5e Arms and Equipment Guide

by Gix3612

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5th Edition
Arms &
Equipment Guide

By Gix3612

Art Credit: Wizard's of the Coast

Armor and Shield Properties

The armor and shields detailed here have the special properties described below.

Shield, Light. This shield has the light property when used to make improvised melee weapon attacks.

Shield, Tower. If you are subjected to an attack from a non-adjacent enemy or an effect that allows you to make a Dexterity saving throw, you can use your reaction to gain half cover against the effect, interposing your shield between yourself and the source of the effect.

Spiked Armor. Spiked armor consists of a suit of armor covered with spikes that are usually made of metal. A character can use these spikes as an improvised melee weapon, dealing 1d4 piercing damage. Any type of armor can be purchased as spiked armor. The cost is 50 percent more than the equivalent armor made without spikes.

Weapons Properties

Several weapons have new or updated properties as shown in the Weapons table.

Heavy. Creatures that are Small or Tiny wielding heavy weapons and Medium creatures wielding them with only one hand, have disadvantage on attack rolls with them. A heavy weapon's size and bulk make it too large to use effectively in these ways.

High Draw. When making an attack with these ranged weapons, you use your Strength modifier for the attack and damage rolls instead of Dexterity.

Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Shield
  Shield, light 5 gp +1 3 lb.
  Shield, tower 30 gp +2 Str 13 Disadvantage 24 lb.
Spiked armor x1.5 * * * *
Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
  Club 1 sp 1d4 bludgeoning 2 lb. Finesse, light
  Sickle 1 gp slashing 2 lb.
  Punching dagger 2 gp piercing 1 lb.
  Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
  Throwing axe 2 gp slashing 1 lb.
  Dagger 2 gp piercing 1 lb. Finesse, light, thrown (range 20/60)
  Mace 5 gp 1d6 bludgeoning 4 lb. Light
  Handaxe 5 gp slashing 2 lb.
  Javelin 5 gp piercing 2 lb. Light, thrown (range 30/120)
  Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
  Broadaxe 5 gp slashing 3 lb.
  Spear 1 gp piercing 3 lb. Thrown (range 20/60), versatile (1d8)
  Greatclub 2 sp 2d4 bludgeoning 10 lb. Two-handed
  Scythe 10 gp slashing 8 lb.
  Pickaxe 5 gp piercing 5 lb.
Simple Ranged Weapons
  Thrown rock 1d4 bludgeoning ½ lb. Finesse, thrown (range 20/60)
  Chakram 1 gp slashing ½ lb.
  Dart 5 cp piercing ¼ lb.
  Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120)
  Blowgun 1 gp piercing 1 lb.
  Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
  Shortbow, composite Ammunition (range 80/320), high draw, two-handed
  Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed

Weapons
Name Cost Damage Weight Properties
Martial Melee Weapons
  Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
  Mancatcher 20 gp 1d4 bludgeoning 4 lb. Reach, special, two-handed
  Nunchaku 1 gp 1d6 bludgeoning 2 lb. Finesse, light
  Scimitar 25 gp slashing 3 lb.
  Shortsword 10 gp piercing 2 lb.
  Meteor hammer 20 gp 1d6 bludgeoning 5 lb. Finesse, reach, two-handed
  Kusarigama 15 gp slashing 4 lb.
  Spiked chain 30 gp piercing 4 lb.
  Two-bladed scimitar 100 gp 1d6 slashing 5 lb. Double-weapon (slashing), finesse
  Harpoon 15 gp 1d6 piercing 6 lb. Special, thrown (range 10/30), versatile (1d8)
  Falchion 35 gp 1d8 slashing 4 lb. Finesse
  Rapier 25 gp piercing 2 lb.
  Longstaff 2 gp 1d8 bludgeoning 5 lb. Reach, two-handed
  Bill 10 gp slashing 6 lb.
  Longspear 4 gp piercing 5 lb.
  Hooked hammer 20 gp 1d8 bludgeoning 3 lb. Double-weapon (piercing)
  Two-bladed sword 60 gp slashing 5 lb. Double-weapon (slashing)
  Urgrosh 25 gp slashing 5 lb. Double-weapon (piercing)
  Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
  Battleaxe 10 gp slashing 4 lb.
  Longsword 15 gp slashing 3 lb.
  Trident 5 gp piercing 4 lb. Versatile (1d10), thrown (range 20/60)
  Flail 10 gp 2d4 bludgeoning 2 lb.
  Falcata 20 gp slashing 4 lb.
  Morningstar 15 gp piercing 4 lb.
  War pick 5 gp piercing 2 lb.
  Double flail 40 gp 2d4 bludgeoning 5 lb. Double-weapon (bludgeoning), heavy
  Double axe 40 gp slashing 7 lb. Double-weapon (slashing), heavy
  Three-section staff 10 gp 1d10 bludgeoning 5 lb. Finesse, two-handed
  Katana 50 gp slashing 6 lb.
  Estoc 35 gp piercing 3 lb.
  Lucerne hammer 15 gp 1d10 bludgeoning 10 lb. Heavy, reach, two-handed
  Glaive 20 gp slashing 6 lb.
  Halberd 20 gp slashing 6 lb.
  Pike 5 gp piercing 18 lb.
  Heavy flail 15 gp 1d10 bludgeoning 5 lb. Heavy, versatile (1d12)
  Bastard sword 40 gp slashing 5 lb.
  Greataxe 30 gp slashing 7 lb.
  Greatstar 25 gp piercing 6 lb.
  Lance 10 gp 1d12 piercing 6 lb. Reach, special
  Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
  Greatsword 50 gp slashing 6 lb.

