PART III | NEW WEAPONS
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#### Winged
These weapons prevent targets from approaching and can catch weapons. You can use a bonus action to attempt to disarm a creature within reach using a winged weapon.
After you damage a creature you could grapple with a winged weapon, the target cannot move straight toward you and the area within your reach is difficult terrain for it until it leaves your reach or you attack with the weapon again.
While holding a creature in this way, you can use a bonus action to attempt to shove it. The hold ends if you shove the target outside the weapon's reach.
If one of the above rolls uses your Strength (Athletics) bonus, you can add the weapon's attack bonus instead.
### Weapon Charts
The following section lists both new and existing weapons, with their new properties. In addition to their cost, weight, and properties, some weapons list multiple damage types. When you attack with one of these weapons, you choose which damage type you use before you make the attack roll.
##### Weapons
| Name | Cost | | Damage | Weight | Properties |
|:-----|-----:|:-------|:-------|:------:|:---|
| Simple Melee Weapons |
| Club | 1 sp | | 1d4 bludgeoning| 2 lb. | Light, nonlethal|
| Dagger | 2 gp | | 1d4 piercing/slashing |3/4 lb.|Finesse, light, prone fighting, thrown (20/60)|
| Goedendag | 1 gp | | 1d6 bludgeoning/piercing | 3 lb. | Finisher, sundering, two-handed, wind-up
| Greatclub | 5 sp | | 2d4 bludgeoning|10 lb.|Heavy, staggering, two-handed |
| Guisarme | 10 gp| | 1d8 piercing |5 lb. | Ensnaring, reach, two-handed
| Handaxe | 1 gp | | 1d6 slashing|1 lb.|Light, slicing, thrown (20/60)|
| Javelin | 5 sp | | 1d6 piercing|2 lb.|Thrown (60/120) |
| Light Hammer | 2 sp | | 1d4 bludgeoning|1 lb.|Light, staggering, sundering, thrown (20/60) |
| Mace | 5 gp | | 1d6 bludgeoning|4 lb.|Staggering, sundering |
| Peasant Flail | 5 sp | | 1d8 bludgeoning | 3 lb. | Bypass, staggering, two-handed
| Quarterstaff | 2 sp | | 1d6 bludgeoning|4 lb.|Nonlethal, versatile (2d4, parry) |
| Shortspear | 1 gp | | 1d6 piercing|4 lb.|Light, versatile (1d8, skewering) |
| Sickle | 1 gp | | 1d4 piercing/slashing |2 lb.|Ensnaring, light, variable|
| Simple Ranged Weapons |
| Blowgun | 10 gp| | 1 piercing | 1 lb. | Ammunition (25/50), loading, special
| Dart | 5 cp | | 1d4 piercing | 1/4 lb. | Finesse, light, thrown (20/60)
| Light Crossbow | 30 gp| | 1d8 piercing | 1 lb. | Str 8, ammunition (60/120), loading, two-handed
| Shortbow | 25 gp| | 1d6 piercing | 1 lb. | Str 9, ammunition (90/360), two-handed
| Sling | 1 sp | | 1d4 bludgeoning | 1/8 lb. | Ammunition (30/60), wind-up
| Staff Sling | 4 sp | | 1d6 bludgeoning | 5 lb. | Ammunition (80/160), special, two-handed
PART III | NEW WEAPONS
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##### Weapons
| Name | Cost| | Damage | Weight | Properties |
|:-----|-----:|:-------|:-------|:------:|:---|
| Martial Melee Weapons |
| Arming Sword | 20 gp | | 1d8 piercing/slashing |2 lb. | Parry, skewering, slicing
| Bastard Sword | 30 gp | | 1d8 piercing/slashing |3 lb. | Parry, variable, versatile (2d4, sweeping)
| Battleaxe | 10 gp | | 1d8 slashing |3 lb. | Slicing, sweeping, versatile (2d4, finisher)
| Boar Spear | 5 gp | | 1d6 piercing |5 lb.| Versatile (1d8, reach), wind-up, winged
| Cestus | 1 gp | | 1d4 bludgeoning |1/2 lb.|Light, ensnaring, nonlethal, special, staggering
| Estoc | 25 gp | | 1d8 piercing |2 lb. | Finesse, sundering, versatile (2d4, parry)
| Flail | 10 gp | | 1d8 bludgeoning/piercing |2 lb. | Bypass, ensnaring, wind-up
| Glaive | 20 gp | | 1d10 slashing |5 lb. | Heavy, reach, sweeping, two-handed
| Greataxe | 25 gp | | 1d12 slashing |4 lb. | Finisher, heavy, slicing, staggering, two-handed
| Greatsword | 50 gp | | 2d6 piercing/slashing |6 lb. | Heavy, parry, sweeping, two-handed, variable
| Halberd | 25 gp | | 1d10 piercing/slashing |5 lb. | Ensnaring, heavy, reach, two-handed, variable
| Harpoon | 10 gp | | 1d8 piercing |4 lb. | Slicing, thrown (60/120)
| Lance | 10 gp | | 1d12 piercing |1 lb. |Cavalry, reach, special, skewering
| Longsword | 35 gp | | 1d10 bldg/prce/slsh |3 lb. |Ensnaring, parry, sundering, two-handed, variable
| Lucerne | 20 gp | | 1d10 bldg/prce |6 lb. | Heavy, reach, sundering, two-handed
| Maul | 10 gp | | 2d6 bludgeoning |10 lb.| Finish., heavy, staggering, sundering, two-handed
| Messer | 7 gp | | 1d8 slashing | 2 lb. | Parry, slicing, versatile (2d4, staggering)
| Morningstar | 15 gp | | 1d8 bludgeoning/piercing |4 lb. |Skewering, staggering, sundering
| Parrying Dagger | 5 gp | | 1d4 piercing |1 lb. |Ensnaring, finesse, light, parry, prone fighting
| Pike | 5 gp | | 1d10 piercing |5 lb. |Heavy, reach, two-handed, wind-up
| Pollaxe | 25 gp | | 1d10 bldg/prce/slsh | 5 lb. | Heavy, parry, sundering, two-handed, variable
| Ranseur | 25 gp | | 1d10 piercing/slashing |5 lb. | Heavy, reach, two-handed, winged
| Rapier | 25 gp | | 1d8 piercing |3 lb. |Finesse, parry, skewering
| Rondel | 5 gp | | 1d4 piercing | 1 lb. | Finesse, finisher, light, prone fighting, sundering
| Sabre | 25 gp | | 1d8 slashing |3 lb. | Cavalry, finesse, parry, slicing
| Scimitar | 20 gp | | 1d6 piercing/slashing |3 lb. |Cav., finesse, light, slicing, versatile (1d8, parry)
| Shortsword | 15 gp | | 1d6 piercing/slashing |2 lb. |Finesse, light, parry, variable
| Shotel | 15 gp | | 1d8 piercing/slashing |3 lb. |Bypass, ensnaring, finesse
| Spear | 2 gp | | 1d8 piercing |4 lb. | Reach, versatile (1d10, wind-up)
| Unarmed Strike | — | | 1 bludgeoning | — | Nonlethal, special, staggering
| War Pick | 15 gp | | 1d8 piercing |2 lb. |Skewering, sundering, versatile (2d4, ensnaring)
| Warhammer | 15 gp | | 1d8 bludgeoning |2 lb. |Staggering, sundering, versatile (2d4, finisher)
PART III | NEW WEAPONS
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##### Weapons
| Name | Cost| | Damage | Weight | Properties |
|:---------------|------:|:-------|:-------|:------:|:-|
| Martial Ranged Weapons |
| Atlatl | 20 gp | | 1d8 prce | 2 lb. | Ammunition (100/200), special, skewering
| Hand Crossbow | 75 gp | | 1d6 prce | 2 lb. | Ammunition (30/60), light, loading, prone fighting
| Heavy Crossbow | 50 gp | | 1d12 prce | 6 lb. | Str 12, amm. (100/200), heavy, loading, sundering, two-handed
| Longbow | 70 gp | | 1d10 prce | 2 lb. | Str 13, ammunition (200/800), heavy, skewering, two-handed
| Recurve Bow | 50 gp | | 1d8 prce | 1 lb. | Str 10, ammunition (100/400), skewering, two-handed
#### Exotic Weapons
Exotic weapons are unwieldy, niche, novel, or revolutionary. Some are less effective weapons than popularly imagined or were designed for as tools used outside of combat, and so require expertise to use in combat with the same effectiveness as other, more efficient weapons. However, because they are still weapons, they work in the same way as simple or martial weapons whenever a class feature, spell, or other game mechanic requires one.
\columnbreak
During character creation, if you gain proficiency in all simple and martial weapons, you also gain proficiency in one exotic weapon or shield of your choice. A monk gains proficiency in two exotic weapons of your choice. Multi- classing into a class, other than monk, does not grant additional exotic proficiencies. You can also gain proficiency in an exotic weapon from other race, class, or background features, training, or by taking the *Weapon Master* feat.
##### Weapons
| Name | Cost| | Damage | Weight | Properties |
|:---------------|------:|:-------|:-------|:------:|:--|
| *Exotic Melee Weapons*
| Chain Whip | 5 gp | | 1d6 bludgeoning | 10 lb. | Bypass, ensnaring, versatile (1d8, reach)
| Garotte Wire | 5 gp | | 1d6 slashing |1/4 lb.| Finesse, light, special, two-handed
| Gauntlet-sword | 25 gp | | 1d6 piercing/slashing | 4 lb. | Cavalry, light, special, variable
| Hooksword | 35 gp | | 1d8 slashing | 3 lb. | Ensnaring, parry, special
| Trident | 5 gp | | 1d8 piercing|4 lb.| Finisher, versatile (2d4, skewering), winged
| Whip | 2 gp | | 1d4 slashing |3 lb.| Ensnaring, finesse, reach
PART III | NEW WEAPONS
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##### Weapons
| Name | Cost| | Damage | Weight | Properties |
|:-----|-----:|:-------|:-------|:------:|:--|
| Exotic Ranged Weapons |
| Arquebus | 400 gp | | 2d8 prc | 10 lb.| Ammunition (60/120), gunpowder, two-handed
| Boomerang | 25 gp | | 1d4 bldg | 1 lb. | Str 9, finesse, nonlethal, special, thrown (30/60)
| Greatbow | 200 gp | | 2d6 prc |10 lb. | Str 18, ammunition (150/600), heavy, loading, special, two-handed
| Handgonne | 250 gp | | 2d6 prc | 4 lb. | Ammunition (30/90), gunpowder
| Net | 1 gp | | — | 1 lb. | Ensnaring, special, thrown (5/15)
#### Shield Grips
Shield grips determine how you hold a shield.
**Handles** are a wood or metal handlebar on the inside of a shield. These shields can be doffed or donned with the item interaction you receive as part of your turn and can be dropped freely, but enemies have advantage on checks made to disarm you of them.
**Straps** attach the shield to the arms, reinforcing the handle with a series of cloth or leather straps. These shields take an action to don or doff, and enemies have disadvantage on checks made to disarm you of the shield.
\columnbreak
#### Shield Attacks
When you could attack with a weapon, you can instead choose to bash with a shield. You add your proficiency bonus to the attack roll so long as you are proficient with the shield, and your Strength modifier to its attack and damage rolls.
Shields are not considered weapons, so you can still benefit from features like the Dueling fighting style when attacking with a weapon while you have a shield in the other hand. However, because the attack you make with a shield is a melee weapon attack, it *can* activate features that activate on weapon attacks, such as Divine Smite.
##### Shields
| Name | Cost | |Bash Damage | +AC | Weight | Grip | Properties |
|:-----|-----:|:-:|:------|:---:|:------:|:----:|:--
| *Normal Shields*
| Buckler | 8 gp | | 1d4 bludgeoning | +1 | 2 lb. | Handle | Parry
| Heater | 10 gp | | 1d6 bludgeoning | +2 | 3 lb. | Strap | —
| Kite | 15 gp | | 1d6 bludgeoning | +2 | 9 lb. | Strap | Special
| Pavise | 25 gp | | 1d4 bludgeoning | +2 | 16 lb. | Handle | Heavy, special
| Roundshield | 10 gp | | 1d6 bludgeoning | +2 | 3 lb. | Handle | —
| Tower Shield | 50 gp | | 1d4 bludgeoning | +3 | 16 lb. | Strap | Heavy, special
| *Exotic Shields*
| Dueling Shield | 75 gp | | 1d6 bludgeoning | +2 | 6 lb. | Handle | Versatile (1d8 piercing, ensnaring, heavy, parry)
| Lantern Shield | 100 gp | | 1d8 piercing | +2 | 12 lb. | Strap | Light, special
PART III | NEW WEAPONS
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##### Ammunition
| Name | Cost | Weight | Weapon | Properties
|:----|---:|:----:|:----:|:-|
| Ammunition |
| Barbed Quarrel | 15 cp | 1 oz. | Crossbow | Slicing
| Blowgun Needle | 2 cp | 1 oz. | Blowgun | Special
| Bodkin Arrow | 30 cp | 1 oz. | Bow | Sundering
| Broadhead Arrow | 50 cp | 1 oz. | Bow | Slashing damage, slicing
| Bullet | 30 cp | ⅛ oz. | Gun | —
| Dart | 5 cp | 4 oz. | Atlatl | —
| Field Arrow | 5 cp | 1 oz. | Bow | Nonlethal
| Firecage Arrow | 1 gp | 1 oz. | Bow | Special
| Grapeshot | 10 gp | 3 oz. | Gun | Special
| Hunting Bolt | 2 cp | 1 oz. | Crossbow | Bludgeoning damage, nonlethal
| Quarrel | 5 cp | 1 oz. | Crossbow | Staggering
| Sling Bullet | 1/5 cp | 1 oz. | Sling | —
| Silver Bullet | 15 gp | ⅛ oz. | Gun | Special
| Whistling Arrow | 1 gp | 1 oz. | Bow | Special
PART III | NEW WEAPONS
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***Gauntlet-Sword.*** This specialized sword is built into a stiff gauntlet. You cannot drop or be disarmed of a gauntlet-sword. It takes an action to don or doff a gauntlet-sword.
***Grapeshot.*** Instead of a single bullet, a large number of tiny projectiles fill a canister of grapeshot ammunition. Upon firing, the projectiles fly in a line 5 feet wide and half as long as the gun's normal range. A number of creatures in that line (starting with the creature closest to you and moving outward) equal to your proficiency bonus must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Dexterity modifier), taking damage equal to a roll of damage dice + your ability score modifier as normal on a failure.
***Greatbow.*** An enormous bow with massive draw weight, you must use Strength instead of Dexterity for attack and damage rolls with this weapon.
***Hooksword.*** If you are holding a hooksword in each hand, checks from the weapon's *ensnaring* property are made with advantage, and the ability to link both hookswords together gives this weapon the *sweeping* property.
***Kite Shield.*** If you wield this shield while mounted, its long, tapering bottom grants both you and your mount a +1 bonus to AC against attacks.
***Lance.*** You have disadvantage when you use a lance to attack a target within 5 feet of you. A lance requires two hands to wield when you aren't mounted.
***Lantern Shield.*** An apparatus combining a small shield, lantern, a gauntlet, and several blades. When wielded, it adds a +2 bonus to your AC like a normal shield, is considered a weapon with the *light* property for effects such as the two-weapon fighting rules, and can store a lit bullseye lantern, which you wield while holding this shield. If you are disarmed of this shield or doff it, the lantern moves with it. A lantern can be added or removed from the shield as an action.
***Net.*** A Large or smaller creature hit by a net is restrained until freed. A net has no effect on creatures that are formless, or are Huge or larger. A creature can free itself or others by using its action and succeeding on a DC 10 Strength check. Dealing 5 slashing damage to the net (AC 10)
also frees the creature without harming it, and
destroys the net. ***Pavise.*** A pavise is a tall, oblong shield used to provide portable cover. You can use your action to plant a pavise in the ground, doffing it as part of the same action. In this state it is no longer wielded, and stands on its own to act as 1/2 cover for an upright creature, or total cover for a prone one. ***Silver Bullet.*** This bullet deals no special damage against most creatures, but any attack with a silver bullet that hits a creature with a special weakness to silver, like some fiends or shapechangers, is an automatic critical hit. ***Staff Sling.*** The shaft that adds leverage to the projectiles this sling throws can also be used for close-range combat. This weapon can be wielded in melee combat as a quarterstaff. In addition, this weapon can be used to throw bombs to any point within its long range. ***Tower Shield.*** While wielding a tower shield, you can use your reaction to gain three-quarters cover against harmful area-of-effects such as breath weapons or spells when targeted or affected by such effects, unless the effect travels around corners. \columnbreak ***Unarmed Strike.*** An attack with any part of your body, such as a fist, elbow, knee, claw, or horn, is an unarmed strike. An unarmed strike is considered a melee weapon for features that activate after a successful weapon attack, such as martial maneuvers, divine smites, or spells delivered with weapons, but is not considered a weapon when an effect or ability such as Two-Weapon Fighting or a Mage Knight's spellcasting focus requires you to wield a weapon. Racial and class features might provide larger damage dice to unarmed strikes you make with a particular part of your body. In that case, you are proficient in unarmed strikes using only that part, and are not proficient with unarmed strikes using other body parts unless you have them from another source, such as proficiency with martial weapons. ***Whistling Arrow.*** The bulb carved from wood or antler behind the point of this arrow creates a loud whistle as it flies through the air, that creatures within 300 feet of the path the arrow travels from the archer to its target can clearly hear. ## Natural Weapons Many player races, such as lizardfolk, kenku, and centaurs, have natural weapons. Though removing these weapons is difficult, regular weapons still overshadow them thanks to their larger damage dice and additional weapon properties. This section lists several natural weapons and their associated properties. It would be impossible to maintain a list of all natural weapons for each race as homebrew and official content continue to add more. Instead, the Natural Weapon Properties table lists common natural weapons and recommendations for their properties. All player characters' natural weapons should deal either 1d4 or 1d6 damage, and have two properties. It is reasonable for monsters' natural weapon attacks to have one property instead, to assist the DM in tracking each monster's abilities during combat. ##### Natural Weapon Properties | Weapon | Properties | |:---:|:-----------:| | Bite | *ensnaring, skewering* | | Beak | *skewering, sundering* | Claws | *ensnaring, variable* | | Hooves | *cavalry, finisher* | | Horns | *wind-up, winged* | | Tail | *nonlethal, sweeping* | Talons | *finisher, skewering* | | Tentacle | *bypass, ensnaring* | Wings | *parry, reach* Most natural weapons, if not all, use Strength for attack and damage rolls. Consult with your DM to determine if your race, character, or class could use Dexterity for your attack and damage rolls with your natural weapons instead. *The Warrior's Codex* recommends bites, talons, and tentacles/pseudopods as weapons that can use either Strength or Dexterity.
PART III | NEW WEAPONS
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## Armor Revised
\columnbreak
The Armor Table shows the cost, weight, armor class, and properties each type of armor. Class proficiencies and stealth rules remain unchanged, as do the rules for donning and doffing armor. However, armor weighs half as much while you wear it for the purposes of determining encumbrance or carried weight.
When worn, half-plate and heavy armor provide **Damage Reduction**. When you take nonmagical bludgeoning, piercing or slashing damage, the damage you take is reduced by an amount equal to half your proficiency bonus, rounded down. Full plate reduces the damage by an amount equal to your proficiency bonus instead. This reduction applies before you apply resistances or vulnerabilities.
Any attack that is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage ignores this damage reduction as well, unless the armor you wear is also magical. Certain natural armor, such as that of a tortle or warforged, can also provide damage reduction at the discretion of the DM.
##### Armor
| Armor | Cost | | AC | DR | STR | Stealth | Weight |
|:---|----:|:---:|:----|:-:|:---:|:---:|:-:|
| *Light Armor*
| Leather | 5 gp | | 11+Dex |—|—|—| 8 lb.
| Gambeson | 10 gp | | 12+Dex |—|—|—| 10 lb.
| Jackchains | 25 gp | | 13+Dex |—|—| Disadvantage | 15 lb.
| *Medium Armor*
| Hide | 10 gp | | 13+Dex (max 3) |—|—|—| 12 lb.
| Haubergeon | 50 gp | | 14+Dex (max 2) |—|—|Disadvantage| 20 lb.
| Breastplate | 200 gp | | 14+Dex (max 3) |—|—|—| 20 lb.
| Brigandine | 100 gp | | 15+Dex (max 2) |—|—| Disadvantage | 25 lb.
| Cuirass | 400 gp | | 15+Dex (max 3) |—|—|—| 25 lb. |
| Half-plate | 1,000 gp | | 16+Dex (max 2) | ✓ | 12 | Disadvantage | 30 lb.
| *Heavy Armor*
| Scale | 100 gp | | 15 | ✓ | 12 | Disadvantage | 40 lb.
| Hauberk | 150 gp | | 16 | ✓ | 13 | Disadvantage | 30 lb.
| Splint | 300 gp | | 17 | ✓ | 14 | Disadvantage | 35 lb.
| Full Plate | 1,500 gp | | 18 | ✓✓ | 14 | Disadvantage | 45 lb.
\pagebreak
## Siege Engines
The mightiest mundane weapons, siege engines are expensive, slow artillery used in large battles. Their might allows settlements without magic or heroes to defend themselves against supernatural threats. Each requires a certain number of actions to load, aim, and attack (in that order), and can be operated by either a crew or a single creature across multiple turns. A crew must have appropriate ammunition, as detailed later in this section, to fire a siege engine. The ammunition used determines both the damage roll and the type of damage dealt.
Damage dealt by a siege engine is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, so long as the engine's target is one size larger than it or smaller.
All engines are immune to psychic and poison damage. The table below details their statistics and the ammunition section lists their damage. Each adds the listed bonus to its attack and damage rolls, and all save the cauldron, hwacha, and organ gun deal doubled damage to objects and structures.
***Ballista.*** A torsion-spring-based siege weapon used by the Roman Empire that fires an oversized bolt or sizable stone over impressive range. Resembles a crossbow in appearance, though several internal mechanisms differ. ***Cannon.*** Gunpowder artillery made from bronze or iron that fired large balls at enemy fortifications. The cannons in this document are muzzle-loaded, have the *gunpowder* property, and may or may not have wheels. ***Cauldron.*** Filled with liquid and suspended above a gate, wall, or portcullis, creatures in a 5-foot-radius cylinder extending from the cauldron to the ground must succeed on a DC 15 Dexterity saving throw or take damage (determined by the ammunition used), or half as much on a successful saving throw. \columnbreak ***Hwacha.*** A large handcart loaded with 100 firework-propelled arrows used extensively in the Korean peninsula against invaders. Angled and ignited to fire hundreds of light projectiles in a shower of flame, forcing each creature within 15 feet of a point within range chosen by the crew to make a DC 13 Dexterity saving throw. A target takes 3d6 piercing damage and 3d6 fire damage on a failed save. The attack also ignites flammable objects within its area of effect that aren't being worn or carried. This engine has the *gunpowder* property. ***Organ Gun.*** A set of fanned barrels used as an anti-personnel weapon during the Hundred Years' War, this siege engine makes an attack roll against creatures in a 60 foot cone originating from it, and can target up to 10 creatures within the cone. Its massive spread means it that it cannot target the same creature with multiple attack rolls. An organ gun expends 10 bullets for every attack it makes, and does 2d8 + 5 piercing damage to each target it hits. This engine has the *gunpowder* property.
##### Siege Engines
| Name | Cost | | Range | Bonus | To-Load | To-Aim | To-Attack | AC | HP | | Size | Weight |
|:------------|-----:|:-----:|:------|:-----:|:-------:|:------:|:---------:|:--:|:--:|:----:|:-|:-------|
| Ballista | 1,500 gp | | 250/300 ft. | +6 | 2 | 1 | 1| 15 | 50 | | Large | 2 tons
| Cannon | 3,000 gp | | 300/1700 ft. | +8 | 6 | 1 | 1 | 19 | 75 | | Large | 5 tons
| Cauldron | 35 gp | | 5 ft. | — | 3 | 1 | 1 | 19 | 20 | | Medium | 160 lb. |
| Hwacha | 200 gp | | 1500 ft. | — | 5 | 1 | 1 | 15 | 50 | | Large | 500 lb. |
| Organ Gun | 1,000 gp | | 60 ft. cone | +5 | 10 | 1 | 1 | 17 | 40 | | Large | 700 lb. |
| Ram | 200 gp | | 5 ft. | +8 | — | 5 | 1 | 15 | 100 | | Huge | 3 tons
| Siege Tower | 2,500 gp | | — | — | — | — | — | 15 | 150 | | Gargantuan | 10 tons
| Trebuchet | 1,500 gp | | 1,200 ft. | — | 3 | 3 | 1 | 15 | 150 | | Huge | 2.5 tons
| Xun Lei Chong | 1,000 gp | | 60/120 ft. | +5 | 5 | 1 | 1 | 15 | 40 | | Small | 55 lb.
PART III | NEW WEAPONS
\pagebreakNum
***Ram.*** This movable galley is equipped with an iron-clad log suspended by chains. It requires 6 medium creatures to operate, which have total cover against attacks from above. When it attacks a door or wall, it has advantage on the roll, and deals 3d10+6 bludgeoning damage to that structure.
***Siege Tower.*** A mobile wooden structure with a beam frame and slats in its walls. Large wheels or rollers allow the tower to be pushed or pulled by 8 medium creatures or 4 large ones. Medium or smaller creatures can use the siege tower to reach the top of walls up to 40 feet high. A creature in the tower has total cover from attacks outside the tower.
***Trebuchet.*** These siege engines hurl their payloads in high arcs that hit targets behind all but total cover, and can arc over walls. The creature which aims the trebuchet chooses a point in range at least 60 feet away. All creatures within 5 feet of that point must succeed on a DC 16 Dexterity saving throw or take damage (determined by the ammunition used). Objects in that area also take damage.
***Xun Lei Chong.*** A single-man siege weapon made from five gun barrels mounted on a single axis, that uses a rotating fuse mechanism to fire multiple shots at one target. A xun lei chong does 10d8 piercing damage on a hit, and expends 5 bullets for every attack it makes. This weapon has the *gunpowder* property, and its user is both prone and gains half cover when using it.
#### Cauldron Contents
You can fill a cauldron a variety of liquids that devastates hapless creatures beneath it. A cauldron is assumed to contain 20 gallons of liquid, or the volume of 160 flasks.
| Name | Damage | Cost |
|:----:|:---:|:-:|:----:|
|Acid | 7d6 acid | 500 gp |
|Boiling Fat | 4d6 fire | 1 gp |
|Holy Water | 3d6 fire | 500 gp |
|Lava | 10d8 fire | — | — | Cauldron |
|Boiling Oil | 5d6 fire | 32 gp |
|Boiling Pitch | 6d6 fire | 5 gp |
|Boiling Water | 3d6 fire | — | —
***Boiling Oil.*** When a creature fails its saving throw against the cauldron, it is coated in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 10 fire damage from the burning oil. A 5-foot-radius circle directly below the cauldron is also covered in oil. If lit, the oil burns for 4 rounds and deals 10 fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.
***Holy Water.*** Fiends and undead take an additional 4d6 radiant damage from a cauldron of holy water on a failed saving throw, or half as much damage on a success.
***Lava.*** Only the strongest magical cauldrons can withstand the heat of boiling magma, but it can be a potent siege weapon in battles with magically-gifted combatants.
***Boiling Pitch.*** When a creature fails its save against the cauldron, it is covered in tar. The target's speed is halved until it takes 10 minutes to scrape the tar from its body. If the tar remains for 1 hour, it hardens, and the target is restrained until another creature removes the material.
\columnbreak
#### Trebuchet Ammunition
Trebuchets can be loaded with a variety of other projectiles with different damage and areas of effect.
| Name | Damage | Cost | Weight |
|:----:|:---:|:-:|:----:|
|Barrel, Alc. Fire | 5d10 bludgeoning | 4,000 gp | 90 lb. |—|
|Barrel, Sewage | 5d10 bludgeoning| 4 gp | 80 lb. |
|Boulder | 8d10 bludgeoning | 1 gp | 20 lb. | –
|Bomb | varies | varies | 10 lb. | Special
|Corpse |varies | – | Varies |
***Barrel of Alchemist's Fire.*** After the initial impact, alchemist's fire explodes in all directions. Every creature and object within 30 feet of the point where the barrel landed must make a DC 16 Dexterity saving throw. On a failed save, a target takes 8d4 fire damage, and is set alight. A burning target or object takes 3d4 fire damage at the start of each of its turns. A creature use an action to extinguish the flames on itself or another creature or object, which requires a successful DC 10 Dexterity check.
On a successful save, a target takes half as much fire damage and is not set alight.
***Barrel of Sewage.*** After the initial impact, sewage seeps from the barrel in all directions. Every creature within 30 feet of the point where the barrel landed must succeed on a DC 16 Constitution saving throw against disease or take 2d10 poison damage and contract sewer plague (DMG page 256). On a successful saving throw, a creature takes half as much poison damage and does not contract the disease.
***Bombs.*** A trebuchet can fire up to 10 bombs of any type at once, which explode on impact. Each individual bomb forces its saving throw in its radius, against its effects.
***Corpse.*** A corpse targets a space the same size as the creature it was in life (a 5 ft. square for a medium creature, 10 ft. for large, etc). The corpse of a Small creature deals 1d10 bludgeoning damage and 1d10 poison damage. The bludgeoning damage increases by 1d10 for every size above Small. Most trebuchets cannot fire Gargantuan creatures.
#### Other Ammunition
| Name | Damage | Cost | Weight | Weapon |
|:----:|:---:|:-:|:----:|:----:|:-
| Ballista Bolt | 2d10 piercing | 1 gp | 15 lb. | Ballista | —|
| Field Arrow (100) | 3d6 piercing
+ 3d6 fire |5 gp | 6 lb. | Hwacha | Grapeshot | 6d8 piercing | 20 gp | 15 lb. | Cannon | Iron Ball | 10d8 bludgeoning | 50 gp | 100 lb. | Cannon | Stone Ball | 8d8 bludgeoning | 15 sp | 70 lb. | Cannon
***Grapeshot.*** Instead of a single bullet, a large number of tiny projectiles fill a canister of grapeshot ammunition. Upon firing, the projectiles fly in a line 10 feet wide and as long as the cannon's normal range. Each creature in the line must succeed on a DC 15 Dexterity saving throw. A target takes 6d8 piercing damage on a failed save, or half as much on a success.
+ 3d6 fire |5 gp | 6 lb. | Hwacha | Grapeshot | 6d8 piercing | 20 gp | 15 lb. | Cannon | Iron Ball | 10d8 bludgeoning | 50 gp | 100 lb. | Cannon | Stone Ball | 8d8 bludgeoning | 15 sp | 70 lb. | Cannon
PART III | NEW WEAPONS
\pagebreakNum
## Equipment Customization
Materials, extras, and other customizations for weapons diversify them even further. While not the numerical bonuses from masterwork items of older editions, these alterations allow you to customize your weapons further, and provide additional benefits.
### Materials
A weapon's composition is just as important as its wielder's skill. While every weapon has a default material, different substances provide circumstantial benefits. The material of a weapon cannot be changed after its creation. All the materials listed here can be used to make melee weapons, ranged weapons, armor, ammunition, and foci, though not all have an effect in each form.
***Adamantine.*** An ultra-hard jet-black metal with a multicolored sheen, weapons made from this meteoric iron devastate other objects. When you hit an object with an adamantine weapon or piece of ammunition, the hit is a critical hit. All adamantine melee weapons have the *sundering* property, and affect all types of wearable armor. If a creature attempts to parry an attack you made with an adamantine melee weapon and your attack hits in spite of the attempt, both the target and the parrying weapon or shield take damage from the attack. When wearing adamantine armor or wielding an adamantine shield, any critical hit against you not from an adamantine weapon becomes a normal hit. An adamantine item costs 500 gp more than the normal version, whether the item is made of the metal or coated with it.
***Adamantite.*** A rare material created when Underdark Faerzress corrupts adamantine deposits. Used extensively by drow, this material has all properties of adamantine, but also temporarily absorbs poison into itself. When you apply an injury poison to an adamantite weapon or piece of ammunition, the poison isn't removed after the first injury, but is instead applied every time you deal piercing or slashing damage to a creature until the poison dries naturally. When exposed to direct sunlight, adamantite items disintegrate.
\columnbreak
***Bone.*** A strong, off-white material scavenged from animal, monster, or humanoid corpses which is carved or cut into useful shapes. Used in areas without access to wood or metal, items made of this inflexible material are as durable as their standard versions, but weigh half as much and have triple the cost. Wearing armor made from bone (an incredibly rare item thanks to bones' inflexibility and inconsistent quality) grants you advantage on saving throws against necromancy spells, and when you cast a necromancy spell through a focus made from bone you can reroll one of the spell's damage dice.
***Bronze.*** A gold-colored alloy of copper and tin. Though supplanted by iron and steel since ancient times for all but fey and elves (who are sensitive to iron's touch), bronze weapons are known for their magical affinity. When you create a magical item with bronze, it takes half the time and cost.
Mundane bronze items cost 50% more than their iron counterparts, and are produced and sold by few smiths. Most bronze weapons are antiques, though the use of bronze-cast cannon and bombards has caused a resurgence in its popularity.
> ##### Mundane and Magical
>Most smiths can only create items out of wood, iron, and steel, while specialized craftsmen can make items from bone, bronze, ironwood, obsidian, silver, and stone. The rest are magical materials (and weapons made from them are considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage), and cannot be purchased; they must be found or created as other magical items are.
\pagebreakNum
***Dimeritium.*** A shiny teal metal found in the mountains of Kovir, this rare material blocks the flow of magical energy. If you wear armor or wield a shield made of dimeritium, you have advantage on saving throws against spells, but cannot cast spells yourself. Attacks with dimeritium weapons and ammunition ignore magical effects that increase the target's AC, such as the bonus from +1 armor or the *shield* spell.
