Equipment Overhaul 5e

by RoySauce

Search GM Binder Visit User Profile
5e Equipment Overhaul

Weapons & Armor

For an adventurer, the availability of armor, weapons, and the necessary equipment is of paramount importance. This chapter details the various forms of mundane and exotic merchandise that many adventurer's rely on when facing the many threats that the worlds of D&D present.

Armor

The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: Light Armor, Medium Armor, and Heavy Armor.

Armor Class

Your choice in armor determines your base Armor Class, which is the number enemy combatants need to roll, after modifiers, in order to hit you with weapon or spell attacks.

Armor Proficiency

Anyone can don a suit of armor, but only those proficient in an armor’s use know how to wear it effectively. While wearing armor that you lack proficiency with, you have disadvantage on any Ability Check, Saving Throw, or Attack Roll that involves Strength or Dexterity, and you cannot cast Spells that require somatic or material components.

Armor Type

To reinforce the varying fantasies of armored combatants, while donning armor, you gain a feature based upon the type of armor you've chosen.

Light Armor

If you wear Light Armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. Additionally, while donning Light Armor, you gain access to the following feature:

Lightly Armored. When an attack misses you while donning Light Armor, you can use your reaction to move up to 10 feet from your attacker. This movement does not provoke Attacks of Opportunity. You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a long rest.

Medium Armor

If you wear Medium Armor, you add your Dexterity modifier (Maximum of +2) to the base number from your armor type to determine your Armor Class. Additionally, while donning Medium Armor, you gain access to the following feature:

Moderately Armored. When you are hit by an attack while donning Medium Armor, you can use your reaction to reduce the damage taken by an amount equal to your Strength or Dexterity Modifier (your choice). You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a long rest.

Heavy Armor

If you wear Heavy Armor, you do not add your Dexterity modifier to your Armor Class. Additionally, while donning Heavy Armor, you gain access to the following feature:

Heavily Armored. While donning Heavy Armor, all non-magical bludgeoning, piercing, and slashing damage taken is reduced by a number equal to your Proficiency Bonus. If you don magical armor, you may reduce magical bludgeoning, piercing, and slashing damage as well.

Armor Table
Armor Cost Armor Class (AC) Strength Acrobatics Stealth Weight
Light Armor
  Padded 15 gp 11 + Dex Modifier --- --- --- 8 lb.
  Leather 45 gp 12 + Dex Modifier --- --- --- 10 lb.
  Studded Leather 250 gp 13 + Dex Modifier --- --- --- 13 lb.
Medium Armor
  Hide 10 gp 12 + Dex Modifier (Max 2) --- --- --- 12 lb.
  Chain shirt 50 gp 13 + Dex Modifier (Max 2) --- --- --- 20 lb.
  Scale mail 50 gp 14 + Dex Modifier (Max 2) --- --- 45 lb.
  Breastplate 400 gp 14 + Dex Modifier (Max 2) --- --- 20 lb.
  Half plate 750 gp 15 + Dex Modifier (Max 2) --- 40 lb.
Heavy Armor
  Ring Mail 30 gp 14 Str 11 --- 40 lb.
  Chain mail 50 gp 16 Str 13 --- 55 lb.
  Splint 200 gp 17 Str 15 60 lb.
  Plate 1500 gp 18 Str 17 65 lb.

Armor Properties

Skill Restrictions. If the Armor table shows a ✓ in the Acrobatics or Stealth columns, the wearer has disadvantage on any attempts it makes with the given check.

Strength Requirements. If the Armor table shows a number in the Strength column, then a creature must meet this Strength Requirement in order to wield the armor effectively. If a creature wearing a set of armor does not meet its Strength Requirement, their speed is reduced by 10 feet.

Light Armor

Made from supple and thin materials, Light Armor Favors agile Adventurers since it offers some protection without sacrificing mobility.

Padded. Padded Armor consists of quilted layers of cloth and batting capable of protecting your from minor wounds.

Leather. The Breastplate and shoulders of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of more flexible materials.

Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Medium Armor

Medium Armor offers more protection than Light Armor, but it also impairs Movement more.

Hid⁠e. This crude armor consists of thick furs and pelts. It is commonly worn by Barbarian tribes and other folk lacking in the knowledge needed to create better armor.

Chain Shirt. A Chain Shirt is worn between layers of clothing or leather to muffle the interlocked metallic chains that make up the bulk of the armor's defenses. This armor offers modest protection to the wearer’s upper body.

Scale M⁠ail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish.

Breastp⁠late. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.

Half⁠ Plate. Half Plate consists of shaped metal plates that cover most of the body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Heavy Armor

Of all the armor categories, Heavy Armor offers the most protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks, or at the very least, lessen their blows. Only proficient warriors can manage their weight and bulk.

Ring⁠ Mail. This armor is merely Leather Armor with heavy rings sewn into it to help reinforce the armor. Ring Mail is inferior to Chain Mail, and it's usually worn only by those who can’t afford better armor.

Chain⁠ Mail. Made of interlocking metal rings, Chain Mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows.

Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible Chain Mail protects the joints.

Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor.

Shields
Armor Cost  AC Bonus  Strength  Properties Weight
Light Shields
  Buckler 5 gp +1 --- Parrying 2 lb.
  Arm Guards 10 gp +1 --- Armored 2 lb.
  Round Shield 15 gp +1 --- Armament: Finesse; 2 lb.
Medium Shields
  Cavalry Shield 25 gp +2 --- Mounted Defense 6 lb.
  Infantry Shield 45 gp +2 --- Shield Wall 6 lb.
  Thrown Shield 75 gp +2 --- Armament: Thrown (Range 20/60) 6 lb.
Heavy Shields
  Pavise 125 gp +3 Str 17 Bulwark, Deployable 45 lb.
  Spiked Shield 150 gp +3 Str 17 Armament: Cumbersome, Siege, Variable (Piercing); Bulwark 45 lb.
  Tower Shield 175 gp +3 Str 17 Bulwark, Shield Wall 45 lb.

Helmets

When donning armor of a type with which you are proficient, you may choose to don a helmet. The Cost and Weight of a helmet is equal to 1/10th that of a given suit of armor. For example, a helmet for a suit of scale mail would cost 5 gold pieces and weigh 4.5 pounds while one for a set of Plate armor would cost 150 gold pieces and weigh 6.5 pounds.

Donning a helmet gives you a -2 to perception checks and your Passive Perception score. Additionally, whenever you suffer a critical hit while donning a helmet, you can use your reaction to turn it into a normal hit. When negating a critical hit in this way, your helmet is damaged or destroyed and must be repaired before you can don it again.

Shields

A Shield is made from wood or metal and is carried in one hand. Wielding a Shield increases your Armor Class (AC) by the number shown on the Shield Table. You can benefit from only one Shield at a time.

Additionally, whenever you are hit with a melee weapon attack while wielding a shield, you can use your reaction to attempt to negate the hit. To do so, you must make a Strength (Athletics) check against the attack roll. On a success, you negate the damage entirely. Whether or not you succeed, your shield is damaged or destroyed and must be repaired before you can don it again.

Shield Proficiency

In order to use a Shield effectively, you must be proficient with Armor of the Shield's type, ie proficiency in Light Armor gives you proficiency in Light Shields, proficiency in Medium Armor gives you proficiency in Medium Shields, etc.

While wielding a Shield that you are not proficient with, you have disadvantage on any Ability Check, Saving Throw, or Attack Roll that involves Strength or Dexterity, and the Shield loses all of its properties while retaining it's AC bonus.

Shield Properties

Armament. While donning this shield, you can attack with it as if it were a simple melee weapon with the listed weapon properties. You may treat proficiency with this shield as being proficient with its weapon attacks and, on a hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Armored. Shields with the armored property are worn over one shoulder and an entire arm, allowing you to retain enough manual precision to perform simple tasks such as holding an object, opening or closing a door, grappling a creature, etc. You can not wield weapons with this hand unless you are wielding a versatile weapon in two hands.

Bulwark. While donning this shield, your speed is reduced by 5 feet and you have disadvantage on all Dexterity checks. Even if you are not proficient with this shield, you retain this property while donning it.

Deployable. While donning this shield, you can use an Action to deploy it in an unoccupied space within 5ft of you. While deployed in this way, the shield can provide half cover to a creature standing behind it. Once deployed in this way, the shield can be picked up as a Bonus Action.

Mounted Defense. While mounted, the AC bonus this shield grants you also effects your mount.

Parrying. When you are hit with a Weapon Attack while donning this shield, you can use your Reaction to add your Proficiency Bonus to your AC against the attack.

Shield Wall. This shield grants an additional +1 bonus to your AC while an allied creature wielding a shield with the same property is standing directly next to you. When providing this bonus to an ally, a creature standing 5 feet behind you gain half cover.

Strength Requirements. If the Shield Table shows a number in the Strength column, then a creature must meet this Strength Requirement in order to effectively wield it. If a creature wielding a shield does not meet its Strength Requirement, it reduces the wearer’s speed by 10 feet.

Ammunition
Name Cost Weight
Arrows (20) 1 gp 1 lb.
Blowgun Needles (50) 1 gp 1 lb.
Crossbow Bolts (20) 1 gp 1.5 lb.
Sling Bullets (20) 4 cp 1.5 lb.

Weapons

Your class grants Proficiency in certain weapons, reflecting both the focus of the class and the tools you are most likely to use. Whether you favor a Longsword or a Longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons Tables show the most common weapons, their price and weight, the damage they deal on a hit, and any special Properties they possess. A melee weapon is used to Attack a target within 5 feet of you, whereas a ranged weapon is used to Attack a target at a distance.

Weapon Proficiency

Your race, class, and feats can grant you Proficiency with certain weapons or categories of weapons, wit the two categories being Simple or Martial Weapons.

Simple weapons are those that most anyone can learn to wield effectively, whereas Martial Weapons are known to be wielded by more experienced combatants. Proficiency with a weapon allows you to add your Proficiency bonus to the Attack roll for any Attack you make with that weapon.

Damage Type

When dealing damage with a weapon with which you are proficient, your weapon of choice will deal one of three damage types: Bludgeoning, Piercing, or Slashing. Each of these damage types come with additional properties that will effect your style of play.

Bludgeoning Damage. These weapons crush, shatter, or pierce armor. When you attack a target wearing Heavy Armor or wielding a Shield with an Attack that deals bludgeoning damage, you gain a +2 bonus to the attack roll. You also gain this bonus against creatures with thick shells, metallic skins, and other forms of natural armor, at your DM's discretion.

Slashing Damage. These weapons attack with wide movements. When you reduce an enemy to 0 hit points, you can target another creature within 5 feet of the first that is still in range of your weapon. If the initial attack roll would hit your new target, the remaining damage is dealt to it. you can only apply this bonus once per attack.

Piercing Damage. These weapons especially damage enemies when they hit just right. When rolling the highest possible value on your weapon die, you can roll one additional damage die and add it to the total. You can only apply this bonus once per attack.

Weapon Properties

Many weapons have special Properties related to their use, as shown in the Weapons Tables below.

Agile. When wielding an agile weapon with two hands, you can choose to use either your Strength or Dexterity modifier for both your attack and damage rolls.

Ammunition. You can use a weapon that has the Ammunition property to make a ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition, drawing the Ammunition from a Quiver, case, or other container as a part of the Attack (you need a free hand to load a one-handed weapon).

Concealable. You have advantage on ability checks made to hide or conceal a weapon with this property.

Covert. While hidden, missing an Attack with covert weapons does not automatically reveal your location.

