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The Expanded Crafter - A Crafting Supplement _ GM Binder

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Published by quinnmarcus.gs, 2023-09-16 09:22:11

The Expanded Crafter - A Crafting Supplement _ GM Binder

The Expanded Crafter - A Crafting Supplement _ GM Binder

The Expanded Crafter


A Forenote This supplemental Guide is meant to be a built-upon addition to The Complete Crafter made by AeronDrake. The items in this module are meant to reflect more exotic materials that are potentially harder to find, but with a higher payoff for item creation. Some of the materials in this guide are also either replacement materials, or updated versions of them in order to grant a broader potential for both magical and nonmagical creations - and their unit costs reflect their new forms. Any updated materials are still used to craft the recommended items in the original document, but with potential for either improvements, or completely different items altogether. Some materials may also be presented as innately magical, without the need of further enchantment. This means that while the materials exhibit magical properties, they are not affected by dead magic zones or antimgaical effects. Example: Adamantium in this guide is listed as magical in nature, granting it a +1 magical bonus to attack and damage, and a +1 bonus to AC. This means that, even within the confines of an antimagical effect, these innate abilities remain - as they are fundamental traits of the material itself. This goes the same for all other materials, even ones that deal elemental damage. Only the magical effects applied to the items AFTER enchanting are affected by magical nullification. Of course, as with all rules and guidelines in D&D, it is ultimately up to the DM to decide if these rules apply - or even if these materials exist on your world. A Forenote on Aetherion Energy In this document, several mentions of a damage type known as "Aetherion" are made, this is a type that is not typical in most senses as it works differently than most forms of damage: Aetherion Thought to be the spiritual twin of Force damage, Aetherion is, in simplistic terms, soul energy. Where Force damage shreds and tears down matter at the molecular level, Aetherion damage only targets souls and spirits and destroys them, rendering most bodies completely inert and "empty" No form of resistance, immunity, or vulnerability exists for such damage.....that is known. All constructs of an artificial nature - not including those powered by a soul or similar spiritual power source - are immune to the effects of Aetherion, as they do not possess the "material" that is affected by this damage type. In addition, this supplemental guide also delves into more items, weapons, and armor available to the characters that may appear in different D&D books. This is to reflect foreign lands as well as technological developments.


D Crafting Basics URING ADVENTURES AND TRAVELS, A character can collect and harvest a series of materials and objects to craft common and special equipment. This supplement expands the following crafting rules, which can also be found in the Xanathar's Guide to Everything. Crafting an Item Following the rules in the previous Guide, these tables expand upon the original tables, including more challenge ratings for creatures for materials, another level of rarity, and more options for tool uses. A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear. Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the item's combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers. 3


Tools and Abilities. A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples. If all the requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price. What Tool for What Item? What is the best choice to craft a quarterstaff? Carpenter's Tools or Woodcarver's Tools? The decision ultimately lies with the DM, but it should be noted neither the tools nor the proficiency brings with it any structural requirements (if they are necessary) for creating the item. A Smith will still need a forge to properly apply their craft, just as a Cook would require a kitchen or campfire - keep these facts in mind when attempting to craft an item. Tool Uses & Abilities Tools Ability Score Crafted Items Alchemist’s Supplies Intelligence Acids, Oils, Perfumes Brewer’s Supplies Wisdom Alcohol, Potions Calligrapher’s Supplies Dextrity Scrolls, Spellbooks, Manuals Carpenter’s Tools Strength Masks, Shields, Spellcasting Focuses Cartographer’s Tools Intelligence Globes, Maps, Starmaps Cobbler’s Tools Dexterity Boots, Shoes, Buckles, Belts Cook’s Utensils Wisdom Foods, Spices Glassblower’s Tools Constitution Glasses, Lenses, Bottles Herbalism Kit Wisdom Potions, Antitoxins, Drugs Jeweler’s Tools Intelligence Rings, Circlets, Necklaces Leatherworker’s Tools Dexterity Leather & Hide Armor, Boots, Gloves Mason’s Tools Strength Stones, Statues, Figurines Painter’s Tools Charisma Portraits, Paintings Poisoner's Kit Intelligence Poisons, Toxins, Drugs Potter’s Tools Dexterity Bottles, Pots, Urns Smith’s Tools Strength Armor, Weapons, Shields Tinker’s Tools Dexterity Guns, Clockwork Weaver’s Tools Dexterity Cloaks, Clothing, Robes Woodcarver’s Tools Dexterity Masks, Shields, Spellcasting Focuses 4


Materials for Crafting. As general rule, a character needs 3 units of the same material for crafting a medium-sized creature's armor or clothing, and 2 units of the same material for weapons, shields, and 10 pieces of ammunition. For bigger creatures, the character needs twice the amount of materials used for each size increment, and for smaller creatures, the character needs only half materials per each size smaller than medium. Since magic items are more complex and unique features, a character might require more units of the same material or some units of different materials to craft the magic item. Crafting Magic Items. Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item. Potions of healing and spell scrolls are exceptions to the following rules. For more information, see "Brewing Potions of Healing" later in this section and the "Scribing a Spell Scroll" section, below. To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item. An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take as part of an adventure. The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need to access to. Magic Item Ingredients Item Rarity CR Range Common 1 - 3 Uncommon 4 - 8 Rare 9 - 12 Very Rare 13 - 18 Legendary 19 - 24 Mythical/Artifact 25 - 30+ If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, creating a mariner's armor might require the essence of a water weird. Crafting a staff of charming might require the cooperation of a specific arcanaloth, who will help only if the characters complete a task for it. Making a staff of power might hinge on acquiring a piece of an ancient stone that was once touched by the god of magic – a stone now guarded by a suspicious androsphinx. 5


In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item's rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items. Magic Item Crafting Time and Cost Item Rarity Workweeks* Cost* Common 1 50 gp Uncommon 2 200 gp Rare 10 2,000 gp Very Rare 25 20,000 gp Legendary 50 100,000 gp Mythical/Artifact 100 500,000+ gp *Halved for a consumable item like a potion, scroll or talisman. Items may also be crafted several times faster if created by a superior craftsman - such as a Fire Giant Smith, a Demonic Craftsman, or even a Deity. To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill. If all the above requirements are met, the result of the process is a magic item of the desired sort. Complications. Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there's a 10 percent chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen. Crafting Complications d6 Complication 1 Rumors swirl that what you're working on is unstable and a threat to the community.* 2 Your tools are stolen, forcing you to buy new ones.* 3 A local wizard, artificer, or inventor shows keen interest in your work and insists on observing you. 4 A powerful noble offers a hefty price for your work and is not interesting in hearing a no for an answer.* 5 A dwarf clan accuses you of stealing its secret lore to fuel your work.* 6 A competitor spreads rumors that your work is shoddy and prone to failure.* *Might involve a rival. 6


Talismans A talisman is a single-use magic item similar to a potion or a wand. It can be triggered once before it loses its magical power. A talisman can hold a spell of up to 3rd level, and any character can activate the spell. Most talismans are beneficial to the user. Talismans with offensive capabilities are all but unheard of. Most talismans are crafted by enchanters, mystics, or shaman, and sold at temples, shrines, or holy sites. A typical talisman is a small item of jewelry made from various natural materials: bone, feathers, shells, dried plants, and the like. Talismans are rarely larger than a holy symbol, and have no appreciable weight. The form of a talisman is often a clue to its function. A tortoise shell, for example, is obviously protective in nature. Talismans can be identified as any other magic items. All talismans are activated by using an action, and the talisman crumbles to dust or ash after it is used. To generate talismans randomly, roll a D100 on the Talismans table. Talismans Minor Medium Major Talisman Spell Cost 01-10 - - Bone Shield Sanctuary 75gp 11-20 - - Heron Feather Expeditious Retreat 75gp 21-30 - - Golden Leaf Pass Without a Trace 75gp 31-40 - - Gray Mask Disguise Self 75gp 41-50 - - Paper Umbrella Fog Cloud 75gp 51-60 01-20 - Brooch of Plenty - 150gp 61-70 21-30 - Black Fan - 150gp 71-80 31-40 - Bone Key Knock 150gp 81-90 41-50 - Chickadee Feather Levitate 300gp 91-95 51-55 - Mirror Shard Mirror Image 300gp 96- 100 56-60 - Gray Pendant Misty Step 300gp - 61-65 - Black Mask Darkness 300gp - 66-70 - Silent Bell Silence 300gp - 71-75 01- 10 Silvered Leaf Speak with Plants 300gp - 76-80 11- 20 Silvered Tooth Speak with Dead 300gp Minor Medium Major Talisman Spell Cost - 81-85 21- 30 Tortoise Shell Warding Bond 600gp - 86-90 31- 40 Green Acorn Lesser Restoration 600gp - 91-95 41- 50 Shadow Mask Nondetection 600gp - 96-100 51- 60 White Acorn Clairvoyance 600gp - - 61- 70 Chromatic Stone Meld into Stone 600gp - - 71- 80 Goldfish Scale Water Breathing 600gp - - 81- 85 Lizard's Tail Remove Disease 600gp - - 86- 90 Mirrored Mask Invisibility 900gp - - 91- 95 Origami Fan Gust of Wind 900gp - - 96- 99 Origami Hawk Haste 900gp - - 100 Incense of Focus - 1,200gp Brooch of Plenty This talisman provides its user with sufficient nourishment for one day’s sustenance. it also enhances the user’s rest, so that sleeping for 4 hours provides all the benefits of 8 hours of sleep. It crumbles to dust 24 hours after activation. (Crafting a brooch of plenty takes 1 day.) Black Fan When activated, a black fan talisman surrounds the user in an aura of power and mystery. This aura inspires a measure of both fear and awe in people the user interacts with, giving the user advantage on Charisma checks for 1 hour. The talisman must be worn visibly on the user’s clothing for the duration of the effect. It crumbles into ash at the end of the hour. (Crafting a black fan takes 2 days.) Incense of Focus A spellcaster who burns this incense at the end of a long rest gains an additional spell slot of 1st, 2nd, 3rd, or 4th level. The spell slot you gain, must be of a level you already have spell slots for. Roll a d4 to determine the spell level. (Crafting an incense of focus takes 3 days.) Crafting a talisman requires materials worth half it's listed value in gold (mostly what the talisman looks like), as well as proficiency in the Arcana skill and must provide any material components required for the casting of the spell. The Talisman must reflect it's intended use in some way, usually with it's appearance. Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to create the talisman. Crafting any talisman takes an amount of days equal to it's spell slot level. 7


Mixing a Potion With effort and focus, a person with the time on their hands can brew useful potions typically found in the world. As they are all forms of a restoration potion, they all follow the basic alchemical formula; and therefore, can all be brewed through the same methods. So as long as an alchemist knows how to make a potion of healing, they can make a mana or stamina potion as well - so long as he has the correct ingredients. These 3 potion types fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit or alchemist's supplies can create these potions. The times and costs for doing so are summarized on the Restoration Potion Creation table. Restoration Potions Creation Type Rarity Time Cost Base Common 1 Day 25 gp Greater Uncommon 1 Workweek 100 gp Superior Rare 2 Workweeks 1,000 gp Supreme Very Rare 3 Workweeks 10,000 gp Extreme Legendary 4 Workweeks 100,000 gp Healing Potion One of the most commonly seen potion types, You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Healing Potions table. Whatever its potency, the potion’s red liquid glimmers when agitated. Healing Potions Type Rarity HP regained Healing Common 2d4 + 2 Greater Healing Uncommon 4d4 + 4 Superior Healing Rare 8d4 + 8 Supreme Healing Very Rare 10d4 + 20 Extreme Healing Legendary 20d4 + 50 Mana Potion This blue liquid is created using the essence of magic extracted from alchemical ingredients. When you drink this potion, you gain a number of points you can use to regain spell slots you already used (or recover Ki points equal to the points shown). The number of points depends on the potion's rarity, as shown in the mana potions table. Mana Potions Type Rarity Points Mana Common 1d4 + 1 Greater Mana Uncommon 2d4 + 2 Superior Mana Rare 3d4 + 3 Supreme Mana Very Rare 4d4 + 4 Extreme Mana Legendary 5d4 + 5 In the following table you can see how many points you need to spend for recovering a spell slot. When you use the potion, you must distribute the points immediately. You can recover any number of used spell slots if you have enough points to do so, and every point left is lost. Spell Slot Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 6th 9 7th 10 8th 11 9th 13 (Mana potions cannot restore 10th - 12th level spell slots) Stamina Potion This yellow-orange liquid is created from the flow of energy. When you drink this potion, it restores used abilities, depending on the class of whoever drinks it. Such as Action surges for fighters, Rages for barbarians, Bardic Inspirations for bards, Channel Divinities for clerics/paladins, and similar. Stamina Potions Type Rarity Ability points regained Stamina Common 1 Greater Stamina Uncommon 2 Superior Stamina Rare 3 Supreme Stamina Very Rare 4 Extreme Stamina Legendary 5 If restored to full, you gain however many more uses of the ability that go over max for 12 hours, and then they are lost. 8


Scribing a Spell Scroll With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll. Resources. Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to scribe a scroll of that spell. If the scribed spell is a cantrip, the version of the scroll works as if the caster were 1st level. High Magic spells levels 10 - 12th, are under DM's discretion on whether they will include access to such godly magics. If so, examples of such can be found from Pryxis's Pages of Pure Magic . It is also up to the DM to determine the spell Save DC and attack bonus to High Magic spell scrolls - keeping in mind their extreme power. Spell Scroll Costs Spell Level Time Cost Cantrip 1 Day 15 gp 1st 1 Day 25 gp 2nd 3 Days 250 gp 3rd 1 Workweek 500 gp 4th 2 Workweeks 2,500 gp 5th 4 Workweeks 5,000 gp 6th 8 Workweeks 15,000 gp 7th 16 Workweeks 25,000 gp 8th 32 Workweeks 50,500 gp 9th 48 Workweeks 250,000 gp 10th 80 Workweeks 750,000 gp 11th 128 Workweeks 1,000,000 gp 12th 200 Workweeks 2,500,000 gp Complications. Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a 10 percent chance of a complication, examples of which are on the Scribe a Scroll Complications table. d6 Complication 1 You bought up the last of the rare ink used to craft scrolls, angering a wizard in town. 2 The priest of a temple of good accuses you of trafficking in dark magic.* 3 A wizard eager to collect one of your spells in a book presses you to sell the scroll. 4 Due to a strange error in creating the scroll, it is instead a random spell of the same level. 5 The rare parchment you bought for your scrolls has a barely visible map on it. 6 A thief attempts to break into your workroom.* *Might involve a rival. 9


W Collecting Materials HEN ADVENTURING, IT'S POSSIBLE TO find common and exotic materials which are used to craft new objects and gear. In this section you will find new rules for collecting materials, which can be used for crafting new weapons, armor, clothing, and other kind of gear. This document expands the crafting rules found in the downtime revisited section of the Xanathar's Guide to Everything to focus on the process of collecting new materials for crafting magic items. Material Sources When the characters are camping in a forest, exploring an abandoned mine, diving in the ocean, or surviving in a dungeon, they can also search and gather raw materials for crafting. Every day, characters can collect materials while traveling through the wild or exploring a dungeon or a cave. These materials can be found by mining a mineral vein, gathering plants and herbs for potions and other concoctions, and harvesting or collecting creature parts for later use. Creature Materials Creature parts are mostly used as alchemical materials and for creating armor and weapons. Others take some of the creature parts as trophies and decorations for their armor and houses. When characters hunt down or finds a dead creature they can attempt to harvest some parts for crafting and surviving. Since creatures and monsters varies in type and rarity, the characters must make a specific ability check. The Extracting Creature Parts table shows which ability check a character must make to extract some parts from a creature. The DC for harvesting a part equals to 12 plus half the creature challenge rating (creatures with a challenge rating lower than 2 don't add it to the DC). Extracting Creature Parts Creature Type Ability Check Aberration, construct, dragon, elemental, ooze Arcana Beast, giant, humanoid, monstrosity, plant Nature Celestial, fey, fiend, undead Religion The number of checks a character can make depends of the size of the creature. Every harvest check takes 1 hour to complete, even if the character fails the roll. Each successful check gives the character a number of units which can be used for crafting new pieces of equipment, objects, and other kind of gear. The DM determines the number of checks the party can make for each part they want to harvest. The DM also decides the amount of units a character get, but the number of units cannot exceed the maximum shown in the table below. Creature Size Maximum Checks Max Units per Check Tiny 1 1/4 unit Small 2 1/2 unit Medium 3 1 unit Large 4 2 units Huge 5 3 units Gargantuan 6 4 units Colossal 7 5 units Titanic 8 6 units For example, characters can make multiple checks for harvesting various units of scales from a large red dragon, but they can make only one check for harvesting the heart (which gives only 1 unit instead of two). Some units may also have been destroyed from fighting the creature. 10


