the chosen
type, reduce it by your prof. bonus.
Ergonomic: You may sleep in this armor without incurring
any penalties.
JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 11
Challenge Mode Armor System Shield Example: If your EC-AC was 14-17 and you equip a
shield, it now becomes 16-19.
Sometimes 5th Edition is beautifully simple and I love it for
that… but then there are times where I want a combat system Here are a few examples of how to use EC in your game.
to really make different armor types FEEL different and have
a system that isn't just “you hit… or you miss”. This is more Example 1: You have a Dexterity modifier of +3 while wearing
complicated because of the two additional stats we’re adding Light Armor. So your EC is 13 (10 + 3). Using Leather Armor’s
into the game… BUT the nice thing is they are SET and they statistics, your AC while would be 14 (11 + 3). This would
do not change constantly, and they are super easy to track. make your EC-AC range 13-14.
You just write them down on your character sheet and it's that
simple. Only use this armor system if it sounds like the extra If the same character was Unarmored their EC would be 13.
complexity would be worth the fun that you think it adds. However, when not wearing any armor your AC would also
be 13, making your EC-AC range 13-13. This means that if
DC Tip: I was inspired by and worked on this system with you are the target of an attack with a value of 13, your AR
value will reduce the damage, but any attack score lower or
Mr. Rhexx, and I am personally SUPER excited to share higher and you either evade the attack, or are hit by it and take
these rules and let more people play them and continue to normal damage.
refine/playtest more for the Alkander’s Almanac Kickstarter
launching July 1st: Example 2: You have a Dexterity modifier of +3 while wearing
https://www.kickstarter.com/projects/thedungeoncoach/ Medium Armor. So your EC is 12 (10 + a max of 2). Using
alkanders-almanac-of-all-things Breastplate’s statistics, your AC would be 16 (14 + 2). This
would make your EC-AC range 12-16.
In order to better differentiate the different armor options,
we've added two new defensive statistics called Evasion If the same character equipped a shield their EC and AC
Class (EC) and Armor Reduction (AR) that work alongside would both be increased by +2. The NEW EC-AC range
the existing Armor Class (AC). Your EC and AC will often while wielding a shield would be 14-18
be referred to as your EC-AC range that's represented by a
couple of numbers. For example, when wearing Plate armor Example 3: You have a Dexterity modifier of +3 while wearing
your EC is 10 and your AC is 18, which will be represented as Heavy Armor. So your EC is 10, regardless of your Dexterity
10-18 and referred to as your EC-AC range. modifier. Using Plate Armor’s statistics, your AC would be 18.
This would make your EC-AC range 10-18.
When an attack made against you is:
Armor Reduction (AR)
● above your AC, you are hit and take full damage.
● below your EC, you evade the hit and take no damage. When you are hit by an attack that falls within your EC-AC
● within your EC-AC range, you are hit but take range, you reduce the damage of the attack by an amount
equal to your AR value. This represents being partially hit
reduced damage as determined by your AR value by an attack, failing to evade the attack completely, but also
(see below). mitigating some of the impact. Regardless of the attack's
damage type, you have found a way to avoid some of its
This system increases the likelihood that you will be able to damage and it becomes reduced by your AR value.
hit your enemies, same as they will be able to hit you, but
depending on your armor (or lack thereof) you will be able For example, say you have an EC-AC range of 10-18 with
to improve your chances of evading a hit (EC) or reducing an AR value of 8. If you are hit by an attack that falls within
damage when you are hit (AR). To learn more about the that range, you reduce the damage by 8. So if the attack would
merits of this system and how it can improve your game, read normally deal 12 damage, it instead deals 4.
“Why Use this System?” on page 14.
There are 3 different options that you can choose for how you
Evasion Class (EC) want to handle Armor Reduction. Here is how you calculate
your AR (my personal favorite is Method #1).
Your EC is determined by the type of armor you are wearing
- or not wearing (in the case of Unarmored). Consult the
Evasion Class Table below to determine your EC.
Evasion Class table 10 + Dex Mod
10 + Dex Mod (Max 2)
Unarmored and Light Armor 10
Medium Armor
Heavy Armor
Anytime a shield grants AC, it also increases your EC by the
same amount. This is one way for characters that aren't as
nimble to still be able to increase their EC.
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DC Method AR Scaling Method
Using this first option, your AR is calculated from this formula: In this method you calculate AR based on your prof. bonus.
It works differently with different kinds of armor and scales
Armor Reduction Value: (AC - 10) with the user in level. This provides a smooth scaling to how
the damage reduction grows over time and makes different
So from the above example with an EC-AC of 10-18, your AC armor types feel different too.
= 18, so then your AR = 8. The best part is that these numbers
don't change, so players can record their EC, AC, and AR in Armor Type Armor Reduction (AR)
the Armor Class section on their character sheet. It's also easy
to remember AR is -10 from your AC. Unarmored None
Light Armor 1/2 Prof. Bonus
Final Example with all 3 scenarios: Medium Armor Prof. Bonus
Heavy Armor 2x Prof. Bonus
You are wearing Heavy Armor and have an EC-AC of 10-18
which means your AR = 8. All Examples from above work the exact same here but you
calculate your AR differently.
• A creature rolls a 7 to hit, that would deal 10 damage → That
misses you → you take 0 damage. Example: If you had Heavy Armor and had an EC-AC range of
10-18 (like above) then it also matters what level you are. So
• A creature rolls a 15 to hit, that would deal 10 damage → let's say you are level 5 and have a prof. bonus of +3. Your AR
That hits your ARMOR → you REDUCE the 10 damage would be 2x that since you are wearing Heavy Armor, so your
down by 8 damage, and only take 2 damage. AR = 6. You would now subtract 6 from any damage that hits
you in your EC-AC range.
• A creature rolls a 22 to hit, that would deal 10 damage →
That hits YOU (weak spot/ bypasses armor/ etc) → you take Glancing Blows
the full 10 damage from the hit.
This is a very popular homebrew that you can add into this
Basically anytime you get hit within your EC-AC range you system. Basically, if someone EXACTLY hits your AC then
reduce the damage of the attack by your AR. Everything else you take half damage from the attack. So if your AC is 18 and
is either a full hit or a full miss. someone rolls a 18 to hit, yes it still hits you… but you take
HALF damage.
This system can EASILY be applied to my EC-AC Armor
System. If someone hits you within your EC-AC range then
it becomes a Glancing Blow, and you take half damage from
the attack.
The biggest disclaimer here is if you choose this method,
lower level characters will be taking a LOT more damage.
Since they will always be taking at least half damage, it cannot
be reduced to 0. The upside to this system is that if a character
gets hit by a HIGH damage attack, you can potentially reduce
the damage by a lot more than in the other systems. With
the other systems, the most you can reduce the damage of an
attack is between 12 and 15 (ish) damage, but with this system
you could reduce the damage of an attack that would normally
deal 50hp down to 25 instead. The higher the character’s level
the more likely they are to take bigger hits of damage and see
the benefits of this option.