Weapons
Name Cost Damage Weight Properties
Martial Ranged Weapons
  Net 1 gp 3 lb. Special, thrown (range 5/15)
  Lariat 5 gp 2 lb. Special, thrown (range 15/45), two-handed
  Bolas 5 gp 1d4 bludgeoning 2 lb. Special, thrown (range 20/60)
  Rope dart 10 gp 1d4 piercing 1 lb. Special, thrown (range 20/60), two-handed
  Javelin thrower 1 gp 1d6 piercing 1 lb. Ammunition (range 60/240)
  Sling staff 5 sp 1d6 bludgeoning 4 lb. Ammunition (range 60/240), special, two-handed
  Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), loading
  Crossbow, repeating 125 gp 1d8 piercing 6 lb. Ammunition (range 80/320), reload (5 shots), two-handed
  Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
  Longbow, composite Ammunition (range 150/600), heavy, high draw, two-handed
  Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Firearms
Name Cost Damage Weight Properties
Simple Melee Weapons
  Bayonet 2 gp 1d6 piercing 1 lb. Special, two-handed
Renaissance Ranged Weapons
  Pistol, dragon 400 gp 1d8 piercing 4 lb. Ammunition (range 15/30), loading, shotgun
  Pistol, flintlock 250 gp 1d10 piercing 3 lb. Ammunition (range 30/90), loading
  Pistol, pepperbox 1,000 gp 1d10 piercing 5 lb. Ammunition (range 30/90), multi-loading (6 shots)
  Blunderbuss 600 gp 1d10 piercing 13 lb. Ammunition (range 20/40), loading, shotgun, two-handed
  Musket 500 gp 1d12 piercing 10 lb. Ammunition (range 40/120), loading, two-handed
  Culverin 750 gp 2d10 piercing 20 lb. Ammunition (range 40/120), heavy, loading, two-handed

Double-weapon. This weapon re-
quires two hands when you attack
with it and can benefit from the
Great Weapon Fighting style. When
you take the Attack action and attack
with either end of a double weapon,
you can use a bonus action to attack
with the other end of the weapon. This
attack deals 1d4 damage, instead of its
normal damage. You don't add your ability
modifier to the damage of the bonus attack,
unless that modifier is negative or you have
the Two-Weapon Fighting style.

Multi-loading. A weapon with the multi-loading property has multiple barrels that are each fired and reloaded separately. A character must use an action or a bonus action (the character's choice) for each barrel they reload.

Shotgun. When attacking a target within normal range, weapons with the shotgun property have advantage on the attack roll.

Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).

Special Weapons

Weapons with special rules are described here.

Bolas. A Small or Medium creature hit by a bolas is knocked prone and cannot stand until it is freed. Attacks with a bolas have disadvantage against creatures with


more than two legs. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bolas (AC 10) also frees the creature without harming it, ending the effect and destroying the bolas.

Bayonet. To attack with a bayonet, it must be attached to a two-handed firearm.

Harpoon. The shaft of this heavy barbed spear has a 30-foot trailing rope attached. A creature hit by a thrown harpoon becomes impaled. While impaled, the target has disadvantage on attack rolls. A creature within reach can use its action to make a DC 12 Strength check to try to remove the harpoon. If the check succeeds, the target takes 3 (1d6) piercing damage as the harpoon is pulled free and is no longer impaled.

If the trailing rope is held by a creature or tied-off to a stationary object, the creature impaled by the harpoon cannot move further away from the anchor point. Once per turn while the rope is being held by a creature, the impaled creature can make a Strength (Athletics) check contested by the holding creature's Strength (Athletics) check. If it succeeds, the harpooned creature can move as normal this turn and the creature holding the rope may choose to release the rope, otherwise it is pulled by the harpooned creature as it moves farther away. Being pulled in this way does not provoke opportunity attacks.

Lariat. The lariat uses the same special rule as the net in chapter 5 of the Player's Handbook.

Mancatcher. While weilding a mancatcher you are proficient with, you can use it to grapple creatures within the weapon's reach and can use it to attack creatures that are grappled by it.

Rope dart. When attacking a target within 20 feet, a proficient wielder can use the attached rope to return the rope dart to their hand after an attack.

Sling staff. Unlike other ranged weapons, the sling staff's sturdy construction allows it to be used effectively as a melee weapon. When wielded in this way treat it as a quarterstaff.

New Proficiencies

All of the new weapons are added to any class proficiencies that include all simple and or martial weapons respectively, as normal.

In addition, Monks have proficiency with nunchakus and they count as monk weapons.

Druids have additional proficiency with blowguns, punching daggers, scythes, sling staffs, thrown rocks, and falchions.

Light shield proficiency is included with light armor proficiency, and tower shields with heavy armor proficiency in the same way that the normal shield proficiency from the Player's Handbook is granted alongside any features or feats that include medium armor proficiency.

The bill, longspear, longstaff, and lucerne hammer are all added to the list of weapons usable with the Polearm Master feat.

Adventuring Gear
Item Cost Weight
Ammunition
  Crossbow magazine (5 bolts) 1 gp 1 lb.
  Culverin ball 2 gp 2 lb.
  Shot pellets (10) 4 gp 2 lb.
Animal trainers kit 50 gp 5 lb.
Bandoleer 5 sp ½ lb.
Black bodysuit 30 gp 1 lb.
Climber's kit 25 gp 12 lb.
Clothing, cold weather 10 gp 5 lb.
Dictionary 50 gp 5 lb.
Finger blades 20 gp
Ghillie suit 30 gp 8 lb.
Glass cutter 2 gp 1 lb.
Grappling hook 2 gp 4 lb.
Listening cone 10 gp 1 lb.
Pole (10-foot) 5 cp 7 lb.
Reference book 50 gp 5 lb.
Smoke stick 20 gp ½ lb.
Snowshoes 2 gp 4 lb.
Spyglass 1,000 gp 1 lb.
Sunrod 2 gp 1 lb.
Swimmer's gear 15 gp 5 lb.
Tanglefoot bag 50 gp 4 lb.
Thunderstone 30 gp 1 lb.

Adventuring Gear

This section provides new (and some old 3rd edition) items and tools; as well as expanding upon some existing items from the Player's Handbook.

Animal Trainers Kit. This kit consists of harnesses, prods, light whips, treats, and other items that are helpful for training animals. Its use grants advantage on Wisdom (Animal Handling) checks to train animals.

Bandoleer. This leather belt is usually worn across the chest and has loops or pouches for carrying small items (up to roughly a dagger in size). It can hold up to eight items.

Black Bodysuit. This very tight-fitting garment is made of black silk. It is used by rogues and infiltrators when sneaking around at night. Wearing the suit allows you to try to hide when you are only lightly obscured by dim light. However, the bodysuit provides no benefit if you wear other clothing or armor—other than belts, pouches, scabbards, or bandoleers—on top of it.

Climber's Kit. In addition to its uses found in the Player's Handbook, a climber's kit takes 1 minute to don or doff and when worn grants advantage on Strength (Athletics) checks to climb.

Dictionary. When purchased, select one language; that dictionary can be used to help you translate the chosen language into common. When you spend at least 1 minute consulting the dictionary, you gain the ability to understand the general message of a short written text or hold a simple conversation in the language covered by that dictionary. Not every language is recorded in a dictionary or easily obtained; consult with your Dungeon Master about what languages are available in their game.

Finger Blades These are very short razor-sharp blades are fit over the fingers. They are used to cut through purse strings or garments and grant advantage on Dexterity (Sleight of Hand) checks to do so. They are too short to be used as effective weapons, causing only scratches at most.