Simple Weapons Table
Name         Cost  Damage     Properties Weight 
Simple Melee Weapons
  Club 1 sp 1d4 Bludgeoning Finesse, Light, Parrying, Thrown (Range 20/60) 2 lb.
  Dagger 2 gp 1d4 Piercing Finesse, Light, Off-Hand, Thrown (Range 20/60) 1 lb.
  Greatclub 2 sp 2d4 Bludgeoning Cumbersome, Heavy, Two-Handed 10 lb.
  Handaxe 5 gp 1d6 Slashing Light, Thrown (Range 30/90) 2 lb.
  Javelin 5 sp 1d6 Piercing Thrown (Range 40/120), Underwater 2 lb.
  Knuckles 5 gp 1d4 Bludgeoning Concealable, Hand-To-Hand, Light, Off-Hand, Open-Handed 1 lb.
  Light Hammer 2 gp 1d4 Bludgeoning Light, Off-Hand, Thrown (Range 20/60), Variable (Piercing) 2 lb.
  Mace 5 gp 1d6 Bludgeoning Siege, Versatile (1d8), Variable (Piercing) 4 lb.
  Quarterstaff 2 sp 1d6 Bludgeoning Agile, Parrying, Versatile (1d8) 4 lb.
  Shortspear 1 gp 1d6 Piercing Agile, Thrown (Range 20/60), Underwater, Versatile (1d8) 3 lb.
  Sickle 5 gp 1d6 Slashing Finesse, Light 3 lb.
Name         Cost  Damage     Properties Weight 
Simple Ranged Weapons
  Dart 5 cp 1d4 Piercing Concealable, Light, Thrown (Range 20/60) 1/4 lb.
  Light Crossbow 25 gp 2d6 Piercing Ammunition (Range 40/120), Loading (1), Two-Handed, Underwater 5 lb.
  Shortbow 25 gp 1d6 Piercing Ammunition (Range 80/240), Two-Handed 2 lb.
  Sling 1 sp 1d4 Piercing Ammunition (Range 30/120), Concealable, Finesse, Variable (Slashing) 1/4 lb.

Cumbersome. Due to their unwieldy designs, all attacks with a cumbersome weapon have a -2 to hit. On a hit, however, you deal additional damage equal to your Strength Modifier.

Finesse. When making an Attack with a Finesse weapon, you may use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.

Hand-To-Hand. When wielding a Hand-To-Hand weapon, attacks count as both weapon attacks and unarmed strikes.

Heavy. In order to properly wield a Heavy weapon, your Strength score must be equal to or greater than 13. If you do not meet this requirement, you have disadvantage on all attack rolls made while wielding a weapon with this property.

Hurled. When wielding this weapon with two hands, you can throw the weapon to make a ranged Attack using the same ability modifier for the Attack and damage rolls that you would use for a Melee Attack. When throwing a weapon in this way, it does not have a longer range.

Light. You may engage in Two-Weapon Fighting when wielding two separate Light weapons at a time, each in one hand. As such, when you take the Attack Action on your turn to attack with a Light weapon in one hand, you can make an additional attack as part of the same Action with the weapon in your off-hand. When doing so, you do not add your ability modifier to the damage of the additional attack.

Loading. You can only fire this weapon a number of times equal to its Loading score before needing to reload. When taking the Attack action, you can reload a weapon with this trait in place of one of your attacks. Alternatively, you can expend half your total movement speed in order to reload your weapon once for free. This reduction can be made once per turn and lasts until the end of your current turn.

Mounted. You must wield Mounted weapons with two hands when unmounted and, when wielding one, you have disadvantage on all attacks within 5 feet of you.

Off-Hand. You can use this weapon to engage in Two-Weapon Fighting with a weapon that lacks the light property as long as this weapon is in your off-hand.

Open-Handed. When wielding an open-handed weapon, you retain enough manual precision to perform simple tasks such as holding an object, opening or closing a door, grappling a creature, etc. Your DM may allow other simple tasks to be added to this list.

Parrying. When you are hit with a Weapon Attack while wielding a Parrying weapon, you can use your reaction to increase your AC against the attack by a number equal to your Proficiency Bonus, potentially causing it to miss.

If you attempt to parry an attack while wielding two separate Parrying weapons, you can roll a d4, increasing your AC by an additional amount equal to the roll.

Martial Weapons Table
Name         Cost  Damage     Properties Weight 
Martial Melee Weapons
  Battleaxe 10 gp 1d8 Slashing Hurled (Range 20), Variable (Bludgeoning), Versatile (1d10) 4 lb.
  Flail 10 gp 2d4 Bludgeoning Cumbersome, Heavy, Siege, Variable (Slashing) 2 lb.
  Glaive 20 gp 1d10 Slashing Heavy, Parrying, Reach (10), Two-Handed 6 lb.
  Greataxe 30 gp 1d12 Slashing Heavy, Hurled (Range 15), Two-Handed, Variable (Bludgeoning) 7 lb.
  Greatsword 50 gp 2d6 Slashing Heavy, Parrying, Two-Handed, Variable (Piercing) 6 lb.
  Halberd 20 gp 1d10 Slashing Heavy, Reach (10), Two-Handed, Variable (Piercing) 6 lb.
  Lance 10 gp 1d12 Piercing Heavy, Mounted, Reach (10) 6 lb.
  Longspear 15 gp 1d10 Piercing Agile, Heavy, Reach (10), Two-Handed, Underwater 9 lb.
  Longsword 15 gp 1d8 Slashing Parrying, Variable (Piercing), Versatile (1d10) 3 lb.
  Maul 25 gp 3d4 Bludgeoning Cumbersome, Heavy, Siege, Two-Handed 10 lb.
  Morningstar 15 gp 1d8 Piercing Heavy, Variable (Bludgeoning), Versatile (1d12) 4 lb.
  Rapier 25 gp 1d8 Piercing Finesse, Parrying, Variable (Slashing) 2 lb.
  Scimitar 25 gp 1d6 Slashing Finesse, Light, Variable (Piercing) 3 lb.
  Shortsword 10 gp 1d6 Piercing Finesse, Light, Parrying 2 lb.
  Trident 25 gp 1d6 Piercing Agile, Thrown (Range 15/60), Underwater, Versatile (1d8) 4 lb.
  War Pick 5 gp 1d8 Piercing Siege, Variable (Bludgeoning), Versatile (1d10) 2 lb.
  Warhammer 15 gp 2d4 Bludgeoning Siege, Variable (Slashing), Versatile (3d4) 2 lb.
  Whip 2 gp 1d4 Slashing Finesse, Light, Reach (15) 3 lb.
Name         Cost  Damage     Properties Weight 
Martial Ranged Weapon
  Blowgun 10 gp 1 Piercing Ammunition (Range 20/80), Concealable, Covert 3 lb.
  Hand Crossbow 35 gp 2d4 Piercing Ammunition (Range 30/120), Light, Loading (1), Underwater 3 lb.
  Heavy Crossbow 85 gp 2d8 Piercing Ammunition (Range 60/240), Heavy, Loading (1), Two-Handed, Underwater 18 lb.
  Longbow 50 gp 1d8 Piercing Ammunition (Range 120/480), Heavy, Two-Handed 2 lb.

Range. A weapon that can make a ranged Attack has two numbers in parentheses after the Ammunition, Hurled, or Thrown property representing the weapon's normal and long ranges respectively. When Attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s Long Range.

Reach. When wielding a Reach weapon, both your melee reach and your range for Opportunity Attacks is increased to the value in parentheses at the end of this property.

Siege. This weapon deals double damage to structures and objects.

Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a Melee Weapon, you make this Ranged attack as though it were a Melee Attack.

Two-Handed. This weapon requires two hands when you Attack with it. If wielding this weapon with one hand, you have disadvantage on all attack rolls.

Underwater. When wielding a weapon with this property, you do not have disadvantage on attack rolls made while submerged in water.

Variable. When using a variable weapon to make a Weapon Attack, you may change the damage type of your attack to that of the type in parentheses at the end of this property. You must decide which damage type you are dealing before rolling to attack.

Versatile. This weapon can be used with one or two hands. When wielded with two hands, the damage die of your attack is increased to the value in parentheses at the end of this property.

Firearms

Firearms within a fantasy setting are often the cause of much debate. The firearms in this supplement are meant to capture the fantasy of a heavy hitting technology that is new to the world, and as such, hard to find and even harder to control.

Built upon a more complex technology than bows and crossbows, firearms have additional rules that apply to them. The following is a list of firearms, rules, and properties, as intended to work alongside the rest of this supplement.

Firearm Proficiency

As a newly formed and highly dangerous technology, firearms are a rare form of weaponry. As such, proficiency with firearms is rare and separated from one's proficiency in simple or martial weapons. During downtime, a character can use the training rules, as described in chapter 8 of the Player's Handbook, to acquire this proficiency as long as they have the necessary time, training, and resources to do so.

Ballistics Damage

As such a rare form of weaponry, firearms require an extreme precision in order to properly utilize the intensive power of such volatile technologies. Because of this, firearms deal a unique damage type known as Ballistics damage.

When attacking with a weapon that deals Ballistics Damage, you choose to deal either Bludgeoning or Piercing Damage instead. You must decide which damage type you are dealing before rolling to attack. This damage benefits from the properties associated with each damage type as normal.

Powder-Based Weaponry

Firearms utilize a volatile chemical substance known as black powder as a propellant. Each time you attack with one, you must expend one pinch of powder and a single bullet. See the Munitions sections below for additional propellants.

Unless specifically designed or prepped to do so, firearms do nor last long in overly damp or humid conditions without intensive upkeep. If completely submerged in water, a firearm becomes unusable and must be cleaned over the course of a short or long rest before it can be fired again.

Firearm Types

Firearms are specialized weapons, with each intended to fill a particular need. The following are the three broadest categories of weaponry that have emerged as firearm-based technologies have have grown and evolved over the years as well as their associated reload speeds.

Muskets. These heavy firearms are full-sized military arms, firing large musket balls with weighted powder charges. They are sturdy and heavy, most being close to 10 pounds and pushing 5 feet in length. It takes a full minute of uninterrupted action to reload a Musket.

Pistols. Pistols are smaller, hand-held firearms designed for quick and easy carry. They are best used at a medium-to-close range, most often when closing the distance towards a target. You can reload a Pistol as an Action.

Rifles. Rifles are two-handed firearms built for range and power. They are built with grooved barrels, which imparts a spin to it in flight, greatly increasing its range and damage in the process. As an Action, you can expend half your total movement speed in order to reload a Rifle you are carrying. This reduction can be made once per turn and lasts until the end of your current turn.


Firearm-Based Ammunition
Name Cost Weight
Musket Shots (20) 5 gp 4 lb.
Pistol Bullets (20) 5 gp 2 lb.
Rifle Bullets (20) 5 gp 3 1/2 lb.
Firearms Table
Name          Cost   Damage    Properties Weight
Firearms: Muskets
  Arquebus 450 gp 4d6 Ballistics Ammunition (Range 30/120), Heavy, Impact, Loading (1), Loud, Misfire (1), Two-Handed 12 lb.
  Blunderbuss 600 gp 6d6 Ballistics Ammunition (Range 60), Close-Quarters (10), Heavy, Impact, Loading (1), Loud, Misfire (1), Two-Handed 18 lb.
  Caliver 750 gp 4d6 Ballistics Ammunition (Range 60), Close-Quarters (30), Loading (2), Loud, Misfire (2), Two-Handed 9 lb.
Firearms: Pistols
  Flintlock Pistol 175 gp 2d8 Ballistics Ammunition (Range 60/180), Light, Loading (1), Loud, Misfire (1) 3 lb.
  Derringer Pistol 1250 gp 2d6 Ballistics Ammunition (Range 80/240), Light, Loading (2), Loud, Misfire (2) 4 lb.
  Pepperbox 3500 gp 2d6 Ballistics Ammunition (Range 100/300), Light, Loading (4), Loud, Misfire (3) 6 lb.
Firearms: Rifles
  Hunting Rifle 950 gp 3d6 Ballistics Ammunition (Range 80/320), Heavy, Loading (1), Loud, Misfire (3), Two-Handed 9 lb.
  Bolt-Action Rifle 2750 gp 2d6 Ballistics Ammunition (Range 120/480), Heavy, Loading (4), Loud, Misfire (4), Two-Handed 11 lb.
  Breeching Rifle 7750 gp 3d12 Ballistics Ammunition (Range 180/720), Heavy, Loading (1), Loud, Misfire (5), Two-Handed 19 lb.

