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Published by goroiamanuci, 2023-08-16 19:31:42

5e Arms and Equipment Guide _ GM Binder

5e Arms and Equipment Guide _ GM Binder

5th Edition Arms & Equipment Guide By Gix3612


Armor and Shield Properties The armor and shields detailed here have the special properties described below. Shield, Light. This shield has the light property when used to make melee attacks as an improvised weapon. Shield, Tower. If you are subjected to an attack or an effect that allows you to make a Dexterity saving throw while wielding this shield, you can use your reaction to gain half cover against the effect, interposing your shield between yourself and the source of the effect. Spiked Armor. Spiked armor consists of a suit of armor covered with spikes that are usually made of metal. A character can use these spikes as an improvised melee weapon, dealing 1d4 piercing damage. Any type of armor can be purchased as spiked armor. The cost is 50 percent more than the equivalent armor made without spikes. Weapons Properties Several weapons have new special properties as shown in the Weapons table. High Draw. When making an attack with these ranged weapons, you use your Strength modifier for the attack Armor Armor Cost Armor Class (AC) Strength Stealth Weight Shield Shield, light 5 gp +1 ― ― 3 lb. Shield, tower 30 gp +2 Str 13 Disadvantage 24 lb. Spiked armor x1.5 * * * * Weapons Name Cost Damage Weight Properties Simple Melee Weapons Broadaxe 5 gp 1d6 slashing 3 lb. Versatile (1d8) Kusarigama 12 gp 1d4 slashing 3 lb. Double-weapon (bludgeoning) Punching dagger 2 gp 1d4 piercing 1 lb. Finesse, light Simple Ranged Weapons Chakram 5 sp 1d4 slashing ½ lb. Finesse, thrown (range 20/60) Javelin thrower 1 gp 1d6 piercing 1 lb. Ammunition (range 45/180), finesse Shortbow, composite 25 gp 1d6 piercing 3 lb. Ammunition (range 80/320), high draw, two-handed Thrown rock ― 1d4 bludgeoning ½ lb. Finesse, thrown (range 20/60) Martial Melee Weapons Double axe 40 gp 1d8 slashing 8 lb. Double-weapon (slashing), heavy Double flail 40 gp 1d6 bludgeoning 4 lb. Double-weapon (bludgeoning) Falchion 25 gp 1d8 slashing 4 lb. Finesse Great morningstar 35 gp 2d6 piercing 8 lb. Heavy, two-handed Harpoon 15 gp 1d6 piercing 10 lb. Special, thrown (range 10/30), versatile (1d8) Hooked hammer 20 gp 1d6 bludgeoning 4 lb. Double-weapon (piercing) Longspear 3 gp 1d8 piercing 8 lb. Reach, two-handed Longstaff 1 gp 1d8 bludgeoning 7 lb. Reach, two-handed Lucerne Hammer 15 gp 1d10 bludgeoning 10 lb. Heavy, reach, two-handed Mancatcher 20 gp 1d4 bludgeoning 8 lb. Reach, special, two-handed Nunchaku 1 gp 1d6 bludgeoning 3 lb. Finesse, light Spiked chain 30 gp 1d6 piercing 10 lb. Finesse, reach, two-handed Three-section staff 4 gp 1d6 bludgeoning 8 lb. Finesse, reach, two-handed Two-bladed scimitar 100 gp 1d6 slashing 5 lb. Double-weapon (slashing), finesse Two-bladed sword 60 gp 1d8 slashing 6 lb. Double-weapon (slashing), heavy Urgrosh 25 gp 1d8 slashing 6 lb. Double-weapon (piercing), heavy War scythe 2 gp 1d8 slashing 9 lb. Reach, two-handed Martial Ranged Weapons Bolas 5 gp 1d4 bludgeoning 2 lb. Special, thrown (range 20/60) Crossbow, repeating 125 gp 1d8 piercing 6 lb. Ammunition (range 80/320), reload (5 shots), two-handed Longbow, composite 50 gp 1d8 piercing 3 lb. Ammunition (range 150/600), heavy, high draw, two-handed 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


and damage rolls instead of Dexterity. Double-weapon. This weapon requires two hands when you attack with it. When you attack with one end of a double weapon as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with the other end. This attack deals 1d4 damage, instead of the normal damage. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative or you know the TwoWeapon Fighting style. Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Special Weapons Weapons with special rules are described here. Bolas. A Small or Medium creature hit by a bolas is knocked prone and cannot stand until it is freed. Attacks with a bolas have disadvantage against creatures with more than two legs. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas. Harpoon. The shaft of this heavy barbed spear has a 30-foot trailing rope attached. A creature hit by a thrown harpoon becomes impaled. While impaled, the target has disadvantage on attack rolls. A creature within reach can use its action to make a DC 12 Strength check to try to remove the harpoon. If the check succeeds, the target takes 3 (1d6) piercing damage as the harpoon is pulled free and is no longer impaled. If the trailing rope is held by a creature or tied-off to a stationary object, the creature impaled by the harpoon cannot move further away from the anchor point. Once per turn while the rope is being held by a creature, the impaled creature can make a Strength (Athletics) check contested by the holding creature's Strength (Athletics) check. If it succeeds, the harpooned creature can