Parts Values The value of each harvested unit goes from 1% to 50% of the experience of the creature - with the exception of truly mythical creatures being an astronomical 100% value. The harvested parts of common creatures have a value of 1% of the creature's experience, while the rarer creature's parts value is close to 50% of the creature's experience. You can determine the values of each extracted part in the following table. Unit Values CR Creature Rarity Unit Value 6 or less Common 1% of the creature exp. 7 - 12 Uncommon 5% of the creature exp. 13 - 18 Rare 10% of the creature exp. 19 - 24 Very Rare 25% of the creature exp. 25 - 29 Legendary 50% of the creature exp. 30+ Mythical 100% of the creature exp. Examples: If a character harvests one unit of feathers from a hippogriff (CR 1), the value of the feather unit will be 1% of the base experience (200 exp), which is 2 gp. A unit of pseudodragon's scales is worth 5 sp (CR 1/4), and a unit of an adult blue dragon's scales is worth 1,500 gp (CR 16). 1 Unit of a the scales of a Tarrasque (CR 30+) would be an astronomical 155,000 gp - a price truly worthy of the shed scales of the World Eater. Other Materials In addition to the materials a character can collect from creatures, there are plenty of other sources for gathering raw materials for crafting and other uses. These materials are divided in metals (like orichalcum and adamantium), stones & crystals (like coral and animite), woods (like kirinwood and livingwood) and plants and herbs. Metals, Stones & Crystals Metals, Stones & Crystals are minerals - the earthen materials used for making armor, weapons, and when using exotic materials, those pieces of gear gain special qualities. Minerals - To extract minerals, a character must use a miner's pick - or similar tool - and make a Strength (athletics) check. The DC for extracting ores is always 15. On a success, the character collects a number of ore units equal to 2d4 + its Constitution modifier (minimum 1 unit). If needed, the character must make an Intelligence (Nature) check first to find a vein or a place where the ores or crystals are abundant. The time used for extracting minerals equals to 1 day of downtime activity. This represents all the time the character uses to find and extract the materials. Woods, Plants & Herbs There're also other materials which are not ores or gemstones - mainly woods - which can be also used to craft weapons, armor, and other kind of items and gear. Plants and Herbs are mostly used for creating alchemical mixtures, cooking, and in some cases for creating dyes for painting. Wood - For collecting Wood materials, a character needs to make a Strength (Athletics) or a Dexterity check, depending on the material (DC 15). On a success, the character collects a number of units equal to 2d4 + its Constitution modifier (minimum 1). For example, if a character wants to collect some units of kirinwood, he must make a Strength (Athletics) check to cut down the tree with an axe and get the material. On a success, the character collects a number of kirinwood units equals to 2d4 + its Constitution modifier. Plants & Herbs - To gather plants, herbs and other similar resources the character must success a DC 15 Intelligence (Nature) check. On a success, the character collects a number of units equal to 2d4 + its Intelligence modifier (minimum 1 unit). The time used for gathering woods, plants and herbs equals to 1 hour for each check, and you can make a number of checks per day equal to your Intelligence modifier (minimum 1). Buying & Selling It's up to the DM to determine if collected materials can be sold (and in some cases, bought). The value of each unit depends of the material. For more information about special materials and values, read the material description section of this supplement. Killing, Chilling, & Filling If characters want to keep some creature parts for later use, they need to maintain the parts in a chilled place to avoid decomposition. Check the Bag of Colding later in this supplement. Later in this module, the material known as "Creature Essence" is mentioned - these "Essence salts" are essential in crafting items of a specified creature's type - such as Giant Slaying, or Dragon slaying items, and similar. In order to extract essence salts from a creature, one may utilize what's known as an "Essence Extraction Device" which is also mentioned later. 11


I Expanded Materials n the following section you can find a list of materials, their unit value and properties. Some of these materials might have other special features. For example, an armor made with dragon bones could grant you resistance to the dragon's breath weapon damage type. Unless the materials are used for crafting magic items, a piece of gear crafted with any of these materials is non-magical - even when some of the features they grant are magical. Plants and Herbs by Areas In the following tables you can see examples of plants for various environments. When a character succeeds a roll to gather plants and herbs, the DM can chose one of the following plants or roll a d20 to determine it randomly. Arctic & Tundra 1d20 Name Rarity 1 - 5 Blue herb Common 6 - 10 Drojos ivy Common 11 - 15 Ucre bramble Common 16 - 17 White poppy Uncommon 18 Taggit Bloom Rare 19 Kreet paste Rare 20 Angel bloom Very Rare Caves & Subterranean 1d20 Name Rarity 1 - 5 Twilight wormwood Common 6 - 10 Blue herb Common 11 - 15 Mandrake root Common 16 - 17 Abyss flower Uncommon 18 Night Maize Rare 19 Kasuni juice Rare 20 Blackleaf rose Very Rare Deserts & Arid 1d20 Name Rarity 1 - 5 Drojos ivy Common 6 - 10 Ellond scrub Common 11 - 15 Ucre bramble Common 16 - 17 Dried ephedra Uncommon 18 Nug Fungus Rare 19 Olina petals Rare 20 Ebrium fungus Very Rare Lakes, Rivers and Ocean 1d20 Name Rarity 1 - 5 Twilight wormwood Common 6 - 10 Blue herb Common 11 - 15 Mandrake root Common 16 - 17 Aniseed sap Uncommon 18 Wuggy Moss Rare 19 Kreet paste Rare 20 Chromatic mud Very Rare Forests & Woodlands 1d20 Name Rarity 1 - 5 Twilight wormwood Common 6 - 10 Drojos ivy Common 11 - 15 Ellond scrub Common 16 - 17 Blood herb Uncommon 18 Black Ivy Rare 19 Thunderleaf Rare 20 Wisp stems Very Rare 12


Mountains & Steppes 1d20 Name Rarity 1 - 5 Drojos ivy Common 6 - 10 Ellond scrub Common 11 - 15 Mandrake root Common 16 - 17 Ash chives Uncommon 18 Vein Lily Rare 19 Kasuni juice Rare 20 Dragontongue petals Very Rare Plains & Hills 1d20 Name Rarity 1 - 5 Ellond scrub Common 6 - 10 Mandrake root Common 11 - 15 Ucre bramble Common 16 - 17 Aniseed sap Uncommon 18 Blood Tree Sap Rare 19 Lunar nectar Rare 20 Dragontongue petals Very Rare Swamps & Wetlands 1d20 Name Rarity 1 - 5 Twilight wormwood Common 6 - 10 Blue herb Common 11 - 15 Ucre bramble Common 16 - 17 Frenn moss Uncommon 18 Gnoll's Weed Rare 19 Ecire laurel Rare 20 Spineflower berries Very Rare Supernatural Herbs When characters go to a regional area that is especially supernatural or magically potent, at times the local plant life is also just as affected. For instance, if a nexus of magic exists in an isolated pocket of a particularly dense forest, not only do the characters roll on the "forest & woodlands" table, but they also roll on the "Supernatural" table to see what incredibly rare plants or herbs they find and harvest - which cannot normally be found - and usually only in very small amounts. Supernatural 1d20 Name Rarity 1 - 2 Viping Vitalis Rare 3- 4 Kirin's Fang Rare 5 - 6 Nightcall Bloom Rare 7 - 8 Xeni Leaves Rare 9 Olus Veritis Rare 10 Ghost Blossom Rare 11 Spriteball Petals Rare 12 Mother Tulip Rare 13 Lamurma Bell Rare 14 Nightmare Root Rare 15 Ironhand Very Rare 16 Silverstem Very Rare 17 Annam's Finger* Very Rare 18 Tenser's Thorn Very Rare 19 Pargen Vine Very Rare 20 Black Lotus Legendary *Annam's Finger Roll Chart Annam's Finger is the name given to the berries found on this gnarled blooming root, which can be distilled into potions of giant strength - mentioned later. This is the Roll chart for what concentration of Annam's Finger you may harvest: Roll a D6 1-2 Brown Berries - hill giant 3 Grey Berries - frost/stone giant 4 Red Berries - fire giant 5 White Berries - cloud giant 6 Violet Berries - storm giant 13


Plants & Herbs Unlike the lists for metals, stones, crystals, and woods - plants and herbs are sorted in alphabetical order. Abyss Flower A dark pink flower with a thorny stem used to create poisons. Unit value: 10 gp Alchemy: Used to craft the poison called malice. Angel Bloom This tiny white yellow flower is found in mountains near rocks and stones. Unit value: 40 gp Alchemy: Used to craft potions of flying. Annam's Finger These tiny, multicolored berries are found inside flowers that bloom on rare twisted, and gnarled roots. Unit value: 150 gp Alchemy: Used to craft potions of giant strength. Aniseed Sap This amber like fluid is known for its resistance against cold. Unit value: 10 gp Alchemy: Used to craft potions of cold resistance. Ash Chives This plant grow in clumps from underground bulbs and produce round, hollow gray leaves. Unit value: 10 gp Alchemy: Used to craft the poison called burnt othur fumes. Black Ivy Leaves Grey leaves fallen from the pitch black Ivy vines. Unit value: 20 gp Alchemy: Used to craft the poison called black ivy paste. Blackleaf Rose This blood red rose have a black stem with small reddish thorns. Unit value: 40 gp Alchemy: Used to craft the poison called midnight tears, and it's more potent form called goodbye kiss. Black Lotus A violet-black, silky, lotus flower that radiates a slight warmth from within. Faint multichromatic colors can be seen glowing on it's undersides - and small motes of colorful starlight dance around it. This flower is mythically rare. Unit value: priceless Alchemy: Used to craft potions of Unleashed Potential, or the poison called void's blood. Blood Herb A dark red herb found in forests, with a similar shape to the blue herb. Unit value: 5 gp Alchemy: Used to craft potions of poison. Blood Tree Sap Extracted from a rare tree known as the blood tree, the sap is thick, red, and poisonous. Unit value: 20 gp Alchemy: Used to craft the poison called assassin's blood. Blue Herb A medicinal dark blue herb that grows in almost every terrain near water sources like rivers and lakes. Unit value: 5 gp Alchemy: Used to craft base restoration potions (ie: potion of healing, potion of mana, potion of stamina). Chromatic Mud This rare mud can be found near oceans, and it reflects the light from any light source, glowing faintly. Unit value: 40 gp Alchemy: Used to craft oils of sharpness. Dragontongue Petals These golden petals are spicy when eaten, giving a similar effect as drinking firewater. Unit value: 10 gp Alchemy: Used to craft potions of dragon's breath. Dried Ephedra A brown shrub found in warm arid regions which has tiny scale-like leaves. Unit value: 10 gp Alchemy: Used to craft potions of fire resistance. Drojos Ivy A purple climbing or ground-creeping woody plant used by animals and humanoids as natural ropes in jungles and forests. Unit value: 5 gp Alchemy: Used to craft potions of climbing. Ebrium Fungus This brown fungus is known by its strong odor and potent poison when dried and grinded. Unit value: 40 gp Alchemy: Used to craft the poison called torpor. 14


Ecire Laurel An aromatic evergreen shrub with green, glabrous leaves that grows in swamps. Unit value: 20 gp Alchemy: Used to craft potions of poison resistance. Ellond Shrub A dried looking woody plant which is smaller than a tree and has several main stems arising at or near the ground. Unit value: 5 gp Alchemy: Used to craft alchemist's fire Ghost Blossom A rare white flower that releases a faint white mist when it blooms, creating the appearance of a stereotypical ghost. Unit value: 40 gp Alchemy: Used to craft the poison called ghost blossom extract. Gnoll Weed A smelly brown weed that grows in swampy areas. On its own, the weed only causes mild numbness, but once refined it is a decent paralytic - a favorite smokable of Gnolls. Unit value: 20 gp Alchemy: Used to craft the poison called lockjaw. Frenn Moss A blue gray moss that grows in swamps and marshes. Unit value: 10 gp Alchemy: Used to craft the poison called essence of ether. Ironhand A slate grey flower with vaguely hand-shaped petals encircling a bright blue center. Unit value: 100 gp Alchemy: Used to craft potions of heroism. Kasuni Juice A white dense liquid extracted from the spherical flower of a Kasuni plant. Unit value: 20 gp Alchemy: Used to craft oils of slipperiness. Kirin's Fang A yellowish, bone colored, oblong berry that grows on sets of yellow vines. Gives off a vaguely meaty smell. Unit value: 20 gp Alchemy: Use to craft potions of primal savagery. Kreet Paste A thick viscous fluid extracted from a Kreet mushroom, found in humid cold places. Unit value: 20 gp Alchemy: Used to craft potions of greater restoration (ie: potion of greater healing, potion of greater mana, potion of greater stamina). Lamurma Bell A bright violet, conical shaped flower bloom that gives off a faint, low humming sound. Unit value: 40 gp Alchemy: Used to craft potions of haste. Lunar Flower The nectar from this white tiny flower can only be harvested under moonlight. Unit value: 20 gp Alchemy: Used to craft potions of force resistance. Mandrake Root This root has small air bags inside of it, and when the root is squished the air sounds like screams for a few seconds. Unit value: 10 gp Alchemy: Used to craft potions of thunder resistance. Mother Tulip A faintly translucent white tulip that grows in very rare patches - it glows at night. Unit value: 100 gp Alchemy: Used to craft the poison called mother's mercy. Night Maize A narcotic plant that resembles black corn, but grows low to the ground and only in the underdark. The kernels are ground to a pulp and mixed into a liquid, typically bourbon. Unit value: 40 gp Alchemy: Used to craft the poison called brawler's bourbon. Nightcall Bloom This Deep, blood red flower has an inner violet center that contains a light sensitive airbag - when night descends, the flower opens and lets out a low howling sound. Unit value: 40 gp Alchemy: Used to craft potions of wrath, and the poison called insanity mist. 15