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Why Use this System? Character Customization
Here is a list of all the reasons I do LOVE this system and some As noted, players and monsters will both be taking damage
“DC Tips” on how to customize it best for your table. more frequently using this system. Feel free to increase the HP
you give your monsters, NPCs, and players if you feel like they
Smoother Damage Curve need extra health to soak the additional damage. You might
want to give characters the maximum amount of HP or allow
By changing from an all-or-nothing system to a damage- them to roll their dice twice when leveling up.
reduction system, combat happens at a faster pace since both
sides will whittle each other down faster. Rather than getting Using these new defensive stats, GMs have more knobs to turn
hit and taking 30 damage, or avoiding the hit and taking 0, you that tweak and change the armor you give to your players, or
instead take a hit with reduced damage, for a more consistent even the monsters that you throw at them.
trade off of blows during combat.
System Customization
It can also make each turn feel more meaningful, because
rather than missing an attack and feeling like your turn was Game Masters, you DO NOT have to calculate the EC, AC,
wasted, you instead hit with a reduced amount of damage. and AR for your monsters. You can easily adjust what kind
This can be especially true if your foe is on their last legs and it of monsters you throw at your players. Give them an EC-AC
might need just one more attack to put them down. range and do glancing blows for some monsters, flat reduction
for other monsters, whatever makes the most sense for how
Increased Combat Tension the monster would take damage. Don't feel like you have to
follow the same system!
Since both parties in an encounter will be trading blows more
often, the threat of death becomes much higher because it is It's really nice that your EC, AC, and AR do not dynamically
more likely that each combatant will be hit each round. In change a lot, unless you cast something like the Shield or
some situations the players might feel like their characters are Shield of Faith.
too strong, or their foes are too weak, because their characters
are high level or armed with powerful items. With this new For anything in the game that interacts with AC you can
system, even a group of low power enemies have a chance to choose to have it also affect EC as well. I will leave DC Tips
hit and deal damage, which makes fighting groups of weaker here in places where I choose to tweak AC or EC for things
enemies more cinematic and risky. This increases combat that make sense to me, you can do the same.
tension and the rewarding feeling that comes with slaying
even weaker enemies. ● Monks could add their Wisdom modifier to BOTH
their EC and AC.
Enabling the Warrior Fantasy
● Some shields could increase ONLY your AC or EC,
When a character wearing Heavy Armor gets hit by an rather than both.
Ancient Red Dragon’s Claw Attack, they will suffer less
damage than their wizard ally because their heavy armor ● Barbarians gain an amount of Armor Reduction
REDUCED the damage. equal to their max number of Rages.
There will be times where a creature doesn’t deal enough These are just a few examples of how you can tweak this system
damage because the character’s AR value is so high it reduces to really capture the fantasy you want to have at your table!
it to 0… which is AWESOME and lets that “tank” feel
like a tank too!
DC Tip: Watch my speed training videos if you feel like that
would slow down the game.
Reducing Balance Challenges
In the standard system, creating encounters can be difficult
because you never know how your players are going to react,
how the foes you've assembled will threaten them, or if your
creations will fit within the Bounded Accuracy the game is
built around. A GM can create an enemy that has high AC, or
battle against a player with high AC, and worry less about it
creating a one-sided encounter, because now you know both
sides will be able to trade blows with the other. A high AC can
grant a tactical advantage, but it won't make you or your foe
unhittable or unkillable.
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Shields Stable: The hand that holds this shield retains enough manual
precision to do the following simple tasks: lift, drop, hold,
Everything in this shields section works for the base 5th push, or pull an object or creature, open and close a door or
Edition rules as well as “Challenge Mode” rules. containers, make an unarmed strike, or load a ranged weapon
with the Ammunition property.
Shield Properties
Thrown: You can make a ranged weapon attack (range 15/30)
Bulky: This shield can be wielded using one or two hands. using the shield. You use the same ability modifier for this
When wielding this shield with only one hand, your speed is attack and damage roll that you would use for a melee attack
reduced by 10ft and you have DisADV on Dexterity Checks. with the shield. Once thrown, you are not considered to be
wielding the shield until you don it again.
Deployable: As an action, you can deploy this shield in an
unoccupied space within 5ft of you that you can see. While Custom Shields
deployed, the shield becomes a 5ft wide wall that grants 3/4
cover to one Medium or smaller creature standing behind it. Every shield has a base 3 points used in its construction. You
The shield can be picked up using an action. can add points to this, of course, to be able to create even more
powerful shields
Defensive: The extra armor this shield provides reduces your
offensive capabilities while moving. You make all attack rolls The following Shield Properties cost 1 point: +1 AC,
at DisADV if you’ve moved since the start of your last turn. Deployable, Deflecting, Mounted Defense, Offensive,
This penalty is reset when you start your turn. Protective, Shield Wall, Stable, Thrown.
Deflecting: When you use the Shield Block martial technique You can add BOTH of the Bulky and Defensive Shield
(found in Tier 3 Martial Techniques) against a ranged attack, Properties for FREE and gain +1 AC.
you double the AC bonus from your shield against the attack.
Mounted Defense: The AC bonus this shield grants you also
benefits a Mount you are riding.
Offensive: The damage die of the shield becomes a d8,
instead of a d4.
Protective: You can add the shield’s AC bonus to your Dex
Saves against effects that cover an area and deal damage.
Shield Wall: This shield grants an additional +1 bonus to
your AC while another creature welding a shield with the
same property is within 5ft of you and is not Incapacitated.
Attempts to Grapple or move through your space are made
with DisADV, unless you allow them.
Shield table
Armor Name AC Properties Strength Stealth Acrobatics
Light Shields +1 Stable - --
Light Shield +2 Defensive - - DisADV
Buckler +1 Deflecting - --
Deflector +1 Thrown - --
Disk Buckler
Medium Shield - - --
Medium Shield +2 Mounted Defense - DisADV -
Cavalry Shield +2 Offensive - - DisADV
Kite Shield +2
Heavy Shield +3 Shield Wall 13 DisADV DisADV
Tower Shield +4 Bulky, Defensive, Protective 15 DisADV DisADV
Heavy Shield +4 Bulky, Deployable, Shield Wall 15 DisADV DisADV
Bulwark
JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 15
Tier 3 Martial Contests
Martial Techniques These are Martial Actions that require a contest between two
creatures and cost a single attack to use.
Martial Actions
Disarm: You can forgo 1 attack to attempt to knock an object
Martial classes or characters that have proficiency with martial from a target’s grasp. Make an attack roll contested by the
weapons gain enhanced versions of the Dash, Disengage, target’s Athletics or Acrobatics Check (target’s choice). The
Dodge, and Help Actions, while still maintaining an active target has ADV on the check if it’s holding an object with 2
combat presence. Upon reaching level 5 these are upgraded hands, and you have DisADV on your check if the creature
and you unlock more Martial Special Attacks. is more than one size larger than you. Success: You gain
possession of the object or it falls into an unoccupied space of
Martial Dash: You gain extra movement equal to half your our choice within 10ft of the creature.
speed until the end of the turn, and you can make 1 weapon
attack against a target within your reach. You don't add your Grapple: You can forgo 1 attack to attempt to Grapple another
ability modifier to the damage of the attacks, unless that creature. Make an Athletics Check vs the target’s Athletics
modifier is negative. or Acrobatics Check (target’s choice). Success: The target
becomes Grappled by you and it takes Bludgeoning damage
DC Tip: I want to upgrade the options for martial characters and not equal to your Strength modifier.
force them to have to get feats to make useful choices. The Martial
Dash option is similar to the Charger feat which means you could Shove: You can forgo 1 attack to attempt to push a target away
still use both together. You would just be able to spend a Bonus from you. Make an Athletics Check vs the target’s Athletics
Action on an additional attack or shove. or Acrobatics Check (target’s choice). Success: You shove the
target 5ft away from you or it falls Prone (your choice), and it
Martial Disengage: You can make 1 weapon attack against a takes Bludgeoning damage equal to your Strength modifier.
target within your reach. You do not provoke Opportunity
Attacks from that target for the rest of the turn. You don't add Swap: You can forgo 1 attack to attempt to switch places within
your ability modifier to the damage of the attacks, unless that another creature. Make an Athletics Check vs the target’s
modifier is negative. Athletics or Acrobatics Check (target’s choice). Success: You
swap places with target and it takes Bludgeoning damage
Martial Dodge: Until the start of your next turn, any attack equal to your Strength modifier.
roll made against you has DisADV if you can see the attacker.