***Flametouched Iron.*** Native to Eberron, this dark gray metal takes on a reddish sheen when refined. Weapons and ammunition made from flametouched iron are considered magical for the purposes of overcoming resistance and immunity to nonmagical damage when attacking undead or evil creatures. If used to create a cleric's holy symbol, flametouched iron increases the CR of an undead that a cleric can destroy with *destroy undead* by 1.
***Iron.*** Iron rusts and dulls faster than steel, but its ease of manufacture and low cost have made it popular for warriors on a budget—iron items cost half as much as their steel counterparts, though they have 3/4 the hit points and suffer doubled penalties from effects such as a rust monter's *rust metal* feature. Iron has a key advantage besides cost: its touch is excruciating to fey. When a fey touches an iron item while concentrating, the pain forces it to make a DC 10 Constitution saving throw or lose concentration, and when a fey makes a save to maintain concentration after being damaged by an iron weapon or piece of ammunition, the DC is equal to the damage taken, rather than half.
***Ironwood.*** Grown by druids for weapons and armor, this fireproof wood is as dense and resilient as metal, with all the properties of steel. Ironwood items are considered wood, rather than metal, when a game effect considers its material.
***Mithral.*** A flexible material with a pale silver-blue sheen, mithral is prized for its unmatched light weight—mithral items weigh half as much as their default versions. If an armor or shield made normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version doesn't. Finally, if you attack with a mithral weapon that has the *heavy* property, you can do so without penalties regardless of your Strength or size.
***Obsidian.*** A precious black volcanic glass, weapons made with this delicate stone are razor-sharp. In addition to its typical properties, an obsidian weapon or piece of ammunition that deals piercing damage gains the *skewering* property, or the *slicing* property if it deals slashing damage, so long as it or the weapon firing it didn't have the same property. Items made from obsidian cost four times more than their normal counterparts.
***Silver.*** A shiny pale-gray material often associated with the moon, some monsters have a supernatural vulnerability to this precious metal. A skilled craftsman can plate a single weapon or 10 pieces of ammunition with silver with 100 gp, which represents not only the price of materials but the time and to add silver to the weapon without reducing its effectiveness. Unlike most materials, a weapon that is silvered retains all the properties of its original material.
***Steel.*** The best mundane metal available to a typical craftsman. While steel has no magical abilities, its properties allows smiths to select for sharpness, flexibility, hardness, and durability. Its relative resistance to wear, ability to hold an edge, ease of maintenance, and durability have made it a material of choice across the world.
\columnbreak
***Stone.*** All weapons and ammunition made from stone deal bludgeoning damage, even if they would normally deal another type. A stone weapon that ordinarily has the *finesse* or *light* properties loses those properties, and any stone weapon that does not have the *finesse* or *light* properties gains the *heavy* property. In addition, a stone weapon with the *skewering* or *slicing* properties loses those properties, and gains the *staggering* property instead. Stone weapons weigh 4 times as much as usual, and cost twice as much.
***True Ice.*** An exceptional magical material, True Ice comes from the core of polar caps and mountain peaks, and never melts. Elementals aligned with fire or water are vulnerable to damage from true ice weapons and ammunition. Armor made from True Ice grants resistance to fire damage and immunity to atmospheric hazards in hot environments, but halves the time required to make saves against cold.
***Wood.*** Softer and more flexible than most materials, wood is used to make most ranged weapons and some ammunition and does not alter the statistics of those weapons. A wooden weapon or piece of ammunition has the *blunted* modification if it is not made from wood by default, and costs half as much. If the weapon's default material is wood, it works as normal, and uses its listed cost.
### Default Materials
Most weapons are made of a combination of wood and a metal (typically iron or steel), and very few weapons use only one material. For example, crossbows and arquebuses used both wood and metal, bows use specific types of wood or horn for the arms and sinew for the string, and so on.
Melee weapons, especially polearms, used a haft made of wood and a head made of iron or steel. Armor features several layers of cloth padding beneath its metal exterior. For simplicity's sake this table lists only one type of material, either the one which comprises most of the item (for ranged weapons, ammunition, armor, and siege weapons), or the material of the component that makes contact with the target (for melee weapons).
PART III | NEW WEAPONS
\pagebreakNum
##### Weapon Materials
| Weapon | Default Material |
|:---:|:-----------:|
| Club | Wood |
| Dagger | Steel |
| Goedendag | Steel |
| Greatclub | Wood |
| Guisarme | Steel
| Handaxe | Steel |
| Javelin | Steel |
| Light Hammer | Steel |
| Mace | Steel |
| Peasant Flail | Wood
| Quarterstaff | Wood
| Shortspear | Steel
| Sickle | Steel
| Blowgun | Wood
| Dart | Wood
| Light Crossbow | Wood
| Shortbow | Wood
| Sling | Leather
| Staff Sling | Wood
| Arming Sword | Steel
| Bastard Sword | Steel
| Battleaxe | Steel
| Boar Spear | Steel |
| Cestus | Leather
| Estoc | Steel
| Flail | Steel
| Glaive | Steel
| Greataxe | Steel
| Greatsword | Steel
| Halberd | Steel
| Harpoon | Steel
| Lance | Steel
| Longsword | Steel
| Lucerne | Steel
| Maul | Steel
| Messer | Steel
| Morningstar | Steel
| Parrying Dagger | Steel
| Pike | Steel
\columnbreak
| Weapon | Default Material |
|:---:|:-----------:|
| Pollaxe | Steel
| Ranseur | Steel
| Rapier | Steel
| Rondel | Steel
| Sabre | Steel
| Scimitar | Steel
| Shortsword | Steel
| Shotel | Steel
| Spear | Steel
| Unarmed Strike | n/a
| War Pick | Steel
| Warhammer | Steel
| Atlatl | Wood
| Hand Crossbow | Wood
| Heavy Crossbow | Wood
| Longbow | Wood
| Recurve Bow | Wood
| Chain Whip | Steel
| Garotte Wire | Cloth
| Gauntlet-Sword | Steel
| Hooksword | Steel
| Trident | Steel
| Whip | Leather
| Arquebus | Wood
| Boomerang | Wood
| Greatbow | Wood
| Handgonne | Wood
| Net | Cloth
##### Shield Materials
| Item | Default Material |
|:---:|:-----------:|
| Buckler | Steel
| Heater | Wood
| Kite | Wood
| Pavise | Wood
| Roundshield | Wood
| Tower Shield | Steel
| Dueling Shield | Steel
| Lantern Shield | Steel
PART III | NEW WEAPONS
\pagebreakNum
##### Ammunition Materials
| Item | Default Material |
|:---:|:-----------:|
| Barbed Quarrel | Iron
| Blowgun Needle | Wood
| Bodkin Arrow | Iron
| Broadhead Arrow | Steel
| Bullet | Lead
| Field Arrow | Wood
| Firecage Arrow | Iron
| Grapeshot | Lead
| Hunting Bolt | Wood
| Quarrel | Wood
| Sling Bullet | Stone
| Silver Bullet | Silver
| Whistling Arrow | Wood
##### Armor Materials
| Item | Default Material |
|:---:|:-----------:|
| Leather |Leather
| Gambeson |Cloth
| Jackchains |Cloth
| Hide |Leather
| Haubergeon | Steel
| Breastplate | Steel
| Brigandine | Steel
| Cuirass | Steel
| Half-plate | Steel
| Scale | Steel
| Hauberk | Steel
| Splint | Steel
| Full Plate | Steel
##### Siege Engine Materials
| Engine | Default Material |
|:---:|:-----------:|
| Ballista | Wood
| Cannon | Bronze
| Cauldron | Iron
| Organ Gun | Iron
| Ram | Wood
| Siege Tower | Wood
| Trebuchet | Wood
| Xun Lei Chong | Iron
\columnbreak
##### Siege Ammunition Materials
| Ammunition | Default Material |
|:---:|:-----------:|
| Ballista Bolt | Wood
| Boulder | Stone
| Fire Arrow | Wood
| Iron Cannonball | Iron
| Stone Cannonball | Stone
### Modifications
Weapons are not static, unchanging items. They can be altered, gaining add-ons that improve their features or add new ones. You can purchase the modifications below (or create them if you have the proper tool proficiencies, as detailed in Part V) and add them to the items listed with each modification. A weapon can have more than one modification, and modifications can be removed by a creature proficient in the same tools required to install them (if any).
#### Bayonet
*Cost: 20 gp*
*Modifies: light crossbow, heavy crossbow, arquebus*
When you wield a weapon with a bayonet attached, you can wield it as a melee weapon to make an attack that deals 1d6 piercing damage with a reach of 5 feet. The bayonet has none of the weapon properties or magical powers of the weapon attached to it, but is a magical weapon if the ranged weapon it is installed upon is as well.
#### Blunted
*Cost: 10 gp*
*Modifies: a melee weapon or 3 pieces of ammunition that deal piercing or slashing damage*
The weapon can only deal bludgeoning damage and gains the *nonlethal* property. When you roll the highest number on a damage die, you must reroll the die and take the second roll.
#### Butt Spike
*Cost: 10 gp*
*Modifies: boar spear, javelin, shortspear, glaive, greataxe, guisarme, halberd, harpoon, pike, pollaxe, ranseur, spear, trident*
When you come within 5 feet of a prone creature on your turn, you can use your bonus action to make a melee weapon attack against that creature. This attack deals 1d6 piercing damage. None of the weapon's properties apply to that attack.
#### Consecrated
*Cost: 200 gp*
*Modifies: a weapon or three pieces of ammunition*
When used against a fey, fiend or undead, a consecrated weapon or piece of ammunition is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. A cleric, paladin, or other creature with sufficient divine power as determined by the DM can create a consecrated item by performing an 8-hour ritual where it submerges the weapon or three pieces of ammunition in 200 gp of holy water and stands vigil for the duration. This consumes the holy water.
If the weapon is silvered or made of flametouched iron, the ritual requires 50 gp of holy water instead.
PART III | NEW WEAPONS
\pagebreakNum
#### Decorated
*Cost: 100 gp*
*Modifies: any*
The item is decorated with paint, etching, precious metals, or gemstones. It confers no benefits on the battlefield, but may grant advantage on Persuasion checks while you wear it by creating an aura of wealth and prestige.
#### Disguised
*Cost: 300 gp*
*Modifies: any weapon without reach or two-handed*
A specially-made weapon sheathed inside a nondescript object, to be carried into places where other weapons are forbidden. These include knives hidden in flutes, swords hidden in canes, and similar creations. An incredible variety of concealed weapons exist, as there is no limit to creative ingenuity. Technology and plausibility are far more limited. The DM is the ultimate arbiter of which weapons can be concealed inside another item. A DC 17 Intelligence (Investigation) check reveals a disguised weapon while it is concealed.
#### Enhanced Guard
*Cost: 15 gp*
*Modifies: dagger, mace, arming sword, bastard sword, battlaxe, estoc, greatsword, longsword, morningstar, parrying dagger, rapier, rondel, sabre, shortsword*
A weapon with this guard, often a basket hilt, grants you advantage on checks to avoid being disarmed of it.
#### Fire Lance
*Cost: 45 gp*
*Modifies: a simple or martial weapon with the reach property*
An explosive tube packed with gunpowder and lead pellets attached to the end of a polearm. When you would attack with the weapon equipped with it, you can instead fire the modification, forcing each creature in a line 10 feet long and 5 feet wide, which extends from and is parallel to the end of the modified weapon, to make a DC 14 Dexterity saving throw. A target takes 3d6 piercing damage and 3d6 fire damage on a failed save, or half as much on a successful save. The tube has the *gunpowder* property, and after firing it is destroyed and must be replaced. Installing a new fire lance requires an action.
#### Flamberge
*Cost: 75% of weapon cost*
*Modifies: arming sword, bastard sword, dagger, greatsword, parrying dagger, rapier*
A modified blade with undulating waves instead of a straight cutting edge which makes it more difficult to block. When you attack with a flamberge blade and your attacker attempts to parry, the bonus to AC granted by parrying is halved.
#### Furred
*Cost: 10 gp*
*Modifies: armor*
Armor lined with furs for warmth. When wearing furred armor, you have advantage on saving throws against cold environments and weather disadvantage against hot environments. This modification increases a suit of armor's weight by 5 pounds. Hide armor has this modification by default, and includes the weight of the fur in its listed weight.
\columnbreak
#### Guige
*Cost: 2 sp*
*Modifies: buckler, shield, tower shield, dueling shield*
When you drop or are disarmed of a shield with a guige, it remains on your person instead of falling to the ground. It provides no bonus to armor class and you are not wielding it.
#### Guisarme Hook
*Cost: 25 gp*
*Modifies: glaive, pike*
A hook added to the back of the weapon's head, which adds the *ensnaring* property to the weapon.
#### Jagged
*Cost: 0 gp*
*Modifies: any melee weapon*
A broken weapon can still be of some use. You cannot add your proficiency bonus to attack rolls made with this weapon, but it gains the *slicing* property until repaired.
#### Penobscot Arms
*Cost: 50 gp*
*Modifies: shortbow, greatbow, longbow, recurve bow*
The Strength score required to use the bow is reduced by 1.
#### Poison Reservoir
*Cost: 1500 gp*
*Modifies: a melee weapon or one piece of ammunition thats deal piercing or slashing damage*
A melee weapon with this modification stores up to 5 doses of one type of injury poison at one time. Ammunition with this modification stores a single dose of poison instead, and is always one of the pieces of ammunition recovered after initiative ends.
When you deal piercing or slashing damage with this weapon, you can choose to deliver one dose of poison. Poison in the reservoir never dries, and if mixed with another poison, both poisons become inert.
#### Repeater
*Cost: 300 gp*
*Modifies: light crossbow, hand crossbow, heavy crossbow*
This device attached to a crossbow allows you to fire it 5 times before reloading. You can load 5 pieces of ammunition instead of 1 when you load this weapon.
#### Scope
*Cost: 6,000 gp*
*Modifies: light crossbow, shortbow, greatbow, heavy crossbow, longbow, recurve bow, arquebus*
A weapon with a scope attached doesn't have disadvantage on attack rolls made beyond its standard range.
#### Second Barrel
*Cost: 500 gp*
*Modifies: arquebus, handgonne*
This additional barrel multiplies the weight of the gun by 1.5 and allows you to attack twice, instead of once, before reloading. You can load both barrels simultaneously.
#### Spiked
*Cost: 20 gp*
*Modifies: club, greatclub, peasant flail, cestus*
Metallic studs or spikes attached to the weapon focus damage on single points. A spiked weapon gains the *skewering* property, which replaces the *staggering* property if the weapon has it.
PART III | NEW WEAPONS
\pagebreakNum
## Creating New Weapons
The sheer variety of properties and options presented in this document means that even the new weapons it introduces could never cover every possible combination from historical reality, let alone in the imagination. In the event that you or a member of your group want to create a new weapon that uses the properties presented in *The Warrior's Codex*, this page lists several guidelines to follow in order to balance the new option and prevent the creation of a single strictly superior choice—something *WCX* aims to avoid at all costs.
Remember that your goal should *never* be to create a weapon that is mechanically superior to other weapons, but provides an alternative of equal power to the other weapons in the same category (simple or martial).
The point system below was used to balance the existing WCX weapons, and highlighted several flaws late in the design process. Though it is a guideline, not a hard rule which *must* be followed, it is highly recommended in order to maintain a power level comparable to existing weapons.
Each weapon has a certain number of points, determined by the damage it deals and the properties it uses. The values for properties and damage are listed below, with the point values of existing weapons listed at the end of this section.
### Damage Dice Point Values
| Die | Points |
|:---:|:-----------:|
| 0 | -3
| 1 | -2 |
| 1d4 | -1 |
| 1d6 | 0 |
| 1d8 | 1 |
| Die | Points |
|:---:|:-----------:|
| 2d4 | 1.5 |
| 1d10 | 2 |
| 1d12 | 2.5 |
| 2d6 | 3 |
| 2d8 | 4 |
### Weapon Property Point Values
| Property | Points |
|:---:|:-----------:|
| Ammunition | 0 |
| Bypass | 1 |
| Cavalry | 0.5 |
| Ensnaring | 1 |
| Finesse | 1 |
| Finisher | 1 |
| Gunpowder | -1 |
| Heavy | 1
| Light | 1 |
| Loading | -1 |
| Nonlethal | 1 |
| Parry | 1 |
| Prone F.| 1
| Property | Points |
|:---:|:-----------:|
| Ranged | 3
| Reach | 2
| Skewering | 1
| Slicing | 1
| Special | X
| Staggering | 1
| Sundering | 1
| Sweeping | 1 |
| Thrown | 1 |
| Two-Hand | -1
| Variable | 1
| Versatile | 1
| Wind-up | 1
| Winged | 1
\columnbreak
#### Notes
1. In general, simple weapons should be worth 2 points, and martial weapons worth 4-6.
2. Exotic weapons, with a variety of niche specialties, have no expected point value, but in general, no simple, martial, or exotic or otherwise, should be worth less than 1 point or more than 6 points.
3. Because every weapon with the *ammunition* property also has *ranged* property, the *ammunition* property is worth 0 points. Any custom weapon that has *ammunition* without *ranged*, or vice versa, should be given the *special* property and rated appropriately.
4. If a weapon with the *ammunition*, *ranged*, or *thrown* property has a long range of 60 feet or less, those properties are worth 0 points for that weapon, instead of their normal value.
5. A weapon with the *variable* property gains the benefits of multiple properties, such as *slicing* or *staggering*, but this property is still only worth 1 point because it gains the benefits of only one property at a time.
5. *Special* properties are rated individually, and are ultimately subjective.
6. The damage types a weapon deals are irrelevant.
7. A weapon's price—which exists primarily for flavor—is irrelevant for mechanical balance, unless it is extremely expensive. High prices (arquebus) are worth -1 point, and low prices (dart) are worth 1 point.
### Existing Weapon Values
| Weapon | Points |
|:---:|:-----------:|
| Club | 1 |
| Dagger | 2 |
| Goedendag | 2 |
| Greatclub | 2.5
| Guisarme | 3
| Handaxe | 2
| Javelin | 1
| L. Hammer | 2
| Mace | 2
| P. Flail | 2
| Quarterstaff | 2
| Shortspear | 2/3
| Sickle | 2
| Blowgun | 1
| Dart | 2
| L. Xbow | 2
| Shortbow | 2
| Sling | 2
| Staff Sling | 2.5
| Arming Sw. | 4
| Bastard Sw. | 4/5.5
| Battleaxe | 4
| Weapon | Points |
|:---:|:-----------:|
| Boar Spear | 3/5
| Cestus | 4.25 |
| Estoc | 4/5.5 |
| Flail | 4 |
| Glaive | 5
| Greataxe | 5.5
| Greatsword | 6
| Halberd | 6
| Harpoon | 3
| Lance | 4
| Longsword | 5
| Maul | 6
| Messer | 4/5.5
| Morningstar | 4
| P. Dagger | 4
| Pike | 5
| Pollaxe | 5
| Ranseur | 5
| Rapier | 4
| Rondel | 4
| Sabre | 4.5
| Scimitar | 4.5
| Weapon | Points |
|:---:|:-----------:|
| Shortsword | 4 |
| Shotel | 4
| Spear | 4/5 |
| Unarmed St. | 1
| War Pick | 4/5.5
| Warhammer | 4/5.5
| Atlatl | 5.5
| Hand Xbow | 1
| Hv. Xbow | 5.5
| Longbow | 5
| Rec. Bow | 4
| Chain Whip | 4/6
| Garotte W. | 3
| Gauntl.-Sw. | 3.5
| Hooksword | 4.5
| Trident | 4/5.5
| Whip | 2
| Arquebus | 4
| Boomerang| 1.5
| Greatbow | 5
| Handgonne | 4
| Net | 1
PART III | NEW WEAPONS
\pagebreakNum
## Alternative Weapons
Many weapons can be represented by the same combination of properties. These alternate weapons use the same statistics, though their damage types may differ, which are abbreviated as follows: (b) for bludgeoning, (p) for piercing, and (s) for slashing.
Most alternates originate from cultures and eras outside D&D's early-renaissance European pastiche, such as Rome, Japan, China, and Polynesia. They are not appropriate for every game. The DM is justified in disallowing any alternate.
Alternate *armors* are scaling protection at the same technological and metallurgical level. A heavy bronze breastplate or a deflector shield are both "full plate" if, in-setting, they are the best armor available.
| Weapon | Alternative |
|:---:|:-----------|
| Atlatl | Spear-thrower, woomera
| Arming Sword | Broadsword, niuweidao, saintie (p)
| Arquebus | Bo-hiya, tanegashima
| Bastard Sword | Katana, miaodao
| Battleaxe | Bhuj, dadao, fu, masakari |
| Brigandine | Lorica segmentata
| Cestus | Bagh nakh (s), emeici (p), knuckleduster, push dagger (p), shobo, suntetsu, tekko, vajra-mushti (p)
| Chain Whip | Spiked chain (p), kusari-fundo, kusarigama (p), meteor hammer
| Club | Bian, blackjack, cosh, hanbō, jō, mere, patu tambo, tekkan, tonfa |
| Dagger | Bishou, kaiken, kozuka, kunai, tamo, tanto |
| Flail | Chigiriki, nunchaku (b), sanjie gun (b), urumi (s)
| Goedendag | Plançon a picot
| Glaive | Bill, bisento, bardiche, fauchard, guandao, lochaber axe, naginata, rhompaia, sovnya, swordstaff, voulge
| Greatclub | Kanabo, tetsubo
| Greataxe | Dane axe
| Greatsword | Claymore, changdao, flamberge, nagamaki, nodachi, zanbatō, zweihander
| Guisarme | Mancatcher, kama-yari, nunti bo, sasumata, sodegarami, tsukubō (b)
| Halberd | Dagger-axe
| Handaxe | Chakram, kpinga, kukri, ono, tomahawk
| Handgonne | Bajō-zutsu
| Harpoon | Makrigga
| Heater | Ishlangu, pelte, rotella, targe
| Hooksword | Chicken Sickles
| Javelin | Mau, kylie (b), uchi-ne
| Lance | Umayari
| Light crossbow | Gastraphetes
| Light Hammer | Chui
\columnbreak
| Weapon | Alternative |
|:---:|:-----------|
| Longbow | Daikyu
| Maul | Ōtsuchi
| Mace | Jiǎn
| Messer | Falchion, golok, ikakalaka, khopesh, kopis, machete, parang
| Morningstar | Leiomano, macuahuitl (b/s)
| Pike | Ahlspiess, sarissa, mao, nagaeyari
| Parrying Dagger | Jitte (b), sai, wahaika (b)
| Peasant Flail | Chang xiao bang
| Pollaxe | Monk's spade, taiaha (bp)
| Quarterstaff | Gun, bo
| Ranseur | Corseque, ji, partizan, spontoon, rawcon
| Rondel | Kabutowari, yoroi-dōshi
| Roundshield | Dhal, parma, Viking shield
| Sabre | Backsword, dao, firangi, tachi
| Scimitar | Cutlass, liuyedao, uchigatana
| Shortspear | Assegai, hasta
| Shortbow | Hankyu
| Shortsword | Butterfly swords, falcata, gladius, jian, katar, tsurugi, wakizashi
| Shotel | Falx
| Sickle | Kama, makraka, wind & fire wheels
| Spear | Doru, qiang, yari
| Trident | Magariyari
| Trebuchet | Catapult, mangonel
| Tower Shield | Aspis, scutum
| War Pick | Fang, kuwa, toki poutangata
| Whip | Cat-o-nine-tails, lasso
\pagebreak
# PART IV
##### New Rules
\pagebreak
## Mechanical Changes
While robust, some rules can be tweaked or clarified. This section adds quality-of-life changes, buffs, and adaptations to fit rules established in this document. It also includes changes too small to count as a full rework that would be included in the previous sections.
### Racial Traits
***Elf Weapon Training.***
*Eladrin, high elf, wood elf, variant half-elf*
You have proficiency with the sabre, scimitar, shotel, shortsword, shortbow, and recurve bow.
***Fey Ancestry.***
*Elf, half-elf*
*Fey Ancestry* works as-written, with the following change:
Touching an iron item causes you burning pain, though it deals no extra damage.
***Drow Weapon Training.***
*Drow, variant half-elf*
You have proficiency with blowguns, estocs, rapiers, shortswords, and hand crossbows.
***Dwarven Combat Training.***
*Hill dwarf, mountain dwarf, duergar*
You have proficiency with the battleaxe, greataxe, handaxe, light hammer, maul, and warhammer.
***Legacy of Avernus.***
*Zariel tiefling*
You know the *thaumaturgy* cantrip and are proficient with light armor and two martial weapons of your choice. When you reach 3rd level, you can cast the *searing smite* spell as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest.
***Powerful Build.***
*Brutality aspect Dragonborn, bugbear, fir bolg, goliath, loxodon, nephilim, ogrillon, orc*
You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the creatures you can grapple or shove, as well as when tossing another creature. If a weapon, shield, or suit of armor you use has a Strength requirement, the requirement is reduced by 2.
***Rifleman Training.***
*Rock gnome, deep gnome, giff, hobgoblin*
You have proficiency with the arquebus and handgonne.
***Sea Elf Training.***
*Sea elf, variant half-elf*
You have proficiency with the harpoon, spear, shortspear, trident, light crossbow, and net.
***Shapechanger.***
*Changeling*
*Shapechanger* works as-written, with the following change:
The touch of iron causes you great pain. The first time on a turn that an iron object touches your bare skin or if you start your turn touching one, you must make a DC 15 Constitution saving throw. On a failed save, you immediately revert to your true form (no action required) if you aren't already in it.
\pagebreak
## Updated Class Features
This section lists new and updated class features for classes not listed in Section II, or features for multiple classes.
### Proficiencies
Some classes gain proficiency in additional items:
* **Artificer:** Arquebus, handgonne
* **Ranger:** Herbalism kit or woodcarver's tools
Proficiency in shields, for any class, does not grant proficiency in exotic shields. Barbarians, fighters, paladins, and rangers gain proficiency in one exotic weapon or shield of their choice at 1st level. Multiclassing into those classes does not grant this additional weapon proficiency.
Some straightforward weapons are easy to learn with repeated drills. It takes half as much training time to gain proficiency in the shortspear, light crossbow, spear, hand crossbow, heavy crossbow, arquebus, and handgonne.
### Starting Equipment
*The Warrior's Codex* adds an enormous variety of new gear, and changes many others. For clarity, the starting equipment for each of the thirteen classes in the game at the time of this writing are listed here, adapted for *WCX* content and rule changes. Some redundancies (such as "(a) a greataxe or (b) any martial melee weapon") have been ommitted.
#### Artificer
* any two simple weapons of your choice
* a simple ranged weapon and 20 pieces of ammunition
* (a) gambeson or (b) haubergeon
* thieves' tools and a dungeoneer's pack
#### Barbarian
* (a) any martial melee weapon or (b) an exotic weapon with which you are proficient
* (a) two handaxes or (b) any simple weapon
* An explorer's pack, and four javelins
#### Bard
* (a) any martial finesse weapon, (b) an arming sword, or (c) any simple weapon
* (a) a diplomat's pack or (b) an entertainer's pack
* (a) a lute or (b) any other musical instrument
* Leather armor, and a dagger
#### Cleric
* (a) a mace or (b) a warhammer (if proficient)
* (a) haubergeon, (b) leather armor, or (c) hauberk (if proficient)
* (a) a simple ranged weapon and 20 pieces of ammunition or (b) any simple weapon
* (a) a priest's pack or (b) an explorer's pack
* A heater shield or roundshield and a holy symbol
#### Druid
* (a) a wooden heater shield or (b) any simple weapon
* (a) a scimitar or (b) any simple melee weapon
* Leather armor, an explorer's pack, and a druidic focus
* An herbalism kit
\columnbreak
#### Fighter
* (a) hauberk or (b) leather armor, recurve bow, and 20 arrows
* (a) a martial weapon and a heater shield or roundshield, or (b) two martial weapons
* (a) a ranged weapon and 20 pieces of ammunition, (b) two handaxes, or (c) one exotic weapon with which you are proficient
* (a) a dungeoneer's pack or (b) an explorer's pack
#### Monk
* (a) any weapon that is a monk weapon for you
* (a) a dungeoneer's pack or (b) an explorer's pack
* one exotic weapon with which you are proficient
* 10 darts
#### Paladin
* (a) a martial weapon and a shield or (b) two martial weapons
* (a) five javelins, (b) any simple melee weapon, or (c) one exotic weapon with which you are proficient
* (a) a priest's pack or (b) an explorer's pack
* Hauberk and a holy symbol
#### Ranger
* (a) haubergeon or (b) leather armor
* (a) two light weapons or (b) an exotic weapon with which you are proficient
* (a) a dungeoneer's pack or (b) an explorer's pack
* A ranged weapon and 20 pieces of ammunition
* An herbalism kit or woodcarver's tools
#### Rogue
* (a) any martial finesse weapon, or (b) an arming sword
* (a) a simple ranged weapon and 20 pieces of ammunition or (b) a shortsword
* (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
* Leather armor, two daggers, and thieves' tools
#### Sorcerer
* (a) a simple ranged weapon and 20 pieces of ammunition or (b) any simple weapon
* (a) a component pouch or (b) an arcane focus
* (a) a dungeoneer's pack or (b) an explorer's pack
* Two daggers
#### Warlock
* (a) a simple ranged weapon and 20 pieces of ammunition or (b) any simple weapon
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack or (b) a dungeoneer's pack
* Leather armor, any simple weapon, and two daggers
#### Wizard
* (a) a quarterstaff or (b) a dagger
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack or (b) an explorer's pack
* A spellbook
PART IV | NEW RULES
\pagebreakNum
### Battlefield Engineer
*1st-level artificer feature*
Once per turn when you use your action to load, aim, or fire a siege engine, you can immediately take a second action to load, aim, or fire the same siege engine.
### Fighting Style
*1st-level fighter feature*
*2nd-level paladin/ranger feature*
You adopt a particular style of fighting as your specialty. Choose one of the following options, or one exclusive to your class such as Blessed Warrior (paladin). You can't take the same Fighting Style option more than once, even if you get to choose again. You choose any one option from the list below regardless of the options ordinarily presented to your class.
#### Archery
You gain a +2 bonus to ranged weapon attack rolls.
#### Blind Fighting
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
#### Defense
While you are wearing armor, you gain a +1 bonus to AC.
#### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
#### Flexibility
When you are wielding a weapon in one hand and nothing in the other, you gain a +2 bonus to Strength (Athletics) and Dexterity (Acrobatics) checks contested by other creatures. You still gain this benefit if you are holding a creature in that hand. When you are wielding a single weapon with both hands and make an opportunity attack against a target within 5 feet of you, you have advantage on the attack roll.
#### Great Weapon Fighting
When you roll a 1 or 2 on a weapon damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the *two-handed* or *versatile* property for you to gain this benefit.
#### Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a melee weapon, or wearing heavy armor, to use this reaction.
#### Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to use this feature.
\columnbreak
#### Superior Technique
You learn one maneuver of your choice from those available to the Battle Master archetype. If a maneuver requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
You gain one superiority die, which is a d6 (unless you have larger superiority dice from another source or gain them later, in which case your pool of superiority dice increases by 1). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
#### Thrown Weapon Fighting
When you hit with a thrown weapon, you gain a +2 bonus to the damage roll. In addition, the standard and maximum ranges of your thrown weapon attacks increase by a number of feet equal to 10 times your Strength modifier (rather than 5), unless your modifier is negative.
#### Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
#### Unarmed Fighting
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
### Hunter's Mark
*2nd-level ranger feature*
You learn *hunter's mark* at 2nd level in this class, which does not count against your number of spells known. You can cast *hunter's mark* a number of times equal to your Wisdom modifier (a minimum of 1) without expending a spell slot, and regain all expended uses at the end of a short or long rest.
When you cast *hunter's mark* in this way its duration does not increase, it cannot be transferred to a new target, it no longer requires concentration, and can be cast in the same turn as another spell of first level or higher. You can still use a spell slot to cast it normally.
### Magic Item Savant
*14th-level artificer feature*
At 14th level, your skill with magic items deepens more:
* You can attune to up to five magic items at once.
* You ignore all class, race, spell, level, and alignment requirements on attuning to or using a magic item.
#### Arcane Firearm
*5th-level Artillerist feature*
*Arcane Firearm* works as-written, with the following change:
You can use this feature on an arquebus, handgonne, or weapon with the *fire lance* modification, as well as on a wand, staff, or rod.
PART IV | NEW RULES
\pagebreakNum
## Feats
This section includes both new feats and feats revised from their existing versions. If an existing feat is written in full, it replaces the original. Otherwise, the text here adds to or adjusts the existing feat without removing the benefits the original version grants. ### Bomber You have steady fingers and a strong throwing arm, granting you the following benefits: * You gain proficiency in alchemist's supplies, and double your proficiency bonus when you make Intelligence checks made to craft bombs. * The distance that you can throw a bomb doubles. * You are immune to the effects of bombs you throw. * When you throw a bomb, you can use your reaction to grant advantage on the saving throw against it to a number of creatures equal to your proficiency bonus. * The saving throw DC of bombs you make is equal to 8 + your proficiency bonus + your Intelligence modifier, unless the bomb's DC is higher. ### Brawny *Brawny* works as-written, with the following change: You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and the creatures you can grapple or shove, as well as when tossing another creature. If a weapon, shield, or suit of armor you use has a Strength requirement, the requirement is reduced by 2. ### Charger Once per turn when you or a mount you're riding on move at least 15 feet in a straight line, you gain the following benefits \columnbreak until you hit a target with a melee attack,
you or your mount move again, or your turn ends: - When you shove a creature, you push it an extra 5 feet. - You gain a +5 bonus to the damage of next melee attack you make. ### Crossbow Expert *Crossbow Expert* works as-written, with the following change: You ignore the *loading* property of ranged weapons with which you are proficient. ### Crusher *Crusher* works as-written, with the following addition: You must exceed the target's AC by 3 or more, rather than 5 or more, to trigger the *staggering* property. ### Defensive Duelist *Prerequisite: Dexterity 13 or higher* When you are wielding a weapon with the parry property with which you are proficient, you gain the following benefits: * You add your entire proficiency bonus to your AC, rather than half, when you parry an attack. * You can parry ranged attacks made by other creatures, as well as melee. * When you successfully parry an attack, you can attempt to parry any subsequent attacks from the same attacker without using a reaction until the end of the current turn.