Nightmare Roots A twisted plant that grows deep within the abyss, it's red and brown roots snake its way through all of it's layers, and seem to feed on the horrors present there. Unit value: 75 gp Alchemy: Used to craft the poison called nightmare powder. Nug Fungus Found beneath the desert sands, typically near oases or forests of cacti, this creamy tan fungus draws moisture from its surroundings. Unit value: 20 gp Alchemy: Used to craft the poison called dust of the desert winds. Olina Petals These pink petals have small bright red dots, known for its venomous properties. Unit value: 20 gp Alchemy: Used to craft the poison called pale tincture. Olus Veritis These bright green, semi metallic, leaves grow in ivy bunches and have tiny serrated edges. Unit value: 40 gp Alchemy: Used to craft the poison called truth serum. Pargen Vine A thick, metallic gold vine with blooming pink flowers. It exhibits an extremely sweet smell. Unit value: 200 gp Alchemy: Used to craft phials of resurrection. Silverstem Small, sharp silver grass blades that are incredibly rigid, when they scrape against themselves in the wind, they produce slight screeching. Unit value: 100 gp Alchemy: Used to craft potions of glibness. Spineflower Berries Small purple brown berries that grows in the center of the spineflower, a rare plant with sharp petals and a stem filled with spines. Unit value: 40 gp Alchemy: Used to craft potions of superior restoration (ie: potion of superior healing, potion of superior mana, potion of superior stamina). Spriteball Petals These ball-shaped masses of colorful flowery petals are a favorite amongst the smaller feyfolk, as they are hollow inside the ball shaped flower. Unit value: 75 gp Alchemy: Used to craft oils of etherealness, and the poison called pallid deception Taggit Bloom A narcotic flower resembling a yellow rose, these flowers release a sickly sweet smell when in full bloom that causes dizziness and sometimes blackouts. These flowers resiliently grow in arctic and frozen regions. Unit value: 20 gp Alchemy: Used to craft the poison called oil of taggit. Tenser's Thorn These ghastly, pale blue shrubs have ghost-white thorns on their stalks - the shrub glows in the dark. Unit value: 150 gp Alchemy: Used to craft potions of prowess. Thunderleaf These yellow leaves are soft to touch and known for gliding around their trees on their own accord after falling off. Unit value: 20 gp Alchemy: Used to craft potions of flying. Twilight Wormwood A purple gray fibrous plant with straight stems, growing up to 3 feet tall. The leaves are spirally arranged, and they're known for their poisonous properties. Unit value: 5 gp Alchemy: Used to craft basic poison. Ucre Bramble A white rough tangled prickly shrub with thorny stems that grows in almost every plain, no matter the temperature. Unit value: 5 gp Alchemy: Used to craft potions of radiant resistance. Vein Lily These lilies grow in areas where rotting organic matter is present, but it can be found naturally in mountain areas - presumably due to lost dead climbers or frozen corpses. Unit value: 20 gp. Alchemy: Used to craft the poison called veinrot extract. 16


Additional Potions Later in this module are the aforementioned potions that have not been seen in any D&D book thus far. Such as the "potion of primal savagery", "potion of wrath", "phial of resurrection", "potion of glibness", "potion of prowess", and the ultimate "potion of unleashed potential". Viping Vitalis A collection of red-hued, moss-like ivy that hangs from trees, rock sides, and other surfaces. Unit value: 75 gp Alchemy: Used to craft potions of supreme restoration (ie: potion of supreme healing, potion of supreme mana, potion of supreme stamina). Wisp Stems This tiny flower looks like a bright blue dandelion seed head. Even though it looks pretty, the stem is the only usable part for alchemical concoctions. Unit value: 40 gp Alchemy: Used to craft potions of vitality. White Poppy A beautiful white flower that grows up to 4 feet tall and consists of 5 petals, giving it a small star-like shape. Unit value: 10 gp Alchemy: Used to craft potions of growth, and potions of diminution. Wuggy Moss A mossy bright green sponge that grows along shorelines - its tendency to disperse oxygen from the surrounding water usually keeps waterlife from thriving nearby. Unit value: 20 gp Alchemy: used to craft the poison called fish out of water. Xeni Leaves Dark grey trees with Sage green leaves, these seemigly haunted trees look in a constant state of autumnal death - the leaves decay rapidly when shed from the branches within a few days - leaving a smokey vapor in their wake. Unit value: 40 gp Alchemy: Used to craft potions of gaseous form. More art than science? The plants and herbs listed are attributed to crating most forms of potions and poisons that are available in game. However, some methods of creating potions may require multiple differing ingredients - as per DM's discretion: Perhaps the "Extreme Restoration Potion", with no obvious ingredient listed, would require a unit of each ingredient that made up it's lesser forms, namely: blue herb, kreet paste, spineflower berries, and viping vitalis. A "Potion of Invulnerability" may require a unit of each other resistance potion's ingredients. Even a "Resurrection Draught" may require the ingredients of an "Extreme Restoration potion" to be combined with Pargen Vine. 17


Creatures Creature materials are used mainly for clothing and armor, as hides and leathers aren't utilized for crafting weapons. Bone (updated) A series of bones joined together, mostly used by shamans and wildlings. Unit value: Determined by the creature's CR. Weapon: Replaces the metal and wood; gain +1 to their damage rolls. Armor: Replaces the metal. While wearing a medium or heavy armor (non hide) made with bones, you gain a +3 bonus to Charisma (Intimidation) checks you make. Chitin (updated) These flexible shells of chitinous creatures such as giant crabs or remorhaz are used to craft armors, known to be lighter than metallic armors. Unit value: 100 gp Armor: Replaces the metal. While wearing a medium armor (non hide) made with chitin, the armor's dexterity bonus increases by 1. Heavy armors made with chitin reduce the Strength requirement by 1. Creature Essence All creatures are different, but they're grouped up in types which determines their fundamental natures. These items are generally referred to as "salts" for the sake of simplicity (ie: fire salts - for fire elementals, dragon salts - for dragons, etc.) Unit value: Determined by the creature's CR. Weapon: Can be used to craft specific slaying weapons such as weapons of dragon or giant slaying. Other: Can be used to craft specific potions, alchemical concoctions, and magic items such as a brazier of commanding elementals Essence Salts All creatures are divided in various types, and characters can extract a unit of that essence using an essence extraction device - each creature can only grant 1 unit of essence salts. Essence salts come in a variety of forms - and there is almost always a salt type for each type of creature. Below are a few examples of common essence salts: Ignan salts - fire elementals Aquan salts - water elementals Terran salts - earth elementals Auran salts - air elementals Monstra salts - monstrosities Draco salts - dragons Jotun salts - giants Sinister salts - undead, cursed and shadowfell creatures Jovial salts - fey, otherworldly and feywild creatures Profane salts - infernal creatures Hallowed salts - celestial creatures Psudon salts - aberration creatures MonHipphavemajesUnArmmade(AnimMonScaleshapeUnArmsimilaIllkThis creatUnArmmadeSolThis creatUnArmmade3. EllThis areaUnArmmadeZetThis areaUnArmmadeby 3. DinThis and eUnArmmadereducThoThis especUnArmmadeby 3. 18


Stellar Hide This brightly pale, and slightly metallic, cream colored hide is harvested from celestial and similar creatures. General: All Stellar hide items are ritualistically magical in nature - weapons, armor, and items are considered magical for overcoming resistance and immunity. Unit value: 500 gp Armor: While wearing clothing or a hide/leather armor made with stellar hide, radiant damage you take is reduced by 3. Shadow Hide This deep, almost pitch black, dark hide is harvested from infernal and similar creatures. General: All Shadow hide items are ritualistically magical in nature - weapons, armor, and items are considered magical for overcoming resistance and immunity. Unit value: 500 gp Armor: While wearing clothing or a hide/leather armor made with shadow hide, necrotic damage you take is reduced by 3. Paranic Hide This slick grey, mottled purple hide is harvested from abberations and particularly psychic creatures. General: All Paranic hide items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls, and armor gains a +1 to it's AC. Unit value: 750 gp Armor: While wearing clothing or a hide/leather armor made with paranic hide, psychic damage you take is reduced by 3. Other uses for hides? As stated earlier, hides and leathers aren't traditionally used for crafting weapons; however, if your DM allows it, hides used in the construction/hilting of weapons may add an additional effect: +3 (elemental damage) to their damage rolls. - based on the damage type the hide usually protects against. Mysterid Hide This rare, seemingly opalescent hide, is harvested from creatures of a supernatural origin - typically those affected or mutated by exceptionally magical energies. It is difficult to find a creature that exhibits such mutations - and harder to extract from said creature. General: All Mysterid hide items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls, and armor gains a +1 to it's AC. Unit value: 750 gp Armor: While wearing clothing or a hide/leather armor made with mysterid hide, force damage you take is reduced by 3. Titan Marrow The bones left over from falled titans, such as Astral Dreadnoughts, Atropals, Empyreans, Krakens, Tarrasques, and other legendary creatures of Godly construction. These bones carry inside them residual divine energies from the Titans they once were a part of, and therefore, still retain massive power. Titan Marrow is rediculously rare to come across, as killing a Titan will no doubt be an achievement of monumental proportions - doing so, and then harvesting it's bones would yield extreme renown and reward. Therefore it's value is too astronomical to state. Titan Marrow has all effects of Bone, with it's own abilities as well: General: All Titan Marrow items are highly magical in nature, weapons gain a +2 magical bonus to attack and damage rolls, and armor gains a +2 to it's AC. All Titan's Ivory items bestow Advantage to all Charisma (Intimidation) and Charisma (Persuassion) checks the wearer makes. Weapons: The crit range for Titan Marrow weapons is increased by 1 - regardless of what your current crit range is. Armor and Shields: Once per dawn, bestows upon it's wearer temporary hit points equal to 2x one of the creature's hit dice. These temporary hit points last until the next dawn. (ex: a barbarian with d12 hit dice, rolls a 6 on one, therefore; gains 12 temporary hp till next dawn.) 19


Metals Iron A sturdy metal overall, iron is inferior to steel in practical regards. Any item made with iron will cost less than a steel equivalent, but will be slightly less effective. Unit Cost: Half it's normal steel cost in gold. General: All items made of Iron have the DC of strength checks made to break them reduced by 1. (as compared to steel items of the same make.) Weapons, traps, and other metallic creations: Gain -1 to their damage rolls (to a minimum of 1 damage) Armor and Shields: Gain -1 to their AC value. Steel The ubiquitous choice for smiths, crafters, and handymen when arming a soldier or warrior, or even preparing tools and items. Strong and durable, smiths can always put their trust in steel. Unit Cost: As per standard cost. General: All items made with steel follow the same rules as their Player's Handbook equivalent as well as any special rules granted by a Trait crafted into the item. Alchemical Silver A natural deterrent against most supernatural beings, Some monsters are susceptible to silvered weapons, so cautious adventurers invest extra coin to plate their weapons with alchemical silver. Created by the process of transmuting lead into silver, this is why it maintains some form of magical properties without having to be enhanced by further magical effects. Unit Cost: 100 gp Weapons: Count as a magical weapon for the purposes of overcoming resistances and immunities. Armor and Shields: You impose disadvantage on attacks from creatures hurt by silver. Cold Iron (updated) Appearing to be mundane iron, but exhibits a faint blue sheen when exposed to magical light. Cold Iron is mundane iron worked entirely without heat, being fashioned exclusively while cold and with slight ritualistic magics, this process, however, does not make the cold iron magical - but does make it particularly effective against the Fey folk. Unit Cost: 250 gp Weapons: When you hit a fey creature with a Cold iron weapon, you can reroll the damage and use either result. Armor and Shields: Grants a +1 bonus to any saving throws made against attacks or spells made by fey creatures. Additionally, while a creature is donned with an item of Cold Iron, they have advantage against being charmed or magically put to sleep. Diolode A form of iron that is mottled purple and with a red sheen when exposed to magical light. Typically found near extremely calm or untouched lakes, rivers, or other natural water sources. Something about the nature of this metal seems to bring out calm contentment in living creatures. It is often used to make holy symbols or sacred objects. The nature of this metal makes it particularly effective to combat undead. Unit Cost: 250 gp Weapons: When you hit an undead creature with a Diolode weapon, you can reroll the damage and use either result. Armor and Shields: Grants a +1 bonus to any saving throws made against attacks or spells made by undead creatures. Additionally, a creature donned with an item of Diolode on their corpse cannot be turned into undead unless the item is removed, and only 6 hours after removing it. 20


Caustinite A deep, metallic sickly green, Caustinite is an acidic metal, sometimes in mass quantities, it can dissolve itself from being overly acidic. Found typically under ancient bogs and swamplands near volcanic vents, this metal is difficult to handle. Unit Cost: 500 gp Weapons: Deals an extra 1d6 Acid damage on strike. Armor and Shields: Reduce the amount of damage done by sources of acid by 1d6. Cryrium Bearing the color of sky blue silver, Cryrium is an unnaturally cold metal that consistently gathers a layer of frost on it's surface. Found in the most remote and desolately cold and frozen tundras where ice and snow have fallen for centuries untouched. Unit Cost: 500 gp Weapons: Deal an extra 1d6 Cold damage on strike. Armor and Shields: Reduce the amount of damage done by sources of cold by 1d6. Feverus (Replaces Infernal Steel) A matte bronzen steel while cold, Feverus is a constantly hot metal that appears as heated iron. Always putting off heat with a faint red glow, this metal is typically found in barren magma fields, volcanoes, and other consistently hot areas; especially where lavaflow is common. Unit Cost: 500 gp Weapons: Deal an extra 1d6 Fire damage on strike. Armor and Shields: Reduce the amount of damage done by sources of fire by 1d6. Fulmenar (Replaces Darksteel) A semi-metallic blackened blue metal with a purple sheen, Fulmenar is an energized metal that, at times, discharges static and electrical pulses. Typically found in mountain tops and coastal crags where storms rage and the force of the tides and lightning push their way into the surrounding ore. Unit Cost: 500 gp Weapons: Deal an extra 1d6 Lightning damage on strike. Armor and Shields: Reduce the amount of damage done by sources of lightning by 1d6. Tonitius A deep, mirrored gray metal with a pinkish hue, Tonitius is seemingly normal in it's function, yet, when it is struck, or strikes another surface, it reverberates loudly with a deafening tone. This metal is found in deep canyons and craters where rockslides, avalanches, and tumultuous earthquakes are very common. Unit Cost: 500 gp Weapons: Deal an extra 1d6 Thunder damage on strike. Armor and Shields: Reduce the amount of damage done by sources of thunder by 1d6. Morghite (Replaces Plaguesteel) A russet brown metal with specks of green throughout its surface, Morghite is a fume-producing and noxious substance. It gives off a toxic, nauseating smell that makes it difficult to mine, but not difficult to find. Found normally in old jungle caves and locations where toxic substances are highly common such as extremely old sewers. Unit Cost: 500 gp Weapons: Deal an extra 1d6 Poison damage on strike. Armor and Shields: Reduce the amount of damage done by sources of poison by 1d6. 21


Mithral (updated) A beautiful silvery metal commonly used by the elves and dwarves. It is said to be as light as a feather, and stronger than steel. Mithral is a unique metal in its low weight and high ductility, making it difficult to manipulate properly if you are not careful. Unit Cost: 500 gp General: All Mithral items weigh half their normal weight. Weapons: A weapon with the Light property weighs nothing if crafted with mithral and gains Finesse. All weapons with neither the Light nor the Heavy property gains the Light property if crafted with mithral A weapon with the Heavy property loses the Heavy property if crafted with mithral. Armor: Requires no Strength requirement. Heavy Armor made from Mithral counts as Medium Armor for armor proficiencies, and Medium Armor counts as Light Armor for armor proficiencies. Additionally, medium armor made of mithral allows the user to add a max of +3 from their Dexterity Modifier to their AC, instead of +2. While wearing Mithral armor, you don’t suffer disadvantage on Dexterity (stealth) checks, even if the armor would normally impose disadvantage. Shields: made from mithral gain the light property (and therefore may be used in two-weapon fighting.) In addition, so long as the wearer is conscious and can see/hear/sense a threat, the wearer adds the AC bonus of their shield to their Dexterity saving throws. Other: Mithral ammunition can be fired out to the long range of the weapon it is fired from without suffering disadvantage. Umbrium (Replaces Asmoroch steel) Found within rare veins down in the depths of the Underdark or near areas afflicted by the Hells, Umbrium is typically found in drow and duergar societies, and favored amongst devilish or demonic groups. Ruddy Brown when found as ore, umbrium turns a dark fiery red when heated and cools to a copperish black. It has a draining property on living creatures, and a particularly negative effect upon celestial beings. Unit Cost: 750 gp General: All Umbrium items are ritualistically magical in nature - weapons, armor, and items are considered magical for overcoming resistance and immunity. Weapons: When you hit a celestial creature with an Umbrium weapon, you can reroll the damage and use either result. An Umbrium weapon deals an extra 1d6 Necrotic damage on strike. Armor and Shields: Grants a +1 bonus to any saving throws made against attacks or spells made by celestial creatures. Additionally, a creature donned with an item of Umbrium has advantage on stealth checks in lightly obscured areas (such as shadows, fog, or mist). Reduce the amount of damage done by sources of necrotic by 1d6. Aurorium (Replaces Stellar Iron) Also known as "Sky gold", this silvery-gold metal is as strong as steel, and appears to glimmer with a holy aura. Found in the tallest mountains that pierce the sky, or in places touched by the heavens. Favored by churches, holy groups, and some monestaries for it's innate "anti-evil" abilities, Aururium is particularly effective in combating fiendish beings, as it seems to burn with even the slightest touch. Unit Cost: 750 gp General: All Aurorium items are ritualistically magical in nature - weapons, armor, and items are considered magical for overcoming resistance and immunity. Weapons: When you hit a fiendish creature with an Aurorium weapon, you can reroll the damage and use either result. An Aurorium weapon deals an extra 1d6 Radiant damage on strike. Armor and Shields: Grants a +1 bonus to any saving throws made against attacks or spells made by fiendish creatures. Additionally, a creature donned with an item of Aurorium emits bright light for 5 feet -and dim light for an additional 5 feet - but can snuff this light as an Action. Reduce the amount of damage done by sources of radiant by 1d6. 22