During this time, if a creature attacks you while within your Tackle: You can forgo 1 attack to attempt to tackle another
reach, you can make 1 or more weapon attacks against it. You creature. Make an Athletics Check vs the target’s Athletics or
don't add your ability modifier to the damage of the attacks, Acrobatics Check (target’s choice). Failure: You fall Prone
unless that modifier is negative. on the opposite side of the target and lose your remaining
movement for the turn. Success: The target falls Prone,
Martial Help: When you take the Help Action, you distract becomes Grappled by you, and it takes Bludgeoning damage
a creature within your weapon’s range with feints or equal to your Strength modifier.
suppressing fire. The first attack against this creature before
the start of your next turn has ADV. On a hit, the attack deals Trip: You can forgo 1 attack to attempt to trip another creature.
additional damage equal to the damage die of the weapon you Make an attack roll vs the target’s Athletics or Acrobatics
used to perform this action. Check (target’s choice). Success: The target falls Prone and it
takes Bludgeoning damage equal to your Strength modifier.
Level Up!
Upon reaching 5th level, each of these Martial Actions
“upgrade” and you can now add your ability modifier to the
damage of the attack. Which also leads us to the Martial
Special Attacks that martial classes unlock at 5th level as well,
giving them more flexibility with those new “Extra Attacks”!
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Martial Special Attacks Pinpoint Attack: On a hit, you can forgo 1 attack to force the
target to make a Con Save. Failure: The target is Impaired
When you land any attack in combat you can choose to make until the end of their next turn.
it a Special Attack by expending one of your extra attacks. The
additional bonuses below are either added immediately to the Requires: Ranged Attack
attack you just landed for extra effects OR expended before
you make the attack for ONE all-in strike. Puncture: On a hit, you can forgo 1 attack to force the target
to make a Con Save. Failure: The target takes 1 extra die
Each of these Martial Special Attacks have certain requirements of damage from the attack and it loses 1 level of Defense
and if the target needs to make a save, it's always against your for 1 minute.
Martial Save DC.
Staff: On a hit, you can forgo 1 attack to force the target to
Martial Save DC: (8 + prof. bonus + Strength or make a Str or Dex Save (target’s choice). Failure: The target
Dexterity modifier) takes 1 extra die of damage from the attack and falls Prone.
DC Tip: How these would work LIVE at the table would be Stagger (Combo): On a hit, you can forgo 1 attack to force
the target to make a Con Save. Failure: The target becomes
like this: Player makes attack roll --> HITS --> “I’m going to Vulnerable to the next source of Slashing, Piercing, or
use my Hammer Special Attack” --> target makes their save Bludgeoning damage before the start of your next turn. You
and fails --> player rolls for TOTAL damage and the creature can only do this once per combat.
gains the effect.
Requires: Any Weapon
Axe: On a hit, you can forgo 1 attack to force the target to
make a Con Save. Failure: The target takes 1 extra die of Sunder Armor: On a hit against a creature wearing armor,
damage from the attack and gains the Bleeding condition. you can forgo 1 attack to force the target to make a Con Save.
Failure: The target takes 1 extra die of damage from the
Bow: When you make an attack against a target within 30ft, attack and loses 1 level of Defense for 1 minute.
you can forgo 1 Attack to gain ADV on the attack and gain
additional movement equal to half your speed. On a hit, you Requires: Hammer, Puncture, or Chained Weapon
don’t provoke Opportunity Attacks from the target until the
start of your next turn. Sword: On a hit, you can forgo 1 attack to force the target
to make a Dex Save. Failure: The target takes 1 extra die of
Chained: On a hit, you can forgo 1 attack to force the target damage from the attack and the target has DisADV on its next
to make a Str Save. Failure: The target takes 1 extra die of attack roll or ability check before the end of your next turn.
damage from the attack and drops a weapon or shield it is
wielding (your choice) to within 10ft of them. Thrust: When you make an attack, you can forgo 1 attack to
lunge with your weapon. The reach of the attack is increased
Cleave: You can forgo 2 attacks to make a wide swing with by 5ft and it deals 1 extra die of damage.
your weapon and choose a target within your reach. You can
make a melee weapon attack against that target and up to 2 Unarmed: On a hit, you can forgo 1 attack to force the target
targets adjacent to it that are also within your reach. Use the to make a Str or Dex Save (target’s choice) as you attempt
same attack and damage roll against all creatures. to Grapple or Disarm it (the target has ADV on the save if
it's holding an object with 2 hands). You cannot attempt to
Requires: Two-Handed Weapon Grapple or Disarm a creature that is more than one size larger
than you. Failure: The target takes 1 extra die of damage
Concussive Strike: On a hit, you can forgo 1 attack to force from the attack and; (Grapple) becomes Grappled by you; or
the target to make a Con Save. Failure: The target becomes (Disarm) you gain possession of the object or it falls into an
Stunned until the end of your next turn. Once Stunned from unoccupied space of your choice within 10ft of the creature.
this Special Attack, a creature is immune to the technique for
the next 24 hours. Whip: On a hit, you can forgo 1 attack to automatically Grapple
the target using your whip. To escape the grapple, the creature
Requires: Bludgeoning Damage Weapon must use an action or a single attack to succeed on a Str or
Dex Save against your Martial Save DC. You can release the
Crossbow: When you make an attack, you can forgo 1 attack target at any time (no action required). While a creature is
to gain ADV on the attack. On a hit, the attack deals 1 extra Grappled using your whip, the creature can move but it must
die of damage. stay within your weapon’s reach. You cannot use your whip
to make attacks, but you can use a Bonus Action to force the
Feint: When you make a weapon attack, you can forgo 1 attack creature to make a Str or Dex Save. Failure: The target is
to make a Deception Check vs the target's Insight Check. pulled 5ft closer to you or knocked Prone (your choice).
Success: You gain ADV on your attack roll and deal 1 extra
die of damage on the attack. DC Tip: You could also grant the ability for whips to target
Requires: Light Weapon objects in a creature’s hands, use the same rules that apply to
the Disarm Contest from below
Hammer: On a hit, you can forgo 1 attack to force the target
to make a Str Save. Failure: The target takes 1 extra die of
damage from the attack and is knocked 5ft away from you.
JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 17
Martial Bonus Actions Martial Reactions
Brace: As a Bonus Action you select a target to brace yourself Kip Up: As a Reaction to being knocked Prone, you can
against. You increase your Defense by 1 against that target make an Acrobatics Check against the attack roll or save that
until the start of your next turn. knocked you Prone to immediately stand back up, ending the
Prone Condition.
Requires: Armor (Any)
Requires: Unarmored or Light Armor
Defensive Stance: While wielding a shield, you can use a
Bonus Action to enter a defensive stance until the start of Maneuver: As a Reaction, you can switch places with an ally
your next turn. For the duration, you gain 1 level of Defense, who wants to maneuver into your position. When an allied
to a maximum of Protected. creature moves into a space you control, it can end its move
there if you use your Reaction to immediately move into
Requires: Shield the space it previously occupied. You must be able to move
into that space and it can’t be more than 5ft away from
Offensive Stance / Prime: As a Bonus Action you can mark a you. Any creature that could make an Opportunity Attack
creature that’s beyond your reach until the start of your next against you can no longer do so, but can instead make an
turn. If the creature moves within your reach during this time, Opportunity Attack against the creature entering the space
you can use a Reaction to make a weapon attack against it. you previously occupied.
Requires: Weapon (Any) Parry: When another creature hits you with a melee attack,
you can use your Reaction to add your prof. bonus to your
AC for that attack, potentially causing the attack to miss you.
Requires: Melee Weapon (except Whips, Chained, or Heavy)
Protect: When a creature you can see attacks a target
other than you that is within 5ft of you, you can use your
Reaction to interpose your shield between your ally and the
attack, granting your ally the AC bonus from your shield
against the attack.
Requires: Shield
Shield Block: When you are hit by an attack that deals damage,
you can use a Reaction to raise your shield against that attack.
You gain a bonus to your AR value equal to the AC bonus that
the shield grants you.
Requires: Shield
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Special Materials
Making the materials that armor and weapons are made
out of feel special is partly a matter of giving them unique
abilities. The other part is making your world care about
them. Lycanthropes being dealt damage by silver is iconic.
Take that theme and run with it when making your own
dynamic creatures. Consider it when you craft curses and
bestow blessings...a prophecy about an obsidian blade
defeating a white dragon is going to have a bigger effect on
your players if they discover obsidian is incredibly damaging
but liable to shatter.
DC Tip: If you don't want to use ANY of the Breaking or
Repairing homebrews in this section, then ignore anytime it
says that a piece of equipment breaks and just use them as
items that don't break (like all R.A.W. items)
Metal Mithral
Armor, shields, and weapons are most commonly crafted out Mithral is a light, flexible metal. A mithral chain shirt or
of various types of common or precious metals. Steel, bronze, breastplate can be worn under normal clothes. Items made of
and iron are commonplace, but some smiths forge rare items mithral weigh half as much as normal.
out of these rare materials.
Weapon: A weapon made of mithral loses the Heavy
Adamantine property, or gains the Light property if it does not have the
Heavy property.
Adamantine is one of the hardest substances in existence. It’s
an ultrahard metal found in meteorites and extraordinary Armor: If the armor normally imposes DisADV on Stealth or
mineral veins. Acrobatics Checks or has a Strength requirement, the mithral
version of the armor doesn’t. It also removes the Bulky and
Weapon: Melee weapons and ammunition made from or Cumbersome properties.
coated with adamantine are unusually effective when used to
break objects. Whenever an adamantine weapon or piece of Shield: All shields made from mithral have the Thrown
ammunition hits an object, the hit is a critical hit. property for 2x the distance and lose the Bulky property.
Armor & Shield: While you're wearing armor or wielding
a shield made with adamantine, any critical hit against you
becomes a normal hit.
JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 19
Cold Iron Lead
This iron mined deep underground, known for its effectiveness Lead is one of the most dense substances in existence, so much
against fey creatures, is forged at a lower temperature to so that magic itself seems to not be able to penetrate it. There
preserve its latent properties. Items made of cold iron cost are many drawbacks to wearing lead, but also many benefits.
twice as much to make as their normal counterparts. If you are wearing or wielding Items made from Lead you
cannot be the target of Divination spells.
Weapon: When you make a weapon attack and hit a fey
creature with a weapon or piece of ammunition made from Weapon: Weapons made from lead gain the Heavy property,
cold iron, it deals an additional die of damage and the creature and if it would already have that property then it’ll require a
is Impaired until the start of your next turn. minimum Strength score of 20 to wield it. Weapon attacks
with lead weapons receive a -2 to hit but gain a +2 to
Armor: While you are wearing armor or wielding a shield damage rolls.
made of cold iron, fey creatures have DisADV on melee
attacks against you, and you have ADV on saves to resist Armor: Armor made from lead reduces the wearer’s movement
being Charmed by them. speed by 5ft and the armor type increases by one level, ie Light
becomes Medium, and Medium becomes Heavy. If the armor
Shield: If you are the target of a Charmed or domination effect, is already Heavy then it’ll require a minimum Strength score
you can use a Reaction to raise your shield and reflect the spell of 20 to wear it. While wearing lead armor your AC gains a +1
back (if you make the save). bonus and you are resistant to Psychic damage.
Shield: Wielding a shield made from lead results in a loss
of 5ft of your movement speed in exchange for a +1 to the
shield’s AC bonus. You become resistant to Lightning damage
and immediately succeed on any saves against spells that deal
Lightning damage.
Silver
Silver is known for its potency against incorporeal and
shapeshifting creatures. Silvered weapons have properties
to both deal damage to these creatures and protect
yourself from them.
Weapon: When you make a weapon attack and hit an
incorporeal or shapeshifting creature with a weapon or piece
of ammunition made from silver, the attack’s damage bypasses
any resistances or immunities to the damage, and the target
suffers an extra 1d4 damage.
Armor: While wearing armor made of silver, you have
ADV on saves made to resist the effects from incorporeal or
shapeshifting creatures.
Shield: You double the AC from your shield against any attacks
from incorporeal or shapeshifting creatures.
20 JULY 2021 DC PLAYBOOK | THE DUNGEON COACH
Wood Heavywood
Wood is used to make many types of weapons. Special forms This exceptionally hard wood is useful in the manufacture of
of wood can be used in place of metal or cloth. Wood items armor and weapons. Unlike most woods, heavywood can be
are not subject to spells and effects that target metal. used instead of metal to fashion heavy armor and weapons—
it is somewhat shapeable during manufacturing, and it keeps
Lightwood a sharp edge. Heavywood items are as durable as their steel
counterparts.
Lightwood is a rare form of wood that is commonly used by
druids to craft armor and weapons. This rare magic wood is as Weapon: A weapon made from heavywood breaks after 3
hard as normal wood but very light. Any wooden, or mostly attacks against anything that is made of flames or that can
wooden, item (such as a bow, an arrow, or a spear) made from ignite wood (such as a fire elemental).
lightwood weighs only half as much as a normal wooden item
of that type. Armor & Shield: While wearing armor or wielding a shield
made from heavywood, you have resistance to Lightning
Weapon: A weapon made from lightwood loses the Heavy damage. The armor breaks after 3 times of taking 10 or more
property, or gains the Light property if it does not already Fire damage in one hit.
have the Heavy property. The weapon breaks after you attack
anything 3 times that is made of flames or that can ignite
wood (such as a fire elemental).