Firearm Properties

Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below).

Ammunition. All firearms require ammunition to make an attack and, due to their rare nature, ammunition may be near impossible to find or purchase. If materials are properly gathered, you can craft ammunition yourself using a Munitions Kit at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed on the previous page next to the price.

Close-Quarters. Close-Quarters weapons fire a compact burst of shot that is highly effective up close. These weapons do not have a longer range when fired. Instead, starting from the value in parenthesis at the end of this property, reduce the damage of the weapon by 1 die for every 10 feet you are from your target, up to its normal range.

For example, a blunderbuss deals its maximum of 6d6 ballistics damage to targets that are up to 10 feet away. However, it deals 5d6 ballistics damage to targets 20 feet away, 4d6 ballistics damage to targets 30 feet away, etc.

Heavy. In order to properly wield a Heavy weapon, your Strength score must be equal to or greater than 13. If you do not meet this requirement, you have disadvantage on all attack rolls made while wielding a weapon with this property.

Impact. When you hit a creature with an Impact weapon, you do not add your ability modifier to the damage. Additionally, if you do not meet the requirements of wielding a Heavy Weapon, each time you fire such a weapon you must make a DC 12 Strength Saving throw or be knocked prone.

Light. You may engage in Two-Weapon Fighting when wielding two separate Light weapons at a time, each in one hand. As such, when you take the Attack Action on your turn to attack with a Light weapon in one hand, you can make an additional attack as part of the same Action with the weapon in your off-hand. When doing so, you do not add your ability modifier to the damage of the additional attack.

Loading. Because of the time required to load this weapon, you can fire it a number of times equal to its Loading score before you needing to reload. Unlike crossbows, which also have the loading property, firearms are known for a series of fairly complex systems of reloading, based upon their varying designs. Look to the Firearm Types section above to find how to reload a given firearm.

Loud. When firing a Loud Firearm, it expels a bright flash of light, a puff of smoke, and an explosion of sound that can be heard by all creatures within 300 feet.

Misfire. Whenever you make an attack roll with a firearm and the roll on the dice is equal to or lower than its Misfire score, the attack misses and the weapon misfires, rendering it unusable. Before a misfired weapons can be fired again, its chamber must be emptied and repaired.

To repair your firearm, you can spend an Action to make a successful Munitions Kit check (DC 10 + Misfire Score). On a failure, the weapon is broken and must be mended over the course of a short or long rest, at a quarter of its original cost. When a creature that lacks proficiency in firearms wields one, they increase the weapon’s misfire score by 2.

Two-Handed. This weapon requires two hands when you Attack with it. If wielding this weapon with one hand, you have disadvantage on all attack rolls.

Equipment

On top of reworking the game's weapons and armor, this supplement has been made to revitalize player's equipment options. The core goals of these changes are to allow player's to utilize the following equipment options in order to set a better foundation for their character's lived fantasy.

In other words, every fantasy is backed by the players equipment. Whether you want to be a sleuthing rogue or a cavaliering privateer or a warden of the wilds, the equipment options available to a player should be able to back each and every one of these play styles.

Starting Packs

The starting equipment options you get from your class includes a collection of useful gear put together in a packs listed here. If you are buying your starting equipment, you can choose to purchase a pack for the price shown.

Burglar's Pack (16 gp). Includes a backpack, a bag of ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, a tinderbox, a waterskin, and 50 feet of hempen rope.

Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

Dungeoneer's Pack (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, and 50 feet of hempen rope.

Entertainer's Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

Explorer's Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Priest's Pack (19 gp). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

Scholar's Pack (40 gp). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Gear Types

This section details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the fantasy world may present.

Adventuring Equipment

The life of an adventurer is full of many daring trials, so it's best to be prepared. Adventuring Equipment contains all of the go-to supplies an adventurer might need on their travels.

Antitoxin. As an Action, you can drink this vial of liquid to gain resistance to poison damage and advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Ball Bearings. As an Action, you can spill these tiny metal balls over a level 10 foot cube, starting from yourself. A creature moving across the covered area must succeed on a DC 12 Dexterity saving throw or fall prone, unless moving at half speed. A single bag comes with 1000 ball bearings and can be used 20 times before needing to be refilled.

Equipment
Item Cost Weight
Adventuring Gear
 Antidote 10 sp 2 lb.
 Ball Bearings 1 gp 2 lb.
 Banner 2 gp 5 lb.
 Bola 1 gp 1 lb.
 Bolt Case 1 gp 1 lb.
 Caltrops (20) 1 gp 2 lb.
 Crowbar 2 gp 5 lb.
 Grappling Hook 2 gp 4 lb.
 Hammer 1 gp 3 lb.
 Hunting Trap 5 gp 25 lb.
 Manacles 2 gp 6 lb.
 Net 2 gp 6 lb.
 Pickaxe 2 gp 10 lb.
 Piton 5 cp 1/4 lb.
 Pole (10-foot) 15 sp 7 lb.
 Portable Ram 4 gp 35 lb.
 Quiver 1 gp 1 lb.
 Shovel 2 gp 5 lb.
 Sledgehammer 2 gp 10 lb.
 Whetstone 1 cp 1 lb.
Traveling Gear
 Backpack 2 gp 5 lb.
 Bedroll 1 gp 7 lb.
 Blanket 5 sp 3 lb.
 Compass 5 gp .5 lb.
 Flask 2 cp 1 lb.
 Lantern, Bullseye 10 gp 2 lb.
 Lantern, Hooded 5 gp 2 lb.
 Mess Kit 2 sp 1 lb.
 Rations (1 day) 5 sp 2 lb.
 Rope, Hempen (50 Ft) 1 gp 10 lb.
 Rope, Silk (50 Ft) 10 gp 5 lb.
 Signal Whistle 5 cp
 Tent, Single 2 gp 10 lb.
 Tent, Double 5 gp 20 lb.
 Tinderbox 5 sp 1 lb.
 Torch 1 cp 1 lb.
 Waterskin 2 sp 5 lb.


Equipment (Continued)
Item Cost Weight
Finer Goods
 Book 1 gp 5 lb.
 Cigarettes (20) 25 sp 1 lb.
 Cigars (5) 2 gp 1 lb.
 Ground Coffee 2 gp 1 lb.
 Hourglass 25 gp 1 lb.
 Ink & Quill 10 gp
 Locket 15 gp
 Magnifying Glass 15 gp
 Merchant's Scale 5 gp 3 lb.
 Mirror 5 gp 1/2 lb.
 Music Box 25 gp 5 lb.
 Perfume 5 gp
 Pipe 10 sp 1 lb.
 Scroll Case 1 gp 1 lb.
 Sheets of Paper (20) 5 sp
 Sheets of Parchment (10) 2 sp
 Sealing Wax 5 sp
 Signet Ring 5 gp
 Soap 2 cp
 Spectacles 20 gp 1/4 lb.
 Spyglass 150 gp 1 lb.
 Tea Set 20 sp 3 lb.
 Tobacco 25 sp 1 lb.
Miscellaneous
 Abacus 10 sp 2 lb.
 Bell 1 gp
 Bottle 2 gp 2 lb.
 Candle 1 cp
 Chain (10 Ft) 5 gp 10 lb.
 Chalk 1 cp
 Chest 5 gp 25 lb.
 Incense 2 cp 1 lb.
 Ladder (10 Ft) 1 sp 25 lb.
 Lock 10 gp 1 lb.
 Pouch 5 sp 1 lb.
 String 1 cp
 Tinder 10 cp 1/4
 Vial 1 gp

Banner. Adorned with a significant symbol or crest, banners are held in the fields of battle and serve as a beacon of camaraderie and fellowship in the face of imminent war.

When wielding a banner in hand, you can use an Action to issue an order to an ally that can see or hear you within 30 feet. If the target believes in the symbol adorned upon your flag, the next time that creature takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of its Attack action.

Bola. Once per turn, when you take the Attack Action, you can make a Ranged Weapon Attack with this length of weighted rope, treating it as an Improvised Weapon. The target must be a Medium or smaller creature within 30 feet.

On a hit, the target must make a DC 12 Strength saving throw or be knocked prone and have their movement reduced to 0 until released. As an Action, you can make a DC 12 Strength (Athletics) check, freeing the target on a success. A bola has 5 hit points and a 10 AC.

Bolt Case. This wooden case can hold up to twenty crossbow bolts.

Caltrops. As an Action, you can spread a series of caltrops over a 10 foot cube, starting from yourself. A creature moving across the covered area must succeed on a DC 12 Dexterity saving throw, unless moving at half speed. On a failure, the creature takes 1d4 piercing damage and their movement is halved for the next minute, or until they spend an Action to remove the caltrops from their feet.

Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

Grappling Hook. When tied to the end of a rope, a grappling hook can secure the rope to a battlement, window ledge, tree limb, or other protrusion.

Hammer. This one-handed hammer with an iron head is useful for pounding pitons into a wall.

Hunting Trap. As an Action, you can set this steel trap, preparing its steel maw to snap shut upon any creature that steps on its central pressure plate. The trap must be affixed to an immobile object, such as a tree, grounded stake, etc.

A creature that steps on the plate must succeed on a DC 12 Dexterity saving throw or take 3d4 piercing damage and be restrained. If the trap was properly hidden from the creature, they have disadvantage on this saving throw. As an Action, you can make a DC 15 Strength (Athletics) check, freeing the restrained creature on a success.

Manacles. As an Action, you can use these metal restraints to bind a willing or unconscious humanoid of Medium or smaller size. While manacled, a creature has disadvantage on all ability checks, attack rolls, or saving throws that rely on Strength or Dexterity.

As an Action, a manacled creature can attempt to escape or break out of their bindings with a successful DC 20 Dexterity or DC 20 Strength check respectively. Without the key, a creature can pick the lock with a successful DC 20 Thieve's Tools check. Manacles have 15 hit and a 10 AC.

Net. As an Action, you can attempt to catch a creature with this weighted net. The target must be a Large or smaller creature within 15 feet, which must make a DC 12 Dexterity saving throw or be restrained. A net has no effect on creatures that are formless. As an Action, you can make a DC 12 Strength (Athletics) check, freeing the creature on a success. A net has 5 hit points and a 10 AC.

Pickaxe. A standard pickaxe used for mining.

Piton. When a wall doesn’t offer handholds and footholds, you can make your own with this steel spike.

Pole (10-foot). A simple, metallic pole that is 10 feet in length. Often used in dungeoneering to check for traps.

Portable Ram. You can use a portable ram to break down doors or other structures. When doing so, you gain a +4 bonus on the Strength check. One other creature can help you use the ram, giving you advantage on this check.

Quiver. A quiver can hold up to 20 arrows.

Shovel. A standard shovel used for digging.

Sledgehammer. When wielding this two-handed hammer, you have advantage on Strength (Athletics) checks made to damage nearby objects or structures. In order to properly wield a sledgehammer, your Strength score must be equal to or greater than 13.

Whetstone. A standard whetstone used to sharpen and maintain blades.

Traveling Equipment

Not all those who travel are adventurers, but all those who travel should be prepared. Traveling Equipment contains all of the go-to supplies one might need as they hit the road.

Backpack. A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear inside it, while also allowing for a number of items to be strapped to its exterior.

Bedroll. You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Blanket. A thick, quilted, blanket made to keep you warm in cold weather.