Entropium A lithe and springy, brilliantly mirrored, silver metal. This metal is highly sought after for it's capability to store and redirect both potential and kinetic energies. Found in strange, twisted metal veins beneath very old great battles or tragedies. It's ability to disrupt entropic energies makes it ideal to fight elemental beings. Unit Cost: 750 gp General: All Entropium items are ritualistically magical in nature - weapons, armor, and items are considered magical for overcoming resistance and immunity. All Entropium items seek to become whole again if ever seperated. If ever broken, an entropium item will mend themselves. Weapons: When you hit an elemental creature with an Entropium weapon, you can reroll the damage and use either result. Deals a damage die higher than it's typical die (ex: scimitar: deals 1d6 typically, now deals 1d8). Armor and Shields: Grants a +1 bonus to any saving throws made against attacks or spells made by elemental creatures. Ferroplasma Also known as "Quicksilver", Ferroplasma is a a psychically ionized, semi-liquid metallic-plasma that typically only the gith species know how to process and manipulate to the fullest. Generally found in the astral plane in the fray of psychic storms in the form of silvery hail, and very rarely: found in liquid pools on floating remains of petrified dead gods. Most gith set up psionic nets on ships and in the astral plane to collect ferroplasma as psychic storms pass through - as harvesting it from the remains of dead gods can impose the wrath of the Guardian of the Vestiges: Anubis. Unit Cost: 750 gp General: All Ferroplasma items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls, and armor gains a +1 to it's AC. Ferroplasma items are always under the “Metamorphic” item effect, as their structure is constantly shifting. Weapons: When you hit an abberation creature with a Ferroplasma weapon, you can reroll the damage and use either result. A Ferroplasma weapon deals an extra 1d6 Psychic damage on strike. Additionally, When you roll a critical hit with a quicksilver weapon against a target in an astral body (as with the astral projection spell), you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. Armor and Shields: Grants a +1 bonus to any saving throws made against attacks or spells made by abberation creatures. Additionally, a creature donned with armor of ferroplasma is immune to all silvery cord damage. Reduce the amount of damage done by sources of psychic by 1d6. Orichalcum (updated) A Bronze orange metal with a blood red sheen, typically found in high pressure locations such as deep beneath volcanoes or deep under water in volcanic trenches. This metal exhibits a high capability to "warp" gravity and natural energies around it innately, exhibiting a forceful aura. It is highly difficult to craft due to it's resistance to pressure and force. Unit Cost: 1,000 gp General: All Orichalcum items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls, and armor gains a +1 to it's AC. Weapons: An Orichalcum weapon deals an extra 1d6 Force damage on strike. Additionally, whenever you critically hit with an Orichalcum weapon, reroll the damage roll and keep the higher of the two results. Armor and Shields: Reduce the damage dealt to you by all sources by 1d10. Additionally, critical attacks against you reroll the damage dice, taking the lower damage result. Reduce the amount of damage done by sources of force by 1d6. 23


Finimagus Also known as "Voidstone" or "Magebane", despite being inherently magical itself, this pitch black metal can temporarily nullify creatures from the weave - it is thought that the material "absorbs" the creature's magic. Finimagus has been used often to make prisons and shackles for spellcasters. Simply touching the metal is not enough to trigger the effects, so a mount with barding made of finimagus won't affect the rider. Found very rarely in mountaintops and caves where the ethereal plane touches, and where heavy magical prescences reside. Unit Cost: 1,000 gp General: All Finimagus items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls, and armor gains a +1 to it's AC. All Wielded or worn items made of finimagus render the user unable to cast or concentrate on spells. Any spell that is currently being maintained by a creature who draws such a weapon or dons such an armor end immediately. The same also applies to creature bound (ie: chains, manacles, shackles) or trapped by (ie: hunting trap) items made of finimagus. Weapons: When dealing damage to a spellcaster, imposes disadvantage on all saving throws to maintain concentration. Additionally, creatures hit by finimagus weapons must make a DC 13 Wisdom save or have their lowest spell slot expended, so long as they have spellslots. Armor and Shields: Grants the wearer advantage against all spells and magical effects. Additionally, any attempts to scry you while wearing finimagus armor are nulled. Adamantium (updated) Said to be the strongest substance in the realms, It's smokey and opalescent silver surface exhibits a greenish sheen in light. Adamantium is found in rare mineral veins deep within the world, or in meteorites that have come from other planets. Unit Cost: 2,000 gp General: All Adamantium items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls, and armor gains a +1 to it's AC. All Adamantium items weigh twice their normal weight, have twice the number of hit points, and are considered Indestructible - except when hit with another indestructible item, it is then counted as having an additional +5 to any Strength check made to break them. Weapons: When hitting a non-indestructible object, deal damage equal to max critical damage. Armor and Shields: Cancels any critical hit, making it a normal hit. (If a adamantium weapon was used against a adamantium armor, it becomes possible to land critical hits.) Viridium Also known in some circles as "Godsbane"; rumored to be adamantium from the far realms beyond the multiverse, this adamntium mined from very rare, green-tailed meteroites is especially vibrant green in color with a white sheen, and is approached with much skepticism. Considered forbidden, taboo, and at times, even cursed by most religious or occult institutions for it’s inherent harmful effects against the outer powers. Viridium is so mythically rare, that it's even more rare to find a craftsmen or entity that can forge and shape it...or is even willing to - considering it's properties. Therefore, the cost is so astronomically vast, that it's not worth stating. It should be noted, that even carrying a piece of Viridium is enough to pique the interest and potential ire of many an entity. Viridium has all effects of adamantium, with it's own abilities as well: General: All Viridium items are highly magical in nature, weapons gain a +2 magical bonus to attack and damage rolls, and armor gains a +2 to it's AC. All Viridium Items are considered to be innate "Anathemas", meaning that they naturally are considered agents of depowerment towards deities and other godly beings. When a deity is in the presence of a Viridium item, it's Divine Rank drops by 1 point until the item is removed from their presence. Weapons: Deals an extra 1d6 Aetherion damage on strike. When you hit any outsider creature with a Viridium weapon, you can reroll the damage and use either result. Weapons made with Viridium deal 2x Aetherion damage to outsiders of all types, or creatures considered planar outsiders, including deities. (abberations, celestials, elementals, fey, fiends, undead, and divine) Armor and Shields: made of Viridium grant a +2 bonus to any saving throws made against attacks or spells made by any outsider creatures. Armor made with Viridium grants resisitance to bludgeoning, piercing, and slashing damage, as well as Aetherion damage - known to be one of the only ways to counteract Aetherion energy's infamous unblockable damage capabilities. 24


Stones & Crystals Coral (updated) Mostly used by sea and waterborne creatures to create their weapons and armors. Unit value: 100 gp Weapons: Any melee weapon made with coral doesn't have disadvantage on the attacks rolls while underwater. Armor: Replaces the metal. While wearing a medium or heavy armor (non hide) made with coral, you speed while swimming increases by 10 feet. Obsidian (updated) Volcanic glass created from cooled magma or lava, it ranges in colors from black to deep purple shades. Well known for it's durability, as well as it's incredible sharpness and ability to pierce, slash, and even bludgeon with it's sharp angled structure. Found exclusively in old volcanic areas where lavaflow was once common. Unit Cost: 250 gp Weapons: Deals an extra die of damage on strike - regardless of whether it does bludgeoning, piercing or slashing damage, as obsidian's light and angled nature imposes harder strikes. Armor and Shields: Deals 1d6 piercing damage to any creatures that attempt to grapple, physically restrain, or grab you. Pearl Steel An alloy made from alchemically melted pearls and combining it with high quality steel, the result is a semimetallic, glossy cream-like pink to yellow, stone. This makes beautiful, elegant, and often fairly pricey items, that combines the strength of steel with the awe of the ocean. Unit Cost: 250 gp Weapons: Gains an additional +1 to hit, if the wielder had moved with their swim speed during their last turn. Armor and Shields: Allows the user to utilize their normal speed as their swim speed in water. Aerocrystal (updated) A light blue, glass-like crystal known for creating quick, precise weapons - found in highly elevated areas; such as mountains, cliffs, and canyons. Unit value: 250 gp Weapon: You can use your Dexterity modifier for attacks and damage made with an aerocrystal weapon - regardless of the weapon's weight or type. Armor: Replaces the metal. While wearing a medium or heavy armor (non hide) made with aerocrystal, increases the Dexterity bonus to AC by 1. Stygianite A dark, opaque gray-blue crystal that is found in the deepest and frozen layers of the hells. Often seen wielded or worn by devils and demons alike, for it's icy dark presence forbodes doom. Unit Cost: 750 gp General: All Stygianite items are ritualistically magical in nature - weapons, armor, and items are considered magical for overcoming resistance and immunity. All items made of Stygianite naturally snuff all light sources within a 10 foot radius. Weapons: When making a melee attack, you can choose to replace the damage type of the attack with necrotic damage. Armor and Shields: When a creature of Good alignment ends their turn within 5 ft of you, the evil creature takes 1d6 necrotic damage. This includes if the wearer is Good aligned, or if a creature is bound in Stygianite. Celystine A beautiful, luminous white-silver crystal that is said to originate in the upper most layers of the heavens. It is often associated with angels and other celestial beings, and it is rare for the crystal to be seen anywhere besides in their service. Unit Cost: 750 gp General: All Celystine items are ritualistically magical in nature - weapons, armor, and items are considered magical for overcoming resistance and immunity. All items made of Celystine naturally give off bright light in a 10 foot radius. Weapons: When making a melee attack, you can choose to replace the damage type of the attack with radiant damage. Armor and Shields: When a creature of Evil alignment ends their turn within 5 ft of you, the evil creature takes 1d6 radiant damage. This includes if the wearer is Evil aligned, or if a creature is bound in Celystine. 25


Dendriticite Dendriticite is a strange, barely luminescent, semi-living crystal that comes in shades of deep purple to blood red - and pulses lightly with an inner glow. Found in some of the deepest caverns in the underdark, this crystal has a tendency to seemingly "consume" blood, it also has a natural inclination for "self-offense" to ensure it receives blood to grow further as a mass. Despite not being a truly living being in any sense, it's thirst for bloodshed is both literal & palpable. Unit Cost: 750 gp General: All Dendriticite items are ritualistically magical in nature - weapons, armor, and items are considered magical for overcoming resistance and immunity. Weapons: Deals an additional 1d6 bludgeoning, piercing, or slashing damage, as the crystal naturally moves to draw blood to feed itself. Additionally, once a day you may spend 1 minute feeding the Dendricite weapon blood to satiate it's hunger - upon doing so, it's additional damage increases to 2d6, and it gains the Reach property for the next 10 minutes as it's structure grows. Armor and Shields: Whenever the wearer takes over 20 HP of damage in one turn, the Dendricite extends spikey growths that explode outwards dealing 1d10 piercing damage to all creatures within a 10 foot radius centered on the wearer. Additionally, once a day, if you are at anywhere between 1 - 10 HP, you gain +3 AC as the Dendricite cluster feeds on your shed blood and thickens. Disturbing Discoveries Dendricite is a material that feeds specifically on shed blood, and will do anything within it's physical capability to sustain itself and grow in mass and size. It has been observed that the larger the cluster of dendricite, the more viscous and offensive the surrounding crystals become, going as far as to rapidly grow on their own towards sources of blood - indicating a rise in cognitive capabilities. Some scholars and adventurers have observed the crystal "possessing" still living creatures in a painful act of ventriloquism to bring more blood to the main cluster - producing what some have called "dendricite puppets." Some items made by dendricite even begin to act erratically and hostile when in the presence of these massive clusters - sometimes turning on their wielders and forcing them to join the cluster itself. Adventurers should take great care in satiating their Dendricite items with blood on a regular basis, lest they fall victim to it's natural betrayal. 26


Animite Also known as "Soul Gem", Animite is unlike most other stones and crystals. Ranging in color from soft pinks, to light blues, to purples and blacks - this crystal yearns for magic and the inherent energies of souls and spirits. Found deep underground where magic has flowed heavily, these crystals can be found in clusters feeding off the excess energies from spells and magical effects, and sometimes if one gets close enough, faint humming can be heard from within the crystals. When heated to a high temperature, animite becomes malleable and ductile without being brittle - much like metal - and if superheated, it becomes a highly explosive white-hot liquid. An expert craftsman can form the crystal before it cools back to it's crystalline structure, holding its new shape. Unit Cost: 1,000 gp General: All Animite items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls, and armor gains a +1 to it's AC. All items made of Animite may be used as a spellfocus with a +2 to the wielder's spell save DC - from simple objects such as rings and amulets, to shields, weapons and armor. These focuses count towards holy, arcane, druidic, psionic, and all other spellfocuses. Additionally, Animite objects are always capable of housing a soul within it as per the "Soul cage" spell and similar effects. Weapons: Can naturally cast "Soul Cage" upon a creature killed with it. This can only be done once per day, and only if it is a "vacant" animite piece. Armor and Shields: Grants their wearer advantage on all saving throws made to maintain concentration for spells. Animite and Dragonshards Animite functions almost identically to dragonshards found in the book "Eberron: Rising from the last war" The Soul Within the Gem Pieces of animite, whether they be weapons, armor, shields, or simple objects can each hold a soul within itself. The table below dictates the "estimated" value of a particular soul based on it's Hit Dice Value - the value may increase or decrease depending on the buyer/appraiser in question. The value of the soul is added onto the base unit cost. For example: One unit of animite with an adventurer's soul is worth 1800 gp. H13579127


Chlorophyte This bright, luminously glowing green stone is an enigma, A living mineral with a latent psionic frequency all it's own - this stone slowly converts dirt, mud, and stone in contact with it into more of itself; presumably through some form of virus- like regeneration, which then forms a vast network that begins to expand deep underground. Long a mystery to many scholars, sages, and mystics - they speculate it arrived to this world thousands of centuries ago when it fell from the stars. This living mineral forms a complex lattice in host materials - typically stone or similar earthen substances - and possesses only the barest glimmers of thought and cognition. Chlorophyte turns its residual psionic powers to suit the intentions of any intelligent beings in physical contact with it. A creature in physical contact with a network of chlorophyte can make use of its limited psionic properties. Unit Cost: 2,000 gp General: All Chlorophyte items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls, and armor gains a +1 to it's AC. When the creature performs a skill check while holding/wearing chlorophyte or performs a tool check using a tool made of chlorophyte: The creature’s proficiency is doubled, or it adds its proficiency bonus if it is not proficient. Weapons: When making an attack against a creature and miss the attack, you still deal damage equal to twice your proficiency bonus. The damage caused is due to the chlorophyte guiding your strike to do residual damage. Additionally, chlorophyte weapons allow the wielder to make an additional attack during their attack action - as the chlorophyte reads your movement and intentions. Armor and Shields: When you take a hit, ignore the amount of damage equal to twice your proficiency bonus. The damage prevented is due to the chlorophyte moving/blocking for you on your behalf. Additionally, chlorophyte armor grants an additional 20 feet of movement to the wearer - as the chlorophyte follows your mental pathway. 28