Armor & Shield: If the armor normally imposes DisADV on
Stealth or Acrobatics Checks or has a Strength requirement,
the lightwood version of the armor doesn’t. While wearing
armor or wielding a shield made from lightwood, you have
resistance to Lightning damage. These items break after 3
times of taking 10 or more Fire damage in one hit. They also
remove the Bulky and Cumbersome properties.
Shadewood
Shadewood is harvested from forests located on the shadow
plane. Its weight and texture are the same as normal wood,
but its colors are grayscale with a high contrast between
different shades of black and gray. There is a strange sense of
altered reality when holding shadewood, as if it might be some
elaborate illusion.
Armor and weapons can be made with shadewood. Such
items always seem to be illuminated poorly, as if in lighting
one step darker. A shadewood item is invisible in darkness,
even if perceived by a creature with Darkvision or who can
see in magical darkness.
Weapon: When you make a weapon attack using a weapon or
piece of ammunition made from shadewood, you gain a +1
bonus on your attack roll if the target of your attack is in an
area of dim light (+2 in darkness). The weapon breaks after
3 attacks against anything that is made of flames or that can
ignite wood (such as a fire elemental).
Armor: While wearing armor made from shadewood, you
have ADV on Stealth Checks while in areas of dim light,
and you are considered Invisible while in areas of darkness.
The armor breaks after 3 times of taking 10 or more Fire
damage in one hit.
Shield: While wielding a shield made from shadewood, your
AC increases by 1 while in areas of dim light (+2 in darkness).
The shield breaks after 3 times of taking 10 or more Fire
damage in one hit while raised (such as when using the Shield
Block martial technique).
JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 21
Mineral
Hardened minerals can be used in place of wood and steel.
Materials like bone, horn, shell, ivory, and coral can be
used. Mineral Items are not subject to spells and effects that
target metal.
Chitin (Scale, Carapace, Exoskeleton)
Chitin come from reptilian scales or the hardened outer
exoskeleton of large insects. This material is light and can take
all shapes and sizes depending on the bugs used to craft the
gear. This material is very potent at dealing Poison damage
and protecting yourself from it.
Weapons: When you score a critical hit with a weapon or
piece of ammunition made from chitin, the target is Poisoned
for 1d4 rounds. The weapon also deals an extra 1d4 damage
against Poisoned targets.
Armor: While wearing armor made from chitin, you have
resistance to Poison damage and ADV on saves made to
resist being Poisoned. The armor also grants ADV on Stealth
Checks made to hide while in areas of tall grass and trees,
such as forests.
Shields: While wielding a shield made from chitin, you have
resistance to Poison damage and ADV on saves made to resist
being Poisoned. Whenever you suffer Poison damage while
wielding a shield made from chitin, the shield absorbs some of
the poison. The first time you hit a target with a melee attack
made using the shield within the next minute, you deal an
extra 1d6 Poison damage.
Exotic Bone (Horn, Shell, Ivory)
Exotic bones come from the most dangerous of creatures
and are rare materials to create weapons and armor with. It
has seen use mostly by tribal folk that live outside of typical
civilizations or deep within the sea.
Weapon: These weapons are extremely sharp and dense. You
gain a +1 bonus to attack and damage rolls made using the
weapon. It breaks after rolling 3 critical failures on attack rolls
made with the weapon.
Armor & Shields: While wearing armor or wielding a shield
made from exotic bone, you have resistance to Slashing and
Piercing damage. The armor breaks after 3 times of taking 10
or more Bludgeoning damage in one hit.
22 JULY 2021 DC PLAYBOOK | THE DUNGEON COACH
Coral
This material is made from twisted and bound together
barnacles, crystallized seaweed, crab shells, and sugar-coated
wood from deep below the ocean’s surface.
Weapon: Weapons made from coral have the Aquatic
property. When you make a weapon attack using a weapon
or piece of ammunition made from coral, you gain a +1 bonus
on your attack and damage rolls while underwater. The
weapon breaks after you attack anything 3 times that is made
of lightning (such as a lightning elemental).
Armor: While wearing armor made from coral, you have
ADV on checks made to swim, and swimming does not cost
extra movement. Whenever you start your turn Unconscious
while in water, the buoyancy of the armor also causes you to
float 60ft to the surface. The armor breaks after 3 times of
taking 10 or more Lightning damage in one hit.
Shield: While wielding a shield made from coral, your AC
increases by 1 while underwater. While the shield is sheathed
on your back, swimming does not cost extra movement unless
imposed by difficult terrain. The shield breaks after 3 times of
taking 10 or more Lightning damage in one hit while raised
(such as when using the Shield Block martial technique).
Crystal & Gemstones
This material is sculpted from mined crystals and gems with a
variety of colors that can easily be enchanted to hold powerful
magic. This material works very well with many types of
magic, both to channel it and protect against it. Any weapon,
armor, or shield made from this material can be used as a spell
casting focus.
Weapon: Whenever you take Cold, Fire, Lightning, or Radiant
damage while wielding a weapon made from this material,
the weapon becomes charged with the stored energy. The
first time you hit a target with a melee attack made using the
weapon within the next minute, you deal an extra 1d4 damage
of the triggering type. The weapon breaks after rolling 3
critical failures with it.
Armor: While wearing armor made from this material, you
gain 1 level of Defense against spell attack rolls. The armor
also grants you resistance to Radiant damage, and it breaks
after 3 critical hits are scored against you while wearing it.
Shield: While wielding a shield made from this material, you
gain 1 level of Defense against spell attack rolls. The shield
breaks after 3 critical hits are scored against you while raised
(such as when using the Shield Block martial technique).
JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 23
Obsidian Dragon
This is a different type of glass, still fragile but it has one One of the most difficult and legendary materials to obtain is
of the sharpest edges of any material. This black obsidian that of a dragon. Items crafted from dragons make exceedingly
glass has no magical properties but if used carefully could be powerful weapons and armor. These items infer some of the
very powerful. properties of the dragon from the latent magic within.
Weapon: When dealing damage with a weapon made from Dragonhide, Dragonscale, &
obsidian, all damage dice is doubled. The weapon breaks Dragonbone
when a natural 1 or natural 20 are rolled.
In place of other materials dragonhide can craft Light and
Armor: While wearing armor made from obsidian you are Medium Armor, while dragonscale can craft Medium and
resistant to Necrotic, Acid, and Poison damage. The armor Heavy Armor. Neither can be used to create weapons or shields.
breaks after 3 times taking 10 damage or more from a melee
attack roll, when this happens both the wearer and the attacker Dragonbone is much more durable. It can be used to create
take 1d6 Piercing damage. ALL types of armor, weapons and shields, but it is considered
a +1 magic item along with all other properties.
Shield: When wielding a shield made from obsidian and you
get hit in combat by a melee attack, you can deal 1d4 Piercing Weapon: When you make a weapon attack using a weapon
damage to your attacker. The shield breaks after 3 times taking or piece of ammunition made from a dragon, you deal an
10 damage or more from melee attack rolls. extra 2d6 damage determined by the dragon’s type (see the
table below).