Ghillie Suit. This suit is made of loose strips of green cloth. It is used by hunters when lying in wait in natural environments. Wearing this cumbersome suit allows you to try to hide when you are only lightly obscured by foliage but reduces your walking speed by 5 feet and imposes disadvantage on Dexterity saves.

Glass Cutter. As an action, the user of this tool can cut and remove a 6-inch diameter disk from a pane of glass, thereby allowing them to reach through to take objects that can fit through the hole or unlatch windows from the inside silently.

Grappling Hook. This tool consists of several metal hooks attached to a central ring which is tied to the end of a rope. While using this tool you gain advantage on any ability checks you make to secure the rope by throwing it to a battlement, window ledge, tree limb, or other protrusion.

Listening Cone. This device is made for listening through doors and other solid surfaces. It provides advantage on Wisdom (Perception) checks made to listen through a door or some other relatively thin, solid obstacle.

Pole (10-foot). This versatile tool can not only be used to check for traps and hazards from a safe distance, but, also as an aid to gain advantage on Dexterity (Acrobatics) checks to maintain your balance. The pole is 10 feet long, so it cannot be used in this way, in any space that allows less than 5 feet of clearance on either side.

Reference Book. When purchased, select a subject matter that the book covers from the following list of skills: Intelligence (Arcana), Intelligence (History), Intelligence (Nature), Intelligence (Religion), or Wisdom (Medicine). When studied for 1 minute, you gain advantage on your

New Equipment Packs

The following packs provide quick equipment options for character origins and professions not found in the Player's Handbook.

Arctic Survivalist Pack (25 gp). Includes a backpack, cold weather clothing, a bedroll, a blanket, a single-person tent, fishing tackle, a saw, a mess kit, an oil burning camp stove, 3 flasks of oil, a tinderbox, and 10 days of rations. The pack also has 50 feet of hempen rope and a pair of snowshoes strapped to the side of it.

Monster Hunter's Pack (20 gp). Includes a small chest, a crowbar, a hammer, 3 wooden stakes, a holy symbol, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.

Sailor's Pack (5 gp). Includes a belt pouch, a dagger, a mess kit, 5 days of rations in the form of hard tack or ship biscuits, a waterskin, and either a dice or playing card gaming set.


next skill check on the subject covered in this book. Other books may be available at the discretion of your Dungeon Master.

Smoke Stick. This stick produces a thick plume of smoke when ignited with flame. You can hold on to the stick or throw it at a point up to 60 feet away as part of the action used to ignite it. One round after a smoke stick is ignited, it emits a cloud of smoke that creates a heavily obscured area in a 10-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round; otherwise the smoke persist for 1 minute and then dissipates on its own.

Snowshoes. While wearing these, a character ignores difficult terrain caused by nonmagical deep snow but has its walking speed reduced by 5 feet and cannot use any climb or swim speeds that it has.

Spyglass. In addition to its uses found in the Player's Handbook, the spyglass grants advantage on Wisdom (Perception) checks to spot distant objects.

Sunrod. This 1-foot-long, gold-tipped, iron rod glows brightly when struck, providing bright light in a 30-foot radius and dim light for an additional 30 feet. It glows for 6 hours, after which the gold tip is burned out and worthless.

Swimmer's Gear. This consists of a snorkel, crude goggles, flippers, and occasionally a skintight suit. It grants advantage on Strength (Athletics) checks made while swimming and cannot be worn with other clothing or armor.

Tanglefoot Bag. This bag filled with writhing, sticky black tar bursts on impact and covers the ground in a sticky goo. As an action, you can throw it at a point up to 60 feet away. The ground within a 5-foot radius of that point becomes difficult terrain for 1 minute, and any creature that enters or starts its turn on the ground in that area must make a DC 10 Dexterity saving throw or have its speed halved for that turn.

Thunderstone. This crystalline shard shatters on impact with a blast of concussive energy. As an action, you can throw it at a point up to 60 feet away. Each creature within 10 feet of that point must succeed on a DC 10 Constitution saving throw or be deafened until the end of its next turn, knocked prone, and pushed 10 feet away from the point of impact.

Tools

The tools found in this section expand upon the tools found in the Player's Handbook to provide more options than the artisan tools in regards to representing character backgrounds or professions.

Excavation Equipment. This includes a sledge hammer, miner's pick, shovel, hammer, chisel, brushes, and panning screens. Proficiency with this equipment lets you add your proficiency bonus to any ability checks you make to mine, dig, sift, find, or extract resources in or related to dirt and stone.

Farming Implements. Typical farming, gardening, and husbandry tools often found in the hands of commoners. While most tools that fall into this group are to unwieldy, cumbersome, or impractical to be carried around by adventurers, proficiency with these tools lets you add your proficiency bonus to any ability checks you make to tend or harvest crops and herd animals.

Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to catch fish or crustaceans.

Horticulturer's Tools. This set of tools includes a trowel, pruner, rake, watering can, gloves, and shears. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to tend and harvest flowers, mushrooms, herbs, and other delicate flora often used in alchemy, seasoning for food, and medicine.

Merchantile Kit. This kit includes an abacus, merchant's scale, and jeweler's loupe. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to determine the value of an individual item or an inventory of goods.

Trapper's Tools. This set of tools includes bait, animal calls, snares, cages, and hunting traps like those found in the adventuring gear section. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to catch wild game. Unlike Wisdom (Survival) checks made to hunt, use of trapper's tools requires setting the traps, then returning to check them periodically, or setting up a blind and waiting for game to pass by, and is more often practiced as a profession during a longer period of time, such as during downtime activity, rather than a means to provide a meal for themselves or their party for the day.

Tools
Item Cost Weight
Laborer's tools
  Excavation equipment 10 gp 30 lb.
  Farming implements * *
  Fishing tackle 1 gp 4 lb.
  Horticulturer's tools 5 gp 7 lb.
  Trapper's tools 10 gp 45 lb.
Trade tools
  Merchantile kit 30 gp 5 lb.

Equipment Equivalencies


The following are equipment alternatives for use with different cultures, settings, for flair, or for cosmetic preference. These weapons are the same as their counterparts for the purposes of proficiencies.