Compass. This handheld mechanical device has a pointer always pointing north. Wisdom (Survival) checks made to determine location and direction using a compass are made with advantage.

Flask. A small glass or metallic flask tat can hold up to 6 ounces of liquid.

Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an Action, you can lower the hood, reducing its effect to casting dim light in a 5-foot radius.

Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Rope, Hempen (50 feet). Rope, made of hemp, has 5 hit points, 10 AC, and can be burst with a DC 15 Strength check.

Rope, Silk (50 feet). Rope, made of silk, has 5 hit points, 10 AC, and can be burst with a DC 15 Strength check.

Signal Whistle. A small, metallic whistle that emits a high pitched sound used for signaling.

Tent, Single. A simple and portable canvas shelter. It's quick and easy to setup, and sleeps one.

Tent, Double. A portable canvas shelter with enough room for two.

Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. As an Action, you can use its contents to light a torch or anything else with abundant, exposed fuel.

Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. You can use this item as an Improvised Weapon, dealing 1d4 fire damage on a hit.

Waterskin. A waterskin can hold 4 pints of liquid.

Finer Goods

Although not inherent to one's survival, the following Finer Goods might improve moral after a hard days work.

Book. Can contain any mixture of poetry, historical accounts, diagrams, notes, or just about anything else that can be represented using text or pictures.

Cigarettes. Although they are most often rolled from dried tobacco leaves, cigarettes can be packed with any number of herbs or other natural mixtures to boost their flavor or provide alternative benefits when smoked.

Cigars. A finer commodity, cigars are rolled bundles of dried and fermented tobacco leaf. Produced in packs of 5, they come in a variety of types and sizes to be smoked. They produce a potent smell and a complex mix of flavors.

Ground Coffee. A rarity in the world of fantasy, coffee is an expense often saved for the rich and richer. You can infuse these ground beans into a tankard of water over the course of 10 minutes as long as you have sufficient heat.

Drinking this infusion over the course of a short rest allows you to shrug off the effects of exhaustion for a period of time. For the next hour, you can decrease your total exhaustion level by one. You cannot benefit from more than a single cup of coffee at a time, and, if you drink more than three cups in a day, you instead gain one level of exhaustion for each additional cup consumed. A single pound of ground coffee is enough to make 10 cups.

Hourglass. A standard hourglass used to measure the passage of time for up to, you guessed it, an hour.

Ink & Quill. An inkwell with one ounce of ink, typically used alongside the fine quill to write. In more expensive circles, a quill may be replaced by some from of pen.

Locket. A fine locket with an ornate portrait inside.

Magnifying Glass. This lens allows a closer look at small objects, granting advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

Merchant's Scale. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals to help determine their worth.

Mirror. A simple mirror used to check ones appearance, though in a life of adventure can be useful in looking around corners, signalling friends with reflected sunlight, etc.

Music Box. A simple contraption of mechanical design, music boxes are beloved trinkets in finer circles. When opened, this music box plays a single song at a moderate volume and provides a small display, such as a spinning ballerina or a circle of prancing sheep. The box stops playing when it reaches the song’s end or when it is closed.

Perfume. A fragrant commodity in a fine, glass vial. Typically used by the wealthy, though not strictly so.

Pipe. A long wooden pipe used to smoke a variety of herbal mixtures. Sometimes used for medical purposes.

Scroll Case. This cylindrical, leather case that case can hold up to twenty sheets of paper or five sheets of parchment.

Sheets of Paper (20). A stack of fine sheets of standard paper, most often made made of cloth fibers.

Sheets of Parchment (20). A stack of parchment, most often made from pieces of goat hide or sheepskin that has been prepared for writing on.

Sealing Wax. A form of colored wax that, when warmed, is used alongside a signet ring to leave an identifying marker, typically one of an important family or guild.

Signet Ring. Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

Soap. A sudsy commodity used for bathing.

Spectacles. Used to correct one's normally impaired vision, spectacles are an expensive trade that is saved for those who can afford the steps to find the correct lenses.

Spyglass. When looking through a spyglass, your range of vision increases up to five times its normal capabilities and you have advantage on Wisdom (Perception) checks to spot distant objects.

Tea Set. Including up to four cups, an iron kettle, and a fine wooden box to keep your tea in, a tea set holds everything you may need to properly prepare for guests. Fancier sets may include a jar for sugar or a pitcher for cream, each of which increases the set's cost by 5 sp.

Tobacco. Roughly shredded or ground leaves usually smoked through a pipe or rolled into paper.

Miscellaneous

An assortment of Miscellaneous items that could be of worth on your travels.

Abacus. A standard tool used for complex calculations.

Bell. A standard bell that rings, typically used for various forms of forward signaling.

Bottle. A glass bottle can hold 1 1/2 pints of liquid.

Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Chain (10 Feet). A length of metallic chain link. A chain has 25 hit points, 12 AC, and can be burst with a successful DC 20 Strength check.

Chalk. A piece of chalk used for writing and marking on various surfaces.

Chest. A wooden chest that can hold 12 cubic feet of gear, weighing up to 300 pounds.

Incense. A block of incense that is typically burned to produce a fragrant scent. Often used to facilitate an aura of tranquility for meditation or rest.

Ladder (10-Foot). A straight, simple wooden ladder that raises to 10 feet in height. It is cumbersome to carry long distances by hand due to its unwieldy size.

Lock. A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.

Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things.

String. A 10-foot length of string for a variety of uses.

Tinder. A basic form of flammable material used to quickly spark a flame and start a fire.

Vial. A glass vial that can hold up to 4 ounces of liquid. Often used to collect samples for later reference or study.

Clothes & Attire

Although the life an adventurer often calls for one to be clad in armor, there are many more situations beyond mere battle. In addition to any armor or equipment you might carry, its always a good idea to have a quick change of clothes on hand.

Civilian Attire

Not quite designed with the intent of venturing to far lands, Civilian Attire consist of the average attire you might find within the confines of city's walls.

Commoner Clothes. This simple set of clothes is fit for a working life, making it quite durable if a bit coarse. Commoner Clothes may consist of any number of simple garments needed for a given task such as worn gloves for a farmer, an old, leather apron for a smith, etc.

Fine Clothes. This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals or small gems are often worked into the clothing.

Traveling Attire

A life of travel means one of preparation for the elements. Whether exploring sprawling deserts or frozen tundras, it is best to prepare the right Traveling Attire for your journey.

Light Traveler's Clothes. This fine set of clothes consists of loose, billowy cloths to keep the wearer cool and protected from the sun while in hot, dry desert terrain. Adorning this outfit offers limited protections against hot environments as described in chapter 5 of the Dungeon Master’s Guide. The protection it offers against heat is negated if the wearer also dons heavy armor.

Heavy Traveler's Clothes. This outfit consists of a heavy fur coat or cloak over layers of wool clothing, as well as a fur-lined hat or hood, goggles, and fur-lined leather boots and gloves. As long as you remain dry, adorning this outfit offers limited protections against cold environments as described in chapter 5 of the Dungeon Master’s Guide.

Consumables

Whether it be a quick potion or a deadly grenade, the right use of the right item can often mean the difference between life and death. Consumables are items of limited use that are expended when activated.

Coatings

Coatings are a form of Consumable primarily used to apply a variety of effects to one's weapon for a short period of time, though certain Coatings have additional uses as noted below.

As part of a short or long rest, you may expend one use of a Coating, applying it to your choice of one melee weapon or up to 10 pieces of ammunition for 1 hour. All Coatings have an attached number in parentheses denoting the number of uses a single vial has before being entirely expended.

Oil of Sharpness (3). This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. Once applied to a weapon or piece of ammunition, the coated item is considered magical and has a +2 bonus to damage rolls.

Oil of Swiftness (3). This slick oil sparkles with tiny, ultrathin silver shards. Once applied to a weapon or piece of ammunition, the coated item is considered magical and has a +2 bonus to attack rolls.


Clothes & Attire
Item Cost Weight
Civilian Attire
 Commoner Clothes 5 sp 4 lb.
 Fine Clothes 5 gp 7 lb.
Traveling Attire
 Light Traveler's Clothes 15 sp 2 lb.
 Heavy Traveler's Clothes 2 gp 10 lb.
Consumables
Item Cost Weight
Coatings
 Oil of Sharpness (3) 50 gp 1/2 lb.
 Oil of Swiftness (3) 50 gp 1/2 lb.
Elixirs
 Elixir of Arcane Cultivation 50 gp 1/2 lb.
 Elixir of Darkvision 50 gp 1/2 lb.
 Elixir of Resistance 50 gp 1/2 lb.
 Elixir of Vigilance 50 gp 1/2 lb.
Poisons
Applied Poisons
  Darklight Poison 200 gp 1/2 lb.
  Purple Worm Poison 2,000 gp 1/2 lb.
  Serpent Venom 200 gp 1/2 lb.
  Wyvern Poison 1,200 gp 1/2 lb.
Contact Poisons
  Jitterlocke 350 gp 1/2 lb.
  Lotus Extract 400 gp 1/2 lb.
  Mind's Burn 950 gp 1/2 lb.
  Oil of Taggit 400 gp 1/2 lb.
Ingested Poisons
  Assassin’s Blood 50 gp 1/2 lb.
  Midnight Tears 1,500 gp 1/2 lb.
  Pale Tincture 250 gp 1/2 lb.
  Truth Serum 150 gp 1/2 lb.
Inhaled Poisons
  Burnt Othur Fumes 500 gp 1/2 lb.
  Essence of Ether 300 gp 1/2 lb.
  Ironlung 250 gp 1/2 lb.
  Malice 250 gp 1/2 lb.
Potions
 Potion of Elemental Breath 50 gp 1/2 lb.
 Potions of Healing
  Potion of Minor Healing 50 gp 1/2 lb.
  Potion of Greater Healing 50 gp 1/2 lb.
  Potion of Superior Healing 50 gp 1/2 lb.
  Potion of Supreme Healing 50 gp 1/2 lb.
 Potion of Heroism 50 gp 1/2 lb.
 Potion of Speed 50 gp 1/2 lb.
 Potion of Vitality 50 gp 1/2 lb.


Munitions
Item Cost Weight
Explosives
 Blasting Charge 25 gp 1 lb.
 Dynamite 25 gp 1/2 lb.
 Shrapnel Bomb 50 gp
 Smokepowder Bomb 25 gp 1 lb.
Propellants
 Blackpowder 250gp 20lb.
 Smokeless Powder 50 gp 1/2 lb.
 High Density Powder 50 gp 1/2 lb.
Throwables
 Acid Vial 25 gp 1/2 lb.
 Alchemist's Fire 50 gp 1/2 lb.
 Grease Bottle 25 gp 1/2 lb.
 Holy Water 25 gp 1 lb.
 Oil Flask 25 gp 1 lb.


Spellcasting Focuses
Item Cost Weight
Arcane focus
 Crystal 10 gp 1 lb.
 Orb 20 gp 3 lb.
 Spellbook 5 gp 4 lb.
 Staff 5 gp 4 lb.
 Wand 10 gp 1 lb.
Druidic focus
 Sprig 1 gp
 Staff 5 gp 4 lb.
 Totem 1 gp
 Trophy 1 gp
 Wand 10 gp 1 lb.
Holy symbol
 Adornment 5 gp 1 lb.
 Emblem 5 gp
 Orb 20 gp 3 lb.
 Reliquary 5 gp 2 lb.
 Staff 5 gp 2 lb.

Elixers

Elixirs are a form of Consumable that is meant to grant some form of beneficial effect over a prolonged period of time, such as increasing your senses or granting resistance to a certain damage type. Unlike Potions, Elixirs last until a long rest, though you may only benefit from the effects of one at a time. You may drink an Elixir as an Action, which immediately cancels the active effects of any previously consumed Elixir.

Elixir of Arcane Cultivation. Upon drinking this Elixir, you gain one additional 1st-level spell slot.