Enchanted Glass
Armor: While wearing armor made from a dragon, you gain
Glass is quite fragile and sharp and rarely turned into weapons damage resistance as determined by the dragon’s type (see the
and armor due to its potential to break and its extreme value. table below). You also gain ADV on any Intimidation Checks
There are endless colors of glass and you can use glassblower’s while wearing the armor.
tools to craft and repair these items. Some crafters have found
methods to be able to enchant the glass in such a way to Shield: While wielding a shield made from a dragon, you
reinforce the weaknesses but still maintain strong properties gain damage resistance as determined by the dragon’s type
for magic. Any weapon, armor, or shield made from enchanted (see table below). Additionally, 1/
glass can be used as a spell casting focus. LR you can use an action to raise
the shield and invoke fear in the
Weapon: When you make an attack with a weapon made from hearts of your enemies. Each
enchanted glass, you have ADV on the attack if the target creature that can see the shield
has cast a spell since the start of its last turn. When you hit must make a DC (13 + prof.
a creature with the weapon, the target has DisADV on any bonus) Wis Save. Failure:
saves it makes to maintain its Concentration. On a critical The target is Frightened of you
hit you silence the target until the end of its next turn. The for 1 minute, until it makes its
weapon breaks after rolling 3 critical failures with it. save at the end of each turn, or
takes any damage.
Armor: While wearing armor made from enchanted glass
you have ADV on Spell Saves against spells that use an area Dragon Damage Type table
of effect. When you take Fire, Lightning, Cold, or Radiant
damage you become resistant to that damage type for 1 minute Dragon Type Damage
or until you take another source of elemental damage, then Blue Dragon Lightning
you become resistant to that new damage type. Armor made
from enchanted glass breaks after 3 critical hits are scored Black Dragon Acid
against you while wearing it.
Red Dragon Fire
Shield: While wielding a shield made from enchanted glass
you add the shields AC bonus to saves against spells that deal
area of effect damage. When a spell attack targeting you is
a critical failure you can reflect the spell back at the caster.
Shields made from enchanted glass break after 3 critical hits
are scored against you while wearing it.
Green Dragon Poison
White Dragon Cold
Gold Dragon Fire
Silver Dragon Cold
Bronze Dragon Lightning
Copper Dragon Acid
Brass Dragon Fire
24 JULY 2021 DC PLAYBOOK | THE DUNGEON COACH
Simple Repair Rules Repair Check
Most items in games do not break, this has always seemed You can make one repair check during each long rest that you
strange but I think I have a solution. Usually, this is the case take. Half of the rest is considered light activity towards the
because repairing becomes annoying and complicated. BUT repair and the other half is spent doing no activity and actually
I have a simple point system for repairing that ties into your resting. You can choose to not receive the benefits of a long
long rests, helps make players feel useful, and saves some gold rest and make 2 Repair Checks during 1 long rest. After doing
in the process while also implementing an item breaking this you then must make a Con Save. Failure: You gain one
mechanic to give them more challenges to overcome! level of Exhaustion.
When using “repair rules” I do NOT usually use the “damaged Once you have the correct tools and supplies needed, you
condition” and instead only have the broken condition. Items can make a Repair Check. Repair Checks can be Strength,
are either fully functional or they are fully NOT functional. If Dexterity, Intelligence, or Wisdom and can also add in the
an item becomes broken, they must fix it with Repair Checks proficiency of the tool required. If you are not proficient with
(or take it to a shop) before they can use it again. the tools you make the Repair Check at DisADV.
Broken Item Condition: The equipment is completely broken You repair one point of an item with a DC 10 Repair Check.
and you gain no more benefits from the item. For every 5 points ABOVE 10 that you succeed, you repair an
additional point to the item. One character could make one
Repairing Requirements check to possibly repair multiple items too, assuming they
used the same materials or tools for the check. Each type of
In order to repair an item you need to have the appropriate item has a different default value assigned to it, you can apply
tools and supplies, then make a repair check. this system to any item in the game and increase or decrease it
depending on the item.
Repair Tools
Permanently Broken Items
You first must have the right type of tools for the job, which
depends on the material you are working with. Smith’s If you get a result of 5 or lower, the item becomes even more
Tools for metal, Woodcarver’s Tools for wood and bows, damaged and you need an additional Repair Point to restore
Leatherworker’s Tools for leather, and even Jeweler’s Tools it. If you get a result of 5 or lower 2 times in a row the item is
for crystal and gemstone. You might even need to homebrew unsalvageable.
a type of tools for specific types of armor (like Chitin,
Dragonbone, or Mineral). This is ultimately up to the GM on Weaponizing Items
what they allow (get creative and they might say yes).
You can make modifications to change the damage type
Repair Supplies of weapon (or shields). Weaponizing an item takes time
and materials.
You need to have the right/enough supplies to be able to
repair the material, this can be as strict or as lax as you want Once per long rest you can work on the item for a length of
(it's YOUR game). On the relaxed side of things, maybe all time equal to half of a long rest. You make a DC 15 Artisan’s
they need is just the “Tools” required, and you assume that Tools Check (determined by the material). Failure: The time
it's like a “Tool Kit” and has enough supplies to handle any is wasted and the item is not weaponized. Success: The item
repair. On the more strict side of things you might need a is weaponized.
certain gold worth of material to be able to repair each item.
Maybe, you need the material that it was created from at your Spiked: The item’s damage type becomes Piercing.
disposal and those pieces are “consumed” in the process of the
repair. I have used repair costs of 25% of the total items value Serrated: The item’s damage type becomes Slashing.
or only 10% if I was being nice. So if an item is worth 80gp
and breaks you could make the player have to expend 20gp Blunted: The item’s damage type becomes Bludgeoning.
(25%) or 8gp (10%). This could also be used to represent how
much it would cost to purchase enough material to make the Item Repair Points table
needed repairs too.
Item Type Repair Points needed
Light Armor 1
Repair Check DC table Medium Armor 2
Check Result Points Gained Heavy Armor 3
10 1
Simple Weapon 1
15 2 Martial Weapon 2
20 3 Shield 2
25 4
30 5
JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 25
Adventuring Gear Return on Investment: When thrown, the daggers return to
your hands at the end of your next turn, however you may use
The Dungeon Coach Magic Item System categorizes items a charge to bring them back immediately.
based on power instead of rarity. It is up to you and your
world how available these magic items are. So here are the 3 Potent Avarice: You can use 1 charge as a Bonus Action to gain
types of Magic Item categories and what they mean. ADV on checks to bribe or barter for coins and other valuables.
Wondrous: These items are BARELY magical and have just Deep Pockets: You can use an action to expend 1 charge and
a pinch of magic in them, usually no more than a cantrip force a creature within 30ft of you, that can see or hear you,
level of magic. to make a DC 16 Cha Save. Failure: The target is Charmed by
you for 1 minute.
Heroic: These items are 80% of the items you’ll see in the game.
I purposefully had this category be the largest size because if Curse: Upon attunement, you begin valuing money in an
you see a Heroic item you know it’s NOT too strong to break addictive and obsessive way. When you have less than 100gp
your game (Legendary) and not super weak (Wondrous). on your person, not including currently equipped items, you
BUT in the right hands or right situation these types of items must make a DC 16 Cha Save at the end of every hour. Failure:
could be very powerful. You are Charmed by the daggers and can't voluntarily end
your attunement to them, and the daggers cast Suggestion on
Legendary: These items are tagged in this way to show how you at will (DC 16 Save), urging you to obtain 100gp by any
much POWER they have and you should not give these out means necessary. This effect lasts until you gain 100gp.
often, or if you do, understand that the character wielding it
will be FAR stronger now. Chains of Chaos
You will see any +1/2/3 in the front of the item which grants Heroic Chained Weapon (Attunement)
+x to attack and damage rolls if it is a weapon or +1 to AC if it
is a piece of armor or shield. These chains were crafted in the godforge on Mount Olympia
to be wielded by divine champions in service of the great war.