Equipment and Cultures
Item Name Other Names (Culture)
Armor Lorica (Roman), gusoku (Japan)
  Chain mail   Lorica hamata (Roman), kusari gusoku (Japan)
  Chain shirt   Kusari katabira (Japan)
  Barding   Uma yoroi (Japan)
  Breastplate   Lorica musculata (Roman), tankō (Japan)
  Half plate   Tosei dō gusoku (Japan)
  Leather   Nerigawa gusoku (Japan)
  Plate   Tosei gusoku (Japan)
  Scale mail   Lorica squamata (Roman), gyorin kozane gusoku (Japan)
  Splint   Lorica segmentata (Roman), dō-maru (Japan)
  Light shield   Pugnum (Roman), dueling cape (renaissance)
  Shield   Scutum (Roman)
Battleaxe Khopesh (Egypt)
Bolas Manrikigusari (Japan)
Blowgun Fukiya (Japan)
Caltrop Makibishi (Japan), tribulus (Roman)
Club Tonfa (Japan)
Composite bow Arcus (Roman)
Crossbow Cheiroballista (Roman)
Dagger Kunai (Japan)
Dart Shuriken (Japan), plumbatae (Roman)
Falchion Talwar (India), saber (cavalry)
Greatclub Tetsubo (Japan)
Greatsword No-dachi (Japan), zweihander (German), claymore (Scottish)
Halberd Naginata (Japan)
Handaxe Ono (Japan)
Javelin Lancea (Roman)
Javelin thrower Atlatl (America)
Lance Contus (Roman)
Light hammer Sai (Japan)
Longbow Daikyu (Japan)
Longsword Spatha (Roman)
Mace Jitte (Japan)
Maul Kanabo (Japan)
Net Iaculum (Roman)
Punching dagger Tanto (Japan), katar (India), pugio (Roman), stiletto (renaissance)
Quarterstaff Bo (Japan)
Scimitar Sica (Roman), kukri (India), cutlass (naval)
Shortsword Wakizashi (Japan), gladius (Roman)
Shortbow Hankyu (Japan)
Sickle Kama (Japan)
Sling Sphendone (Roman)
Spear Yari (Japan), pilum (Roman)
Throwing axe Mambele (Africa), tomahawk (America)
Trident Magari yari (Japan), fascina (Roman)
War pick Dolabra (Roman)

Siege Equipment

Siege Equipment
Item Cost Weight
Ammunition
  Acid bomb ×50 gp *
  Ballista bolt 1 gp 6 lb.
  Ballista harpoon 3 gp 6 lb.
  Blessed barrel ×50 gp *
  Cannon ball, light 1 gp 20 lb.
  Cannon ball 2 gp 30 lb.
  Firebomb ×100 gp *
  Light mangonel shot 3 sp 30 lb.
  Light mangonel stone 1 gp 40 lb.
  Mangonel shot 5 sp 50 lb.
  Mangonel stone 2 gp 75 lb.
  Oil Barrel ×2 gp *
  Trebuchet shot 8 sp 75 lb.
  Trebuchet stone 3 gp 100 lb.
  Heavy trebuchet shot 1 gp 100 lb.
  Heavy trebuchet stone 4 gp 150 lb.
Ballista, light 500 gp 400 lb.
Ballista 1,000 gp 800 lb.
Cannon, light 2,000 gp 500 lb.
Cannon 4,000 gp 1,000 lb.
Gunpowder, keg 250 gp 20 lb.
Mangonel, light 400 gp 1,000 lb.
Mangonel 800 gp 2,000 lb.
Ram 1,000 gp 1,000 lb.
Siege tower 2,000 gp 2,000 lb.
Trebuchet 1,500 gp 2 tons
Trebuchet, heavy 3,000 gp 5 tons

Ballista, Light

Medium object


  • Armor Class: 15
  • Hit Points: 25
  • Damage Immunities: poison, psychic
  • Range: 90/360 ft.
  • Damage: 2 dice

Before it can be fired, the light ballista must be loaded and aimed. It takes one action to load the weapon, and one action to aim and fire it.

Bolt. Ranged Weapon Attack: +6 to hit, range 90/360 ft., one target. Hit: 11 (2d10) piercing damage.

Ballista


  • Range: 120/480 ft.
  • Damage: 3 dice

For this weapon's rules, see the "Siege Equipment" section in chapter 8 of the Dungeon Master's Guide.

Cannon, Light

Medium object


  • Armor Class: 19
  • Hit Points: 20
  • Damage Immunities: poison, psychic
  • Range: 450/1,800 ft.
  • Damage: 4 dice

Before it can be fired, the light cannon must be loaded and aimed. It takes one action to load the weapon, and one action to aim and fire it.

In addition to it's ammunition, a light cannon requires 4 pounds of gunpowder (DMG, ch. 9) to fire.

Cannon Ball. Ranged Weapon Attack: +6 to hit, range 450/1,800 ft., one target. Hit: 22 (4d10) bludgeoning damage.

Cannon


  • Range: 600/2,400 ft.
  • Damage: 8 dice

In addition to it's ammunition, a cannon requires 10 pounds of gunpowder (DMG, ch. 9) to fire.

For this weapon's rules, see the "Siege Equipment" section in chapter 8 of the Dungeon Master's Guide.

Mangonel, Light

Large object


  • Armor Class: 15
  • Hit Points: 50
  • Damage Immunities: poison, psychic
  • Range: 150/600 ft. (can't hit targets within 60 feet of it)
  • Damage: 3 dice

A light mangonel is a type of catapult that hurls heavy projectiles in a high arc. This payload can hit targets behind cover. Before the mangonel can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Mangonel Stone. Ranged Weapon Attack: +5 to hit, range 150/600 ft. (can't hit targets within 60 feet of it), one target. Hit: 16 (3d10) bludgeoning damage.

Mangonel


  • Range: 200/800 ft. (can't hit targets within 60 feet of it)
  • Damage: 5 dice

For this weapon's rules, see the "Siege Equipment" section in chapter 8 of the Dungeon Master's Guide.

Trebuchet


  • Range: 300/1,200 ft. (can't hit targets within 60 feet of it)
  • Damage: 8 dice

For this weapon's rules, see the "Siege Equipment" section in chapter 8 of the Dungeon Master's Guide.

Trebuchet, Heavy

Gargantuan object


  • Armor Class: 15
  • Hit Points: 200
  • Damage Immunities: poison, psychic
  • Range: 350/1,400 ft. (can't hit targets within 60 feet of it)
  • Damage: 11 dice

A heavy trebuchet is a powerful catapult that throws its payload in a high arc, so it can hit targets behind cover. Before the trebuchet can be fired, it must be loaded and

aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.

Trebuchet Stone. Ranged Weapon Attack: +5 to hit, range 360/1,440 ft. (can't hit targets within 60 feet of it), one target. Hit: 60 (11d10) bludgeoning damage.