Elixir of Darkvision. Upon drinking this Elixir, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range instead expands by 30 feet.

Elixir of Resistance. Upon drinking this Elixir, you gain resistance to the attached damage type. This damage type is picked upon the Elixir's initial brewing from the following: Acid, Cold, Fire, Lightning, Poison, and Thunder.

Elixir of Vigilance. Upon drinking this Elixir, you gain a +5 bonus to Initiative checks and you cannot be surprised.

Poisons

Given their insidious and deadly nature, poisons are an illegal trade in most civilized societies, but are a favorite tool among assassins, drow, and other evil creatures.

Poisons come in four types: Applied Poisons, Contact Poisons, Injested Poisons, and Inahled Poisons. These different forms effect how a poison is extracted, handled, and delivered, making certain poisons more desirable for certain situations. A number of poisons are detailed below alongside an attached number in parentheses denoting the number of doses a single vial has before being entirely expended.

Applied Poisons

Applied poisons can be applied to weapons, ammunition, and other objects that deal piercing or slashing damage. These poisons are considered Coatings and follow the same rules, as seen above. Applied poisons last for an hour, or until a creature takes damage from the object it is coated on, exposing that creature to the effects of the poison.

Darklight Poison (3). This poison is made by the Drow in places far removed from the surface, for the poison loses its potency upon exposure to harsh light. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If their saving throw fails by 5 or more, they fall 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.

Purple Worm Poison (1). 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.

Serpent Venom (5). 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.

Wyvern Poison (3). 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.

Contact Poisons

Contact poison must be applied directly to the skin and are designed to do so discreetly. A creature that touches a contact poison with exposed skin suffers its effects. These poisons often take time to fully take effect and may be applied in a variety of ways, such as lightly coating the outside of one's glove and giving your target a simple handshake or however else you wish to deliver it. Depending on your choice of delivery, applying a Contact poison to a target may require a Dexterity (Sleight of Hands) check do to so discreetly.

Jitterlocke (3). When subjected to this poison, a creature must make a DC 15 Constitution saving throw. On a failed save, it is poisoned for 1 hour and has disadvantage on all Strength, Dexterity, and Constitution ability checks.

Lotus Extract (1). One hour after being subjected to this poison, a creature must make a DC 12 Constitution saving throw or be poisoned for 24 hours. While poisoned in this way, the creature begins to feel extremely fatigued and must make another Constitution saving throw at the end of each hour. On a failure, the creature gains one level of exhaustion. On a success, the effect ends and they recover from any levels of exhaustion gained in this way.

Mind's Burn (3). When subjected to this poison, a creature must make a DC 15 Constitution saving throw. On a failed save, it is poisoned for 1 hour and has disadvantage on all Intelligence, Wisdom, and Charisma ability checks.

Oil of Taggit (3). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for the next hour or until they have taken time to relieve their bowels. If they have not done so by the time the effects of this poison have ended, their bowels will relieve themselves in their stead.

Injested Poisons

A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.

Assassin’s Blood (3). A creature that ingests 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, it takes half damage and isn’t poisoned.

Midnight Tears (1). 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.

Pale Tincture (1). 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 hour, taking 3 (1d6) poison damage on a failed save until the poison ends. While poisoned in this way, the damage the poison deals can’t be healed by any means. After three successful saves, the effect ends and the creature can heal normally.

Truth Serum (1). A creature subjected to this poison must succeed on a DC 12 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.

Inhaled Poisons

These poisons are powders or gases that take effect when inhaled. As an Action, you may blow the powders or release the gases infused with this poison, subjecting creatures in a 15-foot cube, originating from yourself, to its effects. Using more doses may allow for targeting greater areas. The resulting cloud dissipates immediately. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body as well.

Burnt Othur Fumes (1). 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 creature takes 3 (1d6) poison damage. After three successful saves, the poison ends.

Essence of Ether (1). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If their saving throw fails by 5 or more, they fall 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.

Ironlung (1). When subjected to this poison, a creature must make a DC 13 Constitution saving throw or be poisoned for 1 hour. While under the effects of this poison, the creature is sent into a coughing fit and has disadvantage on Constitution saving throws and Dexterity ability checks.

Malice (1). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned and blinded for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw, ending the effect of the poison on a success.

Potions

Potions are Consumables that can be used to to grant a variety of effects when consumed, such as restoring Hit Points, granting limited, magical abilities, curing afflicting ailments, among others. You may consume a potion on your person as a Bonus Action, but must use an Action to feed a potion to another creature within 5 feet of you.

Potion of Elemental Breath. After drinking this potion, you can use a bonus action to exhale a surge of elemental breath at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 damage of the given type listed in parentheses on a failed save, or half as much damage on a successful one. The effect ends after you exhale your elemental breath three times or after 1 hour has passed. The damage type of the potion's breath is decided upon the Elixir's initial brewing from the following list: Acid, Cold, Fire, Lightning, Poison, and Thunder.

Potions of Healing. When you drink this potion, you regain hit points. The number of hit points depends on the potion's rarity, as shown in the table below. You may drink this potion as an Action instead of a Bonus Action in order to take the potions maximum amount of healing.

Potion of ... Rarity Healing
Minor Healing Common 2d4+2
Greater Healing Uncommon 4d4+4
Superior Healing Rare 8d4+8
Supreme Healing Very Rare 10d4+20

Potion of Heroism. When you drink this potion, you gain 10 temporary hit points and, for the next hour, you gain the effects of the Bless spell (no concentration).

Potion of Speed. When you drink this potion, you gain the effects of the haste spell for 1 minute (no concentration). When the spell ends, you gain one level of exhaustion.

Potion of Vitality. When you drink this potion, you are cured of any disease or poison currently affecting you and may reduce your exhaustion level by one. Additionally, for the next 24 hours, you have advantage on rolls with your Hit Dice made to regain hit points.

Munitions

Compared to the weapons above, Munitions are a far more volatile equipment. From rare firearm propellants to more commonly found equipment, such as a flask of oil or vial of acid, Munitions cover a wide range of equipment options.

Explosives

Explosives are a type of Munition designed for an expressly destructive purpose. To make proper use of the following Explosives, you must have proficiency with Munitions Kits.

Blasting Charge. You can affix this explosive charge to the walls, floor, or ceiling of a given structure. The charge will detonate 1 minute after its fuse has been set, forcing each creature within 20 feet of the charge must make a DC 15 Dexterity saving throw, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. This damage is doubled to any objects or structures in the area.

Dynamite. As an Action, you can light a stick of dynamite and throw it to a point within 30 feet of you. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. When bundled together, sticks will explode at the same time, increasing the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet) for each additional stick.

Shrapnel Bomb. As an Action, you can light this bomb and throw it to a point within 30 feet of you. Each creature within 5 feet of that point must succeed on a DC 15 Dexterity saving throw, taking 3d6 fire damage and 3d6 piercing damage on a failed save, or half as much damage on a successful one.

Smokepowder Bomb. As an Action, you can light this bomb and throw it to a point within 30 feet of you. One round after landing, it emits a cloud of smoke that creates a heavily obscured area in a 15-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round.

Propellants

Propellants are primarily used to fire a bullet out of the barrel of a firearm. In order to do so, propellants are designed to be extremely flammable and should be kept accordingly. The listed price of any propellant is for that of a powderhorn, which holds enough powder for 32 shots from any firearm. A single powderkeg fits 5 powderhorns worth of any propellant and accordingly costs 5 times as much.

Blackpowder. Blackpowder is the most common propellant, and can be used to load a firearm as normal. Setting fire to a container full of Blackpowder can cause it to explode, dealing fire damage to creatures within 15 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage.

Smokeless Powder. Smokeless Powder is designed to be a more timid mixture than the more common Blackpowder, choosing to favor control over power. When used to load a firearm, the firearm loses the Loud property and has its Misfire score decreased by 1 (To a mimimum of 1). In exchange for these benefits, the firearm deals one less damage die on a hit and has its range halved. Setting fire to a container full of Smokeless Powder can cause it to explode, dealing fire damage to creatures within 10 feet of it (2d6 for a powder horn, 5d6 for a keg). A successful DC 10 Dexterity saving throw halves the damage.

High-Density Powder. High-Density Powder is a special mixture meant to pack an extra punch with each shot. When used to load a firearm, the firearm deals one additional damage die on a hit and has its Misfire score increased by 2. Setting fire to a container full of High-Density Powder can cause it to explode, dealing fire damage to creatures within 20 feet of it (4d6 for a powder horn, 9d6 for a keg). A successful DC 15 Dexterity saving throw halves the damage.

Throwables

Carried in simple vials or flasks, Throwable items can be used as one might suggest, allowing you to target a nearby location to coat in its contents. Each item listed below prompts a Dexterity saving throw against creatures within a given area. When throwing any of these items, however, you may choose to target a single creature instead of an area, giving the target disadvantage on their saving throw.

Acid Vial. As an Action, you can throw this vial to a point within 20 feet of you, shattering it on impact. Creatures within 10 feet of the target location must make a DC 12 Dexterity saving throw or take 2d6 acid damage. When used against any objects or structures, the damage is doubled.

Alchemist's Fire. As an Action, you can throw this flask to a point within 20 feet of you, shattering it on impact. Creatures within 10 feet of the target location must make a DC 12 Dexterity saving throw or catch on fire. While on fire, they take 1d6 fire damage at the start of each of their turns and can use an Action to make another Dexterity saving, extinguishing the flames on a success.

Grease Bottle. As an Action, you can throw this bottle to a point within 20 feet of you, shattering it on impact. The area within 10 feet of the target location is covered in grease and becomes difficult terrain. When the bottle is thrown, creatures within this area must make a DC 12 Dexterity saving throw or be knocked prone. Similarly, any creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Holy Water. As an Action, you can throw this bottle of holy water up to 20 feet, shattering it on impact. Creatures within 10 feet of the target location must make a DC 12 Dexterity saving throw or be doused in its waters. If the target is a fiend, undead, or some other form of desecrated creature, on a failure, it takes 2d6 radiant damage.

Oil Flask. As an Action, you can throw this flask to a point within 20 feet of you, shattering it on impact. Creatures within 10 feet of the target location must make a DC 12 Dexterity saving throw or be covered in oil. While covered in oil, if the creature takes any taking fire damage, that damaged is increased by 1d6. When poured on the ground, a single flask can cover a 5-foot-square and, when lit, burns for 1 minute and deals 1d6 fire damage to any creature that enters its area for the first time on a turn or ends its turn there.

Spellcasting Focuses

Spellcasting Focuses, or Foci depending on who you ask, are items infused with magic that allow spellcasters to cast their spells in their preferred manner and can be used to supplement the material component of a spell. To do so, the components of the spell must have no cost noted in its spell's description and cannot be consumed in the spell's casting.

In order to properly make use of a Spellcasting Focus, you must first spend an hour attuning its magics to your own. You can only be attuned to one Spellcasting Focus at a time. This attunement does not count against your total number of attuned magic items unless it is a magical item that otherwise requires attunement, such as a Bloodwell Vial.

Arcane Focus

An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10.

Crystal. Taking the form of a small, enchanted crystal or gem, these Foci are easy to embed into varying forms of jewelery, such as a necklance, ring, or bracelet. While using a crystal as your Spellcasting Focus, you do not need to need to hold it in your hand when casting a spell as long as it is adorned somewhere else on your person. Additionally, you have advantage on ability checks and saving throws against any attempts to steal or disarm you of your focus.

Orb. An orb is a small, hand-held apparatus often used in arcane rituals, divinatory magics, and a number of other occult dealings. While using an orb as your Spellcasting Focus, the time it takes for you to ritually cast a spell is halved, as long as you use the orb as part of said ritual.