If an item has requirements of any kind you will see it inside
of a parentheses like this: (Attunement). This means it requires Ingrained Weapons: While attuned to these chains, they
attunement to gain the magic properties. become permanently attached to your body and cannot
be disarmed.
Weapons
Flames of War: This item has the properties of two chain
Avarice Blades whips that possess the Reach and Light properties. The chains
deal an extra 1d6 Fire damage on a hit.
Heroic Daggers (Attunement)
Defy Death: When you drop to 0 HP and are not killed
This is a pair of blades that resonate with the wielder's greed outright, you can drop to 1 HP instead. When you do so, you
and avarice. The hilts have a copper, silver, and gold coin in gain 1 level of Exhaustion.
ascending order as well as a coin shaped indent. The blades
are copper with a platinum hue, silver edges, and a golden Unusual Attunement: A creature can only attune to this item
inner channel. by enacting a ritual of war. The creature must have the item
in their possession when they are reduced to 0 HP (but not
Sentience: The daggers are sentient chaotic neutral weapons killed outright) by an enemy in combat. Immediately after
with an Intelligence of 16, a Wisdom of 12, and a Charisma being reduced to 0 HP, the item begins to forge itself onto the
of 18. They have hearing and sight out to a range of 60ft. The forearms of its owner, becoming embedded in the creature’s
daggers communicate telepathically with their wielder and arms. The creature immediately returns to 1 HP at the start of
can speak, read, and understand Common and Draconic. their next turn.
Personality: The daggers urge their wielder through dreams You can only unattune from this item within 1 minute
toward amassing a hoard of treasure and gold. It revels in after reducing a worthy enemy creature to 0 HP. The GM
theft and acts of greed, but is disheartened and enraged by acts determines if the creature was deemed worthy.
of generosity and selflessness. Charges may be awarded or
revoked by the dagger for extreme instances of each of these
types of acts.
Coin and Coffer: These weapons are inert unless they are both
in the possession of the same wielder.
For a Cost: These weapons use gold to fuel their abilities. They
have 8 charges that recharge when you finish a long rest...if
the price is paid. During a long rest, you can place 1gp into
both hilts (2gp total) to regain 1 charge. The blades consume
all gold pieces placed inside. Every successive use of this
feature doubles the cost, resetting at the end of a long rest.
26 JULY 2021 DC PLAYBOOK | THE DUNGEON COACH
Serrated Carver Riftspike
Wondrous Slashing or Piercing Weapon Heroic Thrusting Weapon
This blade is made to be extremely jagged, with red stains Crafted from ore mined on the lightless worlds that drift in
and blood clots visible on the edges. The mere sight of this the great void, this weapon can traverse the space between
weapon reveals its torturous application. realms to pierce distant enemies. While wielding this weapon,
you gain the Rift-Thrust Martial Special Attack.
Stream of Blood: When you hit a creature with an attack using
this weapon and exceed their AC by 10, you inflict a mortal Rift-Thrust: On a hit, you can forgo 1 attack during the same
wound on their body. They gain the Bleeding condition and Attack Action to force another creature within 30ft of the
you also add your prof. bonus to the bleed damage the target target to make a Dex Save. Failure: The creature takes 2d8
takes. The Bleeding condition cannot be removed until they Force damage.
are healed 10 or more HP at once. They can also make a DC 15
Medicine Check. Success: The Bleeding condition is removed. Stoneshaker
Coral Knight’s Sword Heroic Hammer (Attunement)
Wondrous Sword (Attunement) Made from the slab of an ageless mountain, this rough-hewn
greatmaul resonates with the earth in a resounding shake, to
When you hit with this sword, you can choose for it to deal empower your stance and destabilize the grounds upon which
one of the following damage types: Cold, Piercing, or Slashing. others stand.
Aided Parry: When you use the Parry Martial Reaction and Split Earth: As an Attack Action you can slam Stoneshaker
cause an attack to miss you, you can make an attack against into the ground. You create difficult terrain within 5ft and all
that target as a part of the same Reaction. Once you’ve used creatures within it and in contact with the ground must make
this feature a number of times equal to your prof. bonus, you a Str Save against your Martial Save DC. Failure: The target
can’t do so again until the next dawn. is knocked Prone and takes 1d6 Thunder damage, and an
additional d6 damage when you reach 5th, 11th, and 17th level.
Pulsating Beacon
You can use Split Earth 3/LR. Stoneshaker recharges on a
Heroic Sword (Attunement) long rest when it is left in contact with any piece of stone or
earthen material.
This shiny, well-polished sword shines with a brilliant glow
when drawn, illuminating a 20ft area around it with bright
light, and deals an extra 1d4 Radiant damage.
Consecrated Ground: As an action, you can plunge the
sword into the ground and create a shining beacon
where you stand. This beacon sheds dim light in a 20ft
radius sphere as divine sigils cover the ground. Enemies
treat this area as difficult terrain. Allies that start their
turn within this area gain temporary HP equal to your
prof. bonus, and have ADV on Con Saves and against
being Frightened while within it.
This effect lasts for 1 minute or until the sword is removed
from the ground. The weapon cannot be used in this way
until the next dawn.
Quickblow Weapon
Wondrous Martial Weapon
When you are wielding only this weapon in your hands,
you can make an attack as a Bonus Action without adding
your ability modifier to the damage roll.
JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 27
Valkyrie’s Axe Whip of the Pack Leader
Wondrous Hand Axe (Attunement) Wondrous Snake Whip (Attunement)
This magic hand axe returns to your hand when thrown, This whip is made of purplish-black leather and shimmers
immediately after the attack. with faint swirls of white energy from tip to base. There’s a
haunting, ominous presence or inspiring energy (GM’s choice)
Valkyrie’s Cry: When you hit a creature with this axe, you within this piece of tightly wrapped leather. It can be called
can cause the axe to burst with power, casting Thunderwave at upon to control the battlefield or lead a team into the fray.
2nd-level with the target at the center. The save against this
spell equals 8 + your prof. bonus + your Strength modifier. While attuned to this whip, you can crack the whip and utter
This property can’t be used again until the next dawn. the command word as a Bonus Action. Choose a willing
creature within 30ft that can hear you to heed this call to
action. That creature may use their Reaction to make one
weapon attack against a creature within their weapon’s reach.
This whip’s power to control or inspire can be called upon 5
times before the wielder needs a long rest.
28 JULY 2021 DC PLAYBOOK | THE DUNGEON COACH
Armor Spider Silk Shirt
Armor of the Chained Heroic Light Armor
+2 Heroic Chain Mail (Attunement) This shirt is made of woven and
compressed layers of high tensile
This chain mail contains a soul fragment from a powerful strength spider silk. This shirt can
pit fiend. While wearing this armor, you are vulnerable be worn comfortably underneath an
to silvered weapons and Radiant damage. This armor also overcoat, cloak, or vest, and offers
has the Weighted, Quick-Release, Muffled, and Endure great protection to the wearer's upper
(Slashing) properties. body. The base AC while wearing this
Grasping Chains: When you reduce damage with Heavy shirt is 13 + your Dexterity modifier.