Special Ammunition

Acid Bomb. This ammunition can be used by mangonels and trebuchets. Each bomb weighs the same as a stone sized for the same weapon but costs 50 times as much.

The weapon throws a large clay jar filled with acid at a point within its range. Where the jar lands, it shatters causing any objects or creatures within a 10-foot-radius of the point to take 7 (2d6) acid damage for each of the weapons damage dice. Creatures that succeed at a DC 13 Dexterity saving throw take half as much damage. If a creature is beyond the close range of the weapon, it has advantage on this saving throw.

Blessed Barrel. This ammunition can be used by mangonels and trebuchets. Each barrel weighs the same as a stone sized for the same weapon but costs 50 times as much.

The weapon throws a cask or barrel filled with holy water at a point within its range. Where the barrel lands, it burst open causing any fiends or undead within a 10-foot-radius of the point to take 7 (2d6) radiant damage for each of the weapons damage dice. Creatures that succeed at a DC 13 Dexterity saving throw take half as much damage. If a creature is beyond the close range of the weapon, it has advantage on this saving throw.

Firebomb. This ammunition can be used by mangonels and trebuchets. Each bomb weighs the same as a stone sized for the same weapon but costs 100 times as much.

The weapon throws a cask or barrel filled with alchemist's fire at a point within its range. Where the barrel lands, it burst open causing any objects or creatures within a 10-foot-radius of the point to take 5 (2d4) fire damage for each of the weapons damage dice. Creatures that succeed at a DC 13 Dexterity saving throw take half as much damage. If a creature is beyond the close range of the weapon, it has advantage on this saving throw.

Any target damaged by the initial attack from a firebomb continues to take 2 (1d4) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 13 Dexterity check to extinguish the flames.

Harpoon. This ammunition can be used by ballistas, and is typically bought with a 500-foot coil of rope. Tying a rope to a harpoon, if desired, takes an action.

In addition to dealing damage as a normal bolt on a hit, a harpoon impales its target. While impaled, the target has disadvantage on attack rolls. A creature within reach can use its action to make a DC 15 Strength check to try to remove the harpoon. If the check succeeds, the target takes 5 (1d10) piercing damage as the harpoon is pulled free and is no longer impaled. If a harpoon is attached to the ballista by a rope, a creature impaled on that harpoon can't move farther away from the ballista until it frees itself.

A winch can be purchased for 100 gp and be used to attach the rope to the ballista. A creature within reach of the winch can use its action to reel in a harpooned creature, pulling it up to 20 feet closer to the weapon.

Oil Barrel. This ammunition can be used by mangonels and trebuchets. Each barrel weighs the same as a stone sized for the same weapon but costs 2 times as much.

The weapon throws a cask or barrel filled with oil at a point within its range. Where the barrel lands, it burst open covering everything within a 10-foot-radius of the point in oil. If the area or any creature or object covered in the oil takes any fire damage before the oil dries (after 1 minute), the oil burns for 2 rounds and deals 5 fire damage to any creature or object covered in it or that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Shot. This ammunition can be used by mangonels and trebuchets.

The weapon hurls dozens of small stones at a point within its range. Any objects or creatures within a 20-foot-radius of the point take 2 (1d4) bludgeoning damage for each of the weapons damage dice. Creatures that succeed at a DC 13 Dexterity saving throw take half as much damage. If a creature is beyond the close range of the weapon, it has advantage on this saving throw.

Vehicles

Vehicles
Item Cost Weight
Airship 20,000 gp
Carriage, gun gp
Cart, ballista gp
Cog 6,000 gp
Howdah 150 gp 350 lb.
Howdah, gilded 2,000 gp 500 lb.
Howdah, war 300 gp 500 lb.
Litter gp
Litter, palanquin gp
Litter, sedan chair gp
Ornithopter 4,000 gp 100 lb.
Rickshaw gp
Submarine 15,000 gp
Theurgeme 40,000 gp
Traveling forge gp
Travois gp
Tunneler gp
Wagon, living gp
Wagon, war gp

Drawn Vehicles

Carriage, gun. These were designed to allow guns to be deployed on the battlefield and were provided with a pair of large wheels similar to those used on carts or wagons.

Cart, ballista. Carroballista was an ancient, cart-mounted ballista, a type of mobile field artillery.

Howdah. This carriage-like platform is saddled onto the back of a mount—typically an elephant or camel—behind it's driver and usually includes a canopy to shade it's passengers. A howdah carried by a Large creature can seat only a single occupant, while a Huge creature can carry a howdah that seats up to four Medium or smaller creatures without squeezing.

Howdah, Gilded. This lavish howdah is decorated in gold, jewels, and fine silks and is typically employed by wealthy merchants or royalty as a sign of their station.

Howdah, War. A war howdah is comprised of a fort-like structure instead of the usual seats. Creatures in the howdah have three-quarters cover against attacks and effects from outside it. Creatures riding in the war howdah can make melee attacks against targets within 5 feet of the mount only while using weapons with reach.

Litter. A simple litter consists of a sling attached along its length to poles or stretched inside a frame. The poles or frame are carried by porters in front and behind. Such simple litters are common on battlefields and emergency situations, where terrain prohibits wheeled vehicles from carrying away the dead and wounded.

Litter, palanquin. Larger palanquins are rectangular wooden boxes eight feet long, four feet wide, and four feet high, with openings on either side screened by curtains or shutters. Interiors are furnished with bedding and pillows. Ornamentation reflects the social status of the traveler.

Litter, sedan chair. Another form, commonly called a sedan chair, consists of a chair or windowed cabin suitable for a single occupant, also carried by at least two porters, one in front and one behind, using wooden rails that pass through brackets on the sides of the chair.

Rickshaw. A pulled rickshaw is a mode of human-powered transport by which a runner draws a two-wheeled cart which seats one or two people.

Traveling forge. A traveling forge, when combined with a limber, comprised wagons specifically designed and constructed as blacksmith shops on wheels to carry the essential equipment necessary for blacksmiths, artisans (called artificers in many armies) and farriers to both shoe horses and repair wagons and artillery equipment

Travois. A travois is an A-frame structure that was used to drag loads over land. It is possible for a person to transport more weight on a travois than can be carried on the back.

Wagon, living. Vardo. The wagon's interior is typically outfitted with built-in seats, cabinets, a wardrobe, bunks in the rear of the caravan, a chest of drawers, and a glass-fronted china cabinet. There are windows on the left side and rear. Some types have clerestories which let in light and air. A bracket for an oil lamp is mounted over the chest of drawers opposite the fireplace; the chest's top functions as a table. Wagons' exteriors can range from fairly plain to intricately carved, painted in bright colors, and sheathed in places with gold leaf.