move as normal this turn and the creature holding the rope may choose to release the rope, otherwise it is pulled by the harpooned creature as it moves farther away. Being pulled in this way does not provoke opportunity attacks. Mancatcher. While weilding a mancatcher you are proficient with, it can be used in place of a free hand when attempting to grapple a target. A mancatcher can be used to make attack rolls against creatures that are grappled by it. Unless you are holding the mancatcher with both hands, you have disadvantage on attack rolls and ability checks made against creatures grappled by it. Rebalanced Weapons The following changes to weapons found in the Player's Handbook are recommended in order to bring their damage in line with other similar weapons or make them viable choices against other options. Flail, Morningstar, and War Pick. Add the Versatile (1d10) property. Greatclub. Change damage to 2d4. Light Hammer. Increase damage to 1d6. 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Trident. Increase damage to 1d8 and versatile damage to 1d10. New Proficiencies All of the new weapons are added to any class proficiencies that include all simple and or martial weapons respectively, as normal. In addition, Monks have proficiency with nunchakus and three-section staffs and these weapons count as monk weapons. Druids have additional proficiency with javelin throwers, thrown rocks, and falchions. Light shield proficiency is included with light armor proficiency, and tower shields with heavy armor proficiency in the same way that the normal shields proficiency from the Player's Handbook is granted alongside any features or feats that include medium armor proficiency. Because double-weapons don't have the two-handed property, they intentionally can't benefit from the Great Weapon Fighting style. Longspear, longstaff, lucerne hammer, and war scythe are all added to the list of weapons usable with the Polearm Master feat. Adventuring Gear This section provides new (and some old 3rd edition) items and tools; as well as expanding upon some existing items from the Player's Handbook. Animal Trainers Kit. This kit consists of harnesses, Adventuring Gear Item Cost Weight Ammunition Crossbow magazine (5 bolts) 1 gp 1 lb. Animal trainers kit 50 gp 5 lb. Bandoleer 5 sp ½ lb. Black bodysuit 30 gp 1 lb. Climber's kit 25 gp 12 lb. Clothing, cold weather 10 gp 5 lb. Dictionary 50 gp 5 lb. Finger blades 20 gp ― Ghillie suit 30 gp 8 lb. Glass cutter 2 gp 1 lb. Grappling hook 2 gp 4 lb. Listening cone 10 gp 1 lb. Pole (10-foot) 5 cp 7 lb. Reference book 50 gp 5 lb. Smoke stick 20 gp ½ lb. Snowshoes 2 gp 4 lb. Spyglass 1,000 gp 1 lb. Sunrod 2 gp 1 lb. Swimmer's gear 15 gp 5 lb. Tanglefoot bag 50 gp 4 lb. Thunderstone 30 gp 1 lb. prods for tr (Anim Ba chest (up to Bla of bla snea try to light. wear scabb Cli Playe or do (Athl Dic dictio langu minu unde hold that d dictio Mast Fin are fi purse Dext short scrat Gh cloth envir when be w Gla and r there 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


New Equipment Packs The following packs provide quick equipment options for character origins and professions not found in the Player's Handbook. Arctic Survivalist Pack (25 gp). Includes a backpack, cold weather clothing, a bedroll, a blanket, a singleperson tent, fishing tackle, a saw, a mess kit, an oil burning camp stove, 3 flasks of oil, a tinderbox, and 10 days of rations. The pack also has 50 feet of hempen rope and a pair of snowshoes strapped to the side of it. Monster Hunter's Pack (20 gp). Includes a small chest, a crowbar, a hammer, 3 wooden stakes, a holy symbol, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches. Sailor's Pack (5 gp). Includes a belt pouch, a dagger, a mess kit, 5 days of rations in the form of hard tack or ship biscuits, a waterskin, and either a dice or playing card gaming set. that can fit through the hole or unlatch windows from the inside silently. Grappling Hook. This tool consists of several metal hooks attached to a central ring which is tied to the end of a rope. While using this tool you gain advantage on any ability checks you make to secure the rope by throwing it to a battlement, window ledge, tree limb, or other protrusion. Listening Cone. This device is made for listening through doors and other solid surfaces. It provides advantage on Wisdom (Perception) checks made to listen through a door or some other relatively thin, solid obstacle. Pole (10-foot). This versatile tool can not only be used to check for traps and hazards from a safe distance, but, also as an aid to gain advantage on Dexterity (Acrobatics) checks to maintain your balance. The pole is 10 feet long, so it cannot be used in this way, in any space that allows less than 5 feet of clearance on either side. Reference Book. When purchased, select a subject matter that the book covers from the following list of skills: Intelligence (Arcana), Intelligence (History), Intelligence (Nature), Intelligence (Religion), or Wisdom (Medicine). When studied for 1 minute, you gain advantage on your next skill check on the subject covered in this book. Other books may be available at the discretion of your Dungeon Master. Smoke Stick. This stick produces a thick plume of smoke when ignited with flame. You can hold on to the stick or throw it at a point up to 60 feet away as part of the action used to ignite it. One round after a smoke stick is ignited, it emits a cloud of smoke that creates a heavily obscured area in a 10-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round; otherwise the smoke persist for 1 minute and then dissipates on its own. Snowshoes. While wearing these, a character ignores difficult terrain caused by nonmagical deep snow but has its walking speed reduced by 5 feet and cannot use any climb or swim speeds that it has. Spyglass. In addition to its uses found in the Player's Handbook, the spyglass grants advantage on Wisdom (Perception) checks to spot distant objects. Sunrod. This 1-foot-long, gold-tipped, iron rod glows brightly when struck, providing bright light in a 30-foot radius and dim light for an additional 30 feet. It glows for 6 hours, after which the gold tip is burned out and worthless. Swimmer's Gear. This consists of a snorkel, crude goggles, flippers, and occasionally a skintight suit. It grants advantage on Strength (Athletics) checks made while swimming and cannot be worn with other clothing or armor. Tanglefoot Bag. This bag filled with writhing, sticky black tar bursts on impact and covers the ground in a sticky goo. As an action, you can throw it at a point up to 60 feet away. The ground within a 5-foot radius of that point becomes difficult terrain for 1 minute, and any creature that enters or starts its turn on the ground in that area must make a DC 10 Dexterity saving throw or have its speed halved for that turn. Thunderstone. This crystalline shard shatters on impact with a blast of concussive energy. As an action, you can throw it at a point up to 60 feet away. Each creature within 10 feet of that point must succeed on a DC 10 Constitution saving throw or be deafened until the end of its next turn, knocked prone, and pushed 10 feet away from the point of impact. Tools The tools found in this section expand upon the tools found in the Player's Handbook to provide more options than the artisan tools in regards to representing character backgrounds or professions. Excavation Equipment. This includes a sledge hammer, miner's pick, shovel, hammer, chisel, brushes, and panning screens. Proficiency with this equipment lets you add your proficiency bonus to any ability checks you make to mine, dig, sift, find, or extract resources in or related to dirt and stone. Farming Implements. Typical farming, gardening, and husbandry tools often found in the hands of commoners. While most tools that fall into this group are to unwieldy, cumbersome, or impractical to be carried around by adventurers, proficiency with these tools lets you add your proficiency bonus to any ability checks you make to tend or harvest crops and herd animals. Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet Tools Item Cost Weight Laborer's tools Excavation equipment 10 gp 30 lb. Farming implements * * Fishing tackle 1 gp 4 lb. Horticulturer's tools 5 gp 7 lb. Trapper's tools 10 gp 45 lb. Trade tools Merchantile kit 30 gp 5 lb. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


lures, and narrow netting. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to catch fish or crustaceans. Horticulturer's Tools. This set of tools includes a trowel, pruner, rake, watering can, gloves, and shears. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to tend and harvest flowers, mushrooms, herbs, and other delicate flora often used in alchemy, seasoning for food, and medicine. Merchantile Kit. This kit includes an abacus, merchant's scale, and jeweler's loupe. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to determine the value of an individual item or an inventory of goods. Trapper's Tools. This set of tools includes bait, animal calls, snares, cages, and hunting traps like those found in the adventuring gear section. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to catch wild game. Unlike Wisdom (Survival) checks made to hunt, use of trapper's tools requires setting the traps, then returning to check them periodically, or setting up a blind and waiting for game to pass by, and is more often practiced as a profession during a longer period of time, such as during downtime activity, rather than a means to provide a meal for themselves or their party for the day. Equipment Analogs The following are equipment alternatives for use with different campaign settings, for flair, or for cosmetic preference. These weapons are the same as their counterparts for the purposes of proficiencies. Other Equipment Equipment Uses the statistics of... Boomerang Light hammer Cutlass Falchion