PART IV | NEW RULES
\pagebreakNum
### Dual Wielder
You master fighting with a weapon in each hand, gaining the following benefits:
* Your Strength or Dexterity score increases by 1, to a maximum of 20.
* While holding a weapon in each hand, your speed increases by 5 feet and your AC increases by 1.
* You can engage in two-weapon fighting even if the weapon you use to make the additional attack isn't *light.*
* When you engage in two-weapon fighting, each weapon has a damage die of 1d8, unless it uses a larger die or multiple damage dice.
* You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
### Elemental Adept
Choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Your attacks, spells, and features ignore resistance to damage of that chosen type. In addition, when you roll a 1 on a damage die of that damage type, you can treat it as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
### Grappler
You've developed the skills necessary to hold your own in close-quarters combat. You gain the following benefits:
* You have advantage on attack rolls against a creature you are grappling.
* ***Pin.*** You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both prone, and the creature is restrained, until the grapple ends.
* ***Seize.*** If you use two free hands to grapple a creature instead of one, you have advantage on checks made to prevent the target from escaping the grapple.
* ***Silence.*** If you have a second hand free when grappling a creature, you can expend one of your attacks when you take the Attack action to attempt to cover the target's mouth. To do so, make another grapple check. If you succeed, the creature cannot speak until you remove your hand from its mouth or the grapple ends. Using two hands in this way does not grant advantage on checks to made to maintain the grapple as detailed above.
* ***Slam.*** When you shove a creature that you are grappling prone, it takes bludgeoning damage equal to your Strength (Athletics) bonus.
### Great Weapon Master
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
* On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, the weapon you used gains the *sweeping* property until you make another attack with it.
* Before you make a melee attack with a *heavy* weapon that you are holding in both hands,
\columnbreak
you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
### Gunner
You have a quick draw and a keen eye, granting you the following benefits:
* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency with the arquebus and handgonne.
* You no longer have to use your action or expend an attack to reload a gunpowder weapon.
* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
### Heavy Armor Master
*Prerequisite: Proficiency with heavy armor.*
You can use your armor to deflect strikes that would kill others. Your Strength score increases by 1, to a maximum of 20, and the damage reduction you gain from heavy armor increases by 3.
When a creature hits you with a melee weapon attack while you're wearing heavy armor, you can use your reaction to attempt to disarm the creature of that weapon. If your armor reduced the damage to 0, you have advantage on the check.
### Kitbasher
Your mastery of specialized instruments allows you to improvise tools from scraps. You gain the following benefits:
* Your Strength, Dexterity, or Intelligence score increases by 1, to a maximum of 20.
* You gain proficiency in one set of artisan's tools of your choice, or your proficiency bonus is doubled when you make checks with one set of artisan's tools that you are already proficient in.
* If you spend an hour gathering debris and assembling pieces, you can create a functional substitute for any tool or set of tools other than gaming sets, musical instruments, or vehicles. You or another creature can make a number of ability checks equal to your proficiency bonus with these tools before they become unusable.
### Light Armor Master
*Prerequisite: Proficiency with light armor*
You can balance protection with impressive agility, granting you the following benefits:
* Your Dexterity score increases by 1, to a maximum of 20.
* Your speed increases by 5 feet when you aren't wearing medium or heavy armor.
* Once on your turn, you can choose not to provoke opportunity attacks when you move 5 feet in any direction if you are wearing light armor.
### Mage Slayer
*Mage Slayer* works as-written, with the following changes:
* You can use your reaction to attack a creature casting a spell before or after the spell takes effect.
* You can make this attack against a creature that casts a spell when in your reach, rather than within 5 feet.
PART IV | NEW RULES
\pagebreakNum
### Medium Armor Master
*Prerequisite: Proficiency with medium armor*
You have mastered maneuvering in medium armor, gaining the following benefits:
* You don and doff medium armor in 1/4 the time.
* Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
* If you are struck by a critical hit while wearing medium armor, you can use your reaction to can make a Dexterity saving throw and attempt to redirect the worst of the impact to the thickest parts of your armor. The DC equals 10 or half the damage dealt, whichever number is higher. On a success, the damage you take is halved.
### Mounted Combatant
*Mounted Combatant* works as-written, with these additions:
* So long as the mount you are riding is a controlled, nonmagical beast, you can use your bonus action to allow it to take the Attack action (one attack only).
* When you use the *cavalry* property of a weapon to deal additional damage, the weapon also gains the *sweeping* property.
### Orcish Fury
*Prerequisites: Half-Orc, Orc*
*Orcish Fury* works as-written, with the following changes:
1. You can add extra damage dice to attacks with any weapon, not just simple or martial.
2. You add all of the weapon's damage dice, instead of one.
### Piercer
*Piercer* works as-written, with the following addition:
You must exceed the target's AC by 3 or more, rather than 5 or more, to trigger the *skewering* property.
### Polearm Master
*Polearm Master* works as-written, with the following changes:
1. This feat's benefits can also be used while wielding a shortspear, staff sling, boar spear, spear, guisarme, lucerne, pike, pollaxe, or ranseur.
2. You can only use the bonus action attack granted by this feat if you are wielding the weapon in both hands, unless the weapon has the *butt spike* modification (see Part III).
### Powder Mage
*Prerequisite: The ability to cast at least one spell*
You have combined magical power and gunpowder chemistry, which grants you the following benefits:
* You gain proficiency with the handgonne and arquebus, which you can use as a spellcasting focus.
* When you roll damage for a spell that deals fire or thunder damage, you can expend 1 charge of powder on your person to roll one additional damage die for that fire or thunder damage roll and add it to the total.
\columnbreak
* You can magically sense containers and items filled with gunpowder within 120 feet of you. You can use an action to cause one such item to discharge or explode, as if it had taken fire or lightning damage.
### Sharpshooter
*Sharpshooter* works as-written, with the following change:
The benefits this feat grants to ranged weapons also apply to attacks you make by throwing a weapon with the *thrown* property, and siege weapons that you help load, aim, or fire.
### Shield Master
You use shields for both protection and offense. You gain
the following benefits while you are wielding a shield:
- You can use your bonus action to attempt to shove a creature within reach with your shield.
- If you aren't incapacitated, you add your shield's AC bonus to Dexterity saving throws.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction interpose your shield between yourself and the effect. So long as the effect does not go around corners, you take no damage on a successful save.
### Slasher
*Slasher* works as-written, with the following addition:
You must exceed the target's AC by 3 or more, rather than 5 or more, to trigger the *slicing* property.
### Unstoppable
You can shift others with ease, but moving you requires monumental effort. You gain the following benefits:
* Your Strength or Constitution score increases by 1, to a maximum of 20.
* When you win a contested check to avoid being shoved or grappled, you can shove the creature that initiated the contest 5 feet away from you.
* When you are subjected to an effect that would move you, knock you prone, or both, you can use your reaction to be neither moved nor knocked prone.
### Weapon Master
You have practiced extensively with a variety of weapons. Your Strength or Dexterity score increases by 1, to a maximum of 20, and you gain one of the proficiencies below:
- Four simple or martial weapons
- Two simple or martial weapons, and one shield
- Two simple or martial weapons, and one exotic weapon
- Two exotic weapons
- One exotic shield
### Feat Bonuses
Some feats now increase one of your ability scores by 1, to a maximum of 20, when you take them. If a feat below lists multiple ability scores, it grants a benefit to one ability score of your choice.
* Dungeon Delver: Intelligence or Wisdom
* Inspiring Leader: Charisma
* Savage Attacker: Strength or Dexterity
* Skulker: Dexterity or Wisdom
PART IV | NEW RULES
\pagebreakNum
# Combat Rules
___
This section contains adjusted rules for combat and the actions that can be taken during combat, as well as fights in specific situations and conditions that can be inflicted on both players and enemies.
#### Intentional Failures
Before you roll an ability check or saving throw using an ability score other than Constitution, you can choose to fail instead. You can also choose to allow an attack to hit you.
## Making an Attack
#### Drawing and Stowing Weapons
Stowing a weapon requires the object interaction you receive as part of your turn. You can draw a weapon as part of the attack you make with that weapon, provided you have a hand to hold it (or both hands, for two-handed weapons).
### Melee Attacks
This section details adjustments and additional options for close-range combat, such as grappling and fighting with certain types of weapons.
#### Disarm
Disarming works as-written, with the following change:
When you disarm a creature, you can pick up the object (no action required) if you have at least one free hand, or kick, toss, or otherwise move the weapon a number of feet equal to 5 + your reach or the reach of the weapon you used.
#### Grappling
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks
with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see below). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
***Escaping a Grapple.*** A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
***Moving a Grappled creature.*** When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. You can use the Shove action to move a creature that you have grappled to another space within your reach without breaking the grapple.
***Attacking a Grappling Creature.*** When another creature has grappled you, you can choose to attack the appendage it used to grapple you rather than the creature itself (which can be useful when the grappler is outside your reach). The appendage has the same statistics as its owner, unless the appendage's statistics are listed separately (see roper, *Monster Manual* page 261). When you attack the appendage of a grappling creature instead of the creature itself, the damage you deal is halved.
\columnbreak
#### Tossing a Creature
*A new variant action, along with Overrun, Disarm, Tumble, Climb onto a Bigger Creature, etc.*
When you are grappling a creature, you can use the Attack action to make a special melee attack to hurl the grappled creature. If you can make multiple attacks with the Attack action, this attack replaces one of them.
To Toss another creature, you must make a successful Strength (Athletics) check, with the DC determined by both your size and the size of the other creature, as below. If you succeed, you throw the creature a distance up to 5 times your Strength modifier + 5 in feet. When it hits a surface, the thrown creature takes bludgeoning damage for every 10 feet it traveled while thrown, as if it had taken damage for falling from a height of the same distance. If you throw the creature a shorter distance, it takes falling damage as if you had thrown it the full distance.
The tossed creature lands prone unless it succeeds on a Dexterity (Acrobatics) check with a DC equal to the Strength (Athletics) check used to toss, or uses a feature or spell (such as *feather fall*) to land safely.
##### Toss DCs
The larger a creature, the higher the DC to throw it:
| Size | DC |
|:---:|:-----------:|
| Tiny | 5 |
| Small | 11 |
| Medium | 17 |
| Size | DC |
|:---:|:-----------:|
| Large | 23 |
| Huge | 29 |
| Gargantuan | 35 |
The larger you are, the easier it is to throw other creatures. The opposite holds true if you are smaller. The DCs to toss another creature increase by 5 if your size is Small, and 10 if your size is Tiny. They decrease by 5 if your size is Large, by 10 if your size is Huge, and by 15 if your size is Gargantuan.
No upper limit exists on the size of Gargantuan creatures, so the Dungeon Master sets the DC to Toss a Gargantuan creature based on that particular creature's size.
#### Two-Weapon Fighting
Once on your turn when you take the Attack action and attack with a melee weapon or make a special melee attack such as a grapple or shove against a creature using one hand, you can make one additional attack using a melee weapon with the *light* property that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. You cannot make this additional attack if you have already engaged in versatile fighting in the same turn.
#### Versatile Fighting
Once on your turn when you take the Attack action and make a special melee attack such as a grapple, shove, or toss against a creature using one hand, you can make one additional attack using a melee weapon with the *versatile* property that you're holding in the other hand. You make the attack with one hand on the weapon, even if you still have a free hand. You cannot make this additional attack if you have already engaged in two-weapon fighting in the same turn.
PART IV | NEW RULES
\pagebreakNum
#### Special Attacks and Multiattack
A monster with the Multiattack feature can replace any of the weapon attacks specificed in its Multiattack feature with special attacks such as a Grapple, Shove, or Toss, rather than replacing its entire Attack action to make such a special attack.
## Combat Scenarios
This section revises and expands situations common in combat such as entering and exiting difficult positions.
#### Falling Damage
When a Large or larger creature falls, it can fall an additional five feet for every Size Category above Medium before it takes damage upon landing. For example, a Large creature takes falling damage after 15 feet, and a Gargantuan creature after 25 feet.
When a creature lands after falling, it takes one die of bludgeoning damage for every 10 feet it fell, to a maximum of 150 dice.
When a creature falls, it instantly descends up to 500 feet, and falls at the end of each of its turns until it lands. It lands prone unless it took no falling damage.
The damage dice rolled when a creature falls change based on the size of the creature falling, listed below:
| Size | Die |
|:---:|:-----------:|
| Tiny | 1 |
| Small | d4 |
| Medium | d6 |
| Size | Die |
|:---:|:-----------:|
| Large | d8 |
| Huge | d10 |
| Gargantuan | d12 |
For example, a Large owlbear takes no damage if it falls 14 feet. If it falls 15 feet, then it takes 1d8 bludgeoning damage. It takes 2d8 bludgeoning damage if it falls 20 feet.
Likewise, a Huge fire giant takes no damage if it falls 19 feet. It takes 2d10 bludgeoning damage if it falls 20 feet.
#### Getting Up & Movement
Standing from prone expends 15 feet of movement, regardless of your speed. If you have less than 15 feet of movement, it takes all your movement to mount, dismount, or stand up. If your speed is 0, you cannot do so.
#### Knocking a Creature Out
Before you make a melee attack with a weapon, you can declare your intent to incapacitate, rather than kill. If the attack hits, it deals bludgeoning damage equal to 2 + your Strength modifier instead of the weapon's normal damage. If the weapon has the *nonlethal* property, it does its full damage instead. If the attack reduces the target to 0 hit points, it falls unconscious and is stable.
A ranged weapon, thrown weapon, or piece of ammunition with the *nonlethal* property can be used to knock a creature out using a ranged attack, instead of melee.
Some effects add additional damage. An attack with such benefits cannot knock a creature out unless the weapon has the *nonlethal* property and the bonus feature deals the same damage type as the weapon (like Sneak Attack). Effects that deal bonus damage of a different type (like the *banishing smite* spell) cannot be used to knock a creature out.
No spell can be used to deal nonlethal damage unless it states such in the spell's description, even if the spell deals bludgeoning damage.
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#### Using a Potion
You can both draw and administer a potion to yourself or another creature with the Activate an Item action. When you draw and drink a potion yourself, you can take the Activate an Item action as a bonus action.
#### Using a Scroll
If you can read the language used to write a spell scroll, you can use it to cast a spell, even if the spell is not on your spell list, is of a level that you cannot normally cast, or you are ordinarily incapable of casting spells.
## Mounted Combat
A willing creature at least one size larger than you with appropriate anatomy can serve as a mount.
### Mounting and Dismounting
During your turn, you can mount a creature within 5 feet of you, or dismount. Doing so costs 15 feet of movement. If an effect moves your mount involuntarily or you are knocked prone while you're on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet. If your mount is knocked prone, you can use your reaction to dismount as it falls and land on your feet. Otherwise, you fall prone within 5 feet of it.
### Mount Control
While mounted, you can control a mount that has been trained to accept a rider, or allow it to act independently. Intelligent creatures, such as dragons, always act independently. While controlling a mount, you cannot move except to dismount.
Instead, your mount moves both of you as you direct it during your turn, carrying you with it. Your mount can take an action at any time during your turn, but can only Dash, Disengage, or Dodge.
An independent mount retains its place in initiative order. Bearing a rider puts no restrictions on the actions an independent mount takes, and it moves and acts as it wishes.
In either case, if the mount provokes an opportunity attack while you're on it, the attacker can target you or the mount.
### Saddles and Skills
When your mount takes the Dash action, you must succeed on a DC 10 Strength (Animal Handling) or Dexterity (Animal Handling) check in order to remain on the horse. On a failure, you are knocked prone, falling off the mount as above. If your mount is frightened, the DC of both the check and the saving throw increase by 5.
Certain saddles give bonuses to these checks and saves, as detailed in Part V. Riding bareback imposes disadvantage on all checks and saving throws to remain mounted.
## Underwater Combat
When fighting underwater, you have disadvantage on **melee weapon attack** rolls unless you use a dagger, javelin, shortspear, harpoon, trident, or natural weapons with which you are proficient. You suffer disadvantage even if you use one of those weapons if you do not choose to deal piercing damage.
PART IV | NEW RULES
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You can only make a **ranged weapon attack** if you use a crossbow, net, or harpoon. Any attack beyond a weapon's normal range misses automatically.
A fully-submerged creature has resistance to fire damage, and vulnerability to lightning damage if it doesn't have resistance or immunity to lightning damage.
Unless you can breathe underwater, you cannot cast any spell with a Verbal component.
## Conditions
Most conditions are unchanged, but this section includes a few tweaks to make the effects of said conditions less arbitrary and more consistent.
#### Exhaustion
Exhaustion works as written, with the following changes:
1. When your HP drops to 0, you gain a level of exhaustion.
2. You can remove the first level of exhaustion, and only the first level, at the end of a short rest. If you have two or more levels, you must complete a long rest to remove one.
#### Paralyzed
Paralysis works as-written, with the following changes:
1. The creature automatically fails Strength and Dexterity checks in addition to saving throws.
2. Any melee attack that hits the creature is a critical hit.
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#### Petrified
Petrified works as-written, with the following change:
* The creature automatically fails Strength and Dexterity checks in addition to saving throws.
#### Prone
Prone works as-written, with the following change:
1. Melee attack rolls against a prone creature are made with advantage.
2. Ranged attack rolls against the prone creature have disadvantage, unless the attacker is elevated at least 15 feet above the target. Ranged attack rolls also have advantage if the attacker is at least 25 feet above it.
#### Stunned
Stunned works as-written, with the following change:
* The creature automatically fails Strength and Dexterity checks in addition to saving throws.
#### Unconscious
Unconscious works as-written, with the following changes:
1. Attack rolls against an unconscious creature have advantage, and any melee attack that hits the creature is a critical hit.
2. The creature automatically fails Strength and Dexterity checks in addition to saving throws.
\pagebreak
# PART V
##### Items
\pagebreak
## Mid-Adventure Crafting
#### When to use these rules
5e has serviceable crafting rules—for downtime. Those rules don't fit all campaigns, as many can't find time for downtime. These rules are to be used in those circumstances, with time measured in hours and days instead of weeks—and that timeframe only. Use downtime rules for crafting during longer periods; if the party rests for three months or more, use *Xanathar's Guide to Everything.* If they stop for three weeks, a night, or five days, use these.
#### Crafting Point Values
In this system, all items require a certain number of points. An item is worth a number of points equal to its value in gold pieces divided by 50. If the item's gold price is not divisible by 50, divide it and round its point value down to the nearest whole number (minimum 1 point). When you begin work on an item, it has 0 points, and you finish crafting it when you exceed its point value with a crafting check.
If you have a feature that allows you to create items with reduced time or cost, in this system you gain 2 points for each hour of successful crafting instead of 1.
#### Requirements to Craft
To craft an item, you must have proficiency in the appropriate tool or kit, listed below. That list is not exhaustive and your DM ultimately decides what you can craft. Proficiency in a tool grants you the knowledge to create the items on the table without requiring a recipe or formula. For potions and magical item recipes, use the Crafting a Magical Item rules in *Xanathar's*.
You must also possess abstracted raw materials worth half the item's listed price before you begin crafting. You must have access to those materials until the item is completed, at which point they are consumed. You cannot use those materials on another item while the first is in progress.
#### Prelude to Crafting
To work on an item, you must meet all the requirements listed above, choose the item, and declare a number of hours between one and eight. That period represents the amount of time your character spends crafting. You cannot work more than eight hours between any two long rests. If you are interrupted or quit crafting for 1 hour or more during your declared interval, you automatically fail your crafting check.
#### The Crafting Check
After you finish working the declared timeframe, you make an Intelligence check, which are you are proficient in thanks to your tools. The DC for this check equals 18 - the number of hours you work. If you work for eight hours, the DC becomes 10. If you work for three, the DC is 15, and so on.
If you succeed, the item-in-progress gains a number of points equal to the number of hours worked and adds them to its current total. If you fail, you add no points, though the item does not lose any points it already has.
If you don't finish the item within your allotted time, it retains the points you have successfully applied to it, and you can add additional points with further crafting checks until the item is completed.
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#### Finishing Early & Multiple Items
If you exceed the number of points required to make an item, you may *not* begin another one with the remaining time. A crafting check encompasses the entire period you allotted to work. Finishing with an excess of points represents extra time spent to avoid and correct mistakes. Extra points do not increase an item's value or confer any other benefit.
A crafting check represents your work with a *single* item. You work on one at a time. Even if the points you accumulated exceeded the monetary value of the item you work on, you can only craft that item during the time you allotted. For example, a dagger is worth 2 gp, and 2/50=0.04, but it is still worth one point, and takes an hour minimum. If you allot four hours, you cannot create four daggers. You create one. If you want to make four daggers in four hours, you must allot an hour for the first dagger, make the check, and if you succeed, move on. If you fail, you can allot another hour to try again, or move on to another project. You do not have to choose all your items and times before you begin your first crafting check; you can allot any new times after you finish your first, but cannot exceed 8 total hours worked in a day. You cannot change a duration after it begins, or the item crafted after the check resolves.
#### Other Uses
A damaged item starts with half its total points. You can make crafting checks to restore its point total and repair it if you are proficient in the appropriate kit or tinker's tools. The material cost to repair a damaged item is half its total value.
If you are a ranger, you can research your favored enemies to learn any statistic, such as an ability score, AC, or a random feature, of one such creature that you have seen. The creature has a point value equal to its CR. When you reach that point value with "crafting" checks (requiring no materials) you learn that information.
#### Tool-specific Rules
Some kits can be transported and used as-written in the *PHB* and *XGtE* but are too large to craft items while on the move. Those kits are marked with a * on the next page. Artistic items, such as jewelry, can be sold for 1d4*10% more than their written price. For example, if an item with a listed price of 200 gp and a material cost of 100 gp is art, it can be sold for 220-280 gp. Items marked with † are art.
#### Examples
Annie, a rogue with proficiency in tinker's tools, would like to create an arquebus. They cost 500 gp, so she buys the necessary supplies for 250 gp. She has six hours to spare after the party makes camp, and allots it all to one crafting check. She makes the check (DC 12) and rolls a 15. Success! The in-progress arquebus has 6 points, but requires 10. The next night, Annie has two hours. She rolls her crafting check (DC 16) with a result of 10, and fails. She must try again later.
Yarldrit, a forge cleric, would like a new set of plate. He must wait until the party returns to town, where he keeps a forge. The party returns, and plans to stay there a month. He can work up to eight hours every day he's in town, so long as he remains at his forge for the allotted times. If he doesn't finish before the party leaves, he can continue later.
Or, he can cast *fabricate* and be done in 10 minutes.
PART V | ITEMS
\pagebreakNum
##### Tools and Corresponding Items
| Tools | Items |
|:---:|:-----------|
| Alchemist | Acid vial, alchemist's fire, antitoxin, oil, perfume, soap; bombs, potions |
| Brewer* | Oils; alcoholic beverages†
| Calligrapher | Scrolls; calligraphy†
| Carpenter | Wooden weapons, ammunition, and shields; wooden structures and furniture†
| Cartographer | Maps†
| Cobbler | Shoes†
| Cook | Food†
| Disguise | Costume clothes
| Forgery | Scrolls, False documents†
| Glassblower | Any glass object†
| Herbalism | Potions of healing, herbal mixtures
| Jeweler | *Decorated* mod, jewelry†, silvered weapons
| Painter | *Decorated* mod, eye black, war paint, paintings†
| Poisoner | Poisons
| Potter* | Clay pottery
| Leatherworker | *Furred, guige* mod; leather armor and weapons
| Mason | Stone armor & weapons, statuary†, carvings†
| Scrimshander | Simple and martial bone melee weapons, carvings†, jewelry†
| Smith* | All modifications, weapons, armor, shields, and ammunition made of iron or steel
| Tinker | Arquebus, crossbows, handgonne, bullets, *bayonet, poison reservoir, repeater, scope, second barrel*
| Weaver* | Nets; Common clothes, fine clothes†, traveler's clothes, textiles†
| Woodcarver | *Penobscot arms* mod; wooden weapons and ammunition; statuary†, carvings†
PART V | NEW ITEMS
\pagebreakNum
## Adventuring Gear
Included in this section are other items that PCs might employ in combat. They are not weapons, and each possess their own unique properties and traits. Items without an aggressive combat use has been omitted, as they have not been changed.
If a piece of gear requires you to make an attack roll, you do not add your proficiency bonus to the roll unless you are proficient in improvised weapons. If you have the Extra Attack feature, you can expend one attack to use an item instead of taking the Use an Item action.
If a piece of gear can be thrown, it has the *thrown* property and a range of 20/60. You add your Dexterity modifier to attack rolls with thrown gear, and nothing to damage.
##### Gear
| Name | Cost | Weight | Properties & Damage
|:----------------:|:-------:|:-------:|:-:|
| Acid Vial | 25 gp | 1 lb. | 2d6 acid, thrown
| Alchemist's Fire | 50 gp | 1 lb. | 1d4 fire, thrown
| Ball Bearings | 1 gp | 2 lb. | -
| Caltrops | 1 gp | 2 lb. | 1 piercing
| Flour | 2 cp | 1 lb. | 2d6 fire, thrown
| Grappling Hook | 2 gp | 4 lb. | 1 piercing, thrown
| Holy Water | 25 gp | 1 lb. | 2d6 radiant, thrown
| Hunting Trap | 5 gp | 25 lb. | 1d10 prce, skewering
| Manacles | 2 gp | 6 lb. | -
| Oil Flask | 1 sp | 1 lb. | 5 fire, thrown
| Powder Apostle | 3 gp | 2 oz. | gunpowder
| Powder Horn | 35 gp | 2 lb. | 3d6 fire, gunpowder
| Powder Keg | 300 gp | 20 lb.| 6d6 fire, gunpowder
| Powder Barrel | 1000 gp | 100 lb.| 12d6 fire, gunpowder
| Salt | 4 sp | 1 lb. | -
| Torch | 1 cp | 1 lb. | 1 fire, light
| War Paint | 1 gp |— | -
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***Acid Vial.*** As an action, you can splash the contents of this vial onto a creature or throw the vial, making a ranged attack roll against a creature of your choice within range. On a hit, the target takes 2d6 acid damage. This acid does doubled damage to objects. If you empty the contents of this vial onto an object within 5 feet, the attack automatically hits.
***Alchemist's Fire.*** This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask at a creature, which causes it to shatter on impact. On a hit, the target takes 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 10 Dexterity check to extinguish the flames. If a creature is vulnerable to fire damage it has disadvantage on this check, and the DC is increased to 15 for it.
***Ball Bearings.*** As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. 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 saving throw. Creatures that fly, jump, or hover over the area are unaffected by the ball bearings.
***Caltrops.*** You can use an action to spread a single bag of caltrops to cover a 5-foot-square. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.
Improvised collections of sharp items, such as broken glass, can be used as caltrops. Creatures that fly, jump, or hover over the space are unaffected by the caltrops.
***Flour.*** You can use an action to throw a bag of flour, which ruptures on impact. The cloud of powder fills a 10 foot cube, which lingers in the air for 1 minute. Any creature or object in the cloud can’t benefit from being invisible while inside. If the flour cloud takes fire damage or touches flames, it deals 2d6 fire damage to all creatures within the cloud and is destroyed.
Coal, sawdust, coffee, pollen, magnesium powder, and other flammable materials can be used in place of flour.
***Grappling Hook.*** If this sharp metal hook is tied to a rope, you can throw it at an object or creature, making an improvised ranged attack roll against the creature or the AC of the object's material. You can then pull the rope to drag the target, as if you were grappling it (though the target is not grappled). If the target is too for large you to grapple, you can attempt to climb the rope instead. A creature can use its free object interaction on its turn to remove the hook from the target it's attached to. You can attempt to shove a creature or object attached to this hook. If you succeed, you pull the target 5 feet toward you, rather than away.
***Holy Water.*** Throwing this flask causes it to shatter on impact. Make a ranged attack against a target. If the target is a fiend or undead, it takes 2d6 radiant damage.
***Hunting Trap.*** You can use an action to set this trap in an unoccupied space, which is comprised of a pressure panel and heavy iron jaws affixed to the ground by a spike and chain. When a creature walks through its 5ft. space, the trap makes a melee attack against that creature. The trap has +8 to hit and deals 1d10 piercing damage, and if it hits the target is grappled (escape DC 15). Whether the attack hits or misses, the trap cannot make a second attack until the creature escapes and the trap is set again. Failing the check to escape by 5 or more deals an additional 1d10 piercing damage to the trapped creature.
PART V | ITEMS
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***Manacles.*** These iron restraints can bind a Small or Medium creature. A conscious, unwilling creature must be grappled or incapacitated before manacles can be applied to it. Escaping manacles requires a DC 20 Dexterity check to slip out, or a DC 20 Strength check to break. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. A creature with manacles on both wrists cannot perform the somatic components of spells and has disadvantage on attack rolls that require its hands, and a creature with manacles applied to both ankles has a walking speed of 10 feet. Manacles may impose other restrictions at the discretion of the DM.
***Oil Flask.*** You can use an action to make a ranged weapon attack and throw this flask of flammable oil onto a creature or object, splashing the oil onto it if you hit. If the oil-covered target takes any fire damage within the next minute, it takes an additional 5 fire damage. The oil is not consumed when this fire damage is applied. You can also pour a flask of oil on the ground to cover a 5 foot square. If lit, the oil burns for 1 minute. The first time on a turn that a creature enters the burning area, or starts its turn there, it takes 5 fire damage.
You can also spread a flask of oil over one melee weapon or 3 pieces of ammunition and set them alight, so long as ranged weapon used to fire it lacks the *gunpowder* property. Half of the damage dealt by a flaming weapon or piece of ammunition is fire damage, and the lit item sheds bright light in a 5-foot radius, and dim light for another 5.
If you spend an hour lubricating a suit of armor with a flask of oil, the armor does not impose disadvantage on stealth checks until the start of your next long rest.
***Powder Apostle.*** A powder apostle holds 1 charge of black powder (approximately 175 grains, or ½ oz.) used in weapons with the *gunpowder* property. If an apostle takes fire or lightning damage, the powder ignites, shedding bright light in a 30-foot-radius and dim light for another 30 for one round. If you are carrying an apostle, you can expend a charge of powder from it as you reload your weapon.
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***Powder Horn.*** A powder horn holds up to 25 charges of black powder used in weapons with the *gunpowder* property. If it takes fire or lightning damage, it explodes. Each creature and object within 10 feet of the powder horn must make a DC 12 Dexterity saving throw. A target takes 3d6 fire damage on a failed save, or half as much on a success. If you are carrying a horn, you can expend a charge of powder from it as you reload your weapon.
***Powder Keg.*** A powder keg holds up to 1,000 charges of black powder used in weapons with the *gunpowder* property. If it takes fire or lightning damage, it explodes. Each creature and object within 20 feet of the powder keg must make a DC 14 Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much on a success.
***Powder Barrel.*** A powder barrel holds up to 4,000 charges of black powder used in weapons with the *gunpowder* property. If it takes fire or lightning damage, it explodes. Each creature and object within 30 feet of the powder barrel must make a DC 16 Dexterity saving throw. A target takes 12d6 fire damage on a failed save, or half as much on a success.
***Salt.*** A seasoning and preservative, salt wards also off ghosts. You can take 1 minute to spread 1 lb. of salt in a ring with a radius no larger than 10 feet. When the circle is completed, it becomes an invisible *magic circle* (*Player's Handbook* page 256). Instead of the spell's normal targets, the ring blocks the passage of any creature on the ethereal plane or with the *Incorporeal Movement* trait. The spell lasts until dispelled or the salt ring is broken. The salt cannot be directly touched or disturbed by a creature that it affects.
***Torch.*** A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for another 20. If you hit with a burning torch, it deals 1 fire damage.
***War Paint.*** This threatening paint on the face or body takes one hour to apply, and lasts 8 hours. If you are proficient with painter's supplies you can add this paint to yourself or another creature. The wearer adds the painter's proficiency bonus to Intimidation checks that it makes for 8 hours, after which the paint fades or runs.
PART III | NEW WEAPONS
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## Tools
This section includes two new sets of artisan's tools that you can gain proficiency in instead of one of the tools, languages, or similar benefits granted by your background.
#### Tea Set
Unlike the chemical processes of brewing beer, steeping tea is an artistic and ceremonial art. Proficiency in these tools includes not only the knowledge of how to make delicious tea, but how to properly perform the rituals to create it, coffee, and other heated beverages.
***Components.*** A tea set includes a teapot, four teacups with saucers, a strainer, a tray, four small spoons, a cloth cozy to insulate the teapot, and a caddy for storing dried leaves. These items are typically made of metal, glass, or porcelain, and are often ornately decorated. A full tea set costs 100 gp and weighs 10 lbs.
***History, Religion, Performance.*** Proficiency with tea sets gives you additional insight on checks concerning cultural habits both past and present that involve tea as a significant element, as well as the artistry and cultural context of a particular set's creation.
***Medicine.*** Tea and the soothing process of creating and enjoying aids in healing, with herbs that rejuvenate the weary body and a ritual that relaxes the anxious mind.
***Sleight of Hand.*** Fine dexterity is necessary to accurately measure and prepare tea, and to slip poison and other chemicals into a guest's drink without rousing suspicion.
***Herbalism Kit, Nature, Survival.*** Your knowledge of aromatic plants helps you identify which herbs are useful for enhancing the flavor of concoctions and are safe to eat.