Wagon, war. It was a heavy wagon given protective sides with firing slits and heavy firepower from either a cannon or a force of hand-gunners, archers and crossbowmen, supported by infantry using spears, pikes and flails.

Crewed Vehicles

Airship

An airship has the following features:


  • Ceilings. The ceiling of the airship's lower deck is 8 feet high.
  • Doors. The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.
  • Footlockers. Footlockers on the ship are iron and have a partition that divides its interior space in half, AC 19, 18 hit points, and immunity to poison and psychic damage.
  • Light. Hanging lanterns cast bright light throughout the ship.
  • Rigging. Rigging on the balloon can be climbed with a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check.
  • Balloon. The airship is held aloft by an enormous 100-foot-diameter spherical balloon.

Example Crew

An airship requires a crew of eight to properly fly the vessel and sometimes carries extra passengers or soldiers. If the characters are guests on an airship, the crew consists of the following creatures. all of which have proficiency with flying vehicles in addition to their normal statistics:

  • One captain (bandit captain)
  • Four other officers: a first mate, a bosun, a quartermaster, and a cook (nobles)
  • Three sailors (commoners)

1. Furnace

In the middle of the upper deck is a furnace with a fire elemental magically trapped inside, which is used to control the ship's altitude.

2. Upper Deck

The main deck of the airship has the following features:


  • Harpoon Gun. A ballista (DMG, ch. 8) with a winch and 500-foot coil of rope is mounted on the fore of the deck. Ten ballista harpoons are stacked and secured nearby.
  • Railing. A 3-foot-high rail is built around the deck's perimeter, providing half cover for Medium creatures and three-quarters cover for Small creatures behind it.
  • Rope ladders. The airship has two 50-foot-long rope ladders rolled up near the railing for boarding and disembarking without needing to land.

3. Quarterdeck

The quarterdeck has the following features:


  • Ballista. A ballista (DMG, ch. 8) is mounted on the aft castle. Behind it rests a crate that holds ten ballista arrows.


  • Railing. A 3-foot-high rail is built around the deck's perimeter, providing half cover for Medium creatures and three-quarters cover for Small creatures behind it.

4. Propeller hatch

The ship is steered and driven by a propeller control—containing a magically bound air elemental—at the landing of the stairs leading to the lower deck.

5. Crew Quarters

Each cabin contains two hammocks (one above the other), a writing desk, a chair, and a footlocker.

6. Cargo Hold

A cargo hold at the fore of the lower deck hold crates, barrels, and ammunition secured with nets attached to iron rings bolted into the walls.



Airship

Gargantuan vehicle (45 ft. by 20 ft.)

  • Creature Capacity 8 crew, 8 passengers
  • Cargo Capacity 1 ton
  • Travel Pace 8 miles per hour (192 miles per day)

STR DEX CON INT WIS CHA
14 (+2) 7 (-2) 15 (+2) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the airship can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than four crew and only 1 action if it has only one crew. It can't take these actions if it has no crew.

  • Altitude. The airship can use its furnace to ascend or descend with its balloon.
  • Fire Ballista. The airship can fire its ballista (DMG, ch. 8).
  • Fire Harpoon Gun. The airship can fire its harpoon gun.
  • Move. The airship can use its propeller to move.

Hull

  • Armor Class 15
  • Hit Points 200 (damage threshold 15)

Control: Furnace

  • Armor Class 15
  • Hit Points 30 (damage threshold 10); If the furnace is destroyed or the elemental released, the air inside the balloon cools, causing the airship to descend at a rate of 10 feet per round.

Ascend or descend up to the speed of the ship's balloon.

Control and Movement: Propeller

  • Armor Class 18
  • Hit Points 50
  • Speed (air, skiing, or water) 75 ft.; 15 ft. while sailing into the wind; 90 ft. while sailing with the wind

Move up to the ship's speed, with one 90-degree turn. If the propeller is destroyed, the airship can't turn and it's direction and speed are at the mercy of the wind currents available at it's altitude.

Movement: Balloon

  • Armor Class 12
  • Hit Points 100; -10 ft. of altitude each turn per 25 damage taken; once destroyed the airship and it's crew falls (see Xanathar's Guide to Everything ch. 2)
  • Speed (air) 15 ft. while ascending or descending

Weapon: Ballista

  • Armor Class 15
  • Hit Points 50

Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Weapon: Harpoon Gun

  • Armor Class 15
  • Hit Points 50

Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage and the target is impaled.

Cog

The cog is the basic medieval-era sailing ship. These ships are often used to transport cargo over short distances.

A cog has the following features:


  • Ceilings. The ceiling of the cog's lower deck is 8 feet high.
  • Light. Hanging lanterns cast bright light throughout the ship.
  • Rigging. Rigging on the ship can be climbed without an ability check.
  • Sails. The cog has one 40-foot-tall mast with sails.

Example Cog Crew

A cog requires a crew of twelve to properly sail the vessel and might carry extra passengers or soldiers. If the characters are guests on a cog, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:

  • One captain (bandit captain)
  • Four other officers: a first mate, a bosun, a quartermaster, and a cook (nobles)
  • Seven sailors (commoners)

Forecastle and Quarterdeck

The forecastle and quarterdeck of the cog have the following feature:


  • Ballista. A ballista (DMG, ch. 8) is attached to the deck. Ten ballista bolts are stacked and secured nearby.
  • Railing. The decks have a 3-foot-high rail around their perimeters that provide half cover for Medium creatures and three-quarters cover for Small creatures behind it.

  • Wheel. The ship's wheel stands at the aft of the quarterdeck.

Main Deck

The main deck of the ship has the following features:


  • Cargo Holds. This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls among the crates and barrels of food, water, and other supplies.
  • Railing. The main deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.


Cog

Gargantuan vehicle (40 ft. by 20 ft.)

  • Creature Capacity 12 crew, 8 passengers
  • Cargo Capacity 40 tons
  • Travel Pace 3 miles per hour (72 miles per day)

STR DEX CON INT WIS CHA
16 (+3) 4 (-3) 17 (+3) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the cog can take 2 actions, choosing from the options below. It can take only 1 action if it has fewer than six crew. It can't take these actions if it has fewer than three crew.

  • Fire Ballista. The cog can fire its ballista (DMG, ch. 8).
  • Move. The ship can use its helm to move with its sails.

Hull

  • Armor Class 15
  • Hit Points 300 (damage threshold 15)

Control: Helm

  • Armor Class 15
  • Hit Points 50

Move up to the speed of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.