Dueling cloak Shield Falcata Falchion Khopesh Battleaxe Kukri Scimitar Lasso Net Mambele Handaxe Saber Scimitar Tomahawk Handaxe Gladiator and Roman Equipment Equipment Is known as... Armor Lorica Chain mail Lorica Hamata Breastplate Lorica Musculata Splint Lorica Segmentata Scale mail Lorica Squamata Light shield Pugnum Shield Scutum Caltrop Tribulus Composite bow Arcus Crossbow Cheiroballista Dart Plumbatae Javelin Lancea Lance Contus Net Iaculum Punching dagger Pugio Scimitar Sica Shortsword Gladius Sling Sphendone Spear Pilum Trident Fascina War pick Dolabra Longsword Spatha Japanese Equipment Equipment Is known as... Bolas Manrikigusari Blowgun Fukiya Caltrop Makibishi Club Tonfa Dagger Kunai Dart Shuriken Greatclub Tetsubo Greatsword No-dachi Halberd Naginata Handaxe Ono Light hammer Sai Longbow Daikyu Longsword Katana Mace Jitte Maul Kanabo Quarterstaff Bo Shortsword Wakizashi Shortbow Hankyu Sickle Kama Punching dagger Tanto Spear Yari Trident Magari yari 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Siege Equipment Siege Equipment Item Cost Weight Ammunition Acid bomb ×50 gp * Ballista bolt 1 gp 6 lb. Ballista harpoon 3 gp 6 lb. Blessed barrel ×50 gp * Cannon ball, light 1 gp 20 lb. Cannon ball 2 gp 30 lb. Firebomb ×100 gp * Light mangonel shot 3 sp 30 lb. Light mangonel stone 1 gp 40 lb. Mangonel shot 5 sp 50 lb. Mangonel stone 2 gp 75 lb. Oil Barrel ×2 gp * Trebuchet shot 8 sp 75 lb. Trebuchet stone 3 gp 100 lb. Heavy trebuchet shot 1 gp 100 lb. Heavy trebuchet stone 4 gp 150 lb. Ballista, light 500 gp 400 lb. Ballista 1,000 gp 2,000 lb. Cannon, light 4,000 gp 500 lb. Cannon 8,000 gp 2,000 lb. Mangonel, light 550 gp 2,000 lb. Mangonel 800 gp 3,000 lb. Ram 1,000 gp 3,000 lb. Siege tower 2,000 gp 5 tons Trebuchet 1,500 gp 4 tons Trebuchet, heavy 3,000 gp 10 tons Ballista, Light Medium object Armor Class: 15 Hit Points: 25 Damage Immunities: poison, psychic Range: 90/360 ft. Damage: 2 dice Before it can be fired, the light ballista must be loaded and aimed. It takes one action to load the weapon, and one action to aim and fire it. Bolt. Ranged Weapon Attack: +6 to hit, range 90/360 ft., one target. Hit: 11 (2d10) piercing damage. Ballista Range: 120/480 ft. Damage: 3 dice For this weapon's rules, see the "Siege Equipment" section in chapter 8 of the Dungeon Master's Guide. Cannon, Light Medium object Armor Class: 19 Hit Points: 20 Damage Immunities: poison, psychic Range: 450/1,800 ft. Damage: 4 dice Before it can be fired, the light cannon must be loaded and aimed. It takes one action to load the weapon, and one action to aim and fire it. In addition to it's ammunition, a light cannon requires 4 pounds of gunpowder (DMG, ch. 9) to fire. Cannon Ball. Ranged Weapon Attack: +6 to hit, range 450/1,800 ft., one target. Hit: 22 (4d10) bludgeoning damage. Cannon Range: 600/2,400 ft. Damage: 8 dice In addition to it's ammunition, a cannon requires 20 pounds of gunpowder (DMG, ch. 9) to fire. For this weapon's rules, see the "Siege Equipment" section in chapter 8 of the Dungeon Master's Guide. Mangonel, Light Large object Armor Class: 15 Hit Points: 50 Damage Immunities: poison, psychic Range: 150/600 ft. (can't hit targets within 60 feet of it) Damage: 3 dice A light mangonel is a type of catapult that hurls heavy projectiles in a high arc. This payload can hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 150/600 ft. (can't hit targets within 60 feet of it), one target. Hit: 16 (3d10) bludgeoning damage. Mangonel Range: 200/800 ft. (can't hit targets within 60 feet of it) Damage: 5 dice For this weapon's rules, see the "Siege Equipment" section in chapter 8 of the Dungeon Master's Guide. Trebuchet Range: 300/1,200 ft. (can't hit targets within 60 feet of it) Damage: 8 dice For this weapon's rules, see the "Siege Equipment" section in chapter 8 of the Dungeon Master's Guide. Trebuchet, Heavy Gargantuan object Armor Class: 15 Hit Points: 200 Damage Immunities: poison, psychic Range: 350/1,400 ft. (can't hit targets within 60 feet of it) Damage: 11 dice A heavy trebuchet is a powerful catapult that throws its payload in a high arc, so it can hit targets behind cover. Before the trebuchet can be fired, it must be loaded and 7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. Trebuchet Stone. Ranged Weapon Attack: +5 to hit, range 360/1,440 ft. (can't hit targets within 60 feet of it), one target. Hit: 60 (11d10) bludgeoning damage. Special Ammunition Acid Bomb. This ammunition can be used by mangonels and trebuchets. Each bomb weighs the same as a stone sized for the same weapon but costs 50 times as much. The weapon throws a large clay jar filled with acid at a point within its range. Where the jar lands, it shatters causing any objects or creatures within a 10- foot-radius of the point to take 7 (2d6) acid damage for each of the weapons damage dice. Creatures that succeed at a DC 13 Dexterity saving throw take half as much damage. If a creature is beyond the close range of the