***Curatives.*** Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.
##### Tea Set
| Activity | DC |
|:---|:-----------:|
| Identify tea leaves or a tea set | 10 |
| Detect poison or impurities in a drink | 15 |
| Poison a drink in front of its drinker | 20 |
| Remove one poison or disease from one drinker | 25 |
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#### Scrimshander's Tools
Scrimshaw is the art of engraving intricate patterns and images into bone, ivory, and shells, and other hard, pale materials. This calligraphic art uses the fragments of the bodies of large creatures such as whales and dragons instead of paper, and simple black ink instead of colorful pigments. Whalers and monster hunters take advantage of the abundance of bone to entertain themselves on long journeys, and create beautiful, fragile works of engraving, as well as sculptures and tools or weapons made from the rare and valuable material. A full set of scrimshander's tools costs 5 gp and weighs 3 lbs.
***Components.*** Scrimshander's tools are simple, with an awl, large needle, or knife for carving, and black ink or soot to darken the etchings in the bone's surface.
***History.*** Different cultures use a variety of different artistic techniques and styles in bone etching, helping you to identify where and when a bone tool or item originated.
***Medicine, Nature.*** Your knowledge of anatomy helps you identify the creature from which a tooth, bone, or piece of bone was taken, and may assist you in determining other details such as its age and health.
***Bone Equipment.*** You can use your tools and a suitable piece of bone or ivory to create a simple or martial melee weapon from bone. Unlike steel weapons, you can create bone weapons on the move, though bone weapons have triple the cost of, and weigh half as much as, their steel counterparts.
##### Scrimshander's Tools
| Activity | DC |
|:---|:-----------:|
| Identify the origin of a bone or tooth | 15 |
| Determine a creature's health before it died | 20 |
PART V | ITEMS
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## Mounts and Vehicles
While the options presented in the *Player's Handbook* for mounts and vehicles were serviceable, new adventures have presented additional rules for specialized vehicles—such as *Ghosts of Saltmarsh*, which reworked water vehicles with much more interesting statistics.
This book reworks mounts and land vehicles with unique features that make the differences between them meaningful and valuable, as it does with many other parts of the game.
### Mounts
This section updates statistics for mounts listed on page 156 *Player's Handbook* and throughout the *Monster Manual*, with new mechanics to further differentiate them. If a mount is not listed, its statistics remain the same.
While their prices are unchanged, the gold price of each creature is listed in is statblock for convenience. While carrying capacity can be calculated if Strength has changed, it too is listed here.
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___
>## CamelMM page 320
>*Large beast, unaligned. 50 gp. Capacity: 480 lb.*
>___
>- **Armor Class** 9
>- **Hit Points** 15 (2d10 + 4)
>- **Speed** 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|8 (-1)|14 (+2)|2 (-4)|8 (-1)|5 (-3)|
>___
>- **Senses** passive Perception 9
>- **Languages** —
>- **Challenge** 1/8 (25 XP)
>___
> ***Drought-ready.*** The camel can survive up to 10 days without water, and has advantage on saving throws against extreme heat.
>
> ***Sand Stride.*** The camel can cross difficult terrain made of sand without expending extra movement.
>### Actions
>***Bite.*** *Melee Weapon Attack, skewering:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.
>
>***Spit.*** *Ranged Weapon Attack, nonlethal, staggering:* +2 to hit, range 40/60 ft., one target. Hit: 1 bludgeoning damage.
PART V | ITEMS
\pagebreakNum
___
>## Draft HorseMM page 321
>*Large beast, unaligned. 50 gp. Capacity: 1,080 lb.*
>___
>- **Armor Class** 10
>- **Hit Points** 25 (3d10 + 9)
>- **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|10 (+0)|17 (+3)|2 (-4)|11 (+0)|7 (-2)|
>___
>- **Senses** passive Perception 10
>- **Languages** —
>- **Challenge** 1/4 (50 XP)
>___
> ***Powerful Build.*** The horse counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
>
> ***Workhorse.*** The horse has advantage on Constitution saving throws against exhaustion caused by a forced march or long hours of labor.
>### Actions
>***Hooves.*** *Melee Weapon Attack, cavalry, finisher:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4 + 4) bludgeoning damage.
\columnbreak
___
>## Riding HorseMM page 336
>*Large beast, unaligned. 75 gp. Capacity: 480 lb.*
>___
>- **Armor Class** 10
>- **Hit Points** 13 (2d10 + 2)
>- **Speed** 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|10 (+0)|12 (+1)|2 (-4)|11 (+0)|7 (-2)|
>___
>- **Senses** passive Perception 10
>- **Languages** —
>- **Challenge** 1/4 (50 XP)
>___
> ***Swift Travels.*** If a group of Small or Medium creatures has at least one riding horse for each member when traveling over land, the number of miles the group can travel in an hour increases by 2, regardless of travel pace.
>### Actions
>***Hooves.*** *Melee Weapon Attack, cavalry, finisher:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) bludgeoning damage.
\pagebreakNum
___
>## WarhorseMM page 340
>*Large beast, unaligned. 400 gp. Capacity: 540 lb.*
>___
>- **Armor Class** 11
>- **Hit Points** 75 (10d10 + 20)
>- **Speed** 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|14 (+2)|2 (-4)|12 (+1)|7 (-2)|
>___
>- **Senses** passive Perception 11
>- **Languages** —
>- **Challenge** 2 (450 XP)
>___
>
> ***Disciplined.*** The horse has advantage on checks and saves to avoid being knocked prone or frightened.
>
>***Relentless.*** When the horse is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. The horse can’t use this feature again until it finishes a long rest.
>
>***Trampling Charge.*** If the horse moves at least 20 feet straight toward a creature and hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack against it as a bonus action.
>
>### Actions
>***Hooves.*** *Melee Weapon Attack, cavalry, sundering:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.
#### Exotic Mounts
The default mounts aren't the only mounts that a party might employ, but are the most likely to appear in everyday places. However, not every mount will appear in every stable—camels are rare outside the desert, elephants rarely venture beyond the savannah and tropics, and trained warhorses bred from a mighty lineage are rare and valuable commodities.
The creatures listed below are even rarer, but far from impossible to find when the party travels to fantastical places or battles extraordinary foes. Elk might pull a sleigh carrying a benevolent winter fey, or a death knight might ride a nightmare into battle. A wandering unicorn might carry a wounded character out of a dangerous wood, and any intelligent giant animals, such as giant eagles, might come to the aid of a desperate party at their darkest hour. Every creature in the following list already has statistics published in official content, but a few have tweaked statistics, which are listed on the opposite page.
Remember that the party is unlikely to find these mounts available for easy purchase. Civilizations in extreme environments may tame some, such as giant spiders, polar bears, or pegasi, but are loathe to part with them easily. The easiest way to gain access to such mounts is to win the favor of their handlers, or even the mounts themselves.
\columnbreak
___
>## YakSKT page 172
>*Large beast, unaligned. 15 gp. Capacity: 540 lb.*
>___
>- **Armor Class** 10
>- **Hit Points** 13 (2d10 + 2)
>- **Speed** 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|10 (+0)|12 (+1)|2 (-4)|10 (+0)|6 (-2)|
>___
>- **Senses** passive Perception 10
>- **Languages** —
>- **Challenge** 1/4 (50 XP)
>___
>***Charge.*** If the yak moves at least 20 feet straight toward a target and hits it with a ram attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone.
>
>***Mountain Born.*** The yak is acclimated to high altitude, including elevations above 20,000 feet. It is also naturally adapted to cold climates, as described in the *Dungeon Master's Guide.*
>
>### Actions
>***Ram.*** *Melee Weapon Attack, cavalry, winged:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.
>
>***Hooves.*** *Melee Weapon Attack, finisher, sundering:* +6 to hit, reach 5 ft., one prone creature. *Hit:* 9 (2d4 + 4) bludgeoning damage.
This list is not exhaustive—it is impossible to list every creature that could be used as a mount by far-reaching, magical, and alien people—but it lists many potential options for exotic beasts of burden and the location of their statistics.
* allosaurusMM page 79
* buletteMM page 34
* brontosaurusMM page 139
* cave bearMM page 334
* dire wolfMM page 321
* elkMM page 322
* giant boarMM page 323
* giant eagleMM page 324
* giant goatWCX page 99
* giant spiderMM page 326
* gorgonMM page 171
* gloamwingGGR page 215
* gloomstalkerEGW page 291
* guard drakeVGM page 158
\columnbreak
* hadrosaurusWCX page 99
* kamadanToA page 225
* lionMM page 331
* mammothMM page 332
* moorbounderEGW page 25
* nightmareMM page 235
* polar bearMM page 334
* pegasusMM page 250
* owlbearMM page 249
* triceratopsMM page 80
* unicornMM page 294
* worgMM page 341
* wyvernMM page 303
* yeth houndVGM page 201
PART V | ITEMS
\pagebreakNum
___
>## Giant Goat
> *Large beast, unaligned. Capacity: 510 lb.*
>___
>- **Armor Class** 11 (natural armor)
>- **Hit Points** 19 (3d10 + 3)
>- **Speed** 40 ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|11 (+0)|12 (+1)|3 (-4)|12 (+0)|6 (-2)|
>___
>- **Senses** passive Perception 12
>- **Languages** —
>- **Challenge** 1/2 (100 XP)
>___
>
> ***Charge.*** If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
>
> ***Sure-Footed.*** The goat has advantage on Strength and Dexterity checks and saving throws made against effects that would knock it prone.
>
> ### Actions
>***Ram.*** *Melee Weapon Attack, cavalry, winged:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 3) bludgeoning damage.
\columnbreak
___
>## Hadrosaurus
>*Large beast, unaligned. Capacity: 450 lb.*
>___
>- **Armor Class** 11 (natural armor)
>- **Hit Points** 19 (3d10 + 3)
>- **Speed** 50 ft., swim 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|10 (+0)|13 (+1)|2 (-4)|10 (+0)|5 (-3)|
>___
>- **Skills** Perception +2
>- **Senses** passive Perception 12
>- **Languages** —
>- **Challenge** 1/4 (50 XP)
>___
>
> ***Hold Breath.*** The hadrosaurus can hold its breath for 30 minutes.
>
>### Actions
>***Tail.*** *Melee Weapon Attack, sweeping:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) bludgeoning damage.
PART V| ITEMS
\pagebreakNum
___
>## Akhlut
>*Huge monstrosity (shapechanger), unaligned. Capacity: 1200 lb.*
>___
>- **Armor Class** 15 (natural armor)
>- **Hit Points** 102 (12d12+24)
>- **Speed** 50 ft., swim 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>| 20 (+5) | 16 (+3) | 14 (+2) | 5 (-3) | 14 (+2) | 7 (-2) |
>___
>- **Skills** Perception +4, Stealth +5,
>- **Senses** blindsight 120 ft., passive Perception 14
>- **Languages** —
>- **Challenge** 4 (1,100)
>___
> ***Amphibious.*** The akhlut can breathe air and water.
>
> ***Drowner.*** The akhlut's swim speed is not reduced by dragging a creature it has grappled.
>
> ***Echolocation.*** The akhlut can't use its blindsight while deafened or outside water.
>
> ***Keen Hearing and Smell.*** The akhlut has advantage on Wisdom (Perception) checks that rely on hearing or smell.
>
> ***Shapechanger.*** The akhlut can use its action to polymorph into a killer whale, a dire wolf, or back into its true form, which is a wolf-whale hybrid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed, but remains on its new form or falls to the ground. It reverts to its true form if it dies.
>
> ### Actions
> ***Bite.*** *Melee Weapon Attack, ensnaring, skewering:* +7 to hit, reach 5 ft., one target. *Hit:* 22 (5d6+5) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the akhlut can't bite another target.
>
> ### Reactions
> ***Ambushing Shift.*** If the akhlut enters or leaves a body of water, it can transform into another form using its shapechanger trait.
\columnbreak
___
>## Hippocampus
>*Large monstrosity, unaligned. Capacity: 480 lb.*
>___
>- **Armor Class** 13
>- **Hit Points** 26 (4d10 + 4)
>- **Speed** 50 ft., swim 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|16 (+3)|12 (+1)|2 (-4)|11 (+0)|7 (-2)|
>___
>- **Senses** passive Perception 10
>- **Languages** understands Aquan but cannot speak
>- **Challenge** 1/4 (50 XP)
>___
> ***Amphibious.*** The hippocampus can breathe air and water.
>
> ***Swift Swim.*** The hippocampus doesn't provoke opportunity attacks when it swims out of an enemy's reach.
>### Actions
> ***Hooves.*** *Melee Weapon Attack, finisher, staggering:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) bludgeoning damage.
#### Aquatic Mounts
Not all civilizations in Dungeons & Dragons live on land. Some, like tritons, merfolk, and sahuagin, live deep beneath the waves. Such creatures can't employ terrestrial beasts of burden, for obvious reasons. Some alternatives for watergoing peoples are listed below. Like exotic mounts, they have no listed gold price, as typical adventuring parties are unlikely to encounter them listed due to their relative rarity compared to landlocked mounts.
\pagebreak
### Tack and Harness
| Item | Cost | Weight |
|:---|:-----:|:---:|
| Barding, Standard | x4 | x2
| Barding, Exotic | x6 | x2
| Feed per day (plant) | 5 cp | 10 lb.
| Feed per day (meat) | 2 gp | 10 lb.
| *Saddles* | |
| Exotic | 60 gp | 40 lb.
| Military | 20 gp | 30 lb.
| Pack | 12 gp | 15 lb.
| Riding | 8 gp | 25 lb.
| Saddlebags | 4 gp | 8 lb.
| Stabling per day | 5 sp | —
| Stabling per day (exotic) | 10 gp | —
***Barding.*** Barding is armor designed for a nonhumanoid animal. Any type of armor on the Armor table can be purchased as barding, which has a price several times that of equivalent armor made for humanoids, costs several times as much, and has twice the weight.
The exact price is determined by the type of mount—armor for mounts listed in the mounts section of the *Player's Handbook* and *The Warrior's Codex* costs four times as much, while armor for exotic and aquatic mounts in *WCX*, as well as other exotic mounts, costs six times as much. Like armor on humanoids, barding weighs half as much as its listed weight when worn for the purposes of determining encumberance.
***Saddles.*** A seat of leather, fur, and other materials designed to cushion and reinforce a rider on a mount, and keep them from falling when the mount moves quickly. The options for different types of saddle are listed below.
***Saddle, Exotic.*** An exotic saddle is custom-fitted to the strange anatomy of exotic mounts, and any mount that swims or flies. They may include wider or specially-shaped seats to allow unrestricted movement, netting around the chest or belly for you to climb on, or straps for your legs to keep you mounted during flight. Saddles for exotic mounts must be custom-made for each type of creature.
***Saddle, Military.*** A military saddle braces the rider, helping you keep your seat in battle. It gives you advantage on any ability checks and saving throws to remain mounted.
***Saddle, Pack.*** An otherwise unremarkable saddle, this saddle includes two saddlebags, unlike other saddles which much purchase and include them separately.
***Saddle, Riding.*** The basic saddle, necessary for any creature not skilled with animals to ride without without suffering disadvantage on checks and saves to keep from falling off. It confers no additional benefits.
***Saddlebags.*** Leather or cloth bags slung over the side of a mount or attached to the saddle, any object placed in these bags or strapped to them has it weight halved when determining encumberance. An object must be at least two sizes smaller than the mount to gain this benefit.
\columnbreak
### Land Vehicles
This section includes updated statistics for the land vehicles in the *Player's Handbook,* with several new additions. These statblocks are modeled after those presented in *Descent Into Avernus*, but are adjusted for less hellish vehicles. Their statistics function like a creature, but with additional considerations:
#### Capacity and Draft Requirements
Creature capacity describes how many creatures can ride in the vehicle comfortably. More creatures can fit by squeezing or clinging to the outside of the vehicle. Most creatures comfortably occupying the vehicle occupy an Action Station and perform a specific role (see "Action Stations" below). Cargo capacity specifies how much weight the land vehicle can carry, excluding the weight of the creatures inside it.
A creature pulling a land vehicle can move weight up to five times its base carrying capacity. If multiple creatures pull the same vehicle, they add their carrying capacity together to determine if they can move the vehicle. The weight of a vehicle also includes the weight of all passengers and cargo.
Difficult terrain such as thick mud, snow, or sand doubles the strength required to pull a vehicle.
A land vehicle's speed is equal to the slowest draft creature pulling it. If all draft creatures have special movement, such as a flying or swimming speed, the vehicle does as well. All draft creatures act simultaneously on the driver's turn as ordered by the driver, unless the draft creature is intelligent enough to act independently.
#### Armor Class
A land vehicle is typically made of wood and has an Armor Class of 15 + its Dexterity modifier. While the vehicle is not moving, attack rolls made against it have advantage, and it does not add its Dexterity modifier to its AC.
#### Hit Points
A land vehicle hit points can be restored by making repairs (see "Repairs"). When a land vehicle drops to 0 hit points, it ceases to function and is damaged beyond repair. Enemies can also target the draft creatures pulling it; if the number of draft creatures falls below the vehicle's minimum requirements, the vehicle cannot be operated until any corpses are removed and new draft creatures are added.
#### Opportunity Attacks
A land vehicle provokes opportunity attacks upon exiting another creature's reach, as if it were a creature. When a land vehicle provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn't have total cover and is within the attacker's reach.
#### Impact
If a land vehicle takes damage that exceeds half its maximum hit points, it must succeed on a Dexterity saving throw with a DC equal to the damage taken or be knocked prone. Any creature occupying the vehicle must make the same saving throw, landing prone in a random space 10 feet away from the vehicle on a failed save. Any creature squeezing into the vehicle or clinging to the outside makes this save with disadvantage.
* akhlutWCX page 100
* crocodileMM page 320
* dolphinMM page 208
\columnbreak
* giant octopusMM page 326
* giant sea horseMM page 328
* hippocampusWCX page 100
* hunter sharkMM page 330
* killer whaleMM page 331
* plesiosaurusMM page 80
* sperm whaleRotFM page 309
PART V | ITEMS
\pagebreakNum
#### Repairs
When a land vehicle is damaged but has at least 1 hit point, a creature not operating the helm or guard station can try to repair it. The creature must be within reach of the damaged area and have the right tools for the job (often woodcarver's tools or smith's tools), and the vehicle must be stationary.
After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4 + 2 hit points. If the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts.
#### Action Stations
Action stations represent any seat or position the vehicle is designed to have occupied by creatures which contribute to its Creature Capacity, collectively referred to as "crew." Only one creature can occupy each station unless multiple crew are required. To exit an action station, a creature must expend 15 feet of movement, as though dismounting.
##### Helm
The driver steers the land vehicle and the creatures pulling it. A driver proficient with land vehicles adds its proficiency bonus to any check or saving throw the land vehicle makes, as well as to its Armor Class while moving.
***Actions.*** While the land vehicle is attached to living draft creatures, the driver can use an action to propel the vehicle up to its speed or stop it. While the vehicle is moving, the driver steers it along a course of its choosing.
If the driver is incapacitated, leaves the helm, or does nothing to alter the vehicle's course and speed, the vehicle moves in the same direction and speed it did during the driver's last turn until it hits an obstacle big enough to stop it.
___
> ## Buggy
>*Large Vehicle (900 lb)*
> ___
> - **Creature Capacity** 2 Medium creatures
> - **Cargo Capacity** 300 lb.
> - **Armor Class** 15 (15 while motionless)
> - **Hit Points** 16 (3d10)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|10 (+0)|11 (+0)|0 (-5)|0 (-5)|0 (-5)|
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious
> ___
> ***Prone Deficiency.*** If the buggy falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.
>
> ### Action Stations
> ***Helm (Requires 1 crew).*** Drives and steers the buggy.
>
> ***1 Passenger Seat (Requires 1 crew).***
\columnbreak
___
> ## Carriage
>*Huge vehicle (1800 lb)*
> ___
> - **Creature Capacity** 6 Medium creatures
> - **Cargo Capacity** 1,000 lb.
> - **Armor Class** 16 (15 while motionless)
> - **Hit Points** 79 (7d12 + 14)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|12 (+1)|15 (+2)|0 (-5)|0 (-5)|0 (-5)|
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious
> ___
>
> ***Crushing Wheels.*** The carriage can move through the space of any Medium or smaller creature. A creature whose space the carriage enters for the first time on a turn must make a DC 12 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
>
> ***Prone Deficiency.*** If the carriage falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.
>
> ### Action Stations
> ***Helm (Requires 1 crew and Grants Half Cover).*** Drives and steers the carriage.
>
> ***Guard. (Requires 1 Crew).*** Makes attacks from atop the carriage.
>
> ***4 Passenger Seats (Requires 1 Crew and Grants Three-Quarters Cover).***
***Bonus Actions.*** The driver can cause the draft creatures to take the Dash or Disengage action, moving the vehicle farther than it could with an only an action.
***Reactions.*** Some vehicles have special reactions, which the driver can choose to activate using its own reaction.
##### Guard Stations
Each guard takes a position on the vehicle, fighting from its station and attacking within its range or reach as normal. While a guard is not necessary to operate a vehicle, they bolster its defenses significantly.
##### Passenger Seats
Passengers sit passively upon or within the vehicle, and are not necessary to operate it. A passenger can fight, but targets it chooses outside the vehicle gain the same cover bonuses against its attacks that the passenger gains against attacks targeting it that originate from outside the vehicle.
#### Weight
The listed weight of each vehicle does not account for cargo or crew, whose weight must be added to the vehicle's weight when determining if the draft animals can move the vehicle.
PART V | ITEMS
\pagebreakNum
___
> ## Cart
>*Medium Vehicle (550 lb.)*
> ___
> - **Creature Capacity** 1 Medium creature
> - **Cargo Capacity** 500 lb.
> - **Armor Class** 15 (15 while motionless)
> - **Hit Points** 34 (4d8 + 16)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|10 (+0)|18 (+4)|0 (-5)|0 (-5)|0 (-5)|
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious
> ___
>
> ***Prone Deficiency.*** If the cart falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.
>
> ### Action Stations
> ***Passenger Seat. (Requires 1 Crew).***
___
> ## Chariot
>*Large vehicle (200 lb)*
> ___
> - **Creature Capacity** 2 Medium creatures
> - **Cargo Capacity** 150 lb.
> - **Armor Class** 18 (15 while motionless)
> - **Hit Points** 32 (5d10 + 5)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|16 (+3)|12 (+1)|0 (-5)|0 (-5)|0 (-5)|
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious
> ___
>
> ***Prone Deficiency.*** If the chariot falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.
>
> ### Action Stations
> ***Helm (Requires 1 crew and Grants Half Cover).*** Drives and steers the chariot.
>
> ***Guard. (Requires 1 Crew and Grants Half Cover).*** Makes attacks from within the chariot.
>
> ### Reactions
> ***Juke.*** The chariot gains advantage on a Dexterity saving throw. It must be able to move in order to use this reaction.
\columnbreak
___
> ## Litter
>*Medium vehicle (90 lb)*
> ___
> - **Creature Capacity** 1 Medium creature
> - **Cargo Capacity** 100 lb.
> - **Armor Class** 14 (14 while motionless)
> - **Hit Points** 22 (4d8 + 8)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|8 (-1)|12 (+1)|0 (-5)|0 (-5)|0 (-5)|
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious
> ___
>
> ***Poles.*** Instead of being dragged on wheels, the litter must be carried above the ground by creatures in front of and behind it.
>
> ***Prone Deficiency.*** If the litter falls prone, it can't right itself and is incapacitated until another pair of creatures use their actions to pull it upright.
>
>
> ### Action Stations
> ***Bearer (Requires 4 crew).*** Drives and steers the litter.
>
> ***Passenger Seat. (Requires 1 Crew and Grants Half Cover).*** The aura of prestige from the litter grants the Passenger advantage on Charisma checks.
PART V | ITEMS
\pagebreakNum
___
> ## Rickshaw
>*Medium Vehicle (180 lb.)*
> ___
> - **Creature Capacity** 1 Medium creature
> - **Cargo Capacity** 100 lb.
> - **Armor Class** 15 (15 while motionless)
> - **Hit Points** 18 (4d8)
> - **Draft Requirements** 1 Medium creature
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|10 (+0)|0 (-5)|0 (-5)|0 (-5)|
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious
> ___
>
> ***Prone Deficiency.*** If the rickshaw falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.
>
> ### Action Stations
>
> ***Helm (Requires 1 crew).*** Drives and steers the rickshaw. The rickshaw's draft creature occupies this station.
>
> ***Passenger Seat (Requires 1 Crew and Grants Half Cover).***
>
> ### Reactions
> ***Juke.*** The rickshaw gains advantage on a Dexterity saving throw. It must be able to move in order to use this reaction.
\columnbreak
___
> ## Sled
>*Medium vehicle (400 lb)*
> ___
> - **Creature Capacity** 1 Medium creature
> - **Cargo Capacity** 200 lb.
> - **Armor Class** 17 (15 while motionless)
> - **Hit Points** 22 (4d8 + 8)
> - **Draft Requirements** 6 Medium creatures
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|15 (+2)|12 (+1)|0 (-5)|0 (-5)|0 (-5)|
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious
> ___
>
> ***Prone Deficiency.*** If the sled falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.
>
> ***Skis.*** The sled has flat running boards instead of wheels that allow it to glide over smooth surfaces. Difficult terrain created by ice, snow, slush, or sand does not increase the weight required to pull the vehicle.
>
> ### Action Stations
> ***Helm (Requires 1 crew and Grants Half Cover).*** Drives and steers the sled.
>
> ### Reactions
> ***Juke.*** The sled gains advantage on a Dexterity saving throw. It must be able to move in order to use this reaction.
PART V | ITEMS
\pagebreakNum
___
> ## Sleigh
>*Huge vehicle (1500 lb)*
> ___
> - **Creature Capacity** 4 Medium creatures
> - **Cargo Capacity** 800 lb.
> - **Armor Class** 16 (15 while motionless)
> - **Hit Points** 79 (7d12 + 14)
> - **Draft Requirements** 4 Large creatures
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|12 (+1)|15 (+2)|0 (-5)|0 (-5)|0 (-5)|
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious
> ___
>
> ***Skis.*** The sleigh has flat running boards instead of wheels that allow it to glide over smooth surfaces. The sleigh ignores all difficult terrain created by ice, snow, slush, and sand.
>
>
> ***Prone Deficiency.*** If the sleigh falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.
>
> ### Action Stations
> ***Helm (Requires 1 crew and Grants Half Cover).*** Drives and steers the carriage.
>
> ***1 Front Passenger Seats (Requires 1 Crew and Grants Three-Quarters Cover).***
>
> ***2 Rear Passenger Seats (Requires 1 Crew and Grants Full Cover).***
\columnbreak
___
> ## Wagon
>*Huge vehicle (2000 lb)*
> ___
> - **Creature Capacity** 8 Medium creatures
> - **Cargo Capacity** 2500 lb.
> - **Armor Class** 14 (14 while motionless)
> - **Hit Points** 79 (7d12 + 14)
> - **Draft Requirements** 4 Large creatures
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|8 (-1)|18 (+4)|0 (-5)|0 (-5)|0 (-5)|
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, poisoned, stunned, unconscious
> ___
>
> ***Bulky.*** Unless its draft creatures took the Dash action on their last turn, the wagon has advantage on saving throws to avoid being knocked prone. In addition, the speed of any draft creature attached to the wagon is halved.
>
> ***Prone Deficiency.*** If the wagon falls prone, it can't right itself and is incapacitated until another creature uses its action to pull it upright.
>
> ### Action Stations
> ***Helm (Requires 1 crew and Grants Half Cover).*** Drives and steers the carriage.
>
> ***2 Guards (Requires 1 crew and Grants Full Cover.)*** Makes attack from atop the wagon.
>
> ***5 Passenger Seats (Requires 1 Crew and Grants FullCover ).***
PART V | ITEMS
\pagebreakNum
## Bombs and Grenades
Bombs are specialized hurled explosives, often made from a hollow shell packed with gunpowder and exotic materials. You can use the Use An Item or Attack action to throw a bomb to any point within 60 feet of you, where it explodes. That point acts as the origin of the bomb's effects.
If an ability such as *Extra Attack* or *Multiattack* gives you the ability to make multiple attacks in one turn, you can throw a bomb using one of those attacks, instead of an action.
All bombs weigh 1 lb., have the *gunpowder* and *thrown* properties unless otherwise noted (allowing stronger characters to throw them a greater distance), and are lit or activated as part of the same action used to throw them.
##### Bombs
| Name | Price | Save/DC | Radius | Damage
|:----------------:|:------:|:------:|:------:|:-:|
| Bomb | 50 gp | Dex/12 | 5 ft. | 2d6 fire +
2d6 thunder | Aeolian Flare | 20 gp | Con/10 | 30 ft. | — | Ashes of Dreams | 50 gp | — | 10 ft. | — | Boreas' Embrace | 550 gp | Con/17 | 15 ft. | 2d6 cold +
2d6 thunder | Cayenne Smog | 450 gp | Con/16 | 30 ft. | — | Charnock's Remorse | 1500 gp | Dex/17 | 20 ft. | 3d6 fire | Dimeritium Shardsmoke | 600 gp | — | 5 ft. | 1d6 force +
2d6 thunder | Dynamo | 300 gp | Dex/14 | 10 ft. | 4d6 lightning | Flashbang | 40 gp | Con/10 | 15 ft. | — | Glitterburst | 100 gp | Dex/13 | 10 ft. | 4d6 piercing | Hornet's Nest | 75 gp | Con/11 | 25 ft. | — | Moon Dust | 320 gp | Wis/14 | 10 ft. | 3d6 radiant | Phlogisticate | 25 gp | — | 10 ft. | — | Shockwave Diamond | 250 gp | Str/12 | 10 ft. | 4d6 thunder | Smokestick | 20 gp | — | 10 ft. | — | Spirit Walker | 1000 gp | Cha/14 | 10 ft. |3d6 force +
3d6 thunder | Tanglefoot Bag | 100 gp | Dex/14 | 5 ft. | — | Torpid Air | 35 gp | — | 20 ft. | — | Vomit Comet | 200 gp | Con/10 | 15 ft. | 1d4 poison
***Bomb.*** When this bomb explodes, all creatures and objects in a 5-foot-radius sphere must make a DC 12 Dexterity saving throw. On a failed save, a target takes 2d6 fire damage and 2d6 thunder damage, and half as much damage on a success. This bomb's thunder damage is doubled against constructs, objects, and structures.
***Aeolian Flare.*** A tiny cloth pouch filled with magnesium strips and gunpowder. When this bomb explodes, it produces blinding light. Each creature in a 30-foot-radius sphere must make a DC 10 Constitution saving throw.
\columnbreak
On a failed save, a target is blinded until the end of its next turn. Creatures with darkvision make this saving throw with disadvantage.
***Ashes of Dreams.*** Fey magic and tranquilizing herbs combine in this gas bomb to sedate targets. When this bomb explodes, it subjects creatures in a 10-foot-radius sphere to the *sleep* spell.
***Boreas' Embrace.*** Packed with shards of True Ice and cold magic, this bomb forces all targets in a 15-foot-radius sphere to make a DC 17 Constitution saving throw. On a failed save, a target is restrained. While restrained in this way, its Armor Class increases by 2. The target can use its action to make a DC 17 Strength check, freeing itself from the ice on a success.
***Cayenne Smog.*** Filled with a powder distilled from exotic fruits, this chemical grenade releases a billowing cloud of excruciating gas in a 30-foot radius, which lasts for 1 minute. A strong wind disperses the cloud of gas, removing it early. The first time a creature enters the cloud on a turn or starts its turn there, it must make a DC 16 Constitution saving throw. Targets immune to fire or that do not need to breathe automatically succeed on this save. On a failed save, it is poisoned for 10 minutes. While poisoned in this way, the target is blinded. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
***Charnock's Remorse.*** A closely-guarded secret of contemporary alchemy, this bomb is the end result of a quest for ever-burning flames. It is a horrific incendiary which sticks to clothing, skin, and buildings. When this bomb explodes, all creatures and objects in a 20-foot-radius sphere must make a DC 17 Dexterity saving throw. On a failed save, a target takes 3d6 fire damage and is set alight. On a success, it takes half as much damage and is not set on fire.
Additionally, every flammable creature and object in a 20-foot-radius, 40-foot-high cylinder extending from the sphere's point of origin down to the ground must make the same saving throw, suffering the same effects. The contents of this bomb spread over the ground beneath the cylinder, where they burn. The first time on a turn that a creature enters a burning space or starts its turn there, it takes 2d6 fire damage, but the fire does not spread to it.
A target set on fire by Charnock's Remorse takes an additional 2d6 fire damage at the start of each of its turns. The pain is excruciating; when a target takes this damage, it must succeed on a DC 15 Constitution saving throw or fall unconscious until another creature uses an action to wake it.
A creature can use its action to make a DC 17 Dexterity check to extinguish the flames in a 5-foot square or on a creature, including itself. This fire cannot be put out or otherwise affected by effects that extinguish or manipulate flames, such as the *prestidigitation* or *control flames* spells, or the effects of magical items such as a *frost brand.* Though its fire burns in damp areas, this bomb retains the *gunpowder* property and must be ignited as normal.
***Dimeritium Shardsmoke.*** Crafted from complicated enchantments, reagents, and metals, the cloud of emerald-colored smoke from this bomb interferes with magic itself. The explosion creates a 5-foot-sphere of material that targets all creatures, spells, and effects within the area with the *dispel magic* spell. If a check is required to dispel an effect, the bomb has a +5 bonus to the d20 roll.