Godstone This supernatural, and extremely mythical stone is semiopaque, exhibiting a plethora of multichromatic colors on it's surface, and seen within the stone itself is a sheen of misty purple and silver motes of starlight reminscent of the Astral Plane. This stone can only be found in one place naturally: The Petrified corpses of Dead Gods in the Astral Sea. The stone can only be harvested off of the remains of the gods, and not from the remnant bits that fill the Astral Void - as once it has been seperated from the main body, it begins to loose it's innate power over time. Therefore, mining it from the petrified husks is the only assured way to get it - but extremely dangerous due to the possibility of provoking the wrath of the Guardian of the Vestiges: Anubis. Godstone is so dangerously rare - as surviving long enough to harvest it from a god-corpse and escaping Anubis' wrath are both highly unlikely. Therefore it's value is too astronomical to state. It has been known to be an essential material in successfully ascending a mortal being to godhood in some occult rituals. Godstone has all effects of animite, with it's own abilities as well: General: All Godstone items are highly magical in nature, weapons gain a +2 magical bonus to attack and damage rolls, and armor gains a +2 to it's AC. All items made of Godstone exhibit a strange tendency to act on their own in times of extreme duress. When a creature attempts to use an item made of Godstone to accomplish an extraordinary feat; such as make an impossible shot, survive an extremely powerful blow, or pick an unnaturally difficult lock, the item may choose to have the creature roll a 20 on the skill check, attack roll, or saving throw. This effect can't occur more than once a week. (The decision to activate this property is controlled by the DM, it generally triggers in moments of narrative climax or drama.) Weapons: Creatures reduced to 0 HP instantly fail 1 death saving throw. Additionally, creatures killed with a Godstone weapon cannot be ressurrected by anything short of a wish spell. Armor and Shields: Grants the wearer/wielder continuous effects of the "protection from evil and good" spell. Additionally, once a day, the wearer can utilize the godstone's power to cast "Dispel Evil and good" without maintaining concentration. Godly Souls As Godstone functions as animite, it has the capability to hold incredibly powerful souls within it. Godstone has no limit as to the size of a soul it can hold in terms of the number of Hit Dice the creature may have, as according to the "Soul Within the Gem" section of animite. This makes godstone the most exotic and highly valuable material ever. 29


Woods Wood The standard form of lumber ranging anywhere between ash, ebony, oak, teak, yew, and more. Each have their own regional uses, but ultimately, are all merely the husks of the trees they were once a piece of. Unit value: Half it's normal steel cost in gold. Armor: Replaces the metal of any medium or heavy armor. Armor and Shields: Replaces the metal of any medium or heavy armor, and shields. Kirinwood A Supernaturally tough, resilient wood, found in remote areas, and is as strong as steel. Named after a Mythical Creature said to have gifted it to humanity. Unit Value: 250 gp General: All Kirinwood items are ritualistically magical in nature - weapons, armor, and items are considered magical for overcoming resistance and immunity. All Kirinwood items are immune to dissolving from all damage types except force. This does not translate to immunity or resistance for the wielder. Weapons: Replaces the metal of weapons. Deals an additional 3 points of weapon damage on strike. Armor and Shields: Replaces the metal of any medium or heavy armor, and shields. Ignores 3 points of damage when hit. Aetherwood (replaces spiritual wood) This deep, cyan-blue wood has a natural connection with the weave, seemingly infused with the essence of spirits that have perished near it's soil. Unit value: 500 gp General: All Aetherwood items are ritualistically magical in nature - weapons, armor, and items are considered magical for overcoming resistance and immunity. Weapons: Replaces the metal of weapons. When targeted by a spell attack or similar magical effect, you gain a +3 "Parry" AC bonus to the attack. Armor and Shields: Replaces the metal of any medium or heavy armor. While wearing an Aetherwood armor, you gain a +3 bonus to concentration checks to maintain a spell. Livingwood Living wood can be of any kind of wood, but is mostly found in the Feywild. It is a magically wet-green hardwood that does not die when cut down or shaped; may contain the spirits of dryads or fey. As strong as mithril. Unit Value: 750 gp General: All Livingwood items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls, and armor gains a +1 to it's AC. All Livingwood items let the user know which way is east and west, and when it is day or night - by blooming flowers during daytime, and entering Nyctinasty (the process through which flowers close) during night. Additionally, all Livingwood items count as spellcasting foucses, and have the capabilty to cast "Goodberry" at will. Weapons: Replaces the metal of weapons. Additionally, attacks against creatures who possess the Etherealness ability or the Incorporeal Movement ability are made with Advantage. Armor and Shields: Replaces the metal of any medium or heavy armor, and shields. When worn, livingwood armor does not impose disadvantage on stealth checks. Yggdraswood The wood of the fabled world tree. This version of living wood appears as simple ash wood from a distance, but upon closer inspection, it's true nature is evident: The wood seems to shift and morph between several differing forms of tree wood, and seems to breathe on it's own. Yggdraswood is so unbelievably rare, that just being able to locate a world tree on a world is a legendary feat in itself (there is one world tree on every world where magic exists - it remains hidden through magical means), being able to coax the tree itself into somehow shedding a living section of it is supremely mythical. Therefore it's value is too astronomical to state. Yggdraswood has all effects of livingwood, with it's own abilities as well: General: All Yggdraswood items are highly magical in nature, weapons gain a +2 magical bonus to attack and damage rolls, and armor gains a +2 to it's AC. All Yggdraswood items bestow upon the wearer the constant effects of the "Tongues" spell Weapons: So long as you hold the weapon, you may cast the "Green-Flame Blade" cantrip, with no material components, equal to your level of cantrip scaling. Armor and Shields: While donned in Yggdraswood armor, or wielding a Yggdraswood shield, it heals the wearer by 1d6 per round, even stiffling bleeding. Additionally, you become Immune to the diseased and poisoned condtions, as well as poison damage while donned in Yggdraswood. 30


A Expanded Items s adventurers travel, they may come across strange and foreign lands, filled with their own types of creatures, customs, denizens, magics, weapons, and more. It's clear that while some items a universally known, there are bound to be some that aren't so widespread in use. This section expands upon the original weapons and items found with the Players Handbook, DM Guide, and Xanathar's Guide to Everything. It also pulls items from other sources of D&D, such as from the Heroes of the Orient Guide, and many other homebrew sources. Many of these items are also in the original source books, but are listed alongside other versions of themselves. Armor & Shields Clothing These new cloaks can be of use to any adventurer without having any armor proficiency. Dueling cloak. Although worn, the wearer can hold the cloak in his/her off-hand to use it for defense. You can spend a bonus action to hold the cloak with one of your hands to gain the AC bonus (you can't use a shield, a two-handed weapon or any object with that hand while holding the cloak). You can only wear it with light, medium, or no armor. Reinforced cloak. A cloak with some metalic plates or scales around the top and the shoulders that grants some protection, used commonly by nobility, traveling merchants and wizards. You can only wear it with light, medium, or no armor Ringed cloak. A cloak with heavy metal rings sewed in between 2 layers of heavy fabric, these cloaks are incredibly heavy - and loud, but as a result, allow superior protection for those willing to pay. You can only wear it with light, medium, or no armor. Light Armor Many of these armors are variants of preexisting forms. Cord Armor (Padded Variant) Cord armor consists of ropelike fibers woven and knotted into a thick, tough fabric. It is typically found among more barbaric cultures or in places where leather is scarce. Bark Armor (Leather Variant) This Armor is crafted from the bark of trees and treated to prevent it from becoming brittle over time, and is commonly used by druids. It includes arms, legs, chest, and back protection. May sometimes include a helment resembling a round straw hat. Reinforced Leather Leather armor that has been reinforced with metal ribbing and braces underneath the leather itself - granting the best protection light armor can grant. Typically used by high ranking guards or militia. Medium Armor Many of these armors are variants of preexisting forms. Leather Coat (Hide Variant) A thick, lightweight, long leather jacket that helps protect the wearer, if not particularly well. Covers the arms, chest, and back, and has sections that drape down over the legs - nearly touching the ground. Sometimes has a hood. Brigandine Armor (Chain Shirt variant) Brigandine armor consists of a coat of leather plates, each plate consisting of leather with a strip of steel inside it. It is essentially a light form of splint mail, and is quite common in coastal culture. Favored amongst pirates. Wood Mail (Scale Mail variant) Overlapping Wooden plates bound together by heavy cord and rope. A favorite amongst druids and barbarians of the wilds. Ringed Tunic (Breastplate variant) A Ringed Tunic consists of a set of lightweight metal rings sewn onto a thick coat of durable leather - the rings are focused around the chest, shoulders and neck. Lamellar Armor (Half Plate variant) Lamellar Armor consists of thick, lacquered rawhide pieces with metal plates sewn on - all tied together to form a cuirass and skirt. Scaled Plate A set of light, overlapping metal scales - each bound to an underlay of thick cloth and leather. The scales are tied down to the wearer in such a way as to move as they do, providing defense, mobility, and stealth. Heavy Armor Many of these armors are variants of preexisting forms. Banded Mail Armor with light, horizontal strips of laminated metal sewn over a backing of a chain shirt. Still less effective than chain mail. This suit includes gauntlets. Segmented Cuirass (Splint variant) Also called pigeon-breast plate, is a full suit of armor - with a leather coat of large metal plates that extend over the legs of the wearer, and a breastplate that covers the chest. Also includes lightly metal plated gauntlets and boots. Great Armor (Plate variant) Found almost exclusively in the eastern lands, this version of plate armor consists of a corselet (covering the chest, shoulders and back), large rectangular shoulder plates, an apron of large plates covering the thighs and knees, shin guards, wrist plates, and a helmet with a facial mask. Fortress Plate A massive closed suit of heavily plated armor that protects the wearer with it's sheer bulk. Made of extremly thick, overlapping metal plates. Grants 10 points of damage reduction to all bludgeoning, piercing, and slashing damage. Comes with a shield which is fastened onto the breastplate. As a bonus action, you can remove and carry this shield. While using the shield, the armor's AC is 18, but you gain the +2 benefit of carrying a shield. 31


Shields There are multiple variations of shields, however, amongst the many types, 3 distinct versions can be seen. Buckler (variant - Heater shield) A small metal shield is worn strapped to your forearm. You can wield a weapon in the same hand of the buckler, but you have a -1 penalty on attack and damage rolls with the weapon in that hand. Shield (variant - Kite shield) The standard version of a shield, made from wood or metal and is carried in one hand. Tower Shield (variant - Great shield) A massive shield nearly as tall as a human. Wearing this shield reduces your speed by 5 feet. Small creatures cannot gain the AC bonus from wearing this shield. You cannot use your shield hand for anything else. Any attack made with a tower shield gains a +1 to attack and damage rolls due to it's sheer size and weight. Armor Armor Variant Cost Armor Class (AC) Strength Stealth Weight Clothing Dueling Cloak ─ 10 gp +1 — — 3 lb. Reinforced Cloak ─ 25 gp +1 ─ ─ 5 lb. Ringed Cloak ─ 75 gp +2 Str 13 Disadvantage 15 lb. Light Armor Padded Cord 5 gp 11 + Dex Modifier — Disadvantage 8 lb. Leather Bark 15 gp 11 + Dex Modifier — — 10 lb. Studded Leather ─ 45 gp 12 + Dex Modifier ─ ─ 13 lb. Reinforced Leather ─ 450 gp 13 + Dex Modifier ─ ─ 15 lb. Medium Armor Hide Leather Coat 10 gp 12 + Dex Modifier (max 2) — — 12 lb. Chain Shirt Brigandine 50 gp 13 + Dex Modifier (max 2) ─ ─ 20 lb. Scale Mail Wood Mail 50 gp 14 + Dex Modifier (max 2) ─ Disadvantage 45 lb. Breastplate Ringed Tunic 400 gp 14 + Dex Modifier (max 2) — — 20 lb. Half Plate Lamellar 750 gp 15 + Dex Modifier (max 2) — Disadvantage 40 lb. Scaled Plate ─ 900 gp 16 + Dex Modifier (max 2) ─ ─ 20 lb. Heavy Armor Ring Mail ─ 30 gp 14 — Disadvantage 40 lb. Banded Mail ─ 50 gp 15 — Disadvantage 45 lb. Chain Mail ─ 75 gp 16 Str 13 Disadvantage 55 lb. Splint Segmented Cuirass 200 gp 17 Str 15 Disadvantage 60 lb. Plate Great Armor 1,500 gp 18 Str 15 Disadvantage 65 lb. Fortress Plate ─ 2,500 gp 20 Str 17 Disadvantage 100 lb. Shield Buckler Heater Shield 5 gp +1 — — 4 lb. Shield Kite Shield 10 gp +2 ─ ─ 6 lb. Tower Shield Great Shield 50 gp +3 Str 15 Disadvantage 15 lb. 32


Weapons Exotic Proficiency Exotic weapons are essentially martial weapons that function in a very complex and nonstandard way - requiring special training to use effectively. Whenever you gain proficiency with a martial weapon, you may choose to instead gain proficiency in one exotic weapon of your choice that corresponds to the appropriate weapon type (ranged/melee). Abilities, class features, feats or benefits that allow you to gain proficiency with a single martial weapon of your choice allows you to choose an exotic weapon. New Weapon Properties Some weapons listed here have special properties, which are explained below. Concealed This weapon is not initially obvious, and may be easily hidden or disguised as something else. A person attempting to locate the presence of this weapon must succeed on an Intelligence (Investigation) check opposed by a Dexterity (Stealth) or Charisma (Deception) on the part of the character with the weapon equipped. Attacks with this weapon against creatures aware of you - yet unaware of the weapon's presence - are made with advantage. Disarm Immune Any weapon that carries this property may not unwillingly be removed from your grasp while you remain conscious. Double Weapon A weapon with this property may be wielded as one weapon, or as two separate weapons both considered to be light. When wielded as one weapon, the weapon may still be one or two-handed, depending on its other properties. A weapon with this property lists two sets of damage dice with it, the first for the main hand of this weapon, the second for the off-hand, and damage on both sides of a double weapon is the same as were it wielded as a single weapon. Held as two weapons, one hand or the other may have additional properties, listed alongside their respective damage dice. Properties and magical enhancements on the weapon (aside from two-handed) apply to both halves of the double weapon, as well. Grappling If a weapon has this property, an attack made with this weapon against an enemy in range of the weapon or within the weapon's reach may be instead made as a grapple, dealing no damage. The grapple may be made and maintained with a weapon attack rather than a Strength (Athletics) check. If the weapon is ranged, the target's Strength (Athletics) or Dexterity (Acrobatics) checks to escape the grapple are made against the number set by the wielder's initial check, instead of a contested roll. Only one grapple may be made or maintained by a single character at any one time. Returning When a thrown weapon also carrying the returning property is thrown as part of an attack, it returns to its wielder at the end of their turn. The character must use their object interaction to catch the returning weapon, or it returns to the ground at the character's feet. When throwing a returning weapon, you can choose not to have it return in order to add (+5/+10) to it's short and long range, respectively. Switch When a weapon has this property, it has a mechanism crafted into it to transform it from one version to another. You can use your bonus action to change the weapon form to another. CQC. A weapon with this property allows the wielder to make attacks normally with said weapon when grappling or being grappled. Disarming A weapon with the disarming property is specially designed to disarm an opponent. They often have hooks, curved blades, angled spikes, or wrapping chains. If you are proficient with a disarming weapon, you add your proficiency bonus to disarm checks while wielding it. Disarming Mechanic As per the optional rule for disarming found in the DM's handbook (pg. 271): A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller. Firearm Properties These weapon properties apply exclusively to the firearms in the section to come. It should be noted that all firearms are nonmagical in functionality, and unless they are enchanted pieces of weaponry, they are unaffected by antimagic and similar effects - with the exclusion of magical ammunition. Burst Weapons with the burst property have two additional attack options. The wielder may fire five pieces of ammunition in one attack in order to grant advantage on their attack roll. Alternately, they may use their action to fire fifteen pieces of ammunition and attack up to four targets, none of which can be more than five feet from another. Make separate attack rolls for each target, but only roll damage once for all targets. Reload A firearm may be shot a number of times equal to its Reload score before it must be reloaded by using either an action or a bonus action. You must have one free hand to reload a firearm — although you could use your free action to stow a weapon in your other hand before reloading. Scatter Make simultaneous attack rolls against all creatures in a 30-foot cone. Hits against targets adjacent to you deal double damage. 33