Spellbook. Essential for wizards, a spellbook is a leather-bound tome with blank vellum pages suitable for recording spells. While using a spellbook as your Spellcasting Focus, you can prepare an additional number of spells each day equal to half your Proficiency Bonus (Rounded Down).

Staff. Using the stats of a quarterstaff, these Foci are designed for battle more than most. When casting a damaging, leveled spell of 5th level or lower, while wielding a staff as your Spellcasting Focus, you may choose to upcast the spell and increase its level by one. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Wand. Finely crafted wands are commonly used as Spellcasting Foci in societies that are more learned in the ways of magic. If you cast a spell that deals damage while using a wand as your Spellcasting Focus, you may choose to reroll one damage die of the spell cast. You may reroll a die in this way only once per turn.

Druidic Focus

A druidic focus is an item of the natural world— be that a sprig of mistletoe or holly, a wand or scepter made of special wood, or something similar. A druid or ranger (see chapter 3 of the Player's Handbook) can use such an object as a Spellcasting Focus, as described in chapter 10.

Sprig. Sprigs are a form of druidic focus formed of a living branch or twig pulled from a powerful tree imbued with centuries of druidic magics. When casting a healing spell while using a sprig as your Spellcasting Focus, you may choose to reroll one die of the spell cast. You may reroll a die in this way only once per turn.

Staff. Using the stats of a quarterstaff, these Foci are designed for battle more than most. When casting a damaging, leveled spell of 5th level or lower, while wielding a staff as your Spellcasting Focus, you may choose to upcast the spell and increase its level by one. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Totem. Usually pre-attuned to the magics of the wild, totems allow druids to embolden their many connections to the natural world through ancient, ritualistic practices. While using a totem as your Spellcasting Focus, the time it takes for you to ritually cast a spell is halved, as long as you use the totem as part of said ritual.

Trophy. A preserved treasure from a past hunt, trophies are often turned into Spellcasting Foci as a sign of respect to the natural cycle of life and death that rules over your magical domain. While using a trophy as your Spellcasting Focus, you can prepare an additional number of spells each day equal to half your Proficiency Bonus (Rounded Down).

Wand. Often carved from strangely twisted branches or long fallen trees, druidic wands do not hold the finery of their arcane counterpart. If you cast a spell that deals damage while using a wand as your Spellcasting Focus, you may choose to reroll one damage die of the spell cast. You may reroll a die in this way only once per turn.

Holy Symbol

A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol of a deity, the same symbol carefully inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred rite. A cleric or paladin can use a holy symbol as a Spellcasting Focus, as described in Chapter 10. To use the symbol in this way, the caster must hold it in hand or visibly wear it on their person.

Adornment. Taking the form of a your deity's holy symbol, these Foci are easy to embed into varying forms of jewelery, such as a necklance, ring, or bracelet. When casting a healing spell while using an adornment as your Spellcasting Focus, you may choose to reroll one die of the spell cast. You may reroll a die in this way only once per turn.

Emblem. Designed to relay rank and status within a religious or militaristic organization, Emblems are donned by warriors and soldiers devoted to a given faith. While using an emblem as your Spellcasting Focus, you may affix its symbolism to the front of a shield or hilt of a weapon over the course of a short rest. Upon doing so, you do not need to hold the emblem in your hand when casting a spell as long as you wield the item it is affixed to.

Orb. An orb is a small, hand-held apparatus often used in arcane rituals, divinatory magics, and a number of other occult dealings. While using an orb as your Spellcasting Focus, the time it takes for you to ritually cast a spell is halved, as long as you use the orb as part of said ritual.

Reliquary. A reliquary is a beautifully ornate box designed to hold hold holy relics of your faith. While using a reliquary as your Spellcasting Focus, you can prepare an additional number of spells each day equal to half your Proficiency Bonus (Rounded Down).

Staff. Using the stats of a quarterstaff, these Foci are designed for battle more than most. When casting a damaging, leveled spell of 5th level or lower, while wielding a staff as your Spellcasting Focus, you may choose to upcast the spell and increase its level by one. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Tool Proficiencies

Through the use of tools, there are many things you may accomplish that you otherwise could not, such as craft or repair an item, forge a document, or pick a lock. Proficiency with any set of tools allows you to add your Proficiency Bonus to any ability check you make using them.

Tool Types

Beyond skill proficiencies, your character's abilities and interests are explored through your chosen tool proficiencies. These tools come in the following types: Adventuring Kits, Artisan's Tools, and Laborer's Tools.

Adventuring Kits

In a life spent constantly on the road, there are a number of useful talents one might need to survive in and explore throughout the wider realms. As such, Adventuring Kits are designed to allow you to expand upon your character's interests and specialties as they venture out into the world.

Armorer's Kit. Used by great warriors and their squires, an armorer's kit is used more to maintain one's weapons and armor while traveling. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to analyze, maintain, or restore weapons and armor in the field.

Climber's Kit. A favored resource by climbers, thieves, and adventurers in extreme terrains, climber's kits includes special pitons, boot tips, gloves, and a harness. Proficiency with this kit allows you to navigate difficult terrain on sheer surfaces more easily than those without it by adding your proficiency bonus. Many climbers view difficult climbs as mere challenges and can easily assess terrain at a glance.

Disguise Kit. Disguise kits consist of cosmetics, hair dye, and small props that let you create disguises to change one's physical appearance in various ways and are often used by entertainers and sleuths alike. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise or costume.

Diviner's Kit. Diviner's kits are occult tools that come in many shapes and sizes due to the various ways in which a diviner may peer into one's fate. Proficiency with this kit allows you to add your proficiency bonus to any ability checks you make to put on an occult performance or ritual.

Explorer's Kit. An explorer's kit may vary in its contents depending on the type of terrain your are trained to explore. A desert explorer's kit might include a set of light clothes, a light tent, and a signal mirror, whereas a tundra explorer's kit might include a set of heavy clothes, an insulated tent, and snow shoes. Proficiency with this kit allows you to add your proficiency bonus to any ability checks made to plant and harvest or handle and raise your crop or livestock of choice.

Fletcher's Kit. A staple kit of hunters, scavengers, and marksmen alike, a fletcher's kit includes a knife, glue, silk strands, arrow jigs, and scraps of parchment paper. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to scavenge, craft, or modify any arrows or bolts you come across.

Forgery Kit. A forgery kit contains a variety of papers and parchments, pens and inks, seals and waxes, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.


Variable Ability Scores

Proficiency with a tool represents a wide and variable knowledge of its uses, meaning no tool is tied to any one specific ability score. For example, if you have proficiency in woodcarver's tools, the DM might ask you to make a Dexterity check to carve a fine detail or a Strength check to make something out of a particularly dense wood.

Healer's Kit. A healer's kit includes a leather pouch containing bandages, salves, antidotes, chemicals, needles, and splints. Proficiency with this kit allows you to add your proficiency bonus to any ability checks you make to attend to one's injuries and physical recovery.

Herbalism Kit. An herbalism kit contain a variety of tools such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to ide⁠ntify or apply herbs.

Mariner's Kit. A mariner's kit has everything a diver may need for oceanic exploration, including a diver's mask, snorkel, flippers, and more. Proficiency with this kit allows you to navigate underwater difficult terrain more easily than those without it by adding your proficiency bonus. Many divers know the sea like the back of their hand and can easily assess the ocean surface for the best diving spots.

Munitions Kit. A munitions kit includes the instruments necessary to handle and maintain a set of firearms, including a set of small hand tools, a rotary tool, metal files, a vial of oil, and a hammer. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to handle, craft, or repair all firearms and munitions.

Navigator's Tools. A set of navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill, which can be used together for navigation at sea. Proficiency with these tools allow you to add your proficiency bonus to any ability check you make to chart a ship's course.

Poisoner's Kit. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creat⁠ion of a variety of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to extract, apply, or otherwise interact with poisons.

Reliquary Kit. A reliquary kit includes an alms box, blocks of incense, a censer, vestments, and all you would need to perform religious ceremonies. Proficiency with this kit allows you to add your proficiency bonus to any ability checks you make to put on a religious sermon or ceremony.

Researcher's Kit. A researcher's kit may vary in its contents depending on the type of research you practice. An archeologist's kit might include a set of trowels, brushes, and chisels, whereas an astrologist's kit might include an astrolabe, portable telescope, and a set of star charts. Proficiency with this kit allows you to add your proficiency bonus to any ability checks made to perform studies or extract samples relevant to your chosen field.

Thieves' Tools. A set of thieves' tools includes a small file, set of lock picks, a small mirror set on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Trainer's Kit. A trainer's kit may vary in its contents depending on the type of animals you train. A falconry kit might include a falcon's hood, leather gloves, and a wooden perch whereas a kennel master's kit might include a leash, collar, and a training whistle. Proficiency with this kit allows you to add your proficiency bonus to any ability checks made to train or command your beast of choice.

Trapper's Kit. A trapper's kit includes a knife, saw, short spade, nails, twine, a small cage, and a variety of materials used for setting traps in the outdoors. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft, set, and disarm snares and traps.


Artisan's Tools

As opposed to the tools above, which may aid in one's journey through this world, Artisan's Tools are meant to craft a wide variety of goods, from alchemical concoctions to fine wines and sweet meads to whatever else you may dream up.

Alchemist's Supplies. A set of alchemist's supplies includes instruments such as vials, burners, flasks, and other components needed to follow one's alchemical pursuits. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to identify and handle acids, chemicals, and any alchemical concoctions.

Brewer's Supplies. A set of brewer's supplies includes a mash tun, copper kettle, piping, a siphon, a series of mesh filters, a small fermenting vat and keg, and basic malt, hops, and spices. Proficiency with these tools allows you to add your Proficiency Bonus to any check you make to brew or identify alcoholic beverages.

Calligrapher's Supplies. A set of calligrapher's supplies includes ink, paper, parchment, a paperweight, and a number of dip pens with a variety of nib plumes. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to write and identify the writing of others.

Cartographer's Tools. A set of cartographer's tools consists of a quill, ink, parchment, a pair of compasses, calipers, a ruler, and a leatherbound scroll casing. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to create, chart, or study maps.

Cobbler's Tools. A set of cobbler's tools consist of a hammer, an awl, a knife, a shoe stand, shoe shine, a rag, a cutter, spare leather, and thread. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to craft, alter, or repair shoes and boots.

Cook's Utensils. A set of cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle, as well as a variety of spices, oils, and herbs. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to prep, cook, or serve a meal.

Enchanter's Tools. A set of enchanter's tools include a variety of enchanted crystals, salts, and inks alongside the tools needed for arcane enchantment. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to analyze, identify, or enchant magical items.

Glassblower's Tools. A set of glassblower's tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to craft, alter, or repair shoes and boots.

Jeweler's Tools. A set of jeweler's tools consist of a small saw and hammer, files, pliers, tweezers, and a handheld magnifying glass. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to appraise, handle, or cut precious gems and metals.

Drafting Supplies. A set of drafting supplies consist of a ruler, protractor, set squares, measuring tape, charcoal pencils, blueprinting material, and spare parchment. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to appraise or draft architectural designs and constructions.

Leatherworker's Tools. A set of leatherworker's tools include a knife, a small mallet, an edger, a hole punch, thread, and a number of leather scraps. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to craft, alter, or repair leather goods.