Movement: Sails

  • Armor Class 12
  • Hit Points 100; -5 ft. speed per 25 damage taken
  • Speed (water) 35 ft.; 15 ft. while sailing into the wind; 45 ft. while sailing with the wind

Weapon: Ballista

  • Armor Class 15
  • Hit Points 50

Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.


Submarine

A submarine has the following features:


  • Ceilings. The ceilings in the submarine are 8 feet high with 6-foot-high doorways.
  • Light. Magical lights cast bright light throughout the ship.
  • Doors. The ship's doors are made of steel and have AC 19, 27 hit points, a damage threshold of 10, and immunity to poison and psychic damage. A lock can be picked with a successful DC 18 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 25 Strength (Athletics) check. All doors are airtight while closed.
  • Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.
  • Ventilation. Air magically circulates through a complex ventilation system and small metal grills set into the floors.
  • Windows. The window panes are made of glassteel, a resilient metal magically rendered transparent.

Example Submarine Crew

A submarine requires a crew of eight to properly sail the vessel and might carry extra passengers or soldiers. If the characters are guests on a submarine, the crew consists of the following creatures, all of which have proficiency with diving vehicles in addition to their normal statistics:

  • One captain (bandit captain)
  • Three other officers: a first mate, a bosun, and a quartermaster (nobles)
  • Four engineers (aprentice wizard, see Volo's Guide to Monsters)

u1. Entrance Hatch

Characters entering the submarine arrive in this chamber. The circular metal hatch is opened by turning its valve wheel. This area is magically pressurized to keep water from entering the submarine if the hatch is opened while is is submerged. But if both the outer hatch and the inner door are opened underwater, the submarine will flood.

u2. Engine Room

The engine is a quasi-magical machine that controls the submarine's propulsion and depth and powers the fins and rudder that control direction. The engine room is filled with machines that hiss, whir, and clatter constantly. Nearby is a copper speaking tube, which enables communication with the control room command center (area U7b).

u3-u6. Officer Staterooms

The officer's quarters each hold a net hammock and an iron footlocker that holds the officer's belongings. The larger rooms, belonging to the captain and first mate, also each contain a small desk.

u7. Control Room

The control room has two levels with ladders running between levels. Two circular soundproof windows are embedded in the port and starboard bulkheads.

The observation deck (U7a) is an elevated, 10-foot-high metal platform with a grilled floor, supported by two metal columns. Two padded swivel chairs are bolted to the deck, which is enclosed by a thin steel railing. Between the two chairs is a bronze periscope that can be raised or lowered.

In the command center (U7b), sits the pilot's swivel chair, which is bolted to the floor. The chair is situated before a panel of dials, levers, and buttons. A copper speaking tube enables communication with the engine room (area U2).

A creature proficient with diving vehicles can pilot the submarine, any other creature must succeed on a DC 20 Intelligence check to figure out the controls.

u8. Engineers' Staterooms

Each of these compartments contain a small hammock, beneath which is a steel footlocker.

u9. Dining Room

A walnut table sits in the dining room, surrounded by eight padded swivel chairs.

u10. Galley

An iron stove sits in one corner of the galley. In the opposite corner stands a steel food preparation table with utensils dangling above it, while a nearby cart holds cutlery and dishes. Built into the table is a lidded steel box attached to a pedal on the floor below. When the pedal is pumped, water and moving brushes scrub dishes and utensils that have been placed into the box.

u11. Pantry

Metal shelves and barrels lining the walls here hold food, water, and other supplies.

u12. Privy

This privy has a toilet and a washbasin, both attached to pipes. Above the basin is a hinged mirror, behind which is a compartment containing soap and towels.

u13. Air System

The area is filled with machines that hiss, whir, and clatter constantly. Drawers in the walls contain screwdrivers, wrenches, and other tools. The quasi-magical machinery in this area generates and circulates fresh air throughout the submarine. If this machinery shuts down, air stops pumping throughout the vessel. Unless the air system is reactivated, creatures trapped in the submarine that need oxygen to breathe will begin to suffocate after two days (see "Suffocating" in chapter 8 of the Player's Handbook).



Submarine

Gargantuan vehicle (70 ft. by 25 ft.)

  • Creature Capacity 8 crew, 10 passengers
  • Cargo Capacity 2 tons
  • Travel Pace 2 miles per hour ( miles per day)

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 17 (+3) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the submarine can take 2 actions, choosing from the options below. It can't take these actions if it has fewer than two crew.

  • Electrify Hull. The submarine can electrify its outer hull.
  • Move. The submarine can use its helm to move with its propeller.

Hull

  • Armor Class 20
  • Hit Points 300 (damage threshold 15)

Control: Helm

  • Armor Class 18
  • Hit Points 50

Move up to the speed of the submarine's propeller, with one 90-degree turn. If the helm is destroyed, the submarine can't turn.

Movement: Propeller

  • Armor Class 16
  • Hit Points 50
  • Speed (dive) 25 ft.

Weapons: Electrified Hull

The pilot can electrify the outer hull for 1 minute, after which the system requires 1 hour to recharge. Any creature that comes into contact with or starts its turn in contact with the outer hull when it's electrified must make a DC 15 Dexterity check, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. A creature wearing metal armor has disadvantage on this saving throw.

Theurgeme

The theurgeme is a vessel powered by magic. Without sails or rowers it moves swiftly and tirelessly across the water. Theurgemes can be powered in a variety of ways, but the most common design is a simple paddlewheel or set of mechanical oars turned or driven by a magical construct, mindless undead, or even a bound elemental. Many theurgemes are luxuriously appointed with comfortable cabins and exotic decor, as befits the wealthy wizards who most likely own such vessels.

A theurgeme has the following features:


  • Ceilings. The ceiling in the lower deck, holds, and cabins are 8 feet high with 6-foot-high doorways.
  • Light. Hanging lanterns cast bright light throughout the ship.
  • Doors. The ship's doors are made of wood and have AC 15, 18 hit points, and immunity to poison and psychic damage. A lock can be picked with a successful DC 15 Dexterity check made using thieves' tools, or the door can be forced open with a successful DC 20 Strength (Athletics) check.
  • Footlockers. Footlockers on the ship are iron and have AC 19, 18 hit points, and immunity to poison and psychic damage.

Example Theurgeme Crew

A theurgeme requires a crew of twelve to properly sail the vessel and might carry extra passengers or soldiers. If the characters are guests on a theurgeme, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:

  • One captain (mage)
  • One first mate (homunculus, the captains familiar)
  • Three other officers: a bosun, a quartermaster, and a surgeon (aprentice wizard, see Volo's Guide to Monsters)
  • One cook (noble)
  • Six sailors (animated armor)



Theurgeme

Gargantuan vehicle (60 ft. by 20 ft.)