2d6 thunder | Aeolian Flare | 20 gp | Con/10 | 30 ft. | — | Ashes of Dreams | 50 gp | — | 10 ft. | — | Boreas' Embrace | 550 gp | Con/17 | 15 ft. | 2d6 cold +
2d6 thunder | Cayenne Smog | 450 gp | Con/16 | 30 ft. | — | Charnock's Remorse | 1500 gp | Dex/17 | 20 ft. | 3d6 fire | Dimeritium Shardsmoke | 600 gp | — | 5 ft. | 1d6 force +
2d6 thunder | Dynamo | 300 gp | Dex/14 | 10 ft. | 4d6 lightning | Flashbang | 40 gp | Con/10 | 15 ft. | — | Glitterburst | 100 gp | Dex/13 | 10 ft. | 4d6 piercing | Hornet's Nest | 75 gp | Con/11 | 25 ft. | — | Moon Dust | 320 gp | Wis/14 | 10 ft. | 3d6 radiant | Phlogisticate | 25 gp | — | 10 ft. | — | Shockwave Diamond | 250 gp | Str/12 | 10 ft. | 4d6 thunder | Smokestick | 20 gp | — | 10 ft. | — | Spirit Walker | 1000 gp | Cha/14 | 10 ft. |3d6 force +
3d6 thunder | Tanglefoot Bag | 100 gp | Dex/14 | 5 ft. | — | Torpid Air | 35 gp | — | 20 ft. | — | Vomit Comet | 200 gp | Con/10 | 15 ft. | 1d4 poison
PART IV | NEW ITEMS
\pagebreakNum
***Dynamo.*** A palm-sized metal sphere covered in greebling, this marvel of alchemical engineering unleashes stored lightning. All creatures in a 10-foot-radius sphere must make a DC 14 Dexterity saving throw. On a failed save, a target takes 4d6 lightning damage. This bomb lacks the *gunpowder* property. When used underwater, in heavy rain, or wet conditions, its radius increases by 10 feet. Unlike other items and weapons, it can move its full range when used underwater, as the machinery within the sphere propels it through water.
***Flashbang.*** This bomb creates a disorienting burst of light and sound within a 15-foot radius sphere. Each creature in the sphere must make a DC 10 Constitution saving throw. On a failed save, a target is blinded and deafened for 1 minute. At the end of each of its turns, a target can make another Constitution saving throw, ending the effect on itself on a success. Creatures with Tremorsense or Darkvision have disadvantage on the initial saving throw against this bomb.
***Glitterburst.*** Silver dust fills this bomb, inflicting terrible damage on creatures vulnerable to it. All creatures within 10 feet of its explosion must make a DC 13 Dexterity saving throw. On a failed save, a target takes 4d6 piercing damage, and half as much on a success. Creatures with special vulnerabilities to silvered weapons take doubled piercing damage and have disadvantage on saving throws against this bomb. This bomb is considered a silvered weapon for the purposes of overcoming resistance and immunity to damage.
***Hornet's Nest.*** This large sphere is packed with rounded balls of soft metal and rubber. When this bomb is thrown, creatures within a 25-foot-radius sphere must make a DC 11 Constitution saving throw or be stunned by nonlethal pain until the end of their next turn. A creature with resistance to bludgeoning damage from nomagical attacks makes the saving throw against this bomb with advantage, and creatures immune to bludgeoning damage from nonmagical attacks automatically succeed.
***Moon Dust.*** Packed with parilla cuttings and shards of feldspar, this bomb is designed to combat shapeshifters. When thrown, it explodes in a 10-foot-radius sphere. Each creature within that sphere must make a DC 14 Wisdom saving throw. A target takes 3d6 radiant damage on a failed saving throw, and half as much on a success. A creature transformed into a different form (through means such as the *shapechanger* trait, *polymorph* spell, or Wild Shape feature) makes the saving throw against this bomb with disadvantage, and any creature damaged by this bomb reverts to its normal form and cannot change from it for one hour.
***Phlogisticate.*** This thin bladder contains water, tartar, or other chemical fire suppressants and extinguishes flames within 10 feet when thrown. Magical flames maintained by a spellcaster's concentration are instead suppressed by a number of rounds equal to 10 - the level of the spell.
***Shockwave Diamond.*** Also called a thunderstone, this tiny crystal of compressed energy shatters on impact and unleashes a concussive shockwave in a 10-foot radius. A creature or object within that area must succeed on a DC 12 Strength saving throw or take 4d6 thunder damage, be knocked 5 feet away from the center of the explosion, and fall prone. On a successful save, a target takes half as much damage and is not moved or knocked prone. This bomb deals doubled damage to objects, structures, and constructs.
\columnbreak
***Smokestick.*** The flammable compound inside this bomb produces a thick plume of smoke, filling a 10-foot radius sphere centered around the point it exploded for 1 minute. The area within the cloud of smoke is heavily obscured. A strong wind disperses the cloud of gas, removing it early.
***Spirit Walker.*** A shell packed with hallucinogens and cursed bone powder. When this bomb explodes, any creature within 5 feet of must succeed on a DC 14 Charisma saving throw or be sent into the ethereal plane for 2d6 rounds. Afterward, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
***Tanglefoot Bag.*** A bag of magical, sticky tar that erupts in a 5-foot radius around the point of impact. Creatures in its radius must succeed on a DC 14 Dexterity saving throw against it or be grappled (escape DC 14). While grappled in this way, the target is restrained. In addition, the ground beneath its radius is difficult terrain for 1 minute, after which the compound dries. If a 5ft square of tar takes 10 points of fire damage, it dries early and is no longer difficult terrain. This bomb does not have the *gunpowder* property.
***Torpid Air.*** A concoction that thickens the air within a 20-foot-radius sphere to cushion falling creatures. Unlike most bombs, it does not explode until it hits the ground or another solid surface. All creatures that land within its radius take 1/4 the falling damage they normally would (minimum 1). This bomb thickens the air for 1 minute, after which the atmosphere returns to its normal density.
***Vomit Comet.*** Containing an assortment of pungent, rotting materials, the terrible smell released by this this bomb stops enemies in their tracks. A creature within 15 feet of this bomb when it explodes must make a DC 10 Constitution saving throw. On a failed save, the target takes 1d4 poison damage and is poisoned for 1 minute. While poisoned in this way its speed is reduced by 10 feet, and it must repeat the saving throw at the start of each of its turns or spend its action retching and staggering. If it succeeds on this saving throw, the poison ends. Creatures that cannot be poisoned or do not have to breathe are immune to this bomb.
PART V | ITEMS
\pagebreakNum
## Oils
These magically-infused ointments coat weapons and armor to produce a temporary magical effect. As an action, you can apply an oil to a weapon, piece of armor, or 3 pieces of ammunition. You must have at least 1 free hand to apply an oil. Oils dry one hour after application, but can also be cleaned or washed off. An item can only benefit from one oil at a time. If you apply a second oil, it removes the first.
A weapon or piece of armor is considered magical while it has the oil applied to it.
### Creating Oils
You must have proficiency in both the Arcana skill and brewer's supplies to create oils. The necessary materials are an amount of the appropriate gemstone dust worth at least half the oil's cost, and a flask of oil. Unlike alcholic beverages, you can create oils while traveling.
#### Oil Components
| Oil | Component |
|:---:|:-----------:|
| Accuracy | Pearl |
| Blessing | Diamond |
| Corruption | Emerald |
| Decay | Onyx |
| Energy | Topaz
| Flame | Ruby
| Oil | Component |
|:---:|:-----------:|
| Frost | Sapphire
| Power | Garnet
| Psionics | Amethyst
| Resilience | Aquamarine
| Spite | Peridot
| Thunderclap | Alexandrite
### Elemental Oils
|Oil of: | Weapon Effect | Armor Effect | Rarity | Price
|:---:|:-----:|:-----:|:-----:|:-----:|
Accuracy |Gain +1 to hit| Gain +1 AC |Uncommon | 500 gp
Blessing |+1d4 radiant damage |Gain resistance to radiant damage | Uncommon |400 gp
Corruption |+1d4 poison damage |Gain resistance to poison damage |Uncommon| 400 gp
Decay |+1d4 necrotic damage| Gain resistance to necrotic damage |Uncommon |400 gp
Energy | +1d4 lightning damage |Gain resistance to lightning damage| Uncommon| 400 gp
Flame |+1d4 fire damage |Gain resistance to fire damage |Uncommon |400 gp
Frost | +1d4 cold damage |Gain resistance to cold damage| Uncommon |400 gp
Power | +1d6 damage |Reduce damage taken by 1 | Uncommon |400 gp
Psionics |+1d4 psychic damage |Gain resistance to psychic damage |Uncommon |400 gp
Resilience| +1d4 force damage |Gain resistance to force damage |Uncommon| 400 gp
Spite |+1d4 acid damage |Gain resistance to acid damage |Uncommon| 400 gp
Thunderclap| +1d4 thunder damage| Gain resistance to thunder damage |Uncommon |400 gp
\pagebreak
### Transformative Oils
The oils listed in this section mimic the powers of magical weapons, though not their numerical bonuses. Most provide potent temporary boosts, and a useful alternative to potions and scrolls in treasure hoards. Unlike the above oils, they cannot be crafted using normal means, but are instead created using the DM's preferred rules for creating magic items. Each is a rare, minor magic item.
***Oil of Acuity.*** While the oil lasts, this weapon can decapitate enemies (or deal additional damage if the enemy can't be decapitated) as if it were a *vorpal sword*.
***Oil of Animation.*** While the oil lasts, the weapon hovers and attacks on its own, as if it were a *dancing sword*. If applied to a shield, it instead defends its wielder as if it were an *animated shield.*
***Oil of Bloodshed.*** While the oil lasts, you can bleed a target, as though the weapon were a *sword of wounding*.
***Oil of Cold.*** While the oil lasts, the weapon sheds light, allows you to snuff fires, and deals additonal cold damage on a hit, as if the weapon were a *frost brand.*
***Oil of Enchantment.*** While the oil lasts, this weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This oil is uncommon instead of rare.
***Oil of Hate.*** While the oil lasts, you can designate a creature as your sworn enemy and deal an extra 3d6 damage against it, as if the weapon were an *oathbow*.
\columnbreak
***Oil of Heat***. While the oil lasts, the weapon sheds light and deals additional fire damage on a hit, as if the weapon were a *flame tongue*.
***Oil of Prowess.*** Unlike most oils, you apply this oil to your exposed skin. While the oil lasts, so long as you aren't wearing armor, you gain a +3 bonus to attack and damage rolls with unarmed strikes and cestus, which deal damage equal to 1d8 + your Strength or Dexterity modifier (your choice). When you make a Strength check, you can treat a d20 roll of 9 or lower as a 10. Finally, your jump height and distance are doubled, though you can't jump farther than your remaining movement allows.
***Oil of Reflection.*** While the oil lasts, you can use your reaction to attack a creature in your reach that damages you, as if the weapon were a *sword of answering*.
***Oil of Sealife.*** While the oil lasts, the weapon suffers no penalties for attacking underwater. If applied to armor, you gain a swimming speed equal to your walking speed when worn, and are drawn to the surface when you reach 0 hit points, as if the armor were a set of *mariner's armor.*
***Oil of Shattering.*** While the oil lasts, you gain a bonus to attack and damage rolls against constructs, and can destroy constructs that have less than 25 hit points remaining after a hit, as if the weapon were a *mace of smiting.*
***Oil of Vampirism.*** While the oil lasts, you deal necrotic damage and gain temporary hit points after landing a critical hit, as if the weapon were a *sword of life stealing.*
PART V | ITEMS
\pagebreakNum
## Scrolls
In addition to proficiency in calligrapher's supplies or forgery kits, scribing a spell scroll requires proficiency in the Arcana skill. You must know the spell you scribe through the entire creation process of scribing a spell; if you forget or stop preparing the spell midway through the scroll's creation, you cannot complete it until the spell returns to your spell list. You expend gold pieces to transcribe scrolls, much like the method wizards use to create their spellbooks. Because of this, you need no materials to create a spell scroll beyond a medium, such as paper, parchment, vellum, papyrus, or stone.
#### Spell Levels & Scrolls
Spells cast from a scroll use their own attack bonuses and save DCs, listed on the table below.
##### Scrolls
| Spell Level | Rarity | Attack Bonus/DC | Price
|:---:|:-----:|:-----:|:-:|
| Cantrip | Common | +5/13 | 50 gp
| 1st | Common | +5/13 | 100 gp
| 2nd | Uncommon | +5/13 | 200 gp
| 3rd | Uncommon | +7/15 | 1,000 gp
| 4th | Rare | +7/15 | 2,000 gp
| 5th | Rare | +9/17 | 10,000 gp
| 6th | Very Rare | +9/17 | 20,000 gp
| 7th | Very Rare | +10/18| 50,000 gp
| 8th | Very Rare | +10/18| 75,000 gp
| 9th | Legendary | +11/19| 100,000 gp
\columnbreak
## Herbal Mixtures
These herbal mixtures provide small, but potent benefits when applied or consumed. Each weighs 1/2 lb. except the Healer's Kit, which weighs 3 lb.
##### Herbal Mixtures
| Mixture | Cost |
|:---:|:-----------:|
| Alertness Draught | 25 gp |
| Antiparalytic | 50 gp |
| Antipathogen | 20 gp |
| Antitoxin | 50 gp |
| Clearbreath | 10 gp |
| Eye Black | 1 gp
| Healer's Kit | 5 gp |
| Incense | 25 gp |
| Insect Repellant | 1 sp |
| Journeybread | 5 gp |
| Nightlight | 20 gp
| Sunscreen | 10 gp
***Alertness Draught.*** For 1 hour after drinking this bitter brew, you have advantage on Wisdom (Perception) checks and saving throws against sleep.
***Antiparalytic.*** This bland, slimy fluid grants you advantage on saving throws against paralysis for 1 hour.
***Antipathogen.*** This chalky tablet grants advantage on saving throws against disease for 8 hours.
***Antitoxin.*** This vial of liquid grants advantage on saving throws against poison for 1 hour when drunk.
***Clearbreath.*** Any creature that inhales this mist gains advantage on saving throws against *stench* and other features that attack the sense of smell.
***Eyeblack.*** This strip of grease applied under or on the eyes, grants advantage on saving throws against being blinded for 8 hours or until it is washed off.
***Healer's Kit.*** This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.
***Incense.*** A small stick of scented herbs that relaxes the mind, and can be used as a material component for spells that require incense or herbs, including those with a gp value.
***Insect Repellant.*** An acrid concoction applied to the skin that repels mundane insects without statistics for 24 hours.
***Journeybread.*** This dense vegetable cake acts as a day's rations for a medium creature.
***Nightlight.*** A thick, purple liquid kept in a glass vial that glows with flameless bright light in a 30-foot radius and dim light for another 30 feet for 1 hour when shaken. After the hour passes, it becomes inert.
***Sunscreen.*** This mud-based cream grants advantage on saving throws inflicted by extreme heat for 4 hours.
PART V | ITEMS
\pagebreakNum
## Poisons and Toxins
If you are proficient in Poisoner's Kits, you can use the ingredients in the kit to craft the poisons listed in this section, unless the poison uses a non-humanoid creature in its name. In such cases, you must gather the vital ingredients from a dead or incapacitated specimen of the same name. This delicate process requires succeeding on a DC20 Intelligence (Nature) check and 1d6 minutes. You must be proficient in Poisoner's Kits to make this check, and add your proficiency bonus if you aren't already proficient in the Nature skill.
### Types of Poisons
Poisons come in four varieties. Each variety is applied to a creature in a different way; those methods are listed below.
**Contact.** You can use an action to smear contact poison onto a surface, which remains potent until touched or washed off. A creature that touches contact poison with bare skin suffers its effects.
**Ingested.** You can use an action to administer this poison to food or drink, to a creature that cannot move, or from inside another creature. A creature must swallow an entire dose of ingested poison to suffer its effects.
**Inhaled.** You can use an action to send a puff of powder or gas in a 5-foot cube within 20 feet of you, subjecting creatures in the cube to the poison's effects. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body that absorb chemicals.
**Injury.** You can use an action to apply an injury poison can be applied to a weapon, three pieces of ammunition, a trap component, or an object that deals piercing or slashing damage. It remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects. Undelivered injury poisons dry after an hour.
##### DMG Poisons
| Poison | Type | Save/DC| Price |
|:---:|:---------:| :-------: |:--:|
| Basic Poison | Injury | Con 10 | 100 gp
|Assassin's Blood | Ingested | Con 10 | 150 gp |
| Burnt Othur Fumes | Inhaled | Con 13 | 500 gp |
| Carrion Crawler Mucus | Contact | Con 13 | 200 gp |
| Drow Poison | Injury | Con 13 | 200 gp |
| Essence of Ether | Injury | Con 15 | 300 gp |
| Malice | Inhaled | Con 15 | 250 gp |
| Midnight Tears | Ingested | Con 17 | 1500 gp |
| Oil of Taggit | Contact | Con 13 | 400 gp |
| Pale Tincture | Ingested |Con 16 | 250 gp |
| Purple Worm Poison | Injury | Con 19 | 2,000 gp |
| Serpent Venom | Injury | Con 11 | 200 gp |
| Torpor | Ingested| Con 15 | 600 gp |
| Truth Serum | Ingested | Con 11 | 150 gp |
\columnbreak
| Poison | Type | Save/DC| Price |
|:---:|:---------:| :-------: |:--:|
| Wyvern Poison | Injury | Con 15 | 1200 gp |
***Basic Poison.*** You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 2 (1d4) poison damage.
***Assassin's Blood.*** A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn’t poisoned.
***Burnt Othur Fumes.*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
***Carrion Crawler Mucus.*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Drow Poison.*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. 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.
***Essence of Ether.*** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
***Malice.*** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. While poisoned in this way, the target is blinded.
***Midnight Tears.*** A creature that ingests 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 DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
***Oil of Taggit.*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
***Pale Tincture.*** A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
***Purple Worm Poison.*** This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
PART V | ITEMS
\pagebreakNum
***Serpent Venom.*** This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
***Torpor.*** A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
***Truth Serum.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a *zone of truth* spell.
***Wyvern Poison.*** This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
PART V | ITEMS
##### New Contact Poisons
| Poison | Save/DC| Price |
|:---:|:---------:| :-------: |
| Aboleth Oil| Con 14 | 400 gp |
| Black Ivy Paste | Con 16 | 100 gp |
| Black Lotus Extract | Con 20 | 2,200 gp |
| Boneshard Paste | Con 13 | 700 gp |
| Brawler's Bourbon | Con 12 | 200 gp |
| Chuul Paralytic | Con 13 | 230 gp |
| Golden Ice | Con 17 | 1,500 gp |
| Sunlight Oil | Con 18 | 700 gp |
***Aboleth Oil.*** A creature subjected to this poison must succeed on a DC 14 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 passes, 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 spell that cures diseases cast at 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 its skin before 10 minutes pass.
***Black Ivy Paste.*** A creature subjected to this poison must make a DC 16 Constitution saving throw or take 3 (1d6) poison damage. The paste retains its potency until it deals at least 10 poison damage.
***Black Lotus Extract.*** A creature subjected to this poison must succeed on a DC 20 Constitution saving throw or take 55 (10d10) poison damage.
***Boneshard Paste.*** An undead subjected to this poison must succeed on a DC 13 Constitution saving throw. On a failed save, the target takes 18 (4d8) radiant damage and is poisoned for 1 minute. On a successful save, the target takes half as much radiant damage and is no longer poisoned. While poisoned in this way, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This poison ignores immunity to the poisoned condition.
\columnbreak
***Brawler's Bourbon.*** A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the creature is also unconscious for the same duration. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
***Chuul Paralytic.*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Golden Ice.*** An evil creature that comes into contact with golden ice must make a DC 17 Constitution saving throw or take 30 (12d4) cold damage. This damage ignores all resistances and immunities to cold damage.
***Sunlight Oil.*** A creature subjected to this poison must succeed on a DC 18 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious, and wakes if it takes damage.
PART V | ITEMS
##### New Ingested Poisons
| Poison | Save/DC | Price |
|:-------:|:----------------:|:-------:|
| Antithesis | Con 14 | 600 gp
| Bloodwine | Con 18 | 250 gp |
| Celestial Lightsblood | Con 25 | 1,200 gp |
| Depraved Decadence | Con 25 | 1,200 gp |
| Lich Dust | Con 18 | 1,800 gp
| Lockjaw | Con 11 | 250 gp |
| Nightmare Root | Con 19 | 750 gp |
| Pallid Serpent's Deception | Con 16 | 1,350 gp |
| Unicorn Blood | Con 17 | 500 gp |
***Antithesis.*** A creature subjected to this slimy mixture of parasites and microscopic entities must succeed on a DC 14 Constitution saving throw. On a failed save, the target is infected with a disease that prevents it from regaining hit points through any method other than a short or long rest. If the target regains hit points any other way, it regains no hit points and instead takes 4 (1d8) poison damage. It can then repeat the saving throw, ending the effect on itself on a success.
***Bloodwine.*** An undead subjected to this poison must succeed on a DC 18 Constitution saving throw, taking 10 (3d6) radiant damage on a failed save or half as much damage on a successful one. If consumed by a living creature, the blood of that creature acts as bloodwine to any creature that drinks its blood until the creature completes a long rest.
***Celestial Lightsblood.*** A creature subjected to this poison must make a DC 25 Constitution saving throw. On a failed save, its Dexterity score is reduced by 2 (but cannot be reduced below 1). At the start of its next turn, it must repeat the saving throw. On a second failed save, the target's Constitution score is reduced by 2 (but cannot be reduced below 1). This reduction can only be restored by the *greater restoration* spell or similar magic.
\pagebreakNum
***Depraved Decadence.*** A creature subjected to this poison must make a DC 25 Constitution saving throw. On a failed save, a creature can no longer receive sustenance by consuming food, no matter how much it eats. Every two days the creature goes without sustenance, its Constitution score decreases by 1. If a creature's Constitution score reaches 0 due to this effect, it dies. A *greater restoration* spell or similar effects that restore reductions to the target's ability scores cures this poison.
***Lich Dust.*** When a creature ingests the bone dust of a destroyed lich, it takes 10 (3d6) cold damage and must make a DC 18 Constitution saving throw. On a failed save, the target is paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Lockjaw.*** A creature subjected to this poison must make a DC 11 Constitution saving throw. On a failed save, the creature's jaw muscles lock and its tongue falls numb. An affected creature cannot speak or cast spells that require verbal components for 10 minutes.
***Nightmare Root.*** A creature subjected to this poison must make a DC 19 Constitution saving throw. On a failed save, the creature's sleep is haunted with a combination of its greatest fears and memories of its greatest failures. An affected creature cannot benefit from short or long rests, and it suffers 1 level of exhaustion at the next dawn. The poison leaves the creature's system 24 hours after ingestion.
***Pallid Serpent's Deception.*** A creature subjected to this poison must make a DC 16 Constitution saving throw. On a failure, the target takes 22 (4d10) psychic damage, and must repeat the saving throw at the start of each of its turns. On a successful save, the effect ends.
***Unicorn Blood.*** A creature subjected to this poison regains 14 (4d4 + 4) hit points and must succeed on a DC 17 Constitution saving throw or be cursed, suffering one of the effects of the *bestow curse* spell for one week. The DM rolls 1d4 to determine which curse takes hold.
##### New Inhaled Poisons
| Poison | Save/DC | Price |
|:------:|:----------------:|:-------:|:------------:|
| Anosmia | Con 18 | 400 gp |
| Dretch Gas | Con 11 | 125 gp |
| Dust of the Desert Winds | Con 11 | 300 gp |
| Euphoria Breath | Wis 11 | 125 gp |
| Gorgon Breath |Con 13 | 300 gp |
| Gravedust | Con 10 | 100 gp |
| Green Dragonbreath | Con 18 | 1,800 gp |
| Vrock Spores | Con 14 | 900 gp |
***Anosmia.*** A creature subjected to this poison must make a DC 18 Constitution saving throw. On a failed save, the creature loses its sense of smell for 48 hours. The creature automatically fails any Wisdom (Perception) check that relies on smell. If the creature has the *Keen Smell* trait, it must also succeed on a DC 18 Wisdom saving throw or suffer the effects of the *confusion* spell until the end of its next turn.
\columnbreak
***Dretch Gas.*** Dretch gas lingers for 1 minute after it is released, or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
***Dust of the Desert Winds.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or take 3 (1d6) necrotic damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the creature takes 2 (1d4) necrotic damage. After five successful saves, the poison ends. If the creature spends its action consuming a liquid, it automatically succeeds the saving throw for that turn.
***Euphoria Breath.*** A creature subjected to this poison must succeed on a DC 11 Wisdom saving throw or can't take take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn for the next minute:
**1-4.** The target takes no actions and uses all of its movement to move in a random direction.
**5-6.** The target does nothing on its turn other than repeat the Wisdom saving throw, ending the effect on itself on a success.
***Gorgon Breath.*** A creature subjected to this gas must succeed on a DC 13 Constitution saving throw . On a failed save, the target begins to turn to stone and is restrained. At the end of its next turn, the target must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified.
***Gravedust.*** An undead subjected to this poison must succeed on a DC 10 Constitution saving throw or become incapacitated for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Green Dragonbreath.*** A creature subjected to this poison must succeed on a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
PART V | ITEMS
\pagebreakNum
***Vrock Spores.*** A creature subjected to these spores must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, the target takes 5 (1d10) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
##### New Injury Poisons
| Poison | Save/DC | Price |
|:-------:|:----------------:|:-------:|
| Bearded Devil Venom | Con 12 | 200 gp |
| Bloodfire Paste |Con 13 | 700 gp |
| Bone Devil's Sting | Con 14 | 900 gp |
| Celestial Essence | Con 14 | 400 gp |
| Centipede Venom | Con 11 | 300 gp |
| Cockatrice Saliva | Con 11 | 125 gp |
| Ettercap Venom | Con 11 | 125 gp |
| Ghost Blossom Extract | Con 13 | 125 gp
| Grell Venom | Con 11 | 125 gp |
| Imp Venom |Con 11 | 300 gp | |
| Lichbane |Con 17 | 600 gp |
| Liquid Mortality |Con 22 | 1,000 gp | |
| Metabolite | Con 25 | 1,200 gp |
| Naga Venom |Con 13 | 700 gp |
| Pit Fiend Venom | Con 21 | 2,400 gp |
| Pseudodragon Venom | Con 11 | 125gp |
| Purified Couatl Venom | Con 13 | 700 gp |
| Scorpion Venom | Con 9 | 75 gp |
| Spider Venom |Con 10 | 100 gp |
| Sprite Poison |Con 10 | 50 gp | |
| Svirfneblin Poison |Con 12 | 200 gp |
| Tears of the Infernal | Con 22 | 2,600 gp
| Thri-kreen Venom |Con 11 | 125 gp |
| Veinrot Poison | Con 13 | 700 gp
| Wasp's Sting |Con 11 | 300 gp |
| Witchbane Poison | Con 17 | 600 gp |
| Yuan-ti Venom |Con 11 | 300 gp |
| Zealot's Blade |Con 25 | 3,200 gp |
***Bearded Devil Venom.*** A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
\columnbreak
***Bloodfire Paste.*** A creature subjected to this poison must make a DC 13 Constitution saving throw, taking 11 (2d10) fire damage on a failed save. At the start of each of its turns, the target repeats the saving throw. On each successive failed save, the creature takes 3 (1d6) fire damage. After three successful saves, the poison ends.
***Bone Devil's Sting.*** A creature subjected to this poison must succeed on a DC 14 Constitution saving throw or take 17 (5d6) poison damage and become poisoned for 1 minute. On a successful save, the target takes half damage and is not poisoned. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Celestial Essence.*** An undead subjected to this poison must succeed on a DC 14 Constitution saving throw or take 5 (2d4) radiant damage.
***Centipede Venom.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
***Cockatrice Saliva.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.
***Ettercap Venom.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 4 (1d8) poison damage and becoming poisoned for 1 minute on a failed save. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Ghost Blossom Extract.*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. If the target fails its saving throw by 3 or more, the target drops any items it is holding, and if it fails by 5 or more, it falls prone. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Grell Venom.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become 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.
***Imp Venom.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
***Lichbane.*** An undead subjected to this poison must make a DC 17 Constitution saving throw. On a failed save, its Intelligence, Wisdom, and Charisma scores are reduced by 2 for 1 minute. At the end of its next turn, the target repeats the saving throw. On a failure, the effect becomes permanent and can only be cured by a *greater restoration* spell or similar magic. On a successful save, the reduction ends.
***Liquid Mortality.*** An undead subjected to this poison must make a DC 22 Constitution saving throw. On a failed save, its Strength score is permanently reduced by 2. If this effect reduces an undead's Strength to 0, it is destroyed, and cannot be resurrected or reanimated by any means other than a *wish* spell. The target's Strength score can be restored by a *greater restoration* spell or similar magic.
PART V | ITEMS
\pagebreakNum
***Metabolite.*** A creature subjected to this poison must make a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target suffers the effects of the *slow* spell. At the end of each of its turns, the target repeats the saving throw, ending the effect on itself on a success.
***Naga Venom.*** A creature subjected to the venom of a spirit naga must succeed on a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.
***Pit Fiend Venom.*** A creature subjected to this poison must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Pseudodragon Venom.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 hour. 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.
***Purified Couatl Venom.*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake. This effect ignores immunity to the poisoned condition.
***Scorpion Venom.*** A creature subjected to this poison must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.
***Spider Venom.*** A creature subjected to this poison must succeed on a DC 10 Constitution saving throw or take 2 (1d4) poison damage.
***Sprite Poison.*** A creature subjected to this poison must succeed on a DC 10 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.
***Svirfneblin Poison.*** A creature subjected to this poison must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Tears of the Infernal.*** This incredibly rare poison is made from the blood of a powerful fiend and the spit of an ancient black dragon. A creature subjected to this poison must succeed on a DC 22 Constitution saving throw, taking 31 (7d8) acid and 35 (10d6) fire damage on a
failed save, or half as much damage on a success.
This poison ignores all resistances and
immunities to damage. \columnbreak ***Thri-kreen Venom.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed. The poisoned target can repeat the saving throw on each of its turns, ending the effect on itself on a success. ***Veinrot Poison.*** A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 5 (2d4) necrotic damage and become poisoned. While poisoned in this way, the target's Constitution score decreases by 2. The poisoned creature repeats the saving throw every 24 hours, taking 5 (2d4) necrotic damage on a failed save. While the creature is poisoned, the damage it takes from this poison can't be healed by any means. After three successful saving throws against this poison, the effect ends, and the hit points can be restored. ***Wasp's Sting.*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. ***Witchbane.*** A creature subjected to this poison must make a DC 17 Constitution saving throw. On a failed save, the target loses 1d4 spell slots, removing 1st-level slots first and moving to the next-highest level when all slots of the current level have been lost. ***Yuan-ti Venom.*** A creature subjected to the poison from a yuan-ti malison must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. ***Zealot's Blade.*** A creature subjected to this poison must make a DC 25 Constitution saving throw, taking 78 (12d12) poison damage on a failed save, or half as much damage on a successful one. This damage ignores resistances and immunities to damage. \pagebreakNum
# PART VI
##### Spells
\pagebreak
## Spell Descriptions
The spells in this section are presented in alphabetical order.
#### Autopilot
*4th-level transmutation (Artificer, Sorcerer, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** 8 hours
___
One land vehicle that you can see within range shudders to life and gains the ability to move at a speed of 20 feet without a draft animal or driver, animating its parts as necessary. For the duration, the vehicle follows your verbal commands, as well as those of other creatures you designate. The vehicle's cargo capacity, hit points, and other statistics are unchanged.
**At Higher Levels.** If you cast this spell using a spell slot of 5th level or higher, you can target one additional land vehicle for each slot level above 4th. When you use a spell slot of 9th level, you can target a water or air vehicle instead.
#### Conjure Cannon
*5th-level conjuration (Artificer, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** 15 feet
- **Components:** V, S, M (a lead ball and a pinch of gunpowder)
- **Duration:** Concentration, up to 1 minute
___
You summon a heavy bronze bombard at a point you can see within range, which instantly aims and fires a cannonball in a direction of your choice. The ball flies in a straight line up to 150 feet before falling to the ground. If the ball would impact a creature or object, the target must make a Dexterity saving throw. On a failed save, the ball strikes the target, which takes 8d8 bludgeoning damage. If the target is a structure or construct, the damage it takes is doubled.
If the cannonball kills or destroys the target, it continues flying along its path. Otherwise, the ball stops moving.
Until the spell ends, iron cannonballs and gunpowder magically appear in a space of your choice within 5 feet of the cannon, which can be used to load and fire the cannon, following the normal rules for siege engines. These supplies disappear if moved more than 5 feet away from the cannon or used for any other purpose, and do not explode upon taking fire or lightning damage. Both the cannon and any conjured supplies left on the battlefield disappear when this spell ends.
***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
\columnbreak
#### Conjure Loom
*3rd-level conjuration (ritual) (Artificer, Bard, Wizard)*
___
- **Casting Time:** 1 hour
- **Range:** 10 feet
- **Components:** V, S, M (a pendant shaped like a spool of thread worth at least 5 gp)
- **Duration:** 24 hours
___
You conjure a magically-animated vertical loom in range that lasts for the duration. The loom is equipped with heddles that magically attach to yarn, reed and levers that move automatically at the user's telepathic command, animated weights that uncoil fabric wrapped around them to provide additional length while maintaining tension, and a shuttle.
It is large enough for one humanoid to work on at a time.
For the duration, you and any other creature can use the loom to make crafting checks, as though it were a normal, stationary loom. When a creature makes a check to craft using this loom, it does so with advantage.
The loom cannot provide you with the thread or yarn necessary to create items from scratch, but does provide a rich array of dyes and small fiber spools to add color or patterns to a garment whose thread you supply yourself.
You can dismiss this spell as an action. Casting this spell on the same spot every day for 30 days makes the loom permanent, though any component or tool taken more than 30 feet from the loom magically returns to it.
#### Dampen
*3rd-level abjuration (Artificer, Druid, Sorcerer, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (a fistful of wet clay, which the spell consumes)
- **Duration:** Concentration, up to 1 minute
___
Gunpowder and objects containing gunpowder in a 5-foot-radius circle within range are soaked with condensed moisture for the duration. Soaked items do not explode after taking fire or lightning damage. Affected powder and items cannot be used to make attacks, and affected items with the *gunpowder* property do not function until the spell ends.