Tools & Proficiencies
Item Cost Weight
Adventuring Kits
  Armorer's Kit 5 gp 25 lb.
  Climber's Kit 1 gp 2 lb.
  Disguise Kit 10 sp 2 lb.
  Diviner's Kit 2 gp 4 lb.
  Explorer's Kit 2 gp 5 lb.
  Fletcher's Kit 2 gp 5 lb.
  Forgery Kit 1 gp 1 lb.
  Healer's Kit 1 gp 1 lb.
  Herbalism Kit 1 gp 2 lb.
  Mariner's Kit 1 gp 3 lb.
  Munitions Kit 1 gp 3 lb.
  Navigator's Tools 2 gp 5 lb.
  Poisoner's Kit 2 gp 4 lb.
  Reliquary Kit 1 gp 5 lb.
  Researcher's Kit 20 gp 8 lb.
  Thieves' Tools 5 gp 25 lb.
  Trainer's Kit 50 gp 10 lb.
  Trapper's Kit 1 gp 5 lb.
Artisan's Tools
  Alchemist's Supplies 50 gp 8 lb.
  Brewer's Supplies 20 gp 9 lb.
  Calligrapher's Supplies 10 gp 5 lb.
  Cartographer's Tools 15 gp. 6 lb.
  Cobbler's Tools 5 gp 5 lb.
  Cook's Utensils 1 gp 8 lb.
  Drafting Supplies 50 gp 10 lb.
  Enchanter's Tools 50 gp 10 lb.
  Glassblower's Tools 30 gp 5 lb.
  Jeweler's Tools 25 gp 2 lb.
  Leatherworker's Tools 5 gp 5 lb.
  Luthier's Tools 10 gp 8 lb.
  Painter's Supplies 10 gp 5 lb.
  Potter's Tools 10 gp 3 lb.
  Smith's Tools 20 gp 8 lb.
  Tattooing Supplies 8 gp 6 lb.
  Tinker's Tools 50 gp 10 lb.
  Weaver's Tools 1 gp 5 lb.
  Woodcarver's Tools 1 gp 5 lb.


Tools & Proficiencies (Continued)
Item Cost Weight
Laborer's Tools
  Carpenter's Tools 20 gp 8 lb.
  Farmer's Tools 50 gp 10 lb.
  Fishing Tackle 20 gp 8 lb.
  Forestry Tools 20 gp 8 lb.
  Mason's Tools 20 gp 8 lb.
  Miner's Tools 20 gp 8 lb.
Gaming Proficiencies
 Board Games
 Dice Games
 Festival Games
 Playing Cards
 Tile Games
Musical Proficiencies
Brass Instruments
  Horn 15 gp
  Trombone 25 gp 5 lb.
  Trumpet 25 gp 5 lb.
Percussion Instruments
  Cymbals 2 cp
  Drums 2 cp
  Piano 20 gp 1/4 lb.
String Instruments
  Harp 20 gp 1/4 lb.
  Lute 2 cp
  Viol 150 gp 1 lb.
Woodwind Instruments
  Bagpipes 5 gp
  Flute 2 cp
  Pipes 20 sp 3 lb.
Travel Proficiencies
Mount Proficiencies
  Common Mounts
  Exotic Mounts
  Supernatural Mounts
Vehicle Proficiencies
  Airborne Vehicles
  Landborne Vehicles
  Waterborne Vehicles

Luthier's Tools. A set of luthier's tools include a set of small gouges, a fret saw, files, sandpaper, wood glue, varnish, string cutters, and a tuning fork. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to craft, tune, or repair musical instruments.

Painter's Supplies. A set of painter's supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette. Proficiency with this kit allows you to add your proficiency bonus to any checks you make to identify, appraise, or paint works of art within your field.

Potter's Tools. A set of potter's tools include potter's needles, ribs, scrapers, a knife, and calipers. Proficiency with this kit allows you to add your proficiency bonus to any checks you make to craft, alter, or repair works of clay.

Smith's Tools. A set of smith's tools includes a hammer, tongs, charcoal, rags, a 20lb block of steel and a whetstone. Proficiency with this tool lets you add your proficiency bonus to any checks you make craft, alter, or repair works of metal as long as you have access to a forge.

Tattooing Supplies. A set of tattooing supplies include a set of tattoo needles, ink, an inkwell, razor, stencil paper, cloths, bandaging material, and a variety of herbal ointments used to clean and care for a new tattoo. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to design, apply, or alter a tattoo.

Tinker's Tools. A set of tinker's tools include a variety of hand tools, saws, screwdrivers, wrenches, small oil dropper, rubber tubing, and other gadgets. Proficiency with this kit allows you to add your proficiency bonus to any checks you make to craft, alter, or repair advanced machinery.

Weaver's Tools. A set of weaver's tools includes thread, needles, and scraps of cloth. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to craft, alter, or repair works of cloth. You know how to work a loom, but such equipment is too large to transport.

Woodcarver's Tools. A set of woodcarver's tools consists of a knife, a gouge, and a small saw. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to craft, alter, or repair works of wood.

Laborer's Tools

Laborer's Tools consist of the skilled forms of labor made up by the working class. Instead of being used to craft fine goods or traverse the realm, these tools are used to level woods, raise neighborhoods, and bring life to civilization.

Carpenter's Tools. A set of carpenter's tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to craft, alter, or repair works of wood.

Farmer's Tools. A set of farmer's tools may range in their contents depending on the type of farming you might practice. A grain farmer's tools might include a pitchfork, scythe, and hoe whereas a beekeeper's tools might include a beekeeping suit, gloves, a smoker, and a wax scraper. Proficiency with these tools let you add your proficiency modifier to checks made to plant and harvest or handle and raise your crop or livestock of choice.

Fishing Tackle. A set of fishing tackle includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Proficiency with these tools allows you to add your proficiency bonus to any checks you make to bait, cast, or reel a fishing rod or net.

Forestry Tools. A set of forestry tools consist of an axe, hand saw, felling wedge, rope, brush hook, wooden mallet, and safety goggles. Proficiency with this kit allows you to add your proficiency bonus to any checks you make to cut or fell trees and wooden constructions.

Mason's Tools. A set of mason's tools consist of a trowel, a hammer, a chisel, brushes, and a square. Proficiency with this kit allows you to add your proficiency bonus to any checks you make to analyze or cut works of stone.

Miner's Tools. A set of miner's tools consist of a pickaxe, sledgehammer, chisel, hand drill, hard helmet, goggles gloves, and a dowsing rod. Proficiency with this kit allows you to add your proficiency bonus to any checks you make to navigate mines and tunnels and excavate resources within.


Additional Proficiencies

When gaining a tool proficiency, instead of selecting from the options above, you may instead select from an alternative list of proficiency options. These proficiencies come in the following types: Gaming Proficiencies, Musical Proficiencies, or Travel Proficiencies.

Gaming Proficiencies

From strategic board games to cultural passtimes, proficiency with these gaming sets allow you to add your proficiency bonus to ability checks you make to play a given game with its respective set. Each type of gaming set requires a separate proficiency.

Board Games. Often defined by the necessary mix of strategy and patience within their varied play styles, board games can range heavily from one to the next. From abstract strategy games like chess to race games or territory control games. Proficiency with this gaming set allows you to add your proficiency bonus to any checks you make to play and strategize in board games.

Dice Games. Played in taverns, inns, and gambling halls alike, dice games are quick and often luck-driven, but still benefit from sharp observation and manipulation, as the tricks of dice manipulation or recognizing a pair of loaded dice can make a difference in high-stakes settings. Proficiency with this gaming set allows you to add your proficiency bonus to any checks you make to play dice games.

Festival Games. Commonly found at fairs, festivals, and traveling carnivals, festival games are often based in both luck and skill. These more physical games range from archery contests to strength tests, ring tosses, and other carnival games designed to entertain the masses. Proficiency with this gaming set allows you to add your proficiency bonus to any checks you make to play festival games.

Playing Cards. Playing cards are a universal medium, with a variety of games that require a mix of luck, skill, and, most importantly, a good poker face. In the right circles, card games can be high-stakes, making this proficiency useful for both entertainment and profit. Proficiency with this gaming set allows you to add your proficiency bonus to any checks you make to play with playing cards.

Tile Games. Tile games are often slow-paced, requiring careful observation, calculation, and pattern recognition. They are popular among scholars, the elderly, and those who prefer quieter intellectual pursuits, as well as sometimes being used to resolve friendly wagers and allied disputes. Proficiency with this gaming set allows you to add your proficiency bonus to any checks you make to play tile games.

Musical Proficiencies

From simple folk tunes to grand compositions, music is an ever constant staple throughout the many ages of society's great advance through time itself. Each instrument brings a different sound and emotion to a performance, with specific instruments being favored in different cultures and settings.

These proficiencies often help with social interactions, storytelling, and even certain magical effects, such as bardic performances. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each individual instrument requires a separate proficiency.

Instrumental Families

Musical instruments come in the following four families: Brass Instruments, Percussion Instruments, String Instruments, and Woodwind Instruments. Each family is listed below alongside a number of example instruments within each family. Feel free to work with your DM to expand the listed instruments to include those not listed.

Brass Instruments

Brass instruments are powerful and resonant, often used to stir emotions or convey grandeur. They are commonly found in royal courts, military ceremonies, and celebratory events.

Horn. The horn produces deep, resonant tones often used in militaristic settings. Its rich sound is suitable for regal fanfares, hunting calls, and signaling on the battlefield.

Trombone. The trombone's slide makes it incredibly versatile and able to offer a dynamic range, lending itself to both somber marches and lively, playful tunes.

Trumpet. The trumpet is a bright instrument with a sharp sound that can through the noise of crowds and battlefields alike, making them a staple of more militaristic peoples.

Percussion Instruments

Percussion instruments provide both rhythm and structure to musical compositions for their accompanied musicians to build off of. They are used to keep time in performances and are often central to marches, rituals, and celebrations.

Cymbals. Whether used in a grand crescendo or as an accentuate crash, cymbals provide rhythm and punctuation in music with the inherent intensity their presence brings.

Drums. From handheld bongos to booming timpanis, drums are the heartbeat of any performance, driving rhythm and setting the pace for their fellow perfomers.

Piano. The piano offers a wide range of sound, from soft, delicate melodies to thundering chords. They are commonly found in noble courts, concert halls, or grandiose inns.

String Instruments

String instruments are versatile and emotive, commonly associated with ballads, love songs, and epic tales. They are a favorite amongst bards and travelers who use their music to weave incredible stories to be told time and time again.

Harp. The harp is an elegant instrument, known for soothing, near enchanting melodies that make them beloved in places of high class or restful meditation.

Lute. The lute is versatile in both folk music and ballads of heroism. It is lightweight, making it a popular choice for traveling performers and storytellers.

Viol. The viol produces deep, resonant tones perfect for solemn or dramatic music. Commonly used in orchestras, its soulful sound lends to ballads of love, loss, and adventure.

Woodwind Instruments

Woodwind instruments evoke nature and mystery, producing soft, enchanting melodies. They are commonly used in rural settings, among travelers, or backing grand orchestras.

Bagpipes. Bagpipes are loud, boisterous instruments used in marches, celebrations, and battle. Their powerful sound can inspire warriors to arms or stir crowds to the dance floor.

Flute. The flute is a light, airy instrument, often associated with pastoral or mystical settings. Flautists are known to charm animals, weave delicate melodies, or play lively tunes.

Pipes. Also known as the pan flute, pipes are defined by their high-pitched melodies. Often played in rural settings, they are favored by shepherds, travelers, and folk musicians.

Travel Proficiencies

The following travel proficiencies allow you to properly handle a single mode of transportation, whether by air, land, or sea. These proficiencies allow you to add your proficiency bonus to any checks you make to operate your chosen form of travel, whether that be a trusty steed or famed vessel.

Mounts

A good mount can move quickly through the wilderness while carrying the gear that would otherwise slow you down. These proficiencies allow you to add your proficiency bonus to any checks you make to ride or control your given mount.

Common Mounts. Including such animals as horses, donkeys, and mules, common mounts are the typical beasts of burden and transportation across most civilizations. Known for their reliability and stamina, these mounts are used for everyday travel and trade between city states.

Exotic Mounts. Including such beasts as giant goats, gryphons, and worgs, exotic mounts are the creatures that are far more rare and unusually found amongst other trained and domesticated species. These may include beasts that are difficult to tame or require special training, but in turn, they offer unique advantages, such as speed, flight, etc.