Melee Weapons Weapon Variant Cost Damage Weight Properties Simple Melee Weapons Club Tonfa 1 sp 1d4 bludgeoning 2 lb. Light Dagger Tanto 5 gp 1d4 piercing 1 lb. CQC, finesse, light, thrown (20/60) Greatclub Tetsubo 5 gp 1d8 bludgeoning 10 lb. Two-handed *Gauntlet Knuckles 6 gp 1d4 bludgeoning 2 lb. CQC, disarm immune, light Handaxe Ono 2 gp 1d6 slashing 2 lb. Light, thrown (20/60) Javelin Uchi-ne 5 sp 1d6 piercing 2 lb. Thrown (30/120) Light Hammer ─ 2 gp 1d4 bludgeoning 2lb. Light, thrown (20/60) Mace Kanabo 5 sp 1d6 bludgeoning 4 lb. — Quarterstaff Bo 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) *Scythe ─ 5 gp 1d8 slashing 5 lb. Reach, two-handed Sickle Kama 20 sp 1d4 slashing 2 lb. Light Spear Yari 1 gp 1d6 piercing 3 lb. Thrown (20/60), versatile (1d8) *Torch ─ 1 sp 1 fire 1 lb. Light, thrown (5/15) Martial Melee Weapons Battleaxe Masakari 10 gp 1d8 slashing 4 lb. Versatile (1d10) *Claw Punch Dagger 8 gp 1d6 slashing 2 lb. CQC, disarm immune, finesse, light Flail Nunchaku 10 gp 1d8 bludgeoning 2 lb. ─ Glaive Naginata 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Greataxe ─ 30 gp 1d12 slashing 7 lb. Heavy, two-handed *Greatspear ─ 40 gp 2d6 piercing 6 lb. Heavy, reach, thrown (20/60), two-handed Greatsword Nodachi 50 gp 2d6 slashing 6 lb. Heavy, two-handed Halberd Kamayari 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Lance Umayari 10 gp 1d12 piercing 6 lb. Reach, special Longsword Katana 15 gp 1d8 slashing 3 lb. Versatile (1d10) Maul ─ 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed Morningstar ─ 15 gp 1d8 piercing 4 lb. ─ Pike Nagaeyari 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed Rapier Saber (slashing) 25 gp 1d8 piercing 2 lb. Finesse Scimitar Wakizashi 25 gp 1d6 slashing 3 lb. Finesse, light Shortsword Ninja-to 10 gp 1d6 piercing 2 lb. Finesse, light Trident Magariyari 5 gp 1d6 piercing 4 lb. Thrown (20/60), versatile (1d8) Warpick Kawa 5 gp 1d8 piercing 2 lb. ─ Warhammer ─ 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10) Whip ─ 2 gp 1d4 slashing 3 lb. Disarming, finesse, reach 34


Ranged Weapons Weapon Variant Cost Damage Weight Properties Simple Ranged Weapons Crossbow, Light ─ 25 gp 1d8 piercing 5 lb. Ammo. (80/320), loading, two-handed Dart Shuriken 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (20/60) *Dart, Sleeping ─ 1 sp 1d4 piercing 1/2 lb. Finesse, thrown (20/60) Shortbow Hankyu 25 gp 1d6 piercing 2 lb. Ammo. (80/320), two-handed Sling ─ 1 sp 1d4 bludgeoning 1/4 lb. Ammo. (30/120) Martial Ranged Weapons Blowgun ─ 10 gp 1 piercing 1 lb. Ammo. (25/100), loading Crossbow, Hand ─ 75 gp 1d6 piercing 3 lb. Ammo. (30/120), light, loading Crossbow, Heavy ─ 50 gp 1d10 piercing 18 lb. Ammo. (100/400), heavy, loading, two-handed *Greatbow Yumi 70 gp 1d12 piercing 10 lb. Ammo. (200/800), heavy, special, two-handed Longbow Daikyu 50 gp 1d8 piercing 2 lb. Ammo. (150/600), heavy, two-handed Net ─ 1 gp — 3 lb Special, thrown (5/15) Exotic Weapons Weapon Cost Damage Weight Properties Exotic Melee Weapons Bladed Fan 20 gp 1d6 slashing 1 lb. Concealed, finesse, light Chain, Spiked 30 gp 2d4 piercing 10 lb. Double Weapon (1d4/1d4), grappling, heavy, reach, two-handed Chakram 15 gp 1d4 slashing 2 lb. Finesse, light, returning, thrown (15/30) Dagger, Boot-Toe 15 gp 1d4 piercing 1 lb. CQC, concealed, finesse, special Dagger, Wrist 75 gp 1d4 piercing 1 lb. Ammo. (30/120), CQC, concealed, finesse, light, loading, switch Garrote 1 gp 1d4 slashing 3 lb. Finesse, Light, Special, Two-handed Jian Shortsword 30 gp 2d4 slashing 3 lb. Finesse, special Khopesh Blade 20 gp 2d4 slashing 3 lb. Disarming, light Kusari-Gama 10 gp 1d6 slashing 3 lb. Double weapon (1d6/1d4 reach), finesse, grappling Shield, Throwing 55 gp 1d8 bludgeoning 8 lb. Double weapon (1d8/1d8), finesse, returning, thrown (20/60) Sword, Cane 20 gp 1d8 slashing 3 lb. Concealed, finesse, light, switch Sword, Two-Bladed 30 gp 2d6 slashing 8 lb. Double weapon (1d6/1d6), heavy, two-handed Exotic Ranged Weapons Atlatl 5 gp 2d4 piercing 2 lb. Ammo. (120/480), loading, special, thrown Bola 1 gp 1d4 bludgeoning 2 lb. Grappling, light, thrown (20/60) Boomerang 3 gp 1d6 bludgeoning 2 lb. Finesse, light, returning, thrown (30/120) Crossbow, Bladed 75 gp 1d8 piercing 19 lb. Ammo. (80/320), heavy, loading, switch, two-handed Crossbow, Repeating 100 gp 1d6 piercing 19 lb. Ammo (30/120), heavy, reload 6, two-handed 35


Firearms Weapon Cost Damage Weight Properties Firearm Melee Weapons Bayonet 5 gp 1d6 piercing 1 lb. Versatile (1d8), special Sawtooth Blade 15 gp 1d8 slashing 3 lb. Versatile (1d10), special Gunblade 1,100 gp 1d10 slashing 7 lb. Double weapon (1d10/2d8), reload 6, two-handed, special Firearm Ranged Weapons ─Gunpowder Firearms─ Flintlock Pistol 150 gp 1d8 piercing 2 lb. Range (15/60), reload 1, light, loading Pistol 250 gp 1d10 piercing 3 lb. Range (30/90), reload 2, light, loading Revolver 1,000 gp 2d8 piercing 3 lb. Range (40/120), reload 6, light Howdah Pistol 1,500 gp 2d10 piercing 4 lb. Range (60/200), reload 1 Musket 750 gp 1d12 piercing 10 lb. Range (40/120), reload 1, two-handed, loading Blunderbuss 900 gp 2d6 piercing 6 lb. Range (15/30), reload 1, scatter, two-handed, special Shotgun 1,250 gp 2d8 piercing 7 lb. Range (15/30), reload 2, scatter, two-handed Lever-Action Rifle 4,000 gp 2d8 piercing 8 lb. Range (80/240), Reload 15, two-handed Hunting Rifle 2,000 gp 2d10 piercing 9 lb. Range (100/400), reload 1, two-handed Sniper Rifle 5,000 gp 2d12 piercing 15 lb. Range (150/600), reload 1, two-handed Battle Cannon 900 gp 4d10 bludgeoning 80 lb. Heavy, range (300/1200), loading, two-handed, special Gatling Gun 8,000 gp 2d8 piercing 30 lb. Heavy, range (30/90), Reload 40, burst, two-handed ─Steambolt Firearms─ Steambolt Pistol 3,000 gp 3d8 piercing 5 lb. Range (60/200), reload 2, special Steambolt Carbine 4,500 gp 3d10 piercing 10 lb. Range (100/400), reload 2, two-handed, special Steambolt Blunderbuss 6,000 gp 4d6 piercing 12 lb. Range (30/60), reload 1, scatter, two-handed, special Steambolt Longrifle 7,500 gp 3d12 piercing 25 lb. Heavy, range (300/1200), reload 1, two-handed, Special 36


New Weapons simple melee weapons Descriptions for new simple melee weapons with the special property. Gauntlet (vairant - knuckles). A metal glove that allows you to punch and damage your enemies. When you make an unarmed strike, you deal the gauntlet damage instead. You can't use the gauntlet to attack if you're holding something in that hand. Scythe. A piece of equipment normally used by farmers, now refitted for battle purposes. When you make an attack with the Scythe, you can choose to attack up to three creatures that are in line and at 5 feet of you. If you do so, you need to roll for each creature, and all the rolls are made with disadvantage. Torch. A common torch, a short haft of wood with a flammable long burning wrapping at on end. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. simple ranged weapons Descriptions for new simple ranged weapons with the special property. Dart, Sleeping. A dart with a small glass vial filled with sleeping liquid that is released when it enters into a creature's body. When you hit a creature with this dart, roll 4d4. This is the total hit points you affect. After dealing the dart damage, if the creature have equal or less hit points than the total, the creature falls unconscious for 1 hour or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. You must keep the dart in the creature's body, otherwise it awakes after 1 minute. When you hit a creature, the glass vial is shattered to release the liquid. Grappling Hook. A 4 pron hook attached to a rope that is typically used for climbing and scaling tall objects or obstacles. Can be used as a low-damage weapon to impose the "grappling" property on a creature. When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion - allows a climbing speed equal to half your walking speed while utilizing it. martial melee weapons Descriptions for new martial melee weapons with the special property. Claw (variant - punching daggers). This wrist bracer has attached to it a set of sparp, bladed metal claws. When you make an unarmed strike, you deal the claw damage instead. You can't use another item in a hand that is wielding a claw. Greatspear. This heavy spear is made out of a thick solid shaft of wood, with a heavy spearhead and a counterweight pommel at the base. You can throw this greatspear - but only by using both hands to spin it about your body and hurl it. martial ranged weapons Descriptions for new martial melee weapons with the special property. Greatbow (vairant - yumi). An exceptionally tall longbow, often surpassing the height of the archer. Typically has an asymmetric design in which the hand is placed one-third the height from the lower tip. This allows the bow to be fired from a kneeling position or from horseback. When using this weapon to attack a target within 50 feet, you have disadvantage on the attack roll. 37


Exotic Weapons exotic melee weapons Descriptions for the new exotic melee weapons and their special properties. Bladed Fan. This weapon appears to the untrained eye as nothing more than a hand fan. In fact, the vanes of the fan are crafted from steel, and the tips are needle-sharp; very suitable for stabbing, and often used by geisha who operate as spies. Spiked Chain. A spiked chain is a length of metal chain whose last few links on each end are enlarged and enhanced with spikes. The length and size of links should be proportional to the size of the wielder for best performance. At the half-way point of the chain and/or the midpoints of the two halves, a link of the chain is often replaced with a ring for grasping. Chakram. The chakram is a throwing disk or quoit about 1 foot in diameter, with a sharpened outer rim. It is exceedingly rare to find, and even harder to find a wielder trained in it. Dagger, Boot-toe. You wield this weapon without the use of a hand, instead using the foot the dagger is affixed to. You may only make one attack on your turn when attacking with this weapon. Dagger, Wrist. A fine weapon made for Assassins and Marauders to execute their operations with the utmost stealth, this weapon is attached to the arm of the person which keeps it hidden from plain sight. It uses a spring loaded dagger and dartgun as it's main armaments. This Weapon has 2 forms: Dagger form (melee). - While utilizing this weapon in this form, you deal 1d4 piercing damage on a hit. Dart form (ranged). - While utilizing this weapon in this form, you deal 1d4 piercing damage on a hit. Garrote. A Garrote is nothing more than a thin wire, usually with a handle on either side. While not effective in open combat, a successful attack with a garrote grapples a target, the target continues to take the weapon’s damage each round while grappled. A target grappled by a garrote must make a constitution save against your attack roll each round, subtracting the total damage dealt by the garrote from their save. After three successive failures, the target falls unconscious. Jian shortsword. A very light & flexible double-edged straight sword, typically with a tassel attached to the pommel. Wielding this shortsword while proficient in it allows you to add a +1 bonus to your AC as a reaction to incoming melee attacks - this stacks with other forms of parry or block. Khopesh blade. The khopesh is a slashing sword with an axe-like curve and a hooked tip. Known for disarming capabilities. Kusari-Gama. A kusari-gama is a length of chain with a particularly sharp sickle-like pick at one end, designed especially for battle, rather than as a farming tool. The blade deals slashing damage, while the chain deals bludgeoning damage and has the reach property. Shield, Throwing. This round, metal edged shield is strapped to your forearm with a length of elastic leather wrapped up your arm and gripped with your hand. With an attack action, a proficient wielder can fling the shield at an enemy, and reel it back in. The user retains the +2 AC bonus from the standard shield, but if thrown, they lose the AC bonus until the shield returns. This Weapon has 2 forms: Shield Bash (melee). - While utilizing this weapon in this form, you deal 1d8 bludgeoning damage on a hit. Shield Throw (ranged). - While utilizing this weapon in this form, you deal 1d8 bludgeoning damage on a hit. Sword, Cane. A sturdy reinforced wooden cane that typically has an intricate design. It conceals a blade similar to that of a bladed rapier. A favorite of nobility and spies alike. When unsheathing this weapon, the sword and cane may both be wielded in separate hands. The cane itself functions as an intricate club. This Weapon has 2 forms: Cane. - While utilizing the weapon in this form, you deal 1d4 bludgeoning damage on a hit. Sword. - While utilizing the weapon in this form, you deal 1d8 slashing damage on a hit. Sword, Two-Bladed. The double sword is a polearm with a wooden haft with a broad blade at each tip. The weapon might also be known as a double scimitar or twin blade. 38


exotic ranged weapons Descriptions for the new exotic ranged weapons and their special properties. Atlatl. The atlatl is a leverage based weapon. It may consist of a shaft with a cup or a spur at the end that supports and propels the butt of the ammunition. It is held in one hand, gripped near the end farthest from the cup. The projectile is thrown by the action of the upper arm and wrist. The throwing arm together with the atlatl acts as a lever. When you make a ranged weapon attack with an atlatl, you use your Strength, rather than Dexterity, for attack and damage rolls. The Atlatl utilizes javelins as it's main form of ammunition. Bola. A bola consists of a length of cord with weights on each end or three to six weights tied to a center point. When thrown, it can grapple a target. May also be used as a basic flail. Boomerang. A boomerang is a thrown weapon, typically constructed as a flat aerofoil, that is designed to spin about an axis perpendicular to the direction of its flight. Many boomerangs are made to return to the person who threw them. Crossbow, Bladed. This crossbow appears as a typical crossbow with an under-rail concealing an extendable blade. You fold the crossbow arms inwards to extend the blade, creating a makeshift shortsword. This Weapon has 2 forms: Crossbow Form (ranged). - While utilizing this weapon in this form, you deal 1d8 piercing damage on a hit. Shortsword Form (melee). - While utilizing this weapon in this form, you deal 1d6 piercing damage on a hit. Crossbow, Repeating. This lever-activated crossbow utilizes an integral cartridge to rapidly shower a foe with missiles. It may hold up to six bolts at once and doesn't require any sort of action to reload. It automatically reloads after firing until the cartridge runs out of ammunition. Reloading the cartridge takes an action. Due to it's construction, it has a shorter range, but a greater rate of fire. 39