weapon, it has advantage on this saving throw. Blessed Barrel. This ammunition can be used by mangonels and trebuchets. Each barrel weighs the same as a stone sized for the same weapon but costs 50 times as much. The weapon throws a cask or barrel filled with holy water at a point within its range. Where the barrel lands, it burst open causing any fiends or undeads within a 10-foot-radius of the point to take 7 (2d6) radiant damage for each of the weapons damage dice. Creatures that succeed at a DC 13 Dexterity saving throw take half as much damage. If a creature is beyond the close range of the weapon, it has advantage on this saving throw. Firebomb. This ammunition can be used by mangonels and trebuchets. Each bomb weighs the same as a stone sized for the same weapon but costs 100 times as much. The weapon throws a cask or barrel filled with alchemist's fire at a point within its range. Where the barrel lands, it burst open causing any objects or creatures within a 10-foot-radius of the point to take 5 (2d4) fire damage for each of the weapons damage dice. Creatures that succeed at a DC 13 Dexterity saving throw take half as much damage. If a creature is beyond the close range of the weapon, it has advantage on this saving throw. Any target damaged by the initial attack from a firebomb continues to take 2 (1d4) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 13 Dexterity check to extinguish the flames. Harpoon. This ammunition can be used by ballistas, and is typically bought with a 500-foot coil of rope. Tying a rope to a harpoon, if desired, takes an action. In addition to dealing damage as a normal bolt on a hit, a harpoon impales its target. While impaled, the target has disadvantage on attack rolls. A creature within reach can use its action to make a DC 15 Strength check to try to remove the harpoon. If the check succeeds, the target takes 5 (1d10) piercing damage as the harpoon is pulled free and is no longer impaled. If a harpoon is attached to the ballista by a rope, a creature impaled on that harpoon can't move farther away from the ballista until it frees itself. A winch can be purchased for 100 gp and be used to attach the rope to the ballista. A creature within reach of the winch can use its action to reel in a harpooned creature, pulling it up to 20 feet closer to the weapon. Oil Barrel. This ammunition can be used by mangonels and trebuchets. Each barrel weighs the same as a stone sized for the same weapon but costs 2 times as much. The weapon throws a cask or barrel filled with oil at a point within its range. Where the barrel lands, it burst open covering everything within a 10-foot-radius of the point in oil. If the area or any creature or object covered in the oil takes any fire damage before the oil dries (after 1 minute), the oil burns for 2 rounds and deals 5 fire damage to any creature or object covered in it or that enters the area or ends its turn in the area. A creature can take this damage only once per turn. Shot. This ammunition can be used by mangonels and trebuchets. The weapon hurls dozens of small stones at a point within its range. Any objects or creatures within a 20-foot-radius of the point take 2 (1d4) bludgeoning damage for each of the weapons damage dice. Creatures that succeed at a DC 13 Dexterity saving throw take half as much damage. If a creature is beyond the close range of the weapon, it has advantage on this saving throw. Vehicles Vehicles Item Cost Weight Airship 20,000 gp — Cog 6,000 gp — Howdah 150 gp 350 lb. Howdah, gilded 2,000 gp 500 lb. Howdah, war 300 gp 500 lb. Ornithopter 4,000 gp 100 lb. Submarine 15,000 gp — Theurgeme 40,000 gp — Drawn Vehicles Howdah. This carriage-like platform is saddled onto the back of a Huge or larger mount—such as an elephant —behind it's driver and usually includes a canopy to shade it's passengers. Up to four Medium or smaller creatures can ride in a howdah without squeezing. Howdah, Gilded. This lavish howdah is decorated in gold, jewels, and fine silks and is typically employed by wealthy merchants or royalty as a sign of their station. Howdah, War. A war howdah is comprised of a fort-like structure instead of the usual seats. Creatures in the howdah have three-quarters cover against attacks and effects from outside it. Creatures riding in the war howdah can make melee attacks against targets within 5 feet of the mount only while using weapons with reach. 