Supernatural Mounts. Rarely found in the realms of material, supernatural mounts include otherworldly and magical creatures such as nightmares or kelpi, and as such play by an entirely separate set of rules. They often possess magical abilities or supernatural origins, requiring specialized training or magical insight to command.

Vehicles

Most often used for prolonged travel, vehicles allow groups to pack up their things and live a life on the road. Such travel is slow and cumbersome and comes with its own set of difficulties, but nonetheless plays an integral part in trade circles across this world and the next.

Airborne Vehicles. Airborne vehicles include airships, gliders, and other contraptions capable of navigating the skies. A mastery of these vehicles requires an understanding of aerodynamics, navigation, and, sometimes, the magical enchantments that keep them held aloft in the sky.

Landborne Vehicles. From simple carts and wagons to advanced chariots and siege engines, landborne vehicles are the most common of their kind. Used in trade and travel from place to place, these vehicles often travel in large caravans.

Waterborne Vehicles. Ranging from small rowboats to large sailing vessels, waterborne vehicles reside up and navigate through the tumultuous waters of rivers, lakes, and oceans. Doing so requires an experienced understanding of rigging, navigation, and the unique dangers of the sea.

Fighting Styles

The Fighting Styles below are available to player characters that gain the Fighting Style feature.

Arcane Warrior

You learn two cantrips of your choice from the Wizard spell list. These do not count against your total number of Cantrips Known, and they use Intelligence for their spellcasting ability. Whenever you gain a level, you can replace one of these two Wizard cantrips with another Wizard cantrip of your choice.

Archery Fighting Style

You gain a +2 bonus to attack rolls with bows and crossbows.

Bardic Warrior

You learn two cantrips of your choice from the Bard spell list. These do not count against your total number of Cantrips Known, and they use Charisma for their spellcasting ability. Whenever you gain a level, you can replace one of these two Bard cantrips with another Bard cantrip of your choice.

Blessed Warrior

You learn two cantrips of your choice from the Cleric spell list. These do not count against your total number of Cantrips Known, and they use Wisdom for their spellcasting ability. Whenever you gain a level, you can replace one of these two Cleric cantrips with another Cleric cantrip of your choice.

Blind Warrior

You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

Brawler

Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on hit. If you have two free hands and use your action to make only unarmed strikes you can make a single unarmed strike as a bonus action on that turn.

Classical Swordplay

While wielding a single finesse, you gain a +1 bonus to your attack and damage rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.

Defensive Fighting

So long as you are either wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.

Druidic Warrior

You learn two cantrips of your choice from the Druid spell list. These do not count against your total number of Cantrips Known, and they use Wisdom for their spellcasting ability. Whenever you gain a level, you can replace one of these two Druid cantrips with another Druid cantrip of your choice.

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.

Dual Wielding

While two-weapon fighting, you make your off-hand attack as part of your Attack action instead of as your bonus action, and you add your ability modifier to the damage of this attack. You cannot also make an off-hand attack as a bonus action.

Eldritch Warrior

You learn two cantrips of your choice from the Warlock spell list. These do not count against your total number of Cantrips Known, and they use Charisma for their spellcasting ability. When you gain a level, you can replace one of these Warlock cantrips with another Warlock cantrip of your choice.

Featherweight Fighting

While you are wielding only light weapons, and nothing else your speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light weapons, so long as you are not wearing medium or heavy armor, or wielding a shield.

Great Weapon Fighting

Whenever you make an attack with a heavy melee weapon as part of your Attack action, you can treat a total roll of 5 or lower on the weapon's damage dice as a 6. You must be wielding the weapon with two hands.

Gunner

When you roll a 1 or 2 on a damage die for an attack you make with a firearm, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Heavy Defender

While wearing heavy armor, the damage reduced by your Heavyily Armored feature is increased by 1.

Heavyweight Fighting

You can use your weight, and the weight of your weapon, to land devastating blows. While you are wielding a heavy weapon, you gain a +1 bonus to damage rolls and you have advantage on all Strength (Athletics) checks made to shove or resist being grappled.

Improvised Fighting

You gain proficiency with improvised weapons. Once per turn, when you hit with a non-magical improvised weapon attack, you can roll the damage die twice and take the higher roll. When you do so, the improvised weapon is destroyed and cannot be used for further attacks.

Light Defender

While wearing light armor, you gain one additional use of your Lightly Armored feature per long rest.

Mariner

So long as you are not wearing medium or heavy armor, or wielding a shield, you have a swimming speed equal to your walking speed, and a +1 bonus to Armor Class.

Melee Marksman

Having a hostile creature within 5 feet of you does not impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet.

Additionally, when you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against your target using your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Moderate Defender

While wearing medium armor, you gain one additional use of your Moderately Armored feature per long rest.

Mountaineer

So long as you are not wearing medium or heavy armor, or wielding a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.

Mounted Warrior

While riding a controlled mount, you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action to command it to take one action from its stat block.

Protector

When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. If you are wielding a shield, you can roll a d4, increasing the target's AC by an additional amount equal to the roll.

Psionic Warrior

You learn two cantrips of your choice from the Psion spell list. These do not count against your total number of Cantrips Known, and they use Intelligence for their spellcasting ability. Whenever you gain a level, you can replace one of these two Psion cantrips with another Psion cantrip of your choice.

Shield Warrior

When wielding a shield with the armament property, its damage is increased to 2d4. Additionally, if you are wielding a shield and nothing else, you gain a +1 bonus to attack rolls with your shield and to your Armor Class.

Standard Bearer

When a creature within 30 feet of you makes an attack against a creature you can see, you can use your reaction to grant it advantage on its attack roll. You must be carrying a banner, flag, or battle standard in your hand to use this reaction.

Shamanistic Warrior

You learn two cantrips of your choice from the Shaman spell list. These do not count against your total number of Cantrips Known, and they use Wisdom for their spellcasting ability. When you gain a level, you can replace one of these Shaman cantrips with another Shaman cantrip of your choice.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.

Versatile Fighting

When wielding a single versatile weapon in one hand, as a bonus action you can use your free hand to make a single grapple or shove attack, or to take the Use an Object action. Alternatively, when wielding a single versatile weapon in two hands, you gain a +1 bonus to attack and damage rolls with that weapon.

Wrestler

When you hit a creature with a melee attack on your turn, you can use a bonus action on that turn to attempt to grapple or shove that creature, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.

Adventurer's Feats:

Quartermaster: Armorer's Kit, Smith's Tools, Coatings

Far Traveler: Cartographer's Tools, Mariner's Kit, Navigator's Tools

Charlatan: Disguise Kit, Forgery Kit, Deception

Survivalist: Fletcher's Kit, Trapper's Kit, Survival

Healer: Healer's Kit, Herbalism Kit, Medicine

Tinkerer: Munitions Kit, Tinker's Tools, Investigation

Dungeon Delver: Climber's Kit, Thieves' Tools, Jeweler's Tools

Artisan's Tools

Alchemist: Alchemist's Supplies

Poisoner: Poisoner's Kit

Chef: Brewer's Supplies, Cook's Utensils

Scribe: Calligrapher's Supplies, Enchanter's Tools, Arcana

Oracle: Diviner's Kit, Reliquary Kit, Religion

Strength

Athletics

Dexterity

Acrobatics Sleight of Hand Stealth

Intelligence

Arcana History Investigation Nature Religion

Wisdom

Animal Handling Insight Medicine Perception Survival

Charisma

Deception Intimidation Performance Persuasion

Armorer's Kit,

Climber's Kit, Disguise Kit, Diviner's Kit, Fletcher's Kit, Forgery Kit, Healer's Kit, Herbalism Kit, Mariner's Kit, Munitions Kit, Navigator's Tools, Poisoner's Kit, Reliquary Kit, Thieves' Tools, Trapper's Kit

Artisan's Tools

Alchemist's Supplies, Brewer's Supplies, Calligrapher's Supplies, Cartographer's Tools, Cobbler's Tools, Cook's Utensils, Enchanter's Tools, Glassblower's Tools, Jeweler's Tools, Leatherworker's Tools, Mason's Tools, Painter's Supplies, Potter's Tools, Smith's Tools, Tinker's Tools, Weaver's Tools, Woodcarver's Tools

Laborer's Tools

Carpenter's Tools, Excavation Equipment, Farming Implements, Fishing Supplies

Adventurer's Feats

Charlatan: Disguise Kit, Forgery Kit, Deception

Dungeon Delver: Climber's Kit, Thieves' Tools, Jeweler's Tools

Far Traveler: Cartographer's Tools, Mariner's Kit, Navigator's Tools

Healer: Healer's Kit, Herbalism Kit, Medicine

Quartermaster: Armorer's Kit, Smith's Tools, Coatings

Survivalist: Fletcher's Kit, Trapper's Kit, Survival

Tinkerer: Munitions Kit, Tinker's Tools, Investigation

Armor Feats

Armored Combatant

You have trained to master a more defensive form of armor, gaining the following benefits:

  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Armor Proficiency. You gain proficiency in the next armor type with which you are not already proficient.

Light Armor Master

Prerequisite: Proficiency with light armor

You are adept at evading blows in light armor, allowing you the following benefits:

  • Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
  • Feature Improvement. When using your Lightly Armored feature, you gain a +2 bonus to your AC until the end of the current turn.
  • Counter Attack. While donning light armor, if you take the Dodge action and a melee weapon attack misses you, you can use your reaction to make a melee weapon attack against the attacker.

Medium Armor Master

Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Feature Improvement. When using your Moderately Armored feature, you may reduce the damage taken by an additional amount equal to your Proficiency Bonus.
  • Silent Defender. Donning medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks and, while donning medium armor, you may add your Dexterity Modifier (Maximum of +3 rather than +2), to your AC.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Ability Score Increase. Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Feature Improvement. While donning heavy armor, you can use your Heavily Armored feature as a reaction to reduce damage taken from any of the following damage types by a number equal to your Proficiency Bonus.: acid, cold, fire, lightning, or thunder damage.
  • Heavy Defender. While donning heavy armor and a heavy shield, you may ignore the shield's Bulwark trait.

Shield Mastery

You use shields not just for protection but also for offense. You gain the following benefits while wielding a shield:

  • Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Interpose Shield. If you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can take a Reaction to take no damage if you succeed on the saving throw and are wielding a medium or heavy Shield.
  • Shield Bash. Once per turn, when you hit a creature within 5 feet of you as part of the Attack action, you can immediately bash the target with your Shield, forcing them to make a Strength saving throw (DC 8 + your Strength or Dexterity modifier + your Proficiency Bonus). On a failed save, you may choose to either push the target 5 feet from you or knock it prone (your choice).

Artisan's Tools

Alchemist: Alchemist's Supplies

Poisoner: Poisoner's Kit

Chef: Brewer's Supplies, Cook's Utensils

Scribe: Calligrapher's Supplies, Enchanter's Tools, Arcana

Oracle: Diviner's Kit, Reliquary Kit, Religion

Melee Weapon Feats

Agile Weapon Master

Defensive Dualist

Dual Wielder

Great Weapon Master

Polearm Master

Versatile Weapon Master

Ranged Weapon Feats

Longbowman

Crossbow Expert

Sharpshooter

Munitions Expert

Pistoleer

Rifleman

Musketeer

Poisoner

You can prepare and deliver deadly poisons, gaining the following benefits:

  • When you make a damage roll, you ignore resistance to poison damage.
  • You can coat a weapon in poison as a bonus action, instead of an action.
  • You gain proficiency with poisoner's kits if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
Art Credit (In Order of Appearance)

Cover Picture & Introduction: Maxim Kaparulin, su jian, https://www.artstation.com/artwork/Qvbar

Common Racial References

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.