Firearm Weapons firearm melee weapons Descriptions for the new firearm melee weapons and their special properties. Bayonet. A bayonet is a blade or spike designed to fit on the muzzle of a firearm. Its purpose is to serve as a last resort melee weapon. Usage of a bayonet is important in determining its damage — if attached to a one-handed weapon, it may only use the one-handed damage. If attached to a two-handed firearm, it is used as a versatile weapon. If used on its own, unattached to a firearm, a bayonet uses the stastics of a dagger. Sawtooth Blade. A sawtooth blade is a particularly sinister form of a bayonet, albeit, longer, and more devastating. These saber-shaped blades function just as a bayonet would, except they can only be affixed to a twohanded firearm. If used on it's own, unattached to a firearm, a sawtooth blade uses the statistics of a scimitar. Gunblade. A Gunblade is, in essence, a revolver with a blade extending from the barrel of the gun - flawlessly fused together. These weapons are incredibly rare - and are considered exotic even amongst firearms, but yields the option of multitasking in combat. This weapon has 2 forms: Blade (melee). - While utilizing this weapon in this form, you deal 1d10 slashing damage on a hit. Revolver (ranged 40/120). - While utilizing this weapon in this form, you deal 2d8 piercing damage on a hit. Unlike most double weapons, you may also choose to fire as you attack to add additional power to the swing. This takes a whole attack action, expends 1 bullet and causes the attack to deal an additional 1d10 slashing damage. This does not fire a shot into the same target - only adding additional kinetic energy into the swing; however, you may make a ranged attack at a target adjacent to you within short range as a result of firing. You cannot attach an additional bayonet or sawtooth blade onto this firearm. Gunpowder, in my world? The existence of gunpowder - or it's equivalent (such as blast powder, dwarven dust, etc.) - is at your DM's discretion, and even if the existence of gunpowder is in play, it is up to them to decide the level of technological development alongside it. A few examples of possible settings where it would be ideal include: A Steampunk, Industrial, Victorian, or similar setting where steam and gunpowder are driving forces. A "Dishonored" feel, of video game fame, with whale oil and supernatural overtones of a Dystopian setting. A Historical - Wild West/Pirate approach, where technology advances slowly, and spreads out even slower. Any combination of the aforementioned. firearm ranged weapons Descriptions for the new firearm ranged weapons and their special properties. All firearms utilize ammunition. Flintlock Pistol. The first kind of pistol that didn’t require using an manual fire source, these are muzzle-loading, single shot pistols. They are simple to build and perhaps the most common firearm around. Pistol. A slight upgrade from the flintlock, this pistol has two barrels stacked on top of each other and is more reliable. They are a common sight with guards and soldiers in some areas. Revolver. Considered by many the pinnacle of gunpowder handguns, revolvers use rotating chambers with a single barrel. They are reliable, easier to clean and reload, and can fire six times before reloading. Their mechanical complexity, however, can sometimes make them difficult to find or afford. Howdah Pistol. Designed specifically for killing large game, howdah pistols are large-caliber handguns that pack a massive punch. They are breach-loaded but single-shot, trading capacity for power. Musket. A flintlock rifle that uses steel on flint to set off the powder charge within. It is still slow to load, but has good range, packs a big punch, and weighs fairly light. Blunderbuss. A single barreled conical rifle, this firearm is front loaded with any form of ammunition one can get their hands on - but still requires gunpowder to function. Shotgun. Shotguns have two barrels, are breach-loaded, and are set off by a hammer instead of a flintlock. They are reliable and hit with excruciating force, and this extra bit of craftsmanship generally makes them more expensive as well. Lever-Action Rifle. The rare product of master gunsmiths, lever-action rifles keep extra rounds in a tubular magazine under the barrel, and each new cartridge is loaded by using the lever that’s part of the trigger guard. They are intricate and difficult to build, making them prized and deadly possessions of those lucky enough to own one. 40


Hunting Rifle. More sophisticated than a musket, a hunting rifle is a breech-loader and fires cartridges. Its long range makes it popular with hunters and marksmen, although they are not as common or cheap as muskets. Sniper Rifle. Sniper rifles are essentially hunting rifles that have been machined to a higher degree of precision and quality. This results in better range, damage, but also more weight and skill to craft, and they can often be very difficult to find. Battle Cannon. Requires a Strength score of 15 to effectively wield. This firearm is a miniature version of the standard ship mounted cannon, carried with both hands into battle, these weapons instill massive fear in heavily fortified areas due to their potential firepower. While not exceedingly difficult to craft, carrying one requires both disciplined strength and a belted body harness to balance the excess bulk. Gatling Gun. A large, lever-cranked, multi-barreled weapon that can be fired rapidly, gatling guns are usually mounted on wagons or carried via complicated leather harnesses. They are exceedingly intricate, deadly, and expensive to build, making them rare finds in most locations. Steam-Powered Weapons? Yes, even in settings where gunpowder can be found, with the presence of magic and artificers comes a certain freedom of technological expression. The following firearms seek to add more of a steampunk & magical flair to the existing firearms - these firearms are not necessarily magical, but could have been created by a mage or artificer that delved a little too far into the power that steam and pressure could grant. Steambolt Firearms Steambolt firearms are presumed to be either the inventions of an absolute madman of a mage, or a truly ingenious artificer that made a groundbreaking discovery - or both. Combining pressurized steam systems in an air-tight, metal - typically bronze and cast iron - chamber, these firearms have the capability to propel projectiles at insane speeds - without the use of gunpowder - as such, all steambolt weaponry is seen with much fascination, as well as fear of their deadly capabilities - and not at all cheap, being as expensive as some fairly rare magical items. Almost all Steambolt weapons are semi-bolt action. Meaning they each have a lever operated opening to secure the slug in an air-tight chamber - the only exception being the blunderbuss, which functions as a front-loading cannon. ALL - Special: 300 foot audible shockwave on shot. Steambolt Pistol. A small, yet fairly heavy, pistol that can fire rifled slugs at a great distance. Common amongst artificers and thugs. Steambolt Carbine. A Short stock, medium barreled rifle, this carbine rifle is the perfect in between from the pistol to the rifle. Favored by some guardsmen and hunters. Steambolt Blunderbuss. Often called the "Steam Cannon", this steambolt firearm is different than it's brothers, in that it is entirely front-loaded, and will utilize any form of ammunition - even things that are not typical ammunition - so long as it fits in the barrel. Very appreciated by those who don't care for conventional ammo - such as pirates. Steambolt Longrifle. An incredibly long, nearly 5 foot barreled rifle, this behemoth of a firearm is used for long distance shots or against incredibly large creatures. A formidable sight, as it's presence indicates a skilled marksman. Known to be used by assassin's and skilled fighters. 41


Ammo & Explosives Item Cost Weight Standard Ammo Arrows (20) 2 gp 2 lb. Atlatl Javelins (10) 2 gp 5 lb. Blowgun Needles (50) 1 gp 1 lb. Crossbow Bolts (20) 1 gp 1 1/2 lb. Darts (10) 1 sp 2 1/2 lb. Sling Bullets 4 cp 1 1/2 lb. Firearm Ammo Buckshot (10) 4 gp 1 lb. Cannonball (1) 5 gp 6 lb. Cartridges (10) 4 gp 1 lb. Musketballs (10) 2 gp 1 lb. Rifled Slugs (10) 8 gp 2 lb. Alchemical Ammo Silvered 5 gp ─ Corrosive 5 gp ─ Freezing 5 gp ─ Burning 5 gp ─ Shocking 5 gp ─ Concussive 5 gp ─ Toxic 5 gp ─ Profane 10 gp ─ Holy 10 gp ─ Maddening 15 gp ─ Forceful 15 gp ─ Bombs Smoke 125 gp 1 lb. Fire 150 gp 1 lb. Fragmentation 200 gp 2 lb. Impact Grenades Dust 20 gp 1/4 lb. Flashpowder 120 gp 1/2 lb. Noise 30 gp 1/4 lb. Poison Smoke 300 gp 1 lb. Vanishing Smoke 20 gp 1 lb. Ammunition & Explosives Ammunition All ammunition can be fitted with alchemical ingredients or magical effects to instill deadly results. Standard Ammo The typical ammo used for ranged weapons. Arrows. A Fletched wooden shaft with a stone or metal tip. Typical ammo used for shortbows, longbows, and greatbows. Atlatl Javelins. Elongated wooden javelins with stone or metal tips, used exclusively for atlatls. Blowgun Needles. Small metal needles. Used for blowguns. Crossbow Bolts. Similar to arrows, but much shorter. Typical ammo used for crossbows of all types. Darts. A weapon that can be thrown. Also used as ammunition for the wrist dagger's dart gun. Sling Bullets. Small, smooth metal or stone spheres used in a sling. Firearm Ammo The ammunition available for use by firearms only. Buckshot. A package of small lead pellets that scatter when fired, doing damage to creatures in a large area. Used typically by shotguns and the like. Cannonball. A giant ball of lead or iron, used in large firearm weapons such as cannons or the battle cannon. Cartridges. A bullet and dose of powder are combined within a package of stiff, chemically treated paper to form a cartridge. The paper and powder burn away when fired, sending the bullet forward on its own. Used by revolvers, rifles, and particular firearms. Musketballs. A simple ball of lead, paired with a dose of black powder when loaded into a firearm. Although the ball and powder are technically two separate items, they’re mechanically treated as one for the sake of simplicity. For use in simple firearms; flintlocks and muskets Rifled Slugs. A smooth, solid metal slug with a slight spiral pattern etched into it's surface. Used almost exclusively for steambolt weaponry Alchemical Ammo Each of these subtypes of ammo can be applied to the ammunition available for each weapon. They are considered non-magical, and are alchemical in construction - typically via a glass vial, a hollow shaft, or similar method. Silvered. Alchemically silvered ammo. Overcomes resistances of creatures hurt by silver. Corrosive. Deals an extra 1d4 Acid damage. Freezing. Deal an extra 1d4 Cold damage. Burning. Deal an extra 1d4 Fire damage. Shocking. Deal an extra 1d4 Lightning damage. Concussive. Deal an extra 1d4 Thunder damage. Toxic. Deal an extra 1d4 Poison damage. Profane. Deal an extra 1d4 Necrotic damage. Holy. Deal an extra 1d4 Radiant damage. Maddening. Deal an extra 1d4 Psychic damage. Forceful. Deal an extra 1d4 Force damage. These damage amounts are the max any alchemical application can deal - without being magical. 42


Bombs These spherical canisters are typically made from thin iron or similar metals and contain ingredients meant to create certain alchemical reactions. They can only be used once, and each bomb weighs 1 pound. Smoke. A canister of oily herbs - when lit, the bomb violently exerts a cloud of heavily obscuring smoke that expands outwards to fill a 30-foot radius. This smoke lasts for 2 minutes, or until dispersed by heavy wind. The smoke can be colored as desired when created. Fire. These bombs are filled with a mixture of oils, dusts, and dragontongue petals - which are lit aflame by a fuse with a bottle of alchemists fire with gunpowder in the center of the bomb. Once lit, the bomb explodes in a 10-foot radius, with a brilliant display of fire - Creatures in the area who fail a Dexterity save (DC 13) Are dealt 4d6 fire damage. - or half on save. Fragmentation. Filled with all manner of metal fragments, caltrops, and arrowheads - the fuse leads to a thick gunpowder sack in the center of the bomb. Once lit, the bomb explodes outwards in a 20-foot radius, with a heavy array of shrapnel in all directions - Creatures in the area who fail a Dexterity save (DC 13) Are dealt 1d6 fire damage. and 3d6 piercing damage - or half on save. Impact Grenades These small urns typically made of terracotta, clay, or other fragile yet sturdy material, house simple ingredients to perform basic alchemical functions. To use them, an impact against a solid surface is necessary. They can only be used once. Dust. Filled with nothing but irritating, finely ground dust particles, this impact grenade will cause the target to be blinded until the end of it's next turn if it fails on a Constitution save (DC 13). Flashpowder. A step up from a dust grenade, this grenade is filled with a mixture of phosphorus, flash moss, and flint particles - throwing this on the ground or at a target produces a very bright flash of light that blinds all creatures in a 10-foot radius who can see it and fail a Constitution save (DC 13) until the end of it's next turn. Noise. On impact the grenade creates a short sound depending on what kind of noise grenade you throw. Shatter - imitates shattering glass. Whisper - imitates indistinct dialogue. Scream - imitates a quick fearful scream. Thunder - releases a loud thundering boom. Poison Smoke. A grenade with alchemist's fire surrounded by poisonous herbs - this grenade bursts into a cloud of vile, stinking smoke. The cloud spreads to a radius of 10 feet from the fire source, and has the effect of the "stinking cloud" spell. All who fail a Constitution save (DC 13) begin retching and reeling. Vanishing Smoke. On impact the bomb creates a 10-footradius sphere of smoke centered on the point of impact. This sphere is temporary. The sphere spreads around corners. 1 Round - Area is heavily obscured. 2 Rounds - Area becomes lightly obscured 3 Rounds - Visibility restored. A wind of moderate speed (at least 10 miles per hour) immediately disperses the smoke. 43


Adventuring Equipment Item Cost Weight Acid (vial) Common 25 gp 1 lb. Potent 50 gp 1 lb. Powerful 75 gp 1 lb. Concentrated 100 gp 1 lb. Alchemist's Fire (flask) Common 50 gp 1 lb. Potent 75 gp 1 lb. Powerful 100 gp 1 lb. Concentrated 125 gp 1 lb. Ball Bearings (bag of 1,000) 1 gp 2 lb. Barbed Wire (50 ft.) 75 gp 35 lb. Caltrops (bag of 20) 1 gp 2 lb. Compass 10 gp 1 lb. Goggles 10 gp 1/2 lb. Grapple Gun 100 gp. 8 lb. Gunpowder Charge 1 gp 1/2 lb. Powderhorn 25 gp 4 lb. Keg 250 gp 20 lb. Holy Water (flask) 25 gp 1 lb. Hunting Trap 5 gp 25 lb. Lighter 1 gp 1/4 lb. Matches (Box of 100) 1 sp 1 lb. Oil Flask 2 gp 1 lb. Bottle 50 gp 5 lb. Keg 300 gp 10 lb. Parachute 100 gp. 12 lb. Pocket Watch 10 gp 1 lb. Photographic Camera 25 gp 4 lb. Photo Plate (1 Sheet) 1 gp 2 lbs. Ram, Portable 4 gp 35 lb. Rebreather Mask 150 gp. 2 lb. Tinderbox 5 sp 1 lb Tool/Utility Belt 2 gp 2 lb. Torch 1 cp 1 lb. Other Adventuring Equipment Things such as kegs, powderhorns, alchemists fire, acid, and other things necessary for survival in a battle-rich world. The things listed are used in offensive ways, typically as makeshift weaponry or essential tools for survival. Some of these items may be too technologically advanced for some D&D settings. Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an Improvised Weapon. On a hit, the target takes acid damage equal to it's potency: Acid Potency Damage Common 2d6 acid damage Potent 4d6 acid damage Powerful 6d6 acid damage Concentrated 8d6 acid damage Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attack against a creature or object, treating the Alchemist's Fire as an Improvised Weapon. On a hit, the target takes fire damage equal to it's potency at the start of each of its turns. A creature can end this damage by using its action to make a corresponding Dexterity check to extinguish the flames. Alchemical Fire Potency Damage Extinguish DC Common 1d4 fire damage DC 10 Potent 2d4 fire damage DC 12 Powerful 3d4 fire damage DC 14 Concentrated 4d4 fire damage DC 16 Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save. Barbed Wire. This is a roll of barbed steel wire designed to keep things in or out. A creature trying to cross barbed wire must make a Dexterity saving throw (DC 10) or take 1d4 piercing damage and be restrained by the wire. A creature restrained by the barbed wire can use its action to make a Strength or Dexterity check (its choice) against the DC. On a success, it frees itself, on a failure, it takes 1d4 piercing damage. For setting up the barbed wire, it comes with a pair of thick gloves and anchor posts. Caltrops. As an action, you can spread a bag of Caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature’s walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn’t need to make the save. 44