8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Airship An airship has the following features: Ceilings. The ceiling of the airship's lower deck is 8 feet high. Doors. The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check. Footlockers. Footlockers on the ship are iron and have a partition that divides its interior space in half, AC 19, 18 hit points, and immunity to poison and psychic damage. Light. Hanging lanterns cast bright light throughout the ship. Rigging. Rigging on the balloon can be climbed with a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. Balloon. The airship is held aloft by an enormous 100- foot-diameter spherical balloon. Example Crew An airship requires a crew of eight to properly fly the vessel and sometimes carries extra passengers or soldiers. If the characters are guests on an airship, the crew consists of the following creatures. all of which have proficiency with flying vehicles in addition to their normal statistics: One captain (bandit captain) Four other officers: a first mate, a bosun, a quartermaster, and a cook (nobles) Three sailors (commoners) 1. Furnace In the middle of the upper deck is a furnace with a fire elemental magically trapped inside, which is used to control the ship's altitude. 2. Upper Deck The main deck of the airship has the following features: Harpoon Gun. A ballista (DMG, ch. 8) with a winch and 500-foot coil of rope is mounted on the fore of the deck. Ten ballista harpoons are stacked and secured nearby. Railing. A 3-foot-high rail is built around the deck's perimeter, providing half cover for Medium creatures and three-quarters cover for Small creatures behind it. Rope ladders. The airship has two 50-foot-long rope ladders rolled up near the railing for boarding and disembarking without needing to land. 3. Quarterdeck The quarterdeck has the following features: Ballista. A ballista (DMG, ch. 8) is mounted on the aft castle. Behind it rests a crate that holds ten ballista arrows. Railing. A 3-foot-high rail is built around the deck's perimeter, providing half cover for Medium creatures and three-quarters cover for Small creatures behind it. 9 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


4. Propeller hatch The ship is steered and driven by a propeller control— containing a magically bound air elemental—at the landing of the stairs leading to the lower deck. 5. Crew Quarters Each cabin contains two hammocks (one above the other), a writing desk, a chair, and a footlocker. 6. Cargo Hold A cargo hold at the fore of the lower deck hold crates, barrels, and ammunition secured with nets attached to iron rings bolted into the walls. 10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Cog The cog is the basic medieval-era sailing ship. These ships are often used to transport cargo over short distances. A cog has the following features: Ceilings. The ceiling of the cog's lower deck is 8 feet high. Light. Hanging lanterns cast bright light throughout the ship. Rigging. Rigging on the ship can be climbed without an ability check. Sails. The cog has one 40-foot-tall mast with sails. Example Cog Crew A cog requires a crew of twelve to properly sail the vessel and might carry extra passengers or soldiers. If the characters are guests on a cog, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics: One captain (bandit captain) Four other officers: a first mate, a bosun, a quartermaster, and a cook (nobles) Seven sailors (commoners) Forecastle and Quarterdeck The forecastle and quarterdeck of the cog have the following feature: Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista bolts are stacked and secured nearby. Railing. The decks have a 3-foot-high rail around their perimeters that provide half cover for Medium creatures and three-quarters cover for Small creatures behind it. Wheel. The ship's wheel stands at the aft of the quarterdeck. Main Deck The main deck of the ship has the following features: Cargo Holds. This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies. Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. 11 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Submarine A submarine has the following features: Ceilings. The ceilings in the submarine are 8 feet high with 6-foot-high doorways. Light. Magical lights cast bright light throughout the ship. Doors. The ship's doors are made of steel and have AC 19, 27 hit points, a damage threshold of 10, and immunity to poison and psychic damage. A lock can be picked with a successful DC 18 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 25 Strength (Athletics) check. All doors are airtight while closed. Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage. Ventilation. Air magically circulates through a complex ventilation system and small metal grills set into the floors. Windows. The window panes are made of glassteel, a resilient metal magically rendered transparent. Example Submarine Crew A submarine requires a crew of eight to properly sail the vessel and might carry extra passengers or soldiers. If the characters are guests on a submarine, the crew consists of the following creatures, all of which have proficiency with diving vehicles in addition to their normal statistics: One captain (bandit captain) Three other officers: a first mate, a bosun, and a quartermaster (nobles) Four engineers (aprentice wizard, see Volo's Guide to Monsters) u1. Entrance Hatch Characters entering the submarine arrive in this chamber. The circular metal hatch is opened by turning its valve wheel. This area is magically pressurized to keep water from entering the submarine if the hatch is opened while is is submerged. But if both the outer hatch and the inner door are opened underwater, the submarine will flood. u2. Engine Room The engine is a quasi-magical machine that controls the submarine's propulsion and depth and powers the fins and rudder that control direction. The engine room is filled with machines that hiss, whir, and clatter constantly. Nearby is a copper speaking tube, which enables communication with the control room command center (area U7b). 12 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