You can use your action to end this spell on one item that you can see within range without ending the spell.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the radius of the circle increases by 5 feet for each slot level above 3rd. If you cast this spell using a spell slot of 4th level or higher, the duration is concen- tration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
#### Find Steed/Find Greater Steed
These spells work as-written, with the following change:
The summoned creature appears wearing a riding saddle and a pair of saddlebags, which cannot be removed and disappear when the steed does.
PART VI | SPELLS
\pagebreakNum
#### Flame Blade
This spell works as-written, with the following change:
The blade is functionally a scimitar, with all its weapon properties.
#### Fortify
*7th-level abjuration (Sorcerer, Wizard)*
___
- **Casting Time:** 1 hour
- **Range:** 300 feet
- **Components:** V, S, M (a polished gemstone sphere worth at least 1,000 gp, which the spell consumes)
- **Duration:** Concentration, up to 8 hours
___
A faintly-shimmering dome of force with a radius of up to 1 mile springs into existence around a Huge or larger object or structure that you can see within range. If the target object or structure moves, the dome moves with it.
While outside the dome-shaped barrier, siege engines and Large or larger creatures have disadvantage on attack rolls against targets inside it. Creatures and objects within the barrier have advantage on saving throws against spells and other effects inflicted by creatures and objects outside it.
Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. If a creature attempts to use teleportation or interplanar travel to enter the barrier, it must first make a Charisma saving throw. On a success, the creature can use that magic to enter. On a failure, the creature can't enter and wastes the use of the spell or effect. The barrier also extends into the Ethereal Plane, blocking ethereal travel.
This spell can only be dispelled by *dispel magic* or similar effects cast at 5th level or higher while the caster is within the barrier, and must target the object or structure that this spell targets, rather than the barrier itself.
Creatures and objects pass into or out of the barrier without being slowed or damaged. Attacks, spells, and other effects made within the barrier are unaffected by its defenses.
For the duration, the target object or structure gains a +3 bonus to its Armor Class, resistance to all damage, 50 additional hit points that last for the duration, and its Damage Threshold (if it has one) is doubled.
***At Higher Levels.*** When you cast this spell using a spell slot of 8th level, you can maintain your concentration on the spell for up to 24 hours. When you use a spell slot of 9th level, you can maintain your concentration on the spell indefinitely, and creatures and objects outside the barrier cannot make attacks against targets within the barrier.
#### Instant Instrument
*1st-level conjuration (Bard)*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S
- **Duration:** 1 hour
___
A magical musical instrument of your choice appears in your empty hand. If you are proficient in the instrument, you can use it as a focus for your bard spells, and to play music. The instrument disappears if you fall unconscious or you use a bonus action to end the spell.
\columnbreak
#### Mobile Furnace
*3rd-level conjuration (ritual) (Artificer, Cleric, Paladin, Wizard)*
___
- **Casting Time:** 1 hour
- **Range:** 10 feet
- **Components:** V, S, M (a pendant shaped like a hammer worth at least 5 gp)
- **Duration:** 24 hours
___
You conjure a magically-animated smithy in range that lasts for the duration. The forge is fully equipped with a hearth which burns with flames that require no fuel, animated bellows that pump air at your command, a grindstone that spins at the user's verbal command, an anvil, and a full set of smith's tools. It is large enough for one humanoid to work in it at a time, and it emanates dim light and heat in a 30 foot radius that keeps any creature within the area warm and dry, no matter the surrounding climate.
For the duration, you and any other creature can use the smithy conjured by this spell to make crafting checks, as though it were a normal, stationary forge. When a creature makes a check to craft an item using this smithy, it does so with advantage.
The furnace cannot provide you with the material necessary to create items from scratch, but it does provide scraps of metal, wood, twine, and other components to repair existing ones.
You can dismiss this spell as an action. Casting this spell on the same spot every day for 60 days makes the forge permanent, though any component or tool taken more than 30 feet from the forge magically returns to it.
#### Mordenkainen's Sword
*7th-level evocation (Bard, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)
- **Duration:** Concentration, 1 minute
___
You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears, make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 7d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 60 feet to a spot you can see and repeat this attack against the same target or a different one.
***At Higher Levels.*** When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.
#### Phantom Steed
This spell works as-written, with the following change:
The summoned creature appears wearing a riding saddle and a pair of saddlebags, which cannot be removed and disappear when the steed does.
PART VI | SPELLS
\pagebreakNum
#### Portable Wheel
*3rd-level conjuration (ritual) (Artificer, Druid, Wizard)*
___
- **Casting Time:** 1 hour
- **Range:** 10 feet
- **Components:** V, S, M (a pendant shaped like a jar worth at least 5 gp)
- **Duration:** 24 hours
You conjure a magically-animated potter's wheel and small kiln in range that lasts for the duration. The wheel is fully equipped with picks, needles, and other tools to create complex patterns, and rotates at any speed you choose up to 300 rotations per minute. The fires of the kiln require no fuel and never waver or go out, and can fit any Medium or smaller unfired clay object. If any other object or creature is placed into the kiln, the spell ends. The kiln emanates heat in a 30 foot radius that keeps any creature within the area warm and dry, no matter the surrounding climate. It is large enough for one humanoid to work on at a time.
For the duration, you and any other creature can use the wheel conjured by this spell to make crafting checks, as though it were a normal, stationary potter's wheel. When a creature makes a check to craft using this wheel, it does so with advantage.
The wheel cannot provide you with the clay necessary to create pottery from scratch.
You can dismiss this spell as an action. Casting this spell on the same spot every day for 30 days makes the wheel permanent, though any component or tool taken more than 30 feet from the wheel magically returns to it.
#### Rallying Cry
*4th-level enchantment (Bard, Cleric, Paladin)*
___
- **Casting Time:** 1 bonus action
- **Range:** Self (60-foot radius)
- **Components:** V, S, M (a weapon with the *decorated* modification worth at least 10 gp, or a magical weapon)
- **Duration:** Concentration, up to 10 minutes
___
You raise the weapon used in the spell's casting and shout out a call for courage in the face of danger. Choose one creature that you can see within 300 feet that has not frightened you in the last 24 hours. Until the spell ends, the target cannot frighten creatures of your choice within range.
A creature must be able to see or hear you in order to benefit from this spell.
#### Reinforce Ammunition
*3rd-level transmutation (Artificer, Ranger, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (a sliver of adamantine worth 10 gp)
- **Duration:** 10 minutes
___
You infuse all ammunition that you are wearing or carrying, or that you pick up while this spell is active, with supernatural endurance. For the duration, you can recover all expended ammunition at the end of a battle when you would normally recover half. If the ammunition affected by this spell is magical, it does not lose its magical properties after use.
\columnbreak
#### Rust Metal
*2nd-level evocation (Druid, Ranger, Sorcerer, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S
- **Duration:** Instantaneous
___
You touch a nonmagical ferrous metal object you can see within range. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw to avoid the spell.
If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a metal weapon, it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell can destroy an additional contiguous 1-foot cube of material, and the penalty applied to metal armor, shields, and weapons increases by 1 for every two slot levels above 2nd.
#### Saddle Up
*1st-level conjuration (Druid, Ranger, Paladin, Wizard)*
___
- **Casting Time:** 1 bonus action
- **Range:** 30 feet
- **Components:** V, S, M (a leather belt and small pouch)
- **Duration:** 24 hours
___
Choose one willing beast, or creature in the form of a beast, within range. A riding saddle and one saddlebag appear fastened to the target's back, which remain for the duration. The saddle and bag can be removed from the target, but if moved more than 120 feet away from it, the items vanish and re-appear on the target's back. If the target is reduced to 0 hit points, changes form, or disappears, the spell ends.
#### Setup
*1st-level conjuration (Artificer, Bard, Warlock, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** 10 feet
- **Components:** V, S
- **Duration:** 8 hours
___
You name a game of your choice, and an appropriate gaming set of your choice appears in a 5-foot square within range. This spell also conjures any useful extra components, such as a cup for rolling dice, a flat board to place a pile of cards, or sheets of writing material and writing utensils. The spell animates the components it conjures to automatically shuffle any deck, deal any hand required, and otherwise act as an impartial arbitrator of the game rules. You can dismiss this spell as an action.
***At Higher Levels.*** When you cast this spell using a slot of 3rd level or higher, you can choose one creature for chance to favor during games played with this spell. The target is not guaranteed to win, but has advantage on checks to do so.
\pagebreakNum
#### Smites
Any spell with "smite" in its name which is listed on the paladin spell list, such as *staggering smite* or *blinding smite*, can be used after hitting with any weapon attack, not just a melee weapon attack.
#### Speech
*3rd-level illusion (ritual) (Bard, Cleric, Paladin)*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (honeycomb and herbs steeped in warm water)
- **Duration:** Concentration, up to 10 minutes
___
You amplify the voice of a creature you touch, allowing it to reach a vast audience. Every creature in a radius of up to 1 mile around the target hears its spoken words at the same volume it would if the target stood within 10 feet of it, regardless of distance or obstacles between the target and the listener. You or the target can use an action to adjust this radius, or suppress the effects of this spell and allow the target to speak at a normal volume (no action required), and the target can use an action to end this spell.
#### Spiritual Weapon
This spell works as-written, with the following change:
When you conjure the weapon, choose one of the following properties: bypass, ensnaring, finisher, heavy, nonlethal, reach, sundering, sweeping, wind-up, or winged properties. The spiritual weapon has that property until the spell ends.
#### Steel Wind Strike
*4th-level conjuration (Ranger, Warlock, Wizard)*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** S, M (a melee weapon worth at least 1 sp)
- **Duration:** Instantaneous
---
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee weapon attack against each target. On a hit, a target takes 5d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
#### Stone Shape
This spell works as-written, with the following change:
If you are proficient in mason's tools, you can create objects with a high level of artistic detail, such as statues, etchings, and engraved letters.
\columnbreak
#### Summon Still
*3rd-level conjuration (ritual) (Artificer, Cleric, Wizard)*
___
- **Casting Time:** 1 hour
- **Range:** 10 feet
- **Components:** V, S, M (a pendant shaped like a barrel worth at least 5 gp)
- **Duration:** 24 hours
___
You conjure a magically-animated still within range that lasts for the duration. The still is equipped with a boiler that burns with flames that require no fuel, tubing made from unbreakable glass, a tank to mix ingredients, and a barrel to age the finished product. The still is large enough for one humanoid to work in at a time, and it emanates warmth in a 30 foot radius that keeps any creature within the area warm and dry, no matter the surrounding climate.
For the duration, you and any other creature can use the still conjured by this spell to make crafting checks, as though it were a normal still. When a creature makes a check to craft an item using this still, it does so with advantage.
The still cannot provide you with the hops or base to create new or distilled beverages, but it does provide samples of spices and other seasonings to flavor your creations.
You can dismiss this spell as an action. If you dismiss this spell while a finished product is aging in the barrel, it continues to age in an extradimensional space where the barrel and contents can breathe. You can access the contents when you cast this spell again. Casting this spell on the same spot every day for a year makes the still permanent, though any component or tool taken more than 30 feet from the still magically returns to it.
#### Tailwind
*2nd-level evocation (Druid, Ranger)*
___
- **Casting Time:** 1 action
- **Range:** Self (20-foot-radius)
- **Components:** V, S
- **Duration:** 1 hour
___
While this spell is active, you can use a bonus action on each of your turns to push favorable winds behind a creature of your choice within range, increasing its walking and flying speed (if it has one) by 10 feet until the end of its next turn.
In addition, the travel paces of you and all other creatures within range are doubled for the duration.
#### Transmute Weapon
*3rd-level transmutation (Artificer)*
___
- **Casting Time:** 1 bonus action
- **Range:** Touch
- **Components:** V, S, M (a piece of the desired material worth at least 2 gp, which the spell consumes)
- **Duration:** 1 hour
___
You touch a sliver of adamantine, bone, bronze, dimeritium, iron, ironwood, mithral, obsidian, steel, stone, or wood to a weapon, which spreads to cover the entire weapon and infuses it with the material's properties. For the duration of the spell, the weapon has the attributes of the infused material, instead of its own.
PART VI | SPELLS
\pagebreakNum
# PART VII
##### Monsters
\pagebreak
### Military Units
At high levels, player characters can face down more than a few scattered infantry. Small armies can battle a party of adventurers and lose. That number of creatures on the battlefield can be a challenge to run for both players and Dungeon masters. Designed with rules introduced in *The Warrior's Codex* and the [Book of Hordes](https://www.reddit.com/r/UnearthedArcana/comments/b5c7px/monster_the_book_of_hordes_rules_for_mass_warfare/), this section combines diverse weapon options with efficient mass combat statblocks to create groups of specialized soldiers, and indicates to monster creators how properties introduced in *WCX* should be incorporated into monster statistics.
### Monsters with WCX Weapons
This is a homebrew document, so any monster not listed here *technically* lacks the capabilities that player characters who use *WCX* equipment have. While the Dungeon Master isn't obligated to convert the monsters' weapons to the versions in Part III or add new options to their arsenals, it is recommended, to ensure both sides engage on even footing.
Monsters' weaponry uses the same conversion rules as players' equipment, though enemies should use diversified ammunition when sensible. For player characters, all arrows become field arrows and all crossbow bolts become quarrels. Other options must be purchased after a group begins to use *WCX*, but monsters do not have this opportunity.
Note that, while monsters carrying weapons with the *parry* property do not have a Parry listed in their Reactions section, they can still use those weapons to parry attacks.
___
>## Battalion of Knights
>*Gargantuan horde of large creatures, unaligned*
>___
>- **Armor Class** 18 (full plate)
>- **Hit Points** 312 (25d20 + 50)
>- **Speed** 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|24 (+7)|12 (+1)|14 (+2)|11 (+0)|11 (+0)|15 (+2)|
>___
>- **Skills** Athletics +12, Intimidation +7, Persuasion +7
>- **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
>- **Senses** passive Perception 10
>- **Languages** Any one language (usually Common)
>- **Challenge** 14 (11,500 XP)
>___
>***Horde.*** The battalion can occupy another creature's space and vice versa, and the battalion can move through any opening large enough for a Large beast. Additionally, the battalion is immune to any spell or effect that would alter its form.
>
>***Plate Armor.*** When the battalion takes nonmagical bludgeoning, piercing, or slashing damage, the damage it takes is reduced by 5.
>
>***Reactive.*** The battalion of knights can take one reaction on every turn in combat.
\columnbreak
___
>***Stampede.*** When the battalion moves through the space of a Huge or smaller creature, the squad can force the creature to make a DC 18 Strength saving throw. On a failed save, the creature is knocked prone.
>
>***Trampling Charge.*** If the battalion of knights moves at least 20 feet straight toward a creature and hits it with a cavalry charge attack on the same turn, the must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the battalion of knights can make a hooves attack against it as a bonus action.
>
>### Actions
>***Multiattack.*** The Battalion makes four cavalry charge attacks, or two cavalry charge attacks if it has half its hit points or fewer.
>
>***Cavalry Charge.*** *Melee Weapon Attack, cavalry, skewering:* +12 to hit, reach 10 ft., one target. *Hit:* 13 (1d12 + 7) piercing damage.
>
>***Hooves.*** *Melee Weapon Attack, finisher, staggering:* +12 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 7) bludgeoning damage.
\columnbreak
\pagebreak
___
>## Cannon Crew
>*Huge horde of medium humanoids, unaligned*
>___
>- **Armor Class** 14
>- **Hit Points** 67 (5d20 + 15)
>- **Speed** 10 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|6 (–2)|17 (+3)|10 (+0)|12 (+1)|10 (+0)|
>___
>- **Saving Throws** Con +6
> - **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
>- **Damage Resistances** poison, psychic
>- **Senses** passive Perception 11
>- **Languages** any one language (usually Common)
>- **Challenge** 5 (1,800 XP)
>___
>***Siege Engine.*** If the cannon crew dies, it leaves behind a cannon with half of its hit points that another crew of humanoids can operate.
>
>***Siege Monster.*** The cannon crew deals double damage to objects and structures.
>
>### Actions
> ***Multiattack.*** The cannon crew makes two melee attacks, or one attack if it has half its hit points or fewer.
>
> ***Dagger.*** *Melee or Ranged Weapon Attack, light, prone fighting:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4 + 3) piercing or slashing damage.
>
>***Fire Cannonball (recharge 4-6, or 6 if the cannon crew has less than half its hit points).*** *Ranged Weapon Attack:* +8 to hit, range 300/1700 ft., one target. *Hit:* 44 (8d8 + 8) bludgeoning damage.
\columnbreak
___
>## Contubernium
>*Gargantuan horde of medium creatures, lawful neutral*
>___
>- **Armor Class** 21 (half-plate, tower shield)
>- **Hit Points** 125 (10d20 + 20)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|15 (+2)|14 (+2)|10 (+0)|13 (+1)|10 (+0)|
>___
>- **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
>- **Senses** passive Perception 11
>- **Languages** any one language (usually Latin)
>- **Challenge** 5 (1,800 XP)
>___
>
> ***Half-Plate Armor.*** When the contubernium takes nonmagical bludgeoning, piercing, or slashing damage, the damage it takes is reduced by 1.
>
> ***Horde.*** The contubernium can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. Additionally, the contubernium is immune to any spell or effect that would alter its form.
>
>***Reactive.*** The contubernium can take one reaction on every turn in combat.
>
>### Actions
>***Multiattack.*** The contubernium makes four weapon attacks, or two weapon attacks if it has half its hit points or fewer.
>
>***Javelin.*** *Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
>
>***Shortsword.*** *Melee Weapon Attack, parry, variable:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing or slashing damage.
>
>***Volley.*** The contubernium hurls a volley of javelins at a point within 60 feet of it. Each creature of the contubernium's choice in a 10-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) piercing damage, or 14 (4d6) piercing damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.
PART VII | MONSTERS
\pagebreakNum
___
>## Crusader
>*Medium human, lawful good*
>___
>- **Armor Class** 18 (full plate)
>- **Hit Points** 112 (15d8 + 45)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|10 (+0)|16 (+3)|11 (+0)|14 (+2)|16 (+3)|
>___
>- **Saving Throws** Wis +5, Cha +6
>- **Skills** Athletics +7, Religion +3
>- **Senses** passive Perception 12
>- **Languages** Common, Latin
>- **Challenge** 5 (1,800 XP)
>___
>
> ***Plate Armor.*** When the crusader takes nonmagical bludgeoning piercing or slashing damage, the damage it takes is reduced by 5.
>
>***Spellcasting.*** The crusader is a 7th-level spellcaster. The crusader's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The crusader has the following paladin spells prepared:
>
>1st level (4 slots): *command*, *searing smite*
>2nd level (3 slots): *branding smite*, *lesser restoration*, *zone of truth*
>
>### Actions
>***Multiattack.*** The crusader makes two melee attacks.
>
>***Arming Sword.*** *Melee Weapon Attack, parry, skewering, slicing:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage.
>
>***Pollaxe.*** *Melee Weapon Attack, parry, sundering, variable:* +7 to hit, (+9 against armored targets), reach 5 ft., one target. *Hit:* 9 (1d10 + 4) bludgeoning, piercing, or slashing damage plus 4 (1d8) radiant damage.
\columnbreak
___
>## Fencer
>*Medium humanoid, unaligned*
>___
>- **Armor Class** 15 (leather armor)
>- **Hit Points** 66 (12d8 + 12)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|18 (+4)|12 (+1)|14 (+2)|11 (+0)|15 (+2)|
>___
>- **Skills** Acrobatics +8, Athletics +5, Persuasion +6
>- **Senses** passive Perception 10
>- **Languages** any one language (usually Common)
>- **Challenge** 3 (700 XP)
>___
>
> ***Lightfooted.*** The fencer can take the Dash or Disengage action as a bonus action on each of its turns.
>
>### Actions
>***Multiattack.*** The fencer makes three attacks: one with its parrying dagger and two with its sabre.
>
>***Sabre.*** *Melee Weapon Attack, cavalry, parry, slicing:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage.
>
>***Parrying Dagger.*** *Melee Weapon Attack, ensnaring, light, prone fighting:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d4 + 4) piercing damage.
PART VII | MONSTERS
\pagebreakNum
___
>## Horde of Barbarians
>*Gargantuan horde of medium humanoids, unaligned*
>___
>- **Armor Class** 14 (hide armor)
>- **Hit Points** 189 (14d20 + 42)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|12 (+1)|16 (+3)|7 (–2)|11 (+0)|10 (+0)|
>___
>- **Skills** Athletics +9, Intimidation +3
>- **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
>- **Senses** passive Perception 10
>- **Languages** any one language
>- **Challenge** 7 (2900 XP)
>___
>***Aggressive.*** As a bonus action, the horde of barbarians can move up to its speed toward a hostile creature that it can see.
>
>***Horde.*** The horde can occupy another creature's space and vice versa, and the horde can move through any opening large enough for a Medium creature. Additionally, the horde is immune to any spell or effect that would alter its form.
>
>***Reactive.*** The horde of barbarians can take one reaction on every turn in combat.
>
>***Stampede.*** When the horde moves through the space of a Large or smaller creature, the horde can force the creature to make a DC 17 Strength saving throw. On a failed save, the creature is knocked prone.
>
>### Actions
>***Multiattack.*** The horde makes four greataxe attacks, or two greataxe attacks if the horde has half its hit points or fewer.
>
>***Greataxe.*** *Melee Weapon Attack, finisher, heavy, slicing, staggering:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (1d12 + 6) slashing damage.
>
>***Bloodbath.*** Each creature of the horde's choice in the horde's space must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 52 (8d12) slashing damage, or 26 (4d12) slashing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.
>
>***Volley.*** The horde launches a volley of javelins at a point within 60 feet of it. Each creature of the horde's choice in a 10-foot-radius sphere centered on that point must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 28 (8d6) piercing damage, or 14 (4d6)piercing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.
\columnbreak
___
>## Landsknechte Unit
>*Gargantuan horde of medium humanoids, any alignment*
>___
>- **Armor Class** 18 (half-plate)
>- **Hit Points** 150 (12d20 + 24)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|15 (+2)|14 (+2)|10 (+0)|13 (+1)|10 (+0)|
>___
>- **Skills** Athletics +9
>- **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
>- **Senses** passive Perception 11
>- **Languages** any one language (usually Common)
>- **Challenge** 9 (5,000 XP)
>___
>***Horde.*** The unit can occupy another creature's space and vice versa, and the unit can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect that would alter its form.
>
>***Reactive.*** The landsknechte unit can take one reaction on every turn in combat.
>
>### Actions
>***Multiattack.*** The unit makes four attacks, or two melee attacks if it has half its hit points or fewer. No more than two of the attacks can be ranged attacks. It can replace an attack with an attempt to disarm a creature within reach, knock it prone, or pull it 5 feet towards itself.
>
>***Greatsword.*** *Melee Weapon Attack, heavy, parry, sweeping, variable:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) piercing or slashing damage.
>
>***Halberd.*** *Melee Weapon Attack, ensnaring, heavy, variable:* +9 to hit, reach 10 ft., one target. *Hit:* 10 (1d10 + 5) piercing or slashing damage.
>
>***Arquebus.*** *Ranged Weapon Attack:* +5 to hit, range 60/120 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
>
>### Reactions
>***Spearwall.*** When a creature enters the unit's reach, it can make one halberd attack. This attack does an additional 1d10 damage.
PART VII | MONSTERS
\pagebreakNum
___
> ## Mounted Knight
>*Large creature, any alignment*
> ___
> - **Armor Class** 18 (full plate)
> - **Hit Points** 93 (11d10+33)
> - **Speed** 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|14 (+3)|11 (+0)|11 (+0)|15 (+2)|
>___
> - **Saving Throws** Con +5, Wis +2
> - **Skills** Athletics +6, Intimidation +4, Persuasion +4
> - **Senses** passive Perception 10
> - **Languages** Any one language (usually Common)
> - **Challenge** 4 (1,100 XP)
> ___
>
> ***Brave***. The mounted knight has advantage on saving throws against being frightened.
>
> ***Cavalry.*** If the mounted knight is knocked prone or reduced to less than half its hit points, it it must make a Constitution saving throw with a DC of 5 + the damage taken. On a failure, the mounted knight loses its Trampling Charge feature, its speed becomes 30 ft., it cannot make hoof or couched lance attacks, and its size becomes medium.
>
> ***Plate Armor.*** When the mounted knight takes nonmagical bludgeoning, piercing, or slashing damage, the damage it takes is reduced by 2.
>
> ***Trampling Charge***. If the mounted knight moves at least 20 ft. straight toward a creature and then hits it with a couched lance attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the mounted knight can make an attack with its hooves as a bonus action.
>
> ### Actions
> ***Multiattack.*** The mounted knight makes two melee attacks.
>
> ***Couched Lance.*** *Melee Weapon Attack, cavalry, skewering:* +6 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
>
> ***Hooves.*** *Melee Weapon Attack, finisher, staggering:* +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) damage.
>
> ***Longsword.*** *Melee Weapon Attack, ensnaring, parry, sundering, variable:* +6 to hit, +8 against armored targets, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning, piercing, or slashing damage.
\columnbreak
___
>## Order of Crusaders
>*Gargantuan horde of medium humanoids, lawful good*
>___
>- **Armor Class** 16 (hauberk)
>- **Hit Points** 405 (30d20 + 90)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|24 (+7)|10 (+0)|16 (+3)|11 (+0)|14 (+2)|16 (+3)|
>___
>- **Saving Throws** Wis +7, Cha +8
>- **Skills** Athletics +12, Religion +5
>- **Condition Immunities** charmed, frightened, grappled, paralyzed, poisoned, petrified, prone, restrained, stunned
>- **Senses** passive Perception 12
>- **Languages** Common, Latin
>- **Challenge** 16 (15000 XP)
>___
>***Horde.*** The order of crusaders can occupy another creature's space and vice versa, and the horde can move through any opening large enough for an individual creature within the horde. Additionally, the horde is immune to any spell or effect that would alter its form
>
>***Reactive.*** The order of crusaders can take one reaction on every turn in combat.
>
>***Spellcasting.*** The order of crusaders is a 7th-level spellcaster. The order of crusaders's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The order of crusaders has the following paladin spells prepared:
>
>1st level (4 slots): *command*, *cure wounds*, *searing smite*
>2nd level (3 slots): *branding smite*, *lesser restoration*, *zone of truth*
>
>### Actions
>***Multiattack.*** The order of crusaders makes four attacks, or two attacks if it has half its hit points or fewer.
>
>***Arming Sword.*** *Melee Weapon Attack, parry, skewering, slicing:* +12 to hit, reach 5 ft., one target. *Hit:* 11 (1d8 + 7) piercing or slashing damage plus 9 (2d8) radiant damage.
>
>***Pollaxe.*** *Melee Weapon Attack, heavy, parry, sundering, variable:* +12 to hit, reach 5 ft., one target. *Hit:* 12 (1d10 + 7) bludgeoning, piercing, or slashing damage plus 9 (2d8) radiant damage.
PART VII | MONSTERS
\pagebreakNum
___
>## Peasant Levy
>*Gargantuan horde of medium humanoids, any alignment*
>___
>- **Armor Class** 12 (gambeson)
>- **Hit Points** 94 (9d20)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|10 (+0)|10 (+0)|9 (–1)|10 (+0)|10 (+0)|
>___
>- **Skills** Animal Handling +2
>- **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
>- **Senses** passive Perception 10
>- **Languages** any one language (usually Common)
>- **Challenge** 2 (450 XP)
>___
>***Reactive.*** The levy can take one reaction on every turn in combat.
>
>***Horde.*** The levy can occupy another creature's space and vice versa, and the levy can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect that would alter its form.
>
>### Actions
>***Multiattack.*** The levy makes four attacks, or two attacks if it half its hit points or fewer. It can replace an attack with an attempt to disarm a creature within reach, knock it prone, or pull it 5 feet towards itself.
>
>***Guisarme.*** *Melee Weapon Attack, ensnaring,:* +4 to hit, reach 10 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
\columnbreak
___
> ## Phalanx
>*Gargantuan horde of medium humanoids, any lawful alignment*
> ___
> - **Armor Class** 21 (full plate, tower shield)
> - **Hit Points** 137 (11d20 + 22)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|20 (+5)|11 (+0)|14 (+2)|11 (+0)|13 (+1)|11 (+0)|
>___
> - **Saving Throws** Dexterity +3
> - **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
> - **Senses** passive Perception 11
> - **Languages** Any one language (usually Dwarvish or Greek)
> - **Challenge** 6 (2,300 XP)
> ___
>
> ***Horde.*** The phalanx can occupy another creature's space
and vice versa, and the phalanx can move through any opening large enough for a Medium humanoid. Additionally, the phalanx is immune to any spell or effect
that would alter its form.
>
> ***Plate Armor.*** When the phalanx takes nonmagical bludgeoning, piercing, or slashing damage, the damage it takes is reduced by 3.
>
> ***Reactive.*** The phalanx can take one reaction on every turn
in combat.
>
> ***Shieldwall.*** Another creature can only occupy the phalanx's space if it allows it.
>
> ### Actions
> ***Multiattack.*** The phalanx makes four attacks, or two attacks if it has half its hit points or fewer.
>
> ***Spear.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 9 (1d8 + 5) piercing damage.
\pagebreak
___
>## Retiarius
>*Medium humanoid, unaligned*
>___
>- **Armor Class** 13 (leather armor)
>- **Hit Points** 112 (15d8 + 45)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|15 (+2)|16 (+3)|10 (+0)|12 (+1)|15 (+2)|
>___
>- **Saving Throws** Str +7, Dex +5, Con +6
>- **Skills** Athletics +10, Intimidation +5
>- **Senses** passive Perception 11
>- **Languages** Any one language, usually Latin
>- **Challenge** 5 (1800 XP)
>___
>***Brave.*** The retiarius has advantage on saving throws against being frightened.
>
>### Actions
>***Multiattack.*** The retiarius makes three melee attacks.
>
>***Trident.*** *Melee Weapon Attack, finisher, ensnaring, versatile (skewering), winged:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (2d4 + 4) piercing damage, or 11 (2d6 + 4) piercing damage if used with two hands to make a melee attack.
>
>***Net.*** *Ranged Weapon Attack, ensnaring:* +5 to hit, range 25/35 ft., one target. *Hit:* 0 damage, and if the target is Large or smaller it is restrained until it uses an action to free itself.
\columnbreak
___
>## Squad of Arbalests
>*Gargantuan horde of medium humanoids, unaligned*
>___
>- **Armor Class** 19 (brigandine, pavise)
>- **Hit Points** 115 (11d20)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|14 (+2)|11 (+0)|10 (+0)|12 (+1)|10 (+0)|
>___
> - **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
>- **Senses** passive Perception 11
>- **Languages** any one language (usually Common)
>- **Challenge** 5 (1,800)
>___
>
> ***Hands Full.*** The squad cannot make a heavy crossbow attack unless it has already used Plant Pavise.
>
>***Horde.*** The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect that would alter its form.
>
>***Reactive.*** The squad of arbalests can take one reaction on every turn in combat.
>
>### Actions
>***Multiattack.*** The squad makes four ranged weapon attacks, or two ranged weapon attacks if it has half its hit points or fewer.
>
>***Heavy Crossbow.*** *Ranged Weapon Attack, heavy, sundering:* +5 to hit, range 100/200 ft., one target. *Hit:* 8 (1d12 + 2) piercing damage.
>
>***Plant Pavise.*** The squad doffs its shield and plants it in the ground, reducing its AC by 2 but granting it half cover so long as it does not move more than 5 feet in any direction. The squad can don its shield again as an action.
>
>***Volley.*** The squad fires a volley of bolts at a point within 100 feet of it. Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 52 (8d12) piercing damage, or 26 (4d12) piercing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.
PART VII | MONSTERS
\pagebreakNum
___
>## Squad of Arquebusiers
>*Gargantuan horde of medium creatures, unaligned*
>___
>- **Armor Class** 13 (leather armor)
>- **Hit Points** 94 (9d20)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|15 (+2)|11 (+0)|10 (+0)|11 (+0)|10 (+0)|
>___
>- **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
>- **Senses** passive Perception 10
>- **Languages** Any one language (usually Common)
>- **Challenge** 4 (1,100 XP)
>___
>***Horde.*** The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect that would alter its form.
>
> ***Reactive.*** The squad of arquebusiers can take one reaction on every turn in combat.
>
> ***Reload Time.*** After the squad makes an arquebus or volley attack, it cannot make either attack until it takes an action to reload its weapons.
>
>### Actions
>***Multiattack.*** The squad makes four arquebus attacks, or two arquebus attacks if it has half its hit points or fewer.
>
>***Arquebus.*** *Ranged Weapon Attack, gunpowder*: +4 to hit, range 60/120 ft., one target. Hit: 11 (2d8 + 2) piercing damage.
>
>***Volley.*** The squad fires a volley of bullets at a point within 60 feet of it. Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 11 Dexterity saving throw. On a failed save, a creature
>takes 36 (8d8) piercing damage, or 18 (4d8) piercing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.
\columnbreak
___
>## Squad of Halberdiers
>*Gargantuan horde of medium humanoids, any alignment*
>___
>- **Armor Class** 17 (cuirass)
>- **Hit Points** 150 (12d20 + 24)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|21 (+5)|14 (+2)|14 (+2)|10 (+0)|11 (+0)|10 (+0)|
>___
>- **Skills** Athletics +8
>- **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
>- **Senses** passive Perception 10
>- **Languages** any one language (usually German, French, or Italian)
>- **Challenge** 8 (3,900 XP)
>___
>***Horde.*** The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect
>that would alter its form.
>
>***Reactive.*** The squad of halberdiers can take one reaction on every turn in combat.
>
>### Actions
>***Multiattack.*** The squad makes four halberd attacks, or two halberd attacks if it has half its hit points or fewer. It can replace an attack with an attempt to disarm a creature within reach, knock it prone, or pull it 5 feet towards itself.