Compass. This handheld mechanical device has a pointer always pointing north. Wisdom (Survival) checks made to determine location and direction using a compass are made with advantage. Goggles. A pair of tinted goggles that can block out the soot, sand and wind while traveling or protect the vision of the wearer from smoke, sparks and other hazards. They also help your character look the part. All saving throws made against being blinded are made with a +3 bonus. Grapple Gun. This wooden firearm is equipped with a high-tensile spring and set of ballistic wire to load a grappling hook into it's frame. As an action, you can launch a grappling hook and set of rope up to 100 feet. It can be used to reel or give slack, allowing the user to climb up or down the length of the rope at the user's full movement speed. Requires a free hand to use. The gun can support up to 1,000 lbs of weight. Gunpowder. Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in waterresistant powder horns, and sometimes in small pouches called "charges." Charge - A Small leather pouch full of 10 doses of gunpowder. This can be lit on fire to make a minor explosion of a 5 foot radius. Creatures within that area must make a Dexterity save (DC 13) or be dealt 1d6 fire damage. - or half on a save. Powderhorn - Often hung on a leather strap for easy portability, a gunpowder horn holds up to 100 doses of gunpowder. This can be lit on fire to make a moderate explosion of a 10 foot radius. Creatures within that area must make a Dexterity save (DC 13) or be dealt 3d6 fire damage - or half on a save. Keg - Less portable than a horn, a gunpowder keg holds up to 1000 doses of gunpowder and is often transported via mount or wagon. This can be lit on fire to make a major explosion of a 15 foot radius. Creatures within that area must make a Dexterity save (DC 13) or be dealt 7d6 fire damage - or half on a save. Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the Holy Water as an Improvised Weapon. If the target is a fiend or Undead, it takes 2d6 radiant damage. A Cleric or Paladin may create Holy Water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. Lighter. A lighter holds a small amount of a flammable oil ignited by a flint striking metal. Its flame lights a 5- foot area as a candle does but it burns for 3 hours. A single flask of oil can refill two lighters. Matches. An alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a match is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder, although not as fast as with a lighter. Oil. Oil is a highly flammable liquid that is used for anything from lamps, to bombs. Oil usually comes in 3 forms: a clay flask that holds 1 pint, a bottle that holds 5 pints, or a keg that holds 10 pints. Flask - As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged Attack against a target creature or object, treating the oil as an Improvised Weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot radius area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. Bottle - Same as with the flask, but the damage increases to 10 fire damage, and the radius is 10-feet. Additionally, the time for the oil to dry increases to 5 minutes - due to the amount of oil. Keg - Same as with the flask, but the damage increases to 15 fire damage, and the radius is 15-feet. Additionally, the time for the oil to dry increases to 10 minutes - due to the amount of oil Parachute. This giant sheet of silken canvas is secured by silk rope to a backpack. As a reaction the wearer can launch the Parachute, and reduce the fall speed of the wearer to 40ft a round. While the parachute is deployed, your movement speed is halved as it drags behind you. It takes 10 minutes to pack up the parachute, or you may unhitch it as an action. Once the wearer lands they must perform a DC 13 Dexterity (Acrobatics) check to land safety. On a failure the wearer lands prone and takes 1d10 bludgeoning damage. On a success the wearer lands on their feet and takes 0 damage. 45


Pocket Watch. A circular device stored in a metal case used to provide the exact time of day, linked to a chain that is stored in a waist pocket of a jacket or vest. For double the listed price, the watch may also be able to be waterproofed and provide the elevation of the wearer. Photographic Camera. A handheld metallic and ceramic device with a protruding glass lens on the front. It is used to capture a static image of what is in the view of the lens onto a plate. Photo Plate - A metal plate that holds a special paper used to capture what is exposed by the photographic camera lens. The captured image provides an accurate depiction of what opening the lens revealed, but without color. To develop a photo plate you must be proficient with alchemist's supplies and spend 10 minutes in a dark area. Poison, basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of Ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or Ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. Ram, Portable. You can use a Portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. Rebreather Mask. This leather and hide mask is fitted with a paper and silken filter on the frontside of the mouth. As an action, you can don or doff the rebreather mask, which is affixed tightly to the mouth and nose, with a pair of semiopaque glass lenses over the eyes. While wearing the mask, you are immune to inhaled toxins, diseases and poisons. You have disadvantage on Wisdom (Perception) checks based on sight and smell while wearing the mask. The paper and silk filter on the gas mask allows the mask to be used for a cumulative time of 8 hours. After the 8 hours has been used up, the filter must be replaced, which costs 25 gp. Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. Tool/Utility Belt. A sturdy reinforced leather belt with numerous covered pockets and fitted loops to hold small tools and supplies, making it easy to keep about 15 pounds of additional items on hand - so long as they are tools or equipment. Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee Attack with a burning torch and hit, it deals 1 fire damage. Additional Tools With a world full of alchemical and material wonders - and with the presence of firearms - additional tools exist to fulfill niche jobs and services. Tools Item Cost Weight Gunkit 50 gp. 10 lb. Investigator's Supplies 25 gp 8 lb. Gunkit. This kit includes a variety of small hand tools - including pliers, a rotary tool, metal files, a vial of oil, and a hammer. The kit holds everything needed to clean a gun, repair a misfire, remove a stuck bullet, and cast new ammunition (provided a heat source is nearby). Investigator's Supplies. This slim metalbound leather case holds the tools and components necessary to collect and analyze evidence in the field. Its contents include materials such as clean containers, small vials, labels, thin leather gloves, finger print powders, tweezers and swabs. 46


Poisons & Toxins Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, marauders, and other creatures of a morally ambiguous nature. Poisons can be extracted from a variety of flora and fauna; however, convincing an alchemist or herbalist to do so is sure to rouse suspicion - unless they fully support your actions, such as an assassin's guild herbalist, a necromancer, or a sinister alchemist. Some poisons are regarded as legal in many cases due to their effective nature or their particular usage - but this is a regional stipulation, a poison regarded as legal in one region or city may still be illegal elsewhere. Poisons come in the following types. Contact. A creature that touches contact poison with exposed skin suffers its effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when they are inhaled. A single dose fills a 5-foot cube. Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects. Multitype. These poisons are multifunctional - meaning they can be applied through various means. Contact Poisons Poison Save DC Price per Dose Source Aboleth Oil 14 2,500gp Creature Black Ivy Paste 16 200gp Herbal Boneshard Paste 13 750gp Hybrid Brawler's Bourbon 12 175gp Herbal Chuul Paralytic 13 450gp Creature Crawler Mucus 13 200gp Creature Goodbye Kiss 17 1,600gp Herbal Golden Ice 17 1,200gp Hybrid Oil of Taggit 13 400gp Herbal Sunlight Oil 18 1,300gp Hybrid Brewed by Another Dude? The Poisons in this section are based upon the Poisons for 5th Edition document by Matthew Eckart - with some modifications and simplification. If interested in more defined rules for poisons in D&D - including more potent varieties, more types of poisons, and how to treat them - please visit his document for further information. Ingested Poisons Poison Save DC Price per Dose Source Assassin's Blood 10 150gp Herbal Celestial Lightsblood 25 13,500gp Hybrid Depraved Decadence 25 9,500gp Hybrid Lockjaw 11 250gp Herbal Midnight Tears 17 1,500gp Herbal Mother's Mercy 13 600gp Herbal Nightmare Powder 19 1,450gp Herbal Pale Tincture 16 250gp Herbal Pallid Deception 16 1,340gp Herbal Potion of Poison 13 1,460gp Herbal Torpor 15 600gp Herbal Truth Serum 11 150gp Herbal Unicorn Blood 17 500gp Creature Inhaled Poisons Poison Save DC Price per Dose Source Anosmia 18 800gp Hybrid Burnt Othur Fumes 13 500gp Herbal Dragon's Breath 18-22 2,500- 5,000gp Creature Dretch Gas 11 200gp Creature Dust of the Desert Winds 11 120gp Herbal Essence of Ether 15 300gp Herbal Euphoria Breath 11 365gp Creature Fish out of Water 13 350gp Herbal Gorgon Breath 13 1,200gp Creature Gravedust 10 100gp Hybrid Insanity Mist 15 2,250gp Herbal Malice 15 250gp Herbal Vrock Spores 14 620gp Creature 47


Injury Poisons Poison Save DC Price per Dose Source Bearded Devil Venom 12 600gp Creature Bloodfire Paste 13 650gp Hybrid Bone Devil's Sting 14 1,000gp Creature Celestial Essence 14 400gp Hybrid Centipede Venom 11 200gp Creature Cockatrice Saliva 11 750gp Creature Drow Poison 13 200gp Hybrid Elemental Contra 25 3,100gp Hybrid Ettercap Venom 11 50gp Creature Grell Venom 11 150gp Creature Imp Venom 11 200gp Creature Lichbane Poison 17 650gp Hybrid Liquid Mortality 22 1,250gp Hybrid Metabolite 25 1,200gp Hybrid Naga Venom 13-15 1,900-2,150gp Creature Pit Fiend Venom 21 17,000gp Creature Pseudodragon Venom 11 125gp Creature Purified Couatl Venom 13 700gp Creature Purple Worm Poison 19 2,000gp Creature Scorpion Venom 9-12 115-1,100gp Creature Serpent Venom 10-11 125-200gp Creature Spider Venom 10-11 100-200gp Creature Sprite Poison 10 175gp Hybrid Svirfneblin Poison 12 165gp Hybrid Thri-kreen Venom 11 180gp Creature Wasp's Sting 11 230gp Creature Witchbane Poison 17 700gp Hybrid Wyvern Poison 15 1,200gp Creature Yuan-ti Venom 11-13 110-150gp Creature Zealot's Blade 25 4,000gp Hybrid Multitype Poisons Poison Save DC Price per Dose Source Antithesis 14 1,300gp Hybrid Basic Poison 10 100 gp Herbal Betrayer's Inception 22 ??? ??? Bloodwine 11 250gp Hybrid Ghost Blossom Extract 13 430gp Herbal Lich Dust 18 2,400gp Creature Tears of the Infernal 22 7,650gp Hyrbid Veinrot Poison 13 500gp Herbal Void's Blood 30 Priceless Herbal 48


Contact Poisons Aboleth Oil Aboleth oil is impossibly rare, and incredibly dangerous. Coming into contact with it accidentally can quickly spell death for most creatures. Acquisition: This poison must be harvested from a recently dead or incapacitated aboleth. It requires no further preparation. Market Value: 2,500gp Legality: Illegal Saving Throw DC: 14 Effect: A creature subjected to this oil must make a Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease, but the creature is unaware that they have been affected. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed. Black Ivy Paste Black ivy is rare, but extremely poisonous. Its leaves can be ground into a thin paste and spread upon surfaces to injure those that touch it. Acquisition: This poison is ground from the leaves of the rare black ivy plant. Market Value: 200gp Legality: Illegal Saving Throw DC: 16 Effect: A creature subjected to this poison must make a Constitution saving throw or take 3 (1d6) poison damage. The paste retains its potency until a total of at least 10 damage has been dealt. Boneshard Paste This relatively uncommon positoxin is typically spread upon surfaces in entryways to buildings or rooms in order to protect against undead intrusion. It has a pale color that allows it to blend in to light-colored surfaces. Acquisition: Boneshard paste is made by mixing the cremated remains of a holy person with holy water, and then allowing the mixture to dry in a place of religious importance, like a temple. Market Value: 750gp Legality: Legal Saving Throw DC: 13 Effect: An undead creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute, also taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one. The creature's speed is reduced to 0 until the end of their next turn. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Brawler's Bourbon Brawler's bourbon is a favorite among fighters that don't mind cheating. It looks, tastes, and smells like regular bourbon whiskey, but actually contains a rather potent poison. It has a unique property: ingesting a dose of the poison gives immunity to its effects for 24 hours. Clever cheats will typically take a swig before a fight and accidentally spill some on their hands, delivering a dose with a swift punch to exposed skin. It does not wash off with water. Acquisition: Brawler's bourbon is made from a narcotic plant called night maize. Market Value: 175gp Legality: Illegal Saving Throw DC: 12 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. Chuul Paralytic Chuul paralytic isn't widely desired because crawler mucus does the same thing for much cheaper, but chuul paralytic is easier to modify and more difficult to treat. Acquisition: This poison must be harvested from a dead or incapacitated chuul. It requires no further preparation. Market Value: 450gp Legality: Regulated Saving Throw DC: 13 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Crawler Mucus Crawler mucus comes from the oversized insects known as carrion crawlers. Carrion crawlers lurk in caves, abandoned underground structures, and sometimes sewers, always drawn to the scent of death and its next meal. Acquisition: This poison must be harvested from a dead or incapacitated crawler. It requires no further preparation. Market Value: 200gp Legality: Regulated Saving Throw DC: 13 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 49


Goodbye Kiss Some would-be assassins seem much friendlier than they really are. The goodbye kiss is a poison modified from midnight tears so that it can be applied to the lips without harming the poisoner. The poisoner must first coat the area of their skin that will come in contact with the poison in the nectar of the flower that midnight tears are made from. Acquisition: The goodbye kiss requires midnight tears and a rare liquid made from the nectar of the same flower: the blackleaf rose. Market Value: 1,600gp Legality: Illegal Saving Throw DC: 17 Effect: A creature subjected to this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one. Golden Ice Golden ice is a specialized poison used by good-aligned creatures for a variety of purposes. The nature of the ice allows it to be shaped into a variety of objects: coins, ammunition, and anything else the creative owner might imagine. Evil creatures often mistake it for a gold coin, only to pick it up and realize their mistake. Acquisition: This is made by mixing cryrium and molten gold. The extremely hot mixture is then quenched in holy oil. Market Value: 1,200gp Legality: Legal Saving Throw DC: 17 Effect: An evil creature that comes into contact with golden ice must make a Constitution saving throw or take 30 (12d4) cold damage. This damage bypasses all resistances and immunities. Oil of Taggit This oil used to be used in many medical applications, but its widespread misuse has caused it to be heavily regulated in most civilizations. Acquisition: The oil of taggit is harvested from the nectar of taggit bloom, but, due to it's scarcity, the best way to acquire the oil is on the black market. Market Value: 400gp Legality: Regulated Saving Throw DC: 13 Effect: A creature subjected to this poison must succeed on a Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage. Sunlight Oil Sunlight oil was originally crafted by clerics of sun gods seeking to combat a vampire outbreak, but has since become the primary choice for fighting any form of powerful undead. Sunlight oil will lose its potency if it is not exposed to direct sunlight for 24 hours. Acquisition: It is made from oil that has been blessed by the clergy of the sun god and infused with the sun's magic. The blessed oil must either have the daylight spell cast upon it every day at dusk for a month, or have the full duration of the sunbeam spell channeled into it. Market Value: 1,300gp Legality: Legal Saving Throw DC: 18 Effect: An undead creature subjected to this poison must succeed on a Constitution saving throw or take 27 (6d8) radiant damage and be blinded until the end of the beginning of your next turn (6 seconds if out of combat). On a successful save, they take half damage and are not blinded. Creatures with sunlight sensitivity have disadvantage on their saving throw.- 50


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