Guard, you can make a contested Grapple Check against Your jump distance is doubled and it
the creature that attacked you if they are within 30ft of grants a +2 bonus to Acrobatics Checks
you. Success: Chains from your armor extend outward and and Dex Saves.
Grapple the target. It takes 1d6 Slashing damage if it starts its
turn Grappled by your chains. Grappling a creature in this Winter’s Embrace
way leaves your hands free.
Heroic Armor (Attunement)
You can use Grasping Chains a number of times equal to your
prof. bonus per LR. This armor has blue adornments that resemble endlessly
frozen ice. The wearer can deplete all aspects of heat around
Blistering Armor it. You have resistance to Fire damage while attuned to
this armor.
Wondrous Armor
Frozen Touch: As a Bonus Action, you can bring the armor,
This armor was forged from volcanic magma and steel by the as well as your body temperature to sub-zero temperatures.
hands of expert Embersmiths. If you are hit with an unarmed You gain resistance to Cold damage and chill the area 15ft
strike while wearing this armor, you can use your Reaction to around you.
deal 1d6 Fire damage to the creature as the armor glows red
hot. In addition to this, if you are Grappled by a creature, the For the duration, any creature within 5ft of you that hits you
creature takes 1d6 Fire damage at the beginning of your turn with a melee attack, makes physical contact with you, or is hit
from the armor's persistent heat. by your melee attacks suffers 1d4 Cold damage.
Coral Knight’s Plate Creatures that are not resistant to Cold damage within your
aura treat the area as difficult terrain. At the end of a creature’s
+1 Heroic Plate (Attunement) turn, if they are within your aura and are not resistant to Cold
damage, they must make a DC 15 Con Save. Failure: They are
While wearing this coral plate mail, you can breathe Impaired until the end of their next turn. You can use a Bonus
underwater. You also gain a +1 bonus to your AC while Action to end the Frozen Touch effect.
swimming in this armor.
Aquatic Form: You can cast Polymorph on yourself without Absolute Zero: When you deal extra Cold damage using this
expending a spell slot, but can only use it to turn into a armor’s Frozen Touch feature, you can use your Reaction to
creature with a swimming speed. Once you use this property, shift your body to a temperature of absolute zero for just a
you can’t do so again until the next dawn. moment. You deal an extra 8d4 Cold damage to the creature
and you take the same amount of Necrotic damage.
Dragonborn Armor
Your body can only safely sustain this temperature once per
Wondrous Armor day. If you attempt to cause Absolute Zero more than once
a day, you take 8d4 Necrotic damage immediately after
This armor was crafted by a master Dragonsmith. While the Reaction.
wearing this armor, you take reduced damage equal to
your prof. bonus against attacks that deal damage based on
the dragon’s type used to craft this armor (Acid, Cold, Fire,
Poison, or Lightning).
This armor has the Decorative property and gives you ADV
on saves against effects caused by harsh weather conditions.
JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 29
Shields Captain’s Shield
Bull Rush +1 Heroic Shield
Heroic Shield (Attunement) This larger-than-normal adamantine disk buckler gives a +1
to your AC while wielding it, and a +1 to attack and damage
This wild looking shield has the image of a bull carved in the rolls made with the shield when throwing it. The thrown
front of it. When a creature is Bleeding or Bloodied within range for this shield is increased to 30/60.
60ft of your shield, the eyes of the bull light up bright red. The
shield has 4 charges that you regain at dawn. Bounce-back: This shield returns to your hand when thrown,
immediately after the attack.
Blood Rush: You can use an action to expend one charge
and immediately move up to your speed in a straight line. Deflecting: This shield gains the Deflecting property.
Opportunity Attacks made against you have DisADV until
the end of the turn. You ignore difficult terrain and can move Improved Shield Block: You can use the Shield Block martial
through other creatures’ space during this movement. When technique when you make a Dex Save to avoid damage,
you move through a creature’s space they must make a DC reducing the damage you take by an amount equal to the
15 Str Save. Failure: The creature takes 3d4 Bludgeoning shield’s AC bonus.
damage and immediately falls Prone. Success: The creature
prevents you from moving through their space until the end
of the turn.
Creatures that are more than 1 size larger than you have ADV
on their save, and creatures that are Bleeding or Bloodied have
DisADV on their save.
30 JULY 2021 DC PLAYBOOK | THE DUNGEON COACH
Eye of the Storm Wolfbrook Guard
Heroic Shield (Attunement) Heroic Shield (Attunement)
This shield is shaped in the likeness of the sun, is cool to the The front of this shield bears the likeness of a dire wolf. While
touch, and has sharp edges on its sides. You have resistance to bearing the shield, you can use a Bonus Action to alter the
Lightning and Thunder damage while wielding and attuned expression of the wolf.
to this shield.
While attuned to this shield, you feel or hear the call of an
Lightning Conductor: As an action, you can throw out this ancient wolf lineage that has awakened a long dormant
shield and cause it to start spinning in the air in a space within power within this shield. It has a number of charges equal to
60ft of you. While it is spinning, you are not considered to be twice your prof. bonus that recharge at dawn provided it was
wielding the shield. You may recall the shield with a Bonus touched by moonlight during the previous night.
Action if you are within 60ft of it.
As a Bonus Action, you may expend a charge to do one of the
While the shield is spinning, a lightning storm starts to gather following effects:
within a 30ft sphere around it. At the end of each of your
turns, a streak of lightning hits a random target within the You can make a contested Athletics Check against a creature’s
area. That creature must make a DC 15 Dex Save. Failure: Athletics or Acrobatics. Success: The creature is moved 5ft to
They take 4d10 Lightning damage and lose their Reaction. an unoccupied space or Grappled by the wolf’s head.
Success: They take half damage and do not suffer other effects.
You cause the shield to howl and force creatures of your choice
Shield of Resonance within 10ft of you to make a DC 16 Wis Save. Failure: The
creature is Frightened of you until the end of your next turn.
Heroic Shield (Attunement)
You gain ADV on Perception Checks and increase your speed
This shield is made from crystal and can be used as a by 15ft until the end of the turn.
spellcasting focus while wielded. This shield has 5 charges that
recharge at dawn.
You add your shield’s AC bonus to saves against spells that deal
damage. As a Reaction, when you successfully save against
one of these spells, you can expend 1 charge to resonate the
intended damage back to the caster dealing 2d6 damage of that
spell's type.
Vine Knight’s Shield
Wondrous Shield (Attunement)
The shield has 3 charges, and regains all charges daily at dawn.
When you use this shield to Shield Block, you may expend a
charge to activate this shield’s effect.
The creature that damaged you must make a DC 13 Str Save.
Failure: The creature takes 2d8 Bludgeoning damage and is
Restrained by magical vines. Success: The creature takes half
the damage and is not Restrained.
A creature Restrained in this way can use an action on their
turn to make the save again, freeing themselves on a success.
JULY 2021 DC PLAYBOOK | THE DUNGEON COACH 31
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32 JULY 2021 DC PLAYBOOK | THE DUNGEON COACH