>
>***Halberd.*** *Melee Weapon Attack, ensnaring, heavy, variable:* +8 to hit, reach 10 ft., one target. *Hit:* 10 (1d10 + 5) piercing or slashing damage.
>
>### Reactions
>***Spearwall.*** When a creature enters the squad's reach, it can make one melee attack. This attack does an additional 1d10 damage.
PART VII | MONSTERS
\pagebreakNum
___
>## Squad of Horse Archers
>*Gargantuan horde of large creatures, unaligned*
>___
>- **Armor Class** 15 (leather armor)
>- **Hit Points** 150 (12d20 + 24)
>- **Speed** 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|19 (+4)|14 (+2)|11 (+0)|13 (+1)|10 (+0)|
>___
>- **Skills** Acrobatics +6, Animal Handling +5, Perception +3
>- **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
>- **Senses** passive Perception 14
>- **Languages** any one language, usually Common
>- **Challenge** 7 (2900 XP)
>___
>***Reactive.*** The squad of horse archers can take one reaction on every turn in combat.
>
>***Stampede.*** When the squad moves through the space of a Huge or smaller creature, the squad can force the creature to make a DC 17 Strength saving throw. On a failed save, the creature is knocked prone.
>
>### Actions
>***Multiattack.*** The squad makes four recurve bow attacks, or two recurve bow attacks if it has half its hit points or fewer.
>
>***Recurve Bow.*** *Ranged Weapon Attack, skewering:* +7 to hit, range 100/400 ft., one target. *Hit:* 8 (1d8+4) piercing damage.
>
>***Volley.*** The squad looses a volley of arrows at a point within 60 feet of it. Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 28 (8d8) piercing damage, or 14 (4d8) piercing damage if the horde has half its hit points or fewer. On a successful save, it takes half as much damage.
\columnbreak
___
> ## Squad of Longbowmen
>*Gargantuan horde of medium creatures, any alignment*
> ___
> - **Armor Class** 15 (gambeson)
> - **Hit Points** 115 (10d20 + 10)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|17 (+3)|13 (+1)|10 (+0)|10 (+0)|10 (+0)|
>___
> - **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
> - **Senses** passive Perception 10
> - **Languages** Any one language (usually Common)
> - **Challenge** 4 (1,100 XP)
> ___
>
> ***Horde.*** The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect that would alter its form.
>
> ***Reactive.*** The squad can take one reaction on every turn in combat.
>
> ### Actions
> ***Multiattack.*** The squad of longbowmen makes four longbow attacks, or two attacks if it has half its hit points or fewer.
>
> ***Cudgel.*** *Melee Weapon Attack, nonlethal:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4+3) bludgeoning damage.
>
> ***Longbow.*** *Ranged Weapon Attack, heavy, skewering:* +5 to hit, range 200/800 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage.
>
> ***Volley***. The squad looses a volley of arrows at a point within 150 feet of it. Each creature of the squad's choice in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 44 (8d10) piercing damage, or 22 (4d10) piercing damage if the squad has half its hit points or fewer. On a successful save, it takes half as much damage.
PART VII | MONSTERS
\pagebreakNum
___
>## Squad of Pikemen
>*Gargantuan horde of medium humanoids, any alignment*
>___
>- **Armor Class** 13 (gambeson)
>- **Hit Points** 138 (12d20 + 12)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|19 (+4)|12 (+1)|12 (+1)|10 (+0)|11 (+0)|10 (+0)|
>___
>- **Skills** Athletics +7
>- **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
>- **Senses** passive Perception 10
>- **Languages** any one language (usually Common)
>- **Challenge** 6 (2,300 XP)
\columnbreak
___
>***Horde.*** The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. Additionally, the squad is immune to any spell or effect
>that would alter its form.
>
>***Reactive.*** The squad of pikemen can take one reaction on every turn in combat.
>
>### Actions
>***Multiattack.*** The squad of pikemen makes four pike attacks, or two pike attacks if it has half its hit points or fewer.
>
>***Pike.*** *Melee Weapon Attack, heavy, wind-up:* +7 to hit, reach 10 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.
>
>### Reactions
>***Spearwall.*** When a creature enters the squad's reach, it can make one melee attack. This attack does an additional 1d10 damage.
\pagebreakNum
# PART VIII
##### Appendices
\pagebreak
\pagebreak
## Weapon Profiles
The additional weapons in this document refer to weapons that don't exist in the public consciousness or uses terms more specific than most players and DMs understand offhand. This section categorizes the weapons and briefly explains the origins, construction, and use of each one, along with other information.
It's important to remember that the research done here is done by an amateur hobbyist, and is by no means scholarly. In addition, the differences between weapons are not nearly as cut and dry as the mechanical properties suggest in this document suggest. Many real weapons could use the statistics of multiple weapons in this document—for example, the bardiche could use the statistics of a greataxe or a glaive.
It would be convenient if it were they were so easy to categorize, but the use and design of existing weapons and the development of new ones changed quickly and drastically throughout the centuries of the Middle Ages, which were not nearly as stagnant as typically assumed.
### Spears
In close combat, the fighter with greater reach tends wins. 5e, with its massive pools of hit points, doesn't always reflect that reality, but spears—which increase reach—have existed since prehistoric times and dominated the battlefield until the modern era. Spears even survived the dominance of firearms after the Renaissance; the bayonet transforms any rifle or musket into a potent melee weapon with greater reach than a knife or a club.
***Boar Spear.*** These short, heavy spears are equipped with two lugs perpendicular to the head, which prevent the large animals it was used to hunt from sliding up the haft and attacking the wielder. Used to hunt boars, larger variants were used against bears and European bison. In war, they were used against warhorses. This spear has existed since at least 1200 A.D.
***Javelin.*** A one-handed short spear used for throwing. The javelin, like the spear, has a long and storied history, seeing use by stone-age humans, Greek warriors, Roman soldiers, and African hunters all to incredible effect. Its simplicity, low price, long range, and use of Strength make it ubiquitous.
***Harpoon.*** Used for underwater hunting by islander and coastal cultures, the iron varieties used by 19th-century whalers made this weapon infamous. The head of the harpoon has rear-facing barbs, making it difficult and painful to withdraw.
\columnbreak
***Shortspear.*** A replacement in the Simple Weapons section to represent any short, one-handed thrusting spear that can be easily used in conjunction with a shield or offhand weapon, now that the standard spear has become a one-headed martial weapon with the *reach* property.
***Spear.*** While all the weapons in this section are varieties of spear, the mechanics of the spear as they appear in this document represent a one-handed weapon between 6 and 9 feet long, with a stone or metal point on the end. Some two-handed spears have specialized heads or functions. Those spears are also called polearms, and classified separately in this document, but the real line is blurrier.
***Lance.*** The staple weapon of the Medieval knight, the lance transfers the momentum of a horse's charge into a single point. It is the primary reason knights dominated medieval warfare, and why many other weapons—the guisarme, the mace, and the warhammer—were designed to counter them.
***Trident.*** A three-pronged spear used in fishing and in gladiator combat by *retiarius*-style fighter. Famously wielded by Poseidon, the Greek god of the sea.
### Polearms
The natural evolution of the spear, this diverse category of weapons combines the benefits of long reach and leverage with specialized designs. There are dozens of polearm variants—*The Warrior's Codex* includes as many differentiations as possible before it becomes cluttered, and provides many alternatives in Part III.
***Glaive.*** A single-edged blade attached to a long haft, which increases its cutting power. The statistics of the glaive can also be applied to many other cutting pole weapons.
***Guisarme.*** The guisarme's hooked head was used to pull knights from their horses. This polearm was so effective among peasant troops that French nobles campaigned to have it banned. Used between 1000-1300.
***Halberd.*** The halberd combines cutting power, long reach, and a rearward hook to create a deadly combination of options. Popular from the 15th century onwards, German mercenaries used the halberd for centuries and the Swiss guard carries it ceremonially today.
***Lucerne.*** A polearm with a hammerhead on the end, used for striking enemies with blunt force at distance. A pike-like point and a spike on the far side allowed its users to pierce as well as strike, affording it versatility in large groups and giving plenty of opportunity for swift thrusting attacks.
PART VIII | APPENDICES
\pagebreakNum
***Pike.*** The quintessential polearm, this long two-handed spear saw use in mass military units, where the cluster of sharp points warded off cavalry charges and kept enemies out of reach. The pike actually survived knights' obsolescence into the era of gunpowder; "pike and shotte" formations used pikemen and halberdiers to protect arquebusiers and musketeers between volleys.
***Ranseur.*** Similar to the boar spear, the head of a ranseur features a pair of additional points at angles, to prevent enemies and animals from pushing the haft deeper in and allowing the user to keep the attacker at bay. Some variants sharpened the outer ends of the points, allowing the ranseur to cut as well as pierce.
### Staves
Short poles between 6 and 9 feet long, staves can be walking sticks, magic foci, or potent weapons in their own right. Often associated with monks, the staff has a long history of use in both Occidental and Oriental martial tradition.
***Quarterstaff.*** A simple staff of hard wood between 6 and 9 feet long, sometimes capped with metal, this weapon was used for duels and defense among the English pre-1500, though records are rare compared to other weapons.
\columnbreak
***Pollaxe.*** Wielded like a bladed staff instead of an axe or polearm, this weapon features an axe head, a hammerhead, an upward point, and lateral spikes all mounted on the head. Like the longsword, a pollaxe can accomplish almost anything a dismounted knight needed in combat.
***Staff Sling.*** A variant of a sling attached to a long wooden staff for additional leverage, which translated to greater throwing power and distance. These slings not only threw hard projectiles, but incendiaries and explosives.
### Bludgeons
With an entire damage type dedicated to the wounds they inflict, bludgeons are simple to use—swing and strike to break bones, knock unconscious, and cause internal bleeding. Effective at transmitting force through armor, everything from a simple club to a mighty two-handed warhammer falls into this category.
***Club.*** Any one-handed weapon without a blade or point, used to inflict blunt trauma. In addition to carved clubs like shillelaghs and cudgels, a table leg, candlestick, or bone might make an effective club.
***Flail.*** A spiked sphere of iron attached to a wooden handle by a chain that may not have existed at all. Depictions are few and archaeological examples fewer, casting doubt on its existence, but the flail is too ubiquitous to remove. At the discretion of the DM, it might be an exotic weapon, rather than martial.
***Goedendag.*** The goedendag might be one of two weapons: a baseball-bat-like club with a spike on the end that could bash or pierce armored enemies, or a shortspear used as a short, sturdy pike. It means "good day" in Dutch, thought to be a joke by its 14th-century Flemish users. The version used in this document is the two-handed spear. The *morningstar's* statistics can act as the one-handed version.
***Greatclub.*** A larger and heavier club, used with two hands for greater striking force. Tree limbs, baseball bats, and the Japanese *tetsubo* are all common forms of greatclub.
PART VIII | APPENDICES
\pagebreakNum
***Light Hammer.*** A small hammer, commonly used as a tool. Larger warhammers are more likely to see battlefield use, but in a pinch or when used by an amateur fighter, it can be just as deadly.
***Mace.*** The quintessential anti-armor weapon, the mace is a club with a metal haft and large head. Unlike a hammer, the head has radial symmetry, often a ball or set of flanges. Maces are commonly associated with clergy, supposedly to avoid shedding blood while going to war. This belief is based on the Bayeux Tapestry and popular culture perpetuating it (including earlier editions of *Dungeons & Dragons*), and has no basis in actual history.
***Maul.*** A mighty two-handed warhammer, often depicted with a head far larger than the longer-hafted lucerne or a one-handed hammer. A maul might also be used to break rocks or hammer spikes into the ground.
***Morningstar.*** Similar to the mace, this heavy mass at the end of a wooden haft is covered in sharp spikes, unlike the smooth surface, knobs, or flanges of its metal-hafted cousin.
***Peasant Flail.*** A tool, like the light hammer and sickle, used as an improvised weapon. Peasant flails modified for war were studded with metal to deal additional damage against armored knights.
***War Pick.*** Also called a horseman's pick, this subtype of warhammer with a long spike on the head was used by Polish cavalry in the 1600s to pierce and crush armor, by directing all the force of the swing into a single painful point.
\columnbreak
***Warhammer.*** Any hammer used for combat rather than work, introduced during the late Middle Ages to counter the development of heavy armor which deflected blows from axes and swords. For the purposes of this document, longer warhammers are classified as *mauls,* and even *longer* warhammers are classified as *lucernes*, a blunt polearm.
### Knives
Light, easy to conceal, and deadly, knives are favored by assassins, thugs, and close-range fighters. This category contains a variety of small blades, many of which are contained in the single *dagger* to keep simplicity.
***Dagger.*** A small, one-handed knife with a blade that can be straight or curved. The statistics of the dagger include a variety of knives used for cutting, stabbing, or even throwing.
***Messer.*** One-handed, one-sided German swords used by civilians for personal defense, messers were legally defined as knives, rather than swords, and were not subject to the same size and weight restrictions. An early attempt at circumventing arms control.
***Parrying Dagger.*** As fencing developed, rapiers and other swords were often accompanied by daggers used for defense. The parrying dagger, with a larger guard to better catch enemy blades, was specialized for such defenses.
***Rondel.*** A metal spike with a round handle used to pierce the armored plates or gaps in the armor of a prone knight.
### Axes
A heavy blade made of metal or stone attached to a wooden haft, these easy-to-make weapons have existed since the stone age. The cutting wedge gains leverage from the haft, making them easy to swing and deal damage as well as use.
***Handaxe.*** A small axe, held in a single hand and used for quick strikes and throwing in battle and a sport. Its versatility as both weapon and tool makes it useful when weight becomes a consideration.
PART VIII | APPENDICES
\pagebreakNum
***Battleaxe.*** A mighty one- or two- handed axe, used for cutting down enemies. Often depicted in the hands of barbarians, vikings, dwarves, and orcs, this weapon might have one or two heads. Battle-axes are specialized for combat rather than utility, often with all-metal hafts to prevent breakage.
***Greataxe.*** A greataxe is a long battleaxe with a haft too short to be considered a halberd or glaive. Commonly depicted as a headsman's axe, in D&D the greataxe is heavier and hits harder than its longer-reached brethren.
### Straight Swords
One of the most important weapons in Western literature and culture, the sword is a symbol of competence, status, training, and wealth. Expensive to make, learn, and maintain, these swords are typically used by upper-class warriors. They usually (but not always) have two-edged blades, though the user might only sharpen one and use the other to parry. With an enormous number of variants and developments, the Oakeshott Typology provides more details on straight swords' morphology than this document could hope to.
***Arming Sword.*** Any sword used as a sidearm. In this document, it refers to the knightly sword, a one-handed weapon used for both cutting and thrusting by early medieval knights after their supply of lances were exhausted. Commonly called a "broadsword," that term was likely not used by contemporaries. The knightly sword was admired all over the world; their trade was heavily regulated and both Viking treasure-hoarders and Islamic historians praised the craftsmanship of Frankish blades in the Early Middle Ages.
***Bastard Sword.*** A popular modern media term for a moderately-heavy sword that can be used in one or both hands. Historical evidence for a weapon of that kind is spotty, but it may have existed. Because fantasy references it so often and its versatility is undeniable, it is included here.
\columnbreak
***Greatsword.*** The evolution of the two-handed straight sword is a long and complicated one that is not altogether clear. In this document, a greatsword refers to the large two-handed swords that emerged during the late Middle Ages and early Renaissance to counter polearms, such as the German zweihander and the flamberge, as well as the Scottish claymore. They are later evolutions of the cruciform longsword and the knightly sword before them, and contemporaries referred to them all as a longsword.
***Longsword.*** The word "longsword" has had many meanings. In this document, it refers to the two-handed "cruciform sword" popular with knights in the later parts of the middle ages, which predated the larger Renaissance weapons commonly called "greatswords" today. In addition to cutting and thrusting with two hands on the hilt, the user can grip the midpart of the blade to thrust with precision, or even switch to a reverse grip to strike the enemy with the pommel, which imitates the impact of a warhammer.
***Shortsword.*** A wide category that covers any one-handed blade too short to be considered another kind of arming sword but too long to be used as a knife.
\pagebreakNum
### Curved Swords
While all swords require impressive dexterity to use, these weapons have a reputation for great skill and agility. These swords typically feature a single cutting edge, rather than two, and the blades are curved in a long arc.
***Sabre.*** Popular among cavalrymen in the Early Modern Period (the Napoleonic wars and surrounding era), these blades combine the elegance of fencing weapons with the force-transfer of the lance centuries prior to create an elegant weapon that can be used on horseback or on foot, to cut enemies with brutal slashes or parry their attacks with elegant ease.
***Scimitar.*** This one-handed curved sword—shorter and lighter than a sabre—originated in the pre-Ottoman Middle East. A weapon equally suited to devastating slashes delivered from horseback and on foot, the scimitar persisted for centuries. Several subtypes exist, each similar to a sabre in its native lands, and the term has fallen out of use today.
***Shotel.*** An ancient weapon that originated in Ethiopia. Unlike the rest of the curved swords, the interior curve contains the sharp edge of this weapon, similar to a sickle. According to contemporaries, they were used both to pull mounted enemies from horseback and to circumvent shields, both to terrifying effect.
### Fencing Swords
Finer weapons that evolved from straight swords, with a focus on fine technique and piercing gaps in armor. They favor speed and precision over power, though every sword required a great deal of finesse to use properly.
***Estoc.*** A long, thin sword, sturdy and specialized for piercing rather than cutting, the edgeless estoc is designed to puncture mail (according to some sources) and slip through gaps in plate (according to others). Either way, this two-handed thrusting sword counters heavy armor.
\columnbreak
***Rapier.*** One of the most famous fencing weapons, rapiers are sharpened along both blades instead of the point-only weapons commonly imagined. Often with a swept hilt or cup hilt to defend the hand, these light swords were popular in Renaissance courts.
### Other Swords
All other swords, that don't fit into an existing category.
***Gauntlet-Sword.*** Known as a *dandpatta* in Marathi and a *pata* in Hindi, this weapon attaches the blade of a sword to a gauntlet that encircles the hand and wrist. Used from both infantry and cavalry for cut-and-run attacks, this weapon was commonly used in tandem with another pata, a shield, or another one-handed weapon. While it existed in the 17th and 18th centuries rather than the early Renaissance period the rest of this document emulates, the concept and design are too wonderful to omit.
***Hooksword.*** A weapon used in Chinese martial arts, these swords have a shephard's-crook-like hook at the end of the blade used to trap or catch enemy weapons. These weapons are often used in pairs.
### Cords
These weapons, often difficult to use with the same effectiveness as other weapons without significant training, use the flexibility in their construction to ensnare enemy body parts and circumvent their defenses.
***Chain Whip.*** A weapon common to Chinese martial arts, made of metal rods linked by short lengths of chain. The statistics of this weapon also refer to lengths of spiked chain that might be used as an improvised or impractical, but certainly painful, weapon.
PART VIII | APPENDICES
\pagebreakNum
***Garotte Wire.*** Any length of cord, chain, rope, or wire used to strangle, often as an assassination weapon. Variations of this weapon have been used since the Roman empire, and were very popular during the 20th century.
***Whip.*** A flexible weapon, often made of lengths of braided leather coiled up when not in use. Providing long reach and often making a loud noise, whips are used on both animals and people to inflict pain and ensure obedience. Dextrous whip use also lets the user disarm or trip their enemies, making it effective for nonlethal solutions.
### Other Melee Weapons
All melee weapons that don't fit into any of the categories listed above.
***Cestus.*** For the purposes of this document, the cestus is any kind of fist weapon, including tekko, brass knuckles, and boxing gloves. Historically, the Roman cestus referred to strips of leather wrapped around the knuckles and upper arms, sometimes studded or spiked.
***Sickle.*** A small, one-handed farming implement with a curve on the inside of the blade, equally suited to piercing, cutting, catching weapons, and snagging limbs.
### Bows
A ranged weapon that stores tension in flexible wooden arms and releases it to the straighten the string and loose an arrow. Bows have existed since prehistoric times, and are still popular as sport and hunting weapons. Bows require enormous strength to draw and aim—bowmen, not infantrymen, were the strongest members of several medieval armies.
\columnbreak
***Shortbow.*** The smallest bows, used by hunters, peasants, and trainees. With a weaker draw weight and shorter range than other bows, they still make effective weapons.
***Longbow.*** The mobile artillery of the Middle Ages, the English longbow (which the longbow in this document is based upon) required *incredible* strength to use. During the Hundred Years' War, longbowmen rained volleys down on French knights at long range, embedding their heavy armor with arrows. This bow has a height roughly equal the user's, which gives it its enormous draw, power, and range. After the invention of the crossbow, the massive longbow was supplanted everywhere in Europe except England, which continued its widespread archery tradition for centuries after others abandoned it.
***Recurve Bow.*** A recurve refers to a bow of any size whose arms curl forward at the ends, which delivers energy to the arrow more efficiently and allows for a stronger shot without additional draw weight. This construction technique allows users with less physical strength to use bows of larger size with greater ease and accuracy. In this document, however, this bow acts as an intermediate step between small shortbows and longbows (which had little to no forward curve), for bows of middling size. It occupies the same niche as the weapon formerly called a longbow in the base system does, while the longbow above is an entirely new weapon.
PART VIII | APPENDICES
\pagebreakNum
***Greatbow.*** A massive fictional bow used by creatures of enormous strength, such as giants, the archers of Anor Londo, or Odysseus of Ithaca. This bow dwarfs its user, and has a draw weight so great that most archers could never hope to use it.
### Crossbows
A horizontal bow that is winched rather than drawn, then triggered to fire, these weapons gained widespread use after their invention in China. With relative ease of use for far greater power than what the user could accomplish with a bow, they made it very easy to raise large numbers of cheap troops. They were very popular among Italian mercenaries, and while their range was shorter than English longbows, it is far easier to train an arbalist than an archer, so they saw significant use in mass warfare on the continent until firearms could compete.
***Light Crossbow.*** This easy-to-use crossbow gives users with even basic training effective killing capabilities at range.
***Heavy Crossbow.*** Mighty crossbows, often with arms of metal, that deliver enormous force and require significant strength to crank.
\columnbreak
***Hand Crossbow.*** A small crossbow held in one hand, not unlike a modern pistol. Often dual-wielded. May or may not have actually existed; most results from cursory research refer back to tabletop RPGs but some references exist to their use in "parlor shooting."
### Guns
Firearms and their presence in fantasy are contentious, but there is no denying that plate armor was contemporary with early guns. The firearms used in this document use the matchlock mechanism, which pressed a slow-burning match to the gunpowder when the user squeezed the trigger. Developed in the later half of the 15th century, the matchlock was used alongside the wheellock, and both were superseded by the larger-caliber musket as time passed.
***Arquebus.*** A two-handed firearm with a superficial resemblance to a musket, though with a more primitive firing mechanism and a smaller bore. First appearing in the Ottoman empire, the pre-matchlock versions of these weapons were steadied on walls or tripods, but the trigger allowed them to be used as handheld weapons.
***Handgonne.*** A general term for any gunpowder weapon held in both hands (compared to a bombard or cannon) or, later, in one hand. *WCX* refers to the pistol-like matchlock weapons that appear in museums dated in the late 1400s to mid-1500s.
PART VIII | APPENDICES
\pagebreakNum
### Other Ranged Weapons
The rest of the ranged weapons, which don't fit into a single category.
***Atlatl.*** Dated to Ice Age cultures across Europe, Australia, and the Americas that persisted until the Aztec Empire, this handle of carved wood, antler, or bone had a curved or hooked end to hold a dart hurled by the pitching motion. The leverage added shot the javelin further and with more force and accuracy than possible with hand alone. Believed by some to be a missing link between javelins and bows.
***Blowgun.*** A hollow tube into which a needle (often poisoned) is placed. The user's breath propels the projectile forward in near silence. Popular among assassins and guerillas.
***Dart.*** Any sharp, thrown projectile that doesn't fit into the other categories, including light, fletched spears (hurled by atlatls), throwing knives, and shuriken.
***Sling.*** A leather thong or strap into which stones are placed and hurled with centrifugal force. A simple and humble weapon, but not one to be underestimated.
***Boomerang.*** A specially-shaped piece of wood used for hunting and warfare that, when thrown properly, returns to the user's hand rather than continuing onward.
***Net.*** A series of cords knotted into a mesh that ensnares and entraps enemies. Popularly wielded by gladiators, this weapon sees use among hunters, trappers, and fishermen.
### Shields
Shields have been a critical component of personal defense throughout history. While knights in plate experienced diminishing returns in protection for the weight they added, less-armored enemies continued to use them all the way through the modern era.
***Buckler.*** A small, round shield made entirely of metal, with a large bulge (or boss) in the center used to parry attacks. Commonly used in fencing.
\columnbreak
***Heater Shield.*** A generalist shield (left) that evolved from the kite shield (above), which can be used when mounted or on foot. Light, inexpensive, and effective from the waist up, heater shields often displayed the heraldry of the warrior wielding them on their colorful faces.
***Kite Shield.*** A teardrop-shaped wooden shield wielded by both footmen and mounted soldiers but specialized for horseback, the tapering shape of this shield makes it perfect for defending both horse and rider. Common in the Early Middle Ages, and made famous for their use of the Norman conquest of Britain as depicted on the Bayeux Tapestry.
PART VIII | APPENDICES
\pagebreakNum
***Pavise.*** A tall shield made of wood used by crossbowmen, who carried it to serve as portable cover. A large spike in its bottom allowed its user to plant it in the ground to shield them while they ducked behind it to winch a crossbow.
***Roundshield.*** A circular one-handed shield, made of wood or metal with a circular boss in the center. The example pictured above imitates the Viking shield, but this shield can also be used to represent any other circular shield that cannot reasonably fit into any other category.
\columnbreak
***Tower Shield.*** A tall shield, typically rectangular, capable of covering most or all of the user's body, giving them extra cover against attacks.
***Dueling Shield.*** Also called a long shield, this shield often featured a large triangular boss in the middle for bashing enemies along with a set of blades, spikes, and hooks to give extra versatility. It was used both alone and as a weapon in its own right.
PART VIII | APPENDICES
\pagebreakNum
***Lantern Shield.*** Popular during the Italian Renaissance in the 1500s and 1600s and used for nighttime duels, this specialized buckler fits an entire lantern and integrates a gauntlet and blades into its construction.
### Arrows
The projectiles loosed (not fired) from bows, made of a straight shaft of wood either sharpened or equipped with a metal or stone head and fletching to straighten the arrow's flight. A humongous variety of arrows and arrowheads have existed over time, and the small variety here cover major variations used during the Middle Ages.
***Bodkin Arrow.*** An arrowhead with a straight spike used against armored targets and reportedly capable of piercing maille and plate. More common than broadheads.
***Broadhead Arrow.*** A steel arrowhead employed against lighter-armored targets, capable of causing large wounds with its multiple blades.
***Field Arrow.*** These cheap arrows mimic the flight of harder-headed arrows, and can be used against practice targets with minimal penetration.
***Firecage Arrow.*** Rare iron-headed arrows which contained a burning coal, used for signal lightning and to set fires over fortifications.
### Other Ammunition
The other kinds of ammunition, which are more intuitive than the varieties of arrowhead, or even have their own section already.
***Barbed Quarrel.*** A bolt fired from a crossbow with rearward spines or barbs that cause additional damage to the target's flesh when removed.
***Blowgun Needle.*** Miniscule spiked darts propelled by the user's breath from a blowgun. Tiny, silent, and often coated with poison to stealthily assassinate targets.
***Bullet.*** The ammunition fired by guns—a round, unrifled sphere made of lead. Individual arquebusiers often trimmed their bullets to fit their guns, or even made their own bullets.
***Dart.*** A broad term for any small, pointed piece of ammunition. Large dots can be hurled with an atlatl, moderately-sized ones can be thrown by hand, and small ones are fired from blowguns.
***Grapeshot.*** Rather than a single bullet, this cartridge contains many small lead spheres, allowing the shooter to hit smaller, moving targets more easily.
***Hunting Bolt.*** A less-lethal piece of crossbow ammunition, designed to bruise and stun the target rather than pierce and cut the flesh, avoiding damage to valuable meat.
\columnbreak
***Sling Bullet.*** Any small stone or piece of metal aerodynamic enough to be fitted into a sling. One of the easiest pieces of ammunition to find, often picked up from the ground in the heat of the moment.
***Quarrel.*** The darts fired by crossbows, with a variety of characteristics depending on specialization. Tend to be shorter and thicker than arrows.
### Armor
The full set of armor detailed in this document which, while not nearly as detailed as the weapons, are more diverse and balanced between each other than those in the base game.
***Leather.*** This flexible armor made from tanned animal hides offers basic protection against glancing blows, but cannot endure extended punishment.
***Gambeson.*** Armor made from layers of quilted cloth. Warm, thick, and flexible. Thinner gambesons are worn beneath other armor to act as padding, and thicker variants make excellent armor. Often worn by peasants, mercenaries, and other groups on a budget.
PART VIII | APPENDICES
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***Jackchains.*** A gambeson with chains or spaced plates along the arms and shoulders to provide additional protection.
***Hide.*** Thick, heavy clothing made of furs and skins. It can take a variety of shapes and designs, and often features the patterns and construction techniques of the culture which created it.
\columnbreak
***Haubergeon.*** A shorter version of the thigh-length hauberk, this ringed shirt of maille covered most of the arms, but did not include maille gloves.
***Breastplate.*** A metal plate that covers the front of the torso, covering the vitals but leaving the vulnerable back open, allowing for flexibility and speed.
***Brigandine.*** Often confused for studded leather (which never existed), this armor is a cloth top with metal sheets riveted to the interior to create a shell around the user. Also called a coat of plates.
PART VIII | APPENDICES
\pagebreakNum
***Cuirass.*** A breastplate with matching backplate and helmet. The perfect combination of budget manufacturing, weight, and protection which persisted after the Renaissance, lingered through the nineteenth century, and only truly vanished in the early years of the first World War.
***Half-plate.*** Budget plate armor that covers the torso, head, and upper limbs, but not the extremities. Often manufactured in vast quanties, since those parts require little tailoring.
\columnbreak
***Scale.*** A full-body harness that used overlapping metal scales instead of interlocking rings. Famous for its use in the Middle East and the empires that spanned it, leading to its adoption in Greece and Eastern Europe.
***Hauberk.*** Armor made of interlocked rings that covers the torso, arms, and thighs, and often the head, used through the Early Middle Ages and Crusades, and to fill the gaps in plate during the later Middle Ages.
PART VIII | APPENDICES
\pagebreakNum
***Splint.*** Budget plate with the arms and legs covered by leather with metal plates riveted to the outside, to substitute for a full suit to reduce manufacturing time and material cost.
\columnbreak
***Full Plate.*** Fitted, customized armor that covered the body from head to toe in shaped metal sheets, with maille to fill in gaps and padded gambeson worn underneath. Virtually impenetrable by most cutting and piercing weapons and immensely expensive. Plate-armored knights are reported to have taken dozens of arrows without falling, resembling pincushions as the shafts stuck out of the steel armor and layers of padding beneath.
As plate armor spread, multiple weapons grew in popularity in order to counter them. The guisarme and billhook predate the invention of plate by several centuries, but they and their techniques survived with the halberd, which was used to pull a plate-armored knight from his horse. Once on the ground, a dagger (especially a rondel) thrust into the eyeslit or a chink in the armor at the armpit was sufficient to quickly dispatch a knight. The latter weakpoint is protected by the circular plates below the shoulders, called *rondels* or *besagews*.
Plate armor was nigh-impossible to pierce, but even the thick layers of cloth padding couldn't absorb the force of blunt impacts. Warhammers, war picks, maces, and pollaxes were all popular anti-plate weapons, and were often wielded by warriors clad in plate themselves. The longsword, when gripped midway up the blade for precise thrusting or when held in reverse to strike with the pommel (the famous *mordhau*, or murderstroke), made an effective anti-plate weapon in a pinch.
The style pictured here is in *Gothic* style, which was produced in the Holy Roman Empire (modern Germany) and can be identified by the fluted surface of its steel. In addition to its aesthetically pleasing effect, the flutes helped deflect the blunt weapons discussed above. The other major style of manufacture was *Italian*, which tended to be asymmetrical (with heavier armor on the left to better defend the user's non-dominant side) and less decorated. Both styles emerged in the mid-1400s.
The full suit of plate pictured here has a *sallet* helm, a rounded helmet with a visored top half and a lower half, the *bevor*, bolted to the upper part of the armor. The sallet features a tail of varying lengths that protects the back of the user's neck.
The first standalone helm is the *armet,* also with an opening visor but which features cheekpieces attached to the cupped steel that surrounds the back of the head, rather than the tailed plate of the sallet.
The second helmet is a *frogmouth* helm, a heavier helmet made of thicker steel that bolted directly onto the chest, which did not allow the knight to turn his head. It was only used for jousting, not for real combat.
PART VIII | APPENDICES
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## Magical Weapons
This section contains several sections to help generate magical weapons that match the versatile arsenal of mundane options added by *The Warrior's Codex.*
### Diversified Option Tables
Most magical weapons in the *Dungeon's Master Guide* are swords. This is not unreasonable—the sword holds more narrative importance than any other weapon in English-speaking literature—but it gets boring. Nothing about the magical properties of the majority of magic swords means they *must* be applied to a sword—and with the new weapons added by *The Warrior's Codex*, a game with magical weapons that *aren't* swords is an added bonus.
There is no reason, for example, that a *frost brand* couldn't be a boar spear, halberd, or even a heavy crossbow, rather than a sword. So long as the necessary properties match—such as slashing damage for a vorpal weapon—it can be changed. When you generate loot and roll a magical weapon, consider using the tables below to create it.
This section adds tables that enable the Dungeon Master to quickly generate a new magical item after rolling or selecting its powers in magical weapons could be any weapon in a category, or any weapon at all. For example, if a randomly-generated loot hoard calls for a *sword of sharpness*, the DM can roll on the tables below to determine the weapon that the new item should be, which gains the properties and damage dice of that weapon, instead of a sword. So long as the weapon can deal slashing damage, it will work without issue—resulting in weapons like a *halberd of sharpness* or a *hooksword of sharpness*.