  • Creature Capacity 12 crew, 20 passengers
  • Cargo Capacity 150 tons
  • Travel Pace 4 miles per hour (96 miles per day)

STR DEX CON INT WIS CHA
20 (+5) 4 (-3) 20 (+5) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious

Actions

On its turn, the theurgeme can take 2 actions, choosing from the options below. It can take only 1 action if it has fewer than six crew. It can't take these actions if it has fewer than three crew.

  • Fire Mangonel. The theurgeme can fire its mangonels (DMG, ch. 8).
  • Move. The theurgeme can use its helm to move with its paddlewheels. As part of this move, it can use its naval ram.

Hull

  • Armor Class 15
  • Hit Points 500 (damage threshold 20)

Control: Helm

  • Armor Class 18
  • Hit Points 50

Move up to the speed of the ship's paddlewheels, with one 90-degree turn. If the helm is destroyed, the ship can't turn.

Movement: Paddlewheels

  • Armor Class 12
  • Hit Points 100; -10 ft. speed per 25 damage taken
  • Speed (water) 35 ft.

Weapon: Mangonels (2)

  • Armor Class 15
  • Hit Points 100 each

Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.

Weapon: Naval Ram

  • Armor Class 20
  • Hit Points 100 (damage threshold 10)

The theurgeme has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the theurgeme.


Quarter Deck

The quarter deck of the theurgeme has the following features:


  • Mangonel. A mangonel (DMG, ch. 8) is attached to the deck. Ten mangonel stones are stacked and secured nearby.
  • Railing. The deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
  • Wheel. The ship's wheel stands at the fore of the quarterdeck.

Main Deck

The main deck of the theurgeme has the following features:


  • Figurehead. Theurgemes have an iron figurehead at the front of their deck, often shaped to look like a fearsome sea predator. This figurehead serves as the ship's naval ram.
  • Mangonel. A mangonel (DMG, ch. 8) is attached to the deck. Ten mangonel stones are stacked and secured nearby.
  • Railing. The deck has a 3-foot-high rail around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.
  • Captain's Quarters. The captain's quarters hold a bed, a

  •  desk, and a small dining table. Beneath the bed is an iron footlocker that holds the captain's belongings.
  • Guest Cabin. This cabin is meant for guests and visiting high-ranking officials along for the journey. It contains two beds, each with an iron footlocker for belongings, and a small writing desk.

Lower Deck

The lower deck of the theurgeme has the following features:


  • Officer's Quarters. Four beds stand in the officer's quarters. Beneath each is an iron footlocker that holds the officers' belongings.
  • Galley. A small cooking stove, cabinets, and a prep table make up the ship's modest galley.
  • Dining Room. A large wooden table dominates the dining room. A wall mounted cabinet at the back of the room holds dishes and cutlery.

Cargo Hold

The cargo deck of the theurgeme has the following features:


  • Furnace. In the hold is a furnace with a fire elemental magically trapped inside, which is used to power the ship's engines.
  • Hold. This area houses both passengers and cargo. The ship's off-duty crew sleep on bedrolls, if there are any that need to sleep, among the crates and barrels of food, water, and other supplies.

Piloted Vehicles

Action Stations

A creature can use an action of the station it's occupying. Once a creature uses a station's action, that action can't be used again until the start of that creature's next turn. Only one creature can occupy each station.

A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal.

Helm. The helm of a vehicle is a chair with levers, pedals, wheels, or other controls. The helm requires a driver to operate. A vehicle with no driver automatically fails Dexterity saving throws.

A driver proficient with the vehicle can add its proficiency bonus to ability checks and saving throws made using the its ability scores.

While the vehicle's engine is on, the driver can use an action to propel it up to its speed, bring a land vehicle to a dead stop, or land an air vehicle. While the vehicle is moving, the driver can steer it along any course.

If the driver is incapacitated, leaves the helm, or does nothing to alter the vehicle's course and speed, it moves in the same direction and at the same speed as it did during the driver's last turn until it hits an obstacle big enough to stop it.

As a bonus action, the driver can start the vehicle's engine or shut it off.

Ornithopter

The ornithopter is a bird-like, clockwork flying machine.


Ornithopter

Large air vehicle (100 lb.)

  • Creature Capacity 2 Medium creatures
  • Cargo Capacity 100 lb.
  • Armor Class 14
  • Hit Points 40; -5 ft. speed per 5 damage taken
  • Speed fly 50 ft.
  • Travel Pace 5 miles per hour flight (40 miles per day)

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious

Antimagic Susceptibility. The ornithopter becomes inoperable while in the area of an antimagic field.

Dive. If the ornithopter descends at least 30 feet, the driver can use a bonus action to cause the ornithopter to take the Dash action while the vehicle's engine is running.

Evasive Maneuvers. As a bonus action, the driver can cause the ornithopter to take the Disengage action while the vehicle's engine is running.

Action Stations

Helm (Requires 1 Crew and Grants Half Cover). Drive and steer the ornithopter.

Reactions

Juke. If the ornithopter is able to move, the driver can use its reaction to grant the ornithopter advantage on a Dexterity saving throw.


Tunneler

Huge vehicle (10 ft. by 20 ft.)

  • Creature Capacity 5 crew, 10 passengers
  • Cargo Capacity 100 lb.
  • Travel Pace 2 miles per hour overland (16 miles per day)

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 0 0 0

  • Damage Immunities poison, psychic
  • Condition Immunities blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious

Actions

On its turn, the tunneler can take the move action below. It can't take this action if it has fewer than two crew.

  • Move. The tunneler can use its helm to move with its treads. As part of this move, it can use its drill.

Hull

  • Armor Class 15
  • Hit Points 300 (damage threshold 15)

Control: Helm

  • Armor Class 15
  • Hit Points 50

Move up to the speed of the tunneler's treads, with one 90-degree turn. If the helm is destroyed, the tunneler can't turn.

Movement: Treads

  • Armor Class 12
  • Hit Points 100; -5 ft. speed per 25 damage taken
  • Speed (land) 20 ft.

Weapon: Drill

  • Armor Class 20
  • Hit Points 100 (damage threshold 10)

While using it's drill, the tunneler gains a burrow speed of 10 feet. The tunneler automatically succeeds on all saving throws relating to crashing when it crashes into a creature or an object. These benefits don't apply if another vessel crashes into the tunneler.

Tunneler