u3-u6. Officer Staterooms The officer's quarters each hold a net hammock and an iron footlocker that holds the officer's belongings. The larger rooms, belonging to the captain and first mate, also each contain a small desk. u7. Control Room The control room has two levels with ladders running between levels. Two circular soundproof windows are embedded in the port and starboard bulkheads. The observation deck (U7a) is an elevated, 10-foot-high metal platform with a grilled floor, supported by two metal columns. Two padded swivel chairs are bolted to the deck, which is enclosed by a thin steel railing. Between the two chairs is a bronze periscope that can be raised or lowered. In the command center (U7b), sits the pilot's swivel chair, which is bolted to the floor. The chair is situated before a panel of dials, levers, and buttons. A copper speaking tube enables communication with the engine room (area U2). A creature proficient with diving vehicles can pilot the submarine, any other creature must succeed on a DC 20 Intelligence check to figure out the controls. u8. Engineers' Staterooms Each of these compartments contain a small hammock, beneath which is a steel footlocker. u9. Dining Room A walnut table sits in the dining room, surrounded by eight padded swivel chairs. u10. Galley An iron stove sits in one corner of the galley. In the opposite corner stands a steel food preparation table with utensils dangling above it, while a nearby cart holds cutlery and dishes. Built into the table is a lidded steel box attached to a pedal on the floor below. When the pedal is pumped, water and moving brushes scrub dishes and utensils that have been placed into the box. u11. Pantry Metal shelves and barrels lining the walls here hold food, water, and other supplies. u12. Privy This privy has a toilet and a washbasin, both attached to pipes. Above the basin is a hinged mirror, behind which is a compartment containing soap and towels. u13. Air System The area is filled with machines that hiss, whir, and clatter constantly. Drawers in the walls contain screwdrivers, wrenches, and other tools. The quasimagical machinery in this area generates and circulates fresh air throughout the submarine. If this machinery shuts down, air stops pumping throughout the vessel. Unless the air system is reactivated, creatures trapped in the submarine that need oxygen to breathe will begin to suffocate after two days (see "Suffocating" in chapter 8 of the Player's Handbook). 13 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Theurgeme The theurgeme is a vessel powered by magic. Without sails or rowers it moves swiftly and tirelessly across the water. Theurgemes can be powered in a variety of ways, but the most common design is a simple paddlewheel or set of mechanical oars turned or driven by a magical construct, mindless undead, or even a bound elemental. Many theurgemes are luxuriously appointed with comfortable cabins and exotic decor, as befits the wealthy wizards who most likely own such vessels. A theurgeme has the following features: Ceilings. The ceiling in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways. Light. Hanging lanterns cast bright light throughout the ship. Doors. The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check. Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage. Example Theurgeme Crew A theurgeme requires a crew of twelve to properly sail the vessel and might carry extra passengers or soldiers. If the characters are guests on a theurgeme, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics: One captain (mage) One first mate (homunculus, the captains familiar) Three other officers: a bosun, a quartermaster, and a surgeon (aprentice wizard, see Volo's Guide to Monsters) One cook (noble) Six sailors (animated armor) 14 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Quarter Deck The quarter deck of the theurgeme has the following features: Mangonel. A mangonel (DMG, ch. 8) is attached to the deck. Ten mangonel stones are stacked and secured nearby. Railing. The deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. Wheel. The ship's wheel stands at the fore of the quarterdeck. Main Deck The main deck of the theurgeme has the following features: Figurehead. Theurgemes have an iron figurehead at the front of their deck, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram. Mangonel. A mangonel (DMG, ch. 8) is attached to the deck. Ten mangonel stones are stacked and secured nearby. Railing. The deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it. Captain's Quarters. The captain's quarters hold a bed, a desk, and a small dining table. Beneath the bed is an iron footlocker that holds the captain's belongings. Guest Cabin. This cabin is meant for guests and visiting high-ranking officials along for the journey. It contains two beds, each with an iron footlocker for belongings, and a small writing desk. Lower Deck The lower deck of the theurgeme has the following features: Officer's Quarters. Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings. Galley. A small cooking stove, cabinets, and a prep table make up the ship's modest galley. Dining Room. A large wooden table dominates the dining room. A wall mounted cabinet at the back of the room holds dishes and cutlery. Cargo Hold The cargo deck of the theurgeme has the following features: Furnace. In the hold is a furnace with a fire elemental magically trapped inside, which is used to power the ship's engines. Hold. This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls, if there are any that need to sleep, among the crates and barrels of food, water, and other supplies. 15 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Piloted Vehicles Action Stations A creature can use an action of the station it's occupying. Once a creature uses a station's action, that action can't be used again until the start of that creature's next turn. Only one creature can occupy each station. A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal. Helm. The helm of a vehicle is a chair with levers, pedals, wheels, or other controls. The helm requires a driver to operate. A vehicle with no driver automatically fails Dexterity saving throws. A driver proficient with the vehicle can add its proficiency bonus to ability checks and saving throws made using the its ability scores. While the vehicle's engine is on, the driver can use an action to propel it up to its speed, bring a land vehicle to a dead stop, or land an air vehicle. While the vehicle is moving, the driver can steer it along any course. If the driver is incapacitated, leaves the helm, or does nothing to alter the vehicle's course and speed, it moves in the same direction and at the same speed as it did during the driver's last turn until it hits an obstacle big enough to stop it. As a bonus action, the driver can start the vehicle's engine or shut it off. Ornithopter The ornithopter is a bird-like, clockwork flying machine. 16 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Ornithopter Large air vehicle (100 lb.) Creature Capacity 2 Medium creatures Cargo Capacity 100 lb. Armor Class 14 Hit Points 40; -5 ft. speed per 5 damage taken Speed fly 50 ft. Travel Pace 5 miles per hour flight (40 miles per day) STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 10 (+0) 0 0 0 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious Antimagic Susceptibility. The ornithopter becomes inoperable while in the area of an antimagic field. Dive. If the ornithopter descends at least 30 feet, the driver can use a bonus action to cause the ornithopter to take the Dash action while the vehicle's engine is running. Evasive Maneuvers. As a bonus action, the driver can cause the ornithopter to take the Disengage action while the vehicle's engine is running. Action Stations Helm (Requires 1 Crew and Grants Half Cover). Drive and steer the ornithopter. Reactions Juke. If the ornithopter is able to move, the driver can use its reaction to grant the ornithopter advantage on a Dexterity saving throw.


Tunneler This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Tunneler Huge vehicle (10 ft. by 20 ft.) Creature Capacity 5 crew, 10 passengers Cargo Capacity 100 lb. Travel Pace 2 miles per hour overland (16 miles per day) STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 10 (+0) 0 0 0 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious Actions On its turn, the tunneler can take the move action below. It can't take this action if it has fewer than two crew. Move. The tunneler can use its helm to move with its treads. As part of this move, it can use its drill. Hull Armor Class 15 Hit Points 300 (damage threshold 15) Control: Helm Armor Class 15 Hit Points 50 Move up to the speed of the tunneler's treads, with one 90-degree turn. If the helm is destroyed, the tunneler can't turn. Movement: Treads Armor Class 12 Hit Points 100; -5 ft. speed per 25 damage taken Speed (land) 20 ft. Weapon: Drill Armor Class 20 Hit Points 100 (damage threshold 10) While using it's drill, the tunneler has a burrow speed of 10 feet. The tunneler automatically succeeds on all saving throws relating to crashing when it crashes into a creature or an object. These benefits don't apply if another vessel crashes into the tunneler.


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