Afterward, the DM and player can use the Aesthetics section below to add more backstory, personality, and unique design to the new weapon.
Alternatively, if a magical weapon can belong to a category of items, the DM can use the appropriate table to determine the specific weapon. For example, a *berserker axe* can be rolled on the axe table to find which type of axe it should be. You can also use the tables for shields, ammunition, and armor, found after the weapon tables, to do the same.
As magical items tend to be one-of-a-kind masterworks, they often carry additional customizations. See Part III for details about weapon modifications and customization.
#### Tables
Rolling on the Weapon Type table to determine which weapon category to use. This subdivision organizes the weapons in rough groups determined by similar combat styles (rather than damage types), which is why pollaxes appear in the staff table and flails don't join wires and whips.
These tables can also be used to determine which weapon or weapons a monster might carry, rather than those listed in its statblock, to diversify the tactics the party faces.
##### Weapon Type
| d10 | Weapon Type |
|:---:|:-----------:|
| 1 | Spears |
| 2 | Polearms/Staves |
| 3 | Bludgeons |
\columnbreak
| d10 | Weapon Type |
|:---:|:-----------:|
| 4 | Knives |
| 5 | Axes |
| 6 | Swords |
| 7 | Other melee |
| 8 | Ranged—tension |
| 9 | Ranged—propulsion |
| 10 | Ammunition
##### Spears
| d8 | Weapon |
|:---:|:-----------:|
| 1 | Boar spear |
| 2 | Javelin |
| 3 | Harpoon |
| 4 | Lance
| 5 | Shortspear |
| 6 | Spear
| 7 | Trident
| 8 | Reroll
##### Polearms/Staves
| d8 | Weapon |
|:---:|:-----------:|
| 1 | Glaive
| 2 | Guisarme
| 3 | Halberd
| 4 | Lucerne
| 5 | Pike
| 6 | Pollaxe
| 7 | Ranseur
| 8 | Quarterstaff
##### Bludgeons
| d12 | Weapon |
|:---:|:-----------:|
| 1 | Cestus
| 2 | Club
| 3 | Goedendag
| 4 | Greatclub
| 5 | Flail
| 6 | Light hammer
| 7 | Mace
| 8 | Maul
| 9 | Morningstar
| 10 | Peasant Flail
| 11 | War Pick
| 12 | Warhammer
PART VIII | APPENDICES
\pagebreakNum
##### Knives
| d4 | Weapon |
|:---:|:-----------:|
| 1 | Dagger
| 2 | Parrying dagger
| 3 | Rondel
| 4 | Sickle
##### Axes
| d6 | Weapon |
|:---:|:-----------:|
| 1-2 | Handaxe
| 3-4 | Battleaxe
| 5-6 | Greataxe
##### Swords
| d12 | Weapon |
|:---:|:-----------:|
| 1 | Arming Sword
| 2 | Bastard Sword
| 3 | Estoc
| 4 | Greatsword
| 5 | Hooksword
| 6 | Longsword
| 7 | Messer
| 8 | Rapier
| 9 | Sabre
| 10 | Scimitar
| 11 | Shortsword
| 12 | Shotel
##### Other melee
| d4 | Weapon |
|:---:|:-----------:|
| 1 | Chain whip
| 2 | Garotte wire
| 3 | Gauntlet-sword
| 4 | Whip
##### Ranged weapons—tension
| d8 | Weapon |
|:---:|:-----------:|
| 1 | Greatbow
| 2 | Hand crossbow
| 3 | Heavy crossbow
| 4 | Light crossbow
| 5 | Longbow
| 6 | Recurve bow
| 7 | Shortbow
| 8 | Sling
\columnbreak
##### Ranged weapons—propulsion
| d8 | Weapon |
|:---:|:-----------:|
| 1 | Atlatl
| 2 | Arquebus
| 3 | Boomerang
| 4 | Blowgun
| 5 | Dart
| 6 | Handgonne
| 7 | Net
| 8 | Staff Sling
##### Shields
| d8 | Weapon |
|:---:|:-----------:|
| 1 | Buckler
| 2 | Dueling shield
| 3 | Heater shield
| 4 | Kite shield
| 5 | Lantern shield
| 6 | Pavise
| 7 | Roundshield
| 8 | Tower shield
##### Basic Ammunition
| d10 | Ammunition |
|:---:|:-----------:|
| 1 | Barbed quarrel
| 2 | Blowgun needle
| 3 | Bodkin arrow
| 4 | Broadhead arrow
| 5 | Bullet
| 6 | Dart
| 7 | Field arrow
| 8 | Hunting bolt
| 9 | Quarrel
| 10 | Sling bullet
##### Specialized Ammunition
| d4 | Ammunition |
|:---:|:-----------:|
| 1 | Firecage Arrow
| 2 | Grapeshot
| 3 | Silver bullet
| 4 | Whistling Arrow |
PART VIII | APPENDICES
\pagebreakNum
##### Light Armor
| d6 | Type |
|:---:|:-----------:|
| 1-2 | Leather
| 3-4 | Gambeson
| 5-6 | Jackchains
##### Medium Armor
| d12 | Type |
|:---:|:-----------:|
| 1-2 | Hide
| 3-4 | Haubergeon
| 5-6 | Breastplate
| 7-8 | Brigandine
| 9-10| Cuirass
| 11-12 | Half-plate
##### Heavy Armor
| d4 | Type |
|:---:|:-----------:|
| 1 | Scale
| 2 | Hauberk
| 3 | Splint
| 4 | Full plate
### Aesthetics
Inspired by the section that begins on page 141 of the *Dungeon Master's Guide,* this section has no mechanical effect at all. Instead, it adds more options when the Dungeon Master determines the history and appearance of magical items, to help make each feel unique. Two identical +2 weapons, for example, can feel entirely different if they boast different appearances (compare a +2 elven greatsword and a +2 orcish greataxe), the histories to match, and different quirks and minor properties.
This section adds aesthetics for more creators, with multiple options for most groups, and additional details about the item's creation, history, or past owners. It does not expand on the quirks or minor properties of the weapons.
This section is for fun and inspiration, and is not set in stone. They exist to be modified, to inspire and guide, but do not dictate. The Dungeon Master and group should creatively modify them as they see fit.
Some options would alter the properties of the weapon or its materials if taken at face value, but should not change the weapon mechanics unless specified in its description.
#### Aesthetic Options
To choose an aesthetic, roll a d100, divide the result by 2, and choose the result from the table. Round the number up.
1. ***Humans.*** The weapon is made from brightly-polished steel trimmed with gold or silver, and studded with gemstones. It has straight, clean edges, and has simple, but elegant, patterns.
2. ***Dwarves.*** The weapon is made from thick, heavy bronze or steel. Layers of concentric hexagons form the body of the weapon, while the handle is made from cast iron.
\columnbreak
3. ***Dwarves.*** The weapon is carved from a single piece of stone, with great weight. Rubies are embedded in the rock. Bronze or brass trim provides additional color.
4. ***High elves.*** Made from polished steel with grips of fine wood or ceramics, elegant filigree in precious metals or delicate pigments are worked through the weapon’s design, which arcs gently from one segment to the next in a single elegant curve.
5. ***High elves.*** Gold and silver paneling covers the handles of this weapon, which curl up in elegant arcs that remind the eye of creeping vines or cresting waves.
6. ***Wood elves.*** Made from magical heartwood that never dulls or breaks, the grip of this weapon is elegantly carved with deep grooves. The entire surface is painted with bright colors, and the feathers of exotic birds or the teeth of mighty beasts decorate it.
7. ***Wood elves.*** The rock-hard bone of an exotic creature forms the core of this weapon. The bone might be sharpened, or blades of long obsidian or flint form the edges. Turquoise and other semiprecious stones cover its surface. Leather from the creature that lost the bone forms the grip.
8. ***Dark elves.*** A single piece of obsidian, shaved down layer by layer to a smooth, polished surface, forms this weapon. Dark rubies and amethysts decorate its handle of matte black metal.
9. ***Dark elves.*** A blade of dark steel that ripples when the light runs across it emerges from a handle of grainy dark wood wrapped in black silk.
10. ***Sun elves.*** Like the high elves, weapons made by sun elves flow like water from one arc of the handle and blade to the next without pause. It is unadorned and made from simple metals and woods, but its simplicity belies its perfect balance and impeccable construction.
11. ***Sun elves.*** Otherwise unadorned, the golden hilt of this weapon catches the light and fills the mind with meditative calm whenever beheld.
12. ***Halflings.*** This weapon is humble and plain, with a leather grip that sits comfortably in your palm.
13. ***Halflings.*** The nonmetal parts of the weapon are made from the wholesome wood of pastoral forests, painted a pleasant blue or green with twirling gold lines.
14. ***Orcs.*** This unbalanced weapon’s construction from a wooden core and spikes of bone, teeth, or metal shrapnel conceal its grim efficacy. While crude, blood flows from the jagged gashes left by this weapon’s serrated edges.
15. ***Orcs.*** This bone weapon is embedded with points or blades made of chipped flint or teeth of wild beasts. Trophies hang from its handle, tied by a leather cord. These trophies might be beautiful, like precious stones or stolen jewelry, or grisly, like parts taken from enemy orcs.
16. ***Goblins.*** The bones and teeth of another goblin form the handle and points of this weapon, which contains a core made from the shards of another magical item, lost to time. If shaken, the pieces rattle inside.
17. ***Goblins.*** The weapon is rusty and ancient, but has never dulled. Rough twine around the handle helps you grip it, while the pitted surface is caked with dried blood.
18. ***Dragons/Dragonborn.*** The weapon is covered in brilliant scales, whose hard edges form the blade. A gemstone of matching color sits in the pommel.
PART VIII | APPENDICES
\pagebreakNum
19. ***Dragons/Dragonborn.*** A dragon carved from precious stone coils around the haft or blade of the weapon, which is a core of flawless steel.
20. ***Yuan-ti.*** With a hilt made of jade and decorated with emeralds, the points of weapons made by yuan-ti form conical spines that resemble the tips of snake fangs.
21. ***Yuan-ti.*** This weapon is eerily smooth to the touch, for it is coated by a thin, membranous layer of bronze or mossy green snakeskin that covers all but the very tip.
22. ***Merfolk/sahuagin.*** Made from carved whalebone with a rough coral grip, the weapon is flexible and bendy, but razor-sharp.
23. ***Merfolk/sahuagin.*** The elegant arcs of this weapon bring to mind the flowing of water. It is made from polished coral and decorated with pearls.
24. ***Druids.*** This weapon is made from a piece of living wood, especially ash or oak. Green shoots sprout, wither, and die along its surface. It never rots or burns.
25. ***Druids.*** Covered in totems from animals, monsters, or humanoids, this bone weapon is embedded with swirling druidic script that act as channels for the blood of creatures sacrificed with this weapon.
26. ***Wizards.*** Studded with crystals, this meticulously-proportioned weapon is separated into multiple glowing parts that all float near each other, magically maintaining the weapon's shape.
26. ***Wizards.*** Studded with gems, this weapon is a reservoir of latent magical energy. The many gems embedded in its surface glow with unnatural brilliance, and the entire object vibrates.
28. ***Warriors.*** Endowed with the physical or mental abilities of its creator, this weapon might resemble the mundane version of an item created by any race. Certain situations can endow a mundane item with magical might.
29. ***Aberrations.*** Made from unrecognizable stone or unearthly metal and studded with uncut stones, this weapon features relief carvings of impossible intricacy and nonsense patterns. They are uncomfortable to look at.
30. ***Aberrations.*** While this weapon appears with the aesthetic of another people, it is soft and warm to the touch, like living flesh.
31. ***Fiends.*** This weapon, with harsh angles that resemble support struts connecting parts together, is made from a single piece of black cast-iron and covered in cruel spikes.
32. ***Fiends.*** This weapon is made from the flexible bone of living beings. At least one skull appears in its design, within which glows the faint light of the tortured soul forced to inhabit the object.
33. ***Fey.*** Made of an unknowable white or pink metal, this weapon is made of interconnected filigree from tip to tip, like an ice sculpture. Its spires appear incredibly delicate, but the weapon is just as unbreakable as the rest.
34. ***Fey.*** Flowers bloom on the base of this elf-like weapon, which smell sweeter than honey but whose scent is impossible to remember. Its light design makes it easy for the wielder to perform complex maneuvers with it.
35. ***Celestials.*** Bold and elegant, made from smooth white marble, platinum, gold, and decorated with a multitude of precious stones, this weapon has more value than any mortal needs. It is far lighter than its bulky construction should allow.
36. ***Celestials.*** Holy symbols of the god that created this weapon are etched into patterns in this weapon’s surface, or as cutouts in the blade. It takes the shape of the race of the god that created it, but its craftsmanship is too perfect and the materials too valuable to have been made by any mortal smith.
37. ***Undead.*** Made from a single piece of black steel, dull rubies like crystallized blood decorate this weapon. Skulls and other bones form the hilt.
38. ***Undead.*** Wet to the touch, this weapon’s contact points are made from living bone, and exposed organs ooze and pulse with unlife.
39. ***Elemental Air.*** Light as a feather, this weapon is made from the durable bones of the magical birds that sail eternal through the skies of the plane of air. Glass beads that appear to contain wisps of colored smoke decorate it.
40. ***Elemental Air.*** This weapon is a roc talon, ground into the appropriate shape. Its edge never dulls, nor does its predatory black luster.
41. ***Elemental Fire.*** The weapon is made from elegant arcs of polished brass and rose gold, and is set with rubies. Its reflections are tinted golden-red.
42. ***Elemental Fire.*** The weapon is made from chipped obsidian or bubbled volcanic rock, with veins of magma flowing harmlessly within it. It is warm to the touch.
43. ***Elemental Water.*** With points made of the bones of exotic fish and wrapped with mother-of-pearl, this elegant piercing weapon is long, slender, and razor-sharp.
44. ***Elemental Water.*** Highly flexible, this weapon appears to bend or warp when swung through the air. Its metal parts are enameled deep blue, sea-green, or stormy grey, and a dark sapphire the size of an eye is set into it.
45. ***Elemental Earth.*** Made of an uncast piece of heavy iron ore, It is far heavier than a normal weapon for its size, and might chip when it strikes a glancing blow. It never loses its edge, however.
46. ***Elemental Earth.*** Carved in geometric terraces with heavy Terran runes scribed in its depths, this stone weapon reverberates like a quake whenever it strikes an enemy.
47. ***Elemental Ice.*** The item is cold to the touch, and made of a transparent piece of blue-white ice, frosted at the edges. A piece of deep blue cord wrapped around the hilt shields unprotected hands from the chill.
48. ***Elemental Ice.*** Made of delicate platinum filigree, this weapon has none of its apparent fragility. Instead, it cuts through enemy flesh effortlessly, and the wounds it leaves fill with tiny ice crystals. The points are tipped with diamond.
49. ***Inevitables.*** Made from brass, unpolished steel, and titanium, a seam runs through this unadorned weapon as though it were a shell surrounding a mechanical interior. If listened to closely, you can hear the sound of clicking gears and hissing pistons.
50. ***Vampires.*** Elegant and cruelly sharp, this weapon seems to shiver in delight when it draws blood. Its handle is made from black leather, its naked steel reflects crimson-tinted light, and the wounds it leaves bleed little, as though the blood has already been sucked away.
PART VIII | APPENDICES
\pagebreakNum
### Creation
After determining the weapon's culture of origin and appearance, roll a d20 to determine who made the item, and how or why it came to exist.
1. A master craftsman, at the request of a patron.
2. A master craftsman, as their final magnum opus before they died.
3. An amateur craftsman, who created it by accident.
4. A spellcaster, who created it as a side effect of another project
5. A smith, spellcaster, or mighty warrior who infused it with their power as they died.
6. A mighty warrior whose feats endowed a mundane item with magic power.
7. A mundane smith, in a faraway and exotic location, whose techniques gave it the power it has.
8. A celestial or other god who blessed a mundane item to serve the needs of a devout follower.
9. A great hero, who wandered the far planes and whose feats endowed the item with power.
10. A smith, who foresaw a vision that the weapon would one day be used for heroics far beyond their other creations.
11. A supernatural creature, whose natural powers give the weapon its abilities.
12. A spellcaster, who created the weapon as part of an experiment or to solve a problem.
13. A spellcaster, who created the weapon from the sacrifice of innocent bodies or souls.
14. A spellcaster, who plans to use the weapon as a power source for a greater ritual.
15. A mighty dragon, who created the weapon from parts of its own body as a gift to a creature who impressed it.
16. A tyrannical lord, who had the weapon quenched in the blood of the unfortunate souls who crossed their path.
17. An ancient clan or priesthood, who created the weapon to serve as a symbol as well as a practical purpose.
18. The weapon was forged in the subterranean heat of a volcano.
19. The magic of the creature that the weapon slew transformed it from a mundane weapon to a magical one, and it carries a fragment of that creature’s power within it.
20. The weapon is a standard-issue item carried by a supernatural creature, such as a fey, fiend, or celestial. In the hands of a mortal, it has great power. ### Story After deciding who created the weapon and a few
details about its creation, roll a d20 to determine
how it came to its current location, before it fell
into the party's hands. 1. It has mouldered in a collection, vault,
exhibit, or museum. 2. It was buried in the tomb of its owner
or creator. 3. It was sealed away by enemies of its
user to keep its power hidden. \columnbreak 4. All entrances to the place it was stored collapsed or were sealed, leaving it alone. 5. It fell into a river or sea, where it was lost. 6. It was abandoned on a battlefield and buried in a shallow grave with its master and a thousand other dead. 7. A beast swallowed the weapon, and its bones surround it and the rest of the treasure it consumed. 8. The adventurer carrying it died in the wilderness or dungeon, and it became another piece of treasure. 9. Its creator was terrified of their work and hid it away, hoping it would never be found. 10. It has been used constantly for decades or centuries, and it has committed many deeds great or terrible. 11. The descendants of its wielder kept it as a sign of prestige. 12. It was taken as a trophy by the enemies of its wielder. 13. Religious importance has been placed on it, and it is or was used for religious ceremony. 14. It awaits its destined wielder in a hidden shrine. 15. A monster coveted it for its storied history and added it to its hoard. 16. It fulfilled its intended purpose, and now sits idle. 17. Its owner was killed suddenly and it sits unrecognized with the rest of their possessions. 18. It was stolen from its rightful place by bandits or robbers. 19. A powerful benevolent being has taken it under its protection until the time is right. 20. It was lost to the Astral Plane after the Bag of Holding that contained it was placed in another item, and recently returned to its current plane at a random spot. After this process has been completed, the Dungeon Master can roll on the the tables located on page 141 of the *Dungeon Master's Guide* to decide the weapon's quirks and special properties, if any. The table of minor beneficial and detrimental properties used by artifacts can provide even more mechanical inspiration, to make every item truly
unique—though several can make the item far more powerful.
PART VIII | APPENDICES
\pagebreakNum
\columnbreak
## Credits
*The Warrior's Codex* has a massive scope and has been inspired by many people over its history. Previous editions credited each user by name and listed their contributions, but at this stage there have been too many suggestions by too many people to possibly list them all without insulting omissions. I still list by name those who were either copied directly (with permission), or who inspired me to add something without direct communication with them.
Submortimer of [Giant in the Playground](http://www.giantitp.com/forums/showthread.php?429272-Barbarian-Path-Path-of-Iron) created the Path of Iron, which directly inspired the Ironclad Barbarian.
Similarly, the *Corona* option for the Path of the Cataclysm is an edited version of the Solar Storm primal path contained in ATLAS, a compendium created by the Haven discord server and can be found [here](https://www.reddit.com/r/UnearthedArcana/comments/arb3zk/subclass_path_of_the_solar_storm_herald_an/). It is included with permission.
The wording for bypass, winged, and the tower shield comes from the highly similar work of /u/theapoapostolov. We have collaborated to some degree and I am very grateful for his help.
/u/AngryRepublican inspired the creation of the harpoon, the spear as it exists in this document, and the chain whip.
The crafting rules used here modify those created by Kittenhugs of dmsguild.com.
Alchemical Oils are modified work by /u/giffyglyph, and are used with permission.
Several herbal mixtures were taken from Wraith Wright's *Comprehensive Equipment Manual*; some had their prices or functions changed for balance reasons, and many of the more redundant, niche, specific, or ineffective items were removed.
The poisons are a simplified version of those created by /u/Glorac. Many have had some of their crunchier properties, such as the unique properties of aquatoxins, the mathematics involved in calculating banetoxins, and legality rules—have been removed for ease of play.
The rewritten version of *Mordenkainen's sword* was created by Red Orca of the RPG Stack Exchange. The original post can be found [here](https://rpg.stackexchange.com/questions/151660/improving-bad-spells-mordenkainens-sword).
While not direct contributors to the content of *The Warrior's Codex*, Blackbando#1102 and Jonoman3000#2478 have been enormous influences on the organizational and aesthetic techniques used to lay out and decorate the pages. I'm grateful for their assistance and advice.
Finally, and most importantly, the original Weapons Remastered was originally created by another anonymous user, whose work can be found [here](https://homebrewery.naturalcrit.com/share/H1vHNJOuG). This document introduced the concept of weapons with unique properties to me, and the idea that every weapon should have a unique combination of attributes.
Changes, houserules, and other tweaks to the above document inspired me to compile my other houserules and homebrew archetypes into *The Warrior's Codex.* Without it, this document would not exist, and I owe the entire creation of this work to the user who made. We have only spoken once, and I have no way of ever doing so again. But they made all this possible, and changed the way I think about tabletop RPGs and my participation in them forever.
\pagebreakNum
## Dedications and Thanks
Many people have helped make this massive undertaking successful over the last three years. First and foremost, I owe so much to the eternally patient players in my regular group, who took changes in stride. For hours every weekend they've playtested this document, often with sudden adjustments. Thank you, from the bottom of my heart.
### Special Thanks
These users in particular have been instrumental. Several are members of my real-life social circle whose feedback has been beyond invaluable; one an incredible artistic contributor and server member; and the rest have contributed work to *WCX* directly.
| Discord | Reddit | Other Socials | Contribution
|:---:|:-----:|:-:|:-|
| Copyrightdragon#7641 | — | — | Edits, all
| MEDIX | — | StackExchange: [Medix2](https://rpg.stackexchange.com/users/36521/medix2) | Edits, all
| Aratono | — | — | Hunt domain cleric
| TheProdigalSun | — | — | East Asian alternative weapons
| Badooga#8108 | /u/badooga1 | [linktr.ee/badooga](https://linktr.ee/badooga) | Toss, combat/game rules
| Entrench#3421 | /u/devikyn | — | Combat rules
| Silverbass | /u/aeyana | — | [The Book of Hordes](https://www.reddit.com/r/UnearthedArcana/comments/b5c7px/monster_the_book_of_hordes_rules_for_mass_warfare/)
| Amaya/Polaris#9287 | /u/PolarFeather | Twitter: [Alfa_Polaris](https://mobile.twitter.com/Alfa_Polaris) | *WCX* Cheat Sheet
| BkyleB#7272 | /u/bkyleb | Instagam: [@bridgerburt](https://www.instagram.com/bridgerburt/) | Subclass overview and art gallery
| Majokko Maimun#9984 | [royal-chaos](https://www.reddit.com/user/Royal-Chaos/) | — | Art commissions
| Vikzhety#4436 | — | — | Art commissions
### Concepts and Feedback
The continued participation of those credited below has been invaluable as this document developed. The best way to grow is to gather multiple perspectives, and the feedback from those in this section have been invaluable as I proposed new changes.
The continued participation of those credited below has been invaluable as this document developed. The best way to grow is to gather multiple perspectives, and the perspectives from all these people were instrumental as *WCX* expanded and evolved.
| Discord | Other Socials
|:---:|:-:|
| agathist#1706 | — | —
| Blackbando#1102 | /u/dingo_chungis
| Blind#8000 | — | —
| captaingamer | — | —
| Clippy#3459 | Twitch: [clippy010](https://www.twitch.tv/clippy010) |
| Cthulhu | — | —
| Dave#7137 | — | — |
| Discord | Other Socials
|:---:|:-:|
| Dust | — | —
| DrGoo282#5334 | /u/Drgoo282 | —
| JuanHexgem | — | —
| JuhoPP#9025 | — | —
| Kroth#4497 | — | —
| permacc | — | —
| PhoenixAlpha | — | —
| Ragnar Bearson#9097 | — | —
| Rocklifter | — | —
| Slaximillian#7230 | /u/Slaximillion | —
| Slen | — | —
| Sunny Spade | — | —
| The Gam Emperor | — | —
| Tiramisu#1329 | /u/illuminatedcodex |
| Vajra#6659 | /u/Drakantr | —
| Varandru | — | —
| ViralStarfish#2779 | /u/ViralStarfish | —
| ZeroDarkFang#1501 | /u/ZeroDarkFang | —
\pagebreakNum
### Further Review
The people who helped me pour over page after page, day after day, as the project came to a close. Every fixed typo, every question about mechanical interactions, and every comment about something strange has improved this document for the better.
| Discord | Reddit | Other Socials
|:---:|:-----:|:-:|
| 30PcsOfSilver | — | —
| Apophis | — | —
| Auxilium#5372 | — | —
| Birrom#4903 | /u/Travis4903 | Twitch: Birrom
| Car of the Spider | — | —
| Dragos | — | —
| Eltharion | — | —
| Goide#1493 | /u/dnfeijo | —
| Heavenly Guardian | — | —
| Lune | — | —
| Numbers1999 | — | —
| PurpleSalt | — | —
| Silky Snow | — | —
| SmaugsDeo | — | —
| The_Hungry_Rabbit | — | —
### Playtesters
One session is worth a thousand hours of theorycrafting. Whether we played together or they used *The Warrior's Codex* in their home games and came to me with feedback, these people have had real experience in using this document, and they helped realize changes I would have never imagined trying to go it alone, and the flaws in this homebrew that I would have never considered. This includes both those digitally and those who I joined in real-life sessions, outside a normal game, solely to playtest.
| Discord |
|:---:|
| 15avatar3
| Apophis
| Bastion |
| cozycat |
| Dark Hour
| denguyen246 |
| DillonDND |
| Fendrith
| Heavenly Guardian
| Hypocloriphorius
| Ivory
| Jake, Shackled To Caffiene
| Discord |
|:---:|
| Jayloo
| JohnnySnark
| karmakameleon
| Left
| Majix
| Melon_lord
| M017
| PixelKing
| Squishy
| vallurithuun
| Xerbio
\columnbreak
To every single person not yet named on the FungalBrewery [Discord server](https://discordapp.com/invite/TaKJkmP), this project couldn't exist without you as well. It's been a wonderful journey to expand this content for you and to hear your feedback right away and in real-time. The whiteroom crafting, workshopping, and actual playtesting you all have done is nothing short of spectacular, and I'm touched to have built such a community around this project.
### Looking for More?
You can find the discord server mentioned just above right [here.](https://discordapp.com/invite/TaKJkmP) Come to give feedback, share stories of this and other brews, and catch more updates on my projects!
You can find a comprehensive list of all my homebrew [here](https://www.gmbinder.com/share/-LogzQ7hyrJW5jr7lrm2).
## Art Credits
Stains created by /u/flamableconcrete, /u/QalarValar, and /u/AeronDrake, or were provided by the [Watercoloring in GMBinder](https://www.gmbinder.com/share/-Kx5i9fuxhuci6BUrbJq) document.
#### Part I Art credits:
* ***Traverse the Outlands,* Daarken**
* ***Dragonborn Barbarian,* Salt in Wounds, Jeff Chen**
* ***Weathered Runestone,* Dan Scott**
* ***Tithebearer Giant,* Wisnu Tan**
#### Part II Art credits:
* ***Legion's Landing*, Svetlin Velinov**
* ***Viashino Slaughtermaster*, Raymond Swanland**
* ***Thrall*, Marvin Seo**
* ***Firemantle Mage,* Chris Rahn.**
* ***Dune, Earth Genasi*, phazone**
* ***Valor Singer*, Justyna Gil**
* ***Gorilla Chieftain*, Carl Critchlow**
* ***Awaken the Bear,* Svetlin Velinov**
* ***Flames of the Raze-Boar,* Jason A. Engle**
* ***Thunderous Orator,* Brian Valeza**
* ***Plague Knight,* Jay Jiwoo Park**
* ***Warlord's Axe,* Franz Vohwinkel**
* ***Horseman*, Damien Audino**
* ***Ayara's Oathsworn,* Johann Bodin**
* ***Blade-Blizzard Kitsune,* Andrew Mar**
* ***Gift of Immortality,* Matt Stewart**
* ***Human Sorceress Character Illustration,* Beatrice Pelagatti**.
* ***Greek meander,* shutterstock**
* ***Morbid Opportunist,* Tyler Walpole**
* ***Alaborn Musketeer*, Heather Hudson**
* ***Whirlwind Denial*, Lie Setiawan***
* ***Vivien, Nature's Avenger*, Chris Rallis**
* ***Abzan Ascendancy*, Mark Winters**
* ***WCX Mushroom 4*, Rinazhety**
* ***Valkyrie,* Jason Deem**
* ***Horizon Seeker,* Matt Stewart**
* ***Symmetry Sage*, Jehan Choo**
* ***Cliffhaven Sell-Sword*, Jason Rainville**
* ***End Hostilities*, Jason Rainville**
* ***2013d,* 别叫我无名君**
PART VIII | APPENDICES
\pagebreakNum
* ***Knight in ________ Armor,* Sam Hogg**
* ***Jared Carthalion,* Manuel Castañón**
* ***Fly*, Lie Setiawan**
* ***Spare from Evil*, Jason Felix**
* ***Turning Point*, pindurski**
* ***Riders,* sandara**
#### Part III Art credits
- ***Mystic Forge*, Titus Lunter**
- ***medieval fight*, Ivan Koltovich**
- ***City Guard*, Windmaker**
- ***Matchlock Musket*, ARTIC**
- ***Rivendell Bow*, Nick Keller**
- ***Elisa*, Matheus Graef**
- ***Flamewright,* Mathias Kolros**
- ***Elaborate Firecannon*, Adrian Majkrzak**
- ***Nazahn, Revered Bladesmith*, Victor Adame Minguez**
- ***Choose Your Treasure!*, Justin Nichol**
- ***Weapon Rack,* Joe Slucher**
#### Part IV Art Credits
- ***Poet's Quill,* Anna Fehr**
- ***Shapeshifter Token*, Johann Bodin**
- ***Explosive Appartus*, Lindsey Look**
- ***Bound in Gold*, Victor Adame Minguez**
#### Part V Art Credits
- ***Spy Kit*, Aaron Miller**
- ***Sydri, Galvanic Genius*, Terese Nielsen**
- ***Lullmage's Familiar*, Gabor Szikszai**
- ***Manacles of Decay,* Gary Ruddell**
- ***Ivory Cup,* Donato Giancola**
- ***Quarry Hauler,* David Gaillet**
- ***Knight Exemplar*, Jason Chan**
- ***Bonded Horncrest,* Jesper Ejsing**
- ***Akhlut*, Kate Pfeilschiefter**
- ***Chariot of Victory*, John Stanko**
- ***The Sled (Frostworld)*, Jose Alejo Jadie**
- ***Belgariad - Sendarian Wagon*, Kavitha Radha Udayakumar** - ***Boompile*, Filip Burburan** - ***medicine bottle*, Fang WangLin** - ***Distillery*, Benoit Dugay** - ***Alchemist's Vial,*, Lindsey Look** - ***Woodland Acolyte*, Steve Prescott** - ***Dina, Soul Steeper,* Chris Rahn** - ***Saproling,* Joseph Meehan** - ***Murderous Cut,* Yohann Schepacz** #### Part VI Art Credits - ***Wizard's Retort*, Grzegorz Rutkowski** - ***Goblin Boom Keg*, Viktor Titov** - ***Stormfist Crusader*, Chris Rallis**
*The Warrior's Codex* is unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast.
©Wizards of the Coast LLC.
\columnbreak
#### Part VII Art Credits
- ***Champs d'honneur - Castillon: Juillet 1453,* ©Wizards of the Coast LLC.
Ugo Pinson** - ***Roawn's Stalwarts,* Deruchenko Alexander** - ***Mana Cannons,* Sidharth Chaturvedi** - ***Daring Saboteur*, Victor Adame Minguez** - ***Kiora's Follower*, Eric Deschamps** - ***Desperate Stand,* Raymond Swanland** - ***Gunslinger - Angban*, Paizo Publishing LLC** - ***Champions of Archery, Donato Giancola*** - ***Archers' Parapet,* Wayne Reynolds** #### Part VIII Art Credits * ***Sage's Reverie*, Jason Rainville** * ***WCX Gallery,* Bridger Burt** * ***Open Fire ,* Jason Kang** * ***Quicksmith Genius,* David Gaillet** * ***WCX Mushroom 1, 3,* Rinazhety** * ***Compulsive Research,* Sara Winters** * ***Blood Artist,* Johannes Voss** #### Cover Art Credits - ***Duelist's Heritage*, Lake Hurwitz** - ***Elspeth Conquers Death,* Ryan Yee**
PART VIII | APPENDICES
\pagebreakNum
Take up arms
Everything a mundane warrior needs to compete in a world filled with monsters, mayhem, and magical might.
Wield an armory of reforged weapons, each with a unique combination of traits and abilities.
Build an arsenal of powerful bombs, poisons, and more, and the armies to wield them.
Give yourself an edge you never knew you had with updates designed to make forgotten and neglected options competitive once more.
With more than three dozen new or revised martial and battle-inspired subclasses, new rules for combat and crafting, statistics for mighty steeds and enemy armies, and more than fifty distinct weapons, *The Warrior's Codex* has something for everyone.
[WWW.GMBINDER.COM](https://www.gmbinder.com)