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Medicinals

Medicinals

Not everyone has access to magical healing spells. The following herbal remedies and potions may be commonly available from apothecaries and herbalists, at the Narrator’s discretion.

Drinking or administering a potion or remedy takes an action. 

Expertise dice granted by the use of medicine can only be gained from that type of medicine once between long rests .

Adderwort Roots. Chewing these dark roots bolsters your body’s natural defenses, and after you eat it you gain an expertise die on Constitution saving throws for 1 hour. 

Antitoxin. Consuming the dark bitter liquid in this vial removes the poisoned condition and you gain advantage on saving throws against poison for 1 hour.

Bandage. These strips of sterilized cloth staunch bleeding and cover wounds. You can use an action to apply a bandage to yourself or another creature to end ongoing piercing or slashing damage. When using improvised bandages there is a 50% chance of exposure to a disease .

Dried Yewclaw Bark. Eating strips of this dried yellow bark calms and clarifies the mind, and after consuming this bark you gain an expertise die on Intelligence saving throws for 1 hour. 

Fairy Cap. Consuming this small red mushroom cap removes inhibitions and creates confidence, and after you eat it you gain an expertise die on Charisma saving throws for 1 hour. 

Healer's Satchel. This leather pouch contains medical implements used to patch up wounds. As an action, you can expend one use of this item to stabilize a creature that has 0 hit points, without needing to make a Medicine check.

Healing Potion. These potions have auras of evocation magic invisible to mundane eyes.

Basic: When you drink the bright red liquid in this flask, you regain 2d4 + 2 hit points. 

Greater: When you drink the pure red concoction in this flask, you regain 4d4 + 4 hit points.

Superior: Requiring rare ingredients, the recipes for these potions are jealously guarded by master herbalists. When you drink the glowing crimson liquid in this vial, you regain 8d4 + 8 hit points.

Supreme: Only a few herbalists every generation master the precise artistry required to brew these serums. When you drink the iridescent liquid in this vial you regain 10d4 + 20 hit points.

Ironwood Acorn. This tough acorn must be swallowed whole to fortify your muscles and sinews, and after you eat it you gain an expertise die on Strength saving throws for 1 hour. 

Jar of Leeches. This jar contains bloodthirsty medicinal worms useful for curing many maladies. You can expend one use of this jar during a short rest to administer leeches to yourself or a willing creature. A creature who has leeches administered to them cannot regain hit points during this short rest due to blood loss, but it may repeat a saving throw to remove the poisoned condition or a blood-borne disease (DC equal to the original effect).
Alternatively, as an action you can throw this jar up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the jar as an improvised weapon. On a hit, if the target is a Large or smaller creature it takes 1d4 ongoing damage. A creature can end this damage by using its action to remove the leeches.

Laudanum. This mixture of ambergris, saffron, and other rare ingredients can calm the nerves and ease mental pain. When you drink the bitter reddish-brown concoction in this vial you recover a level of strife. Roll 1d10. On a 1, you gain a short-term mental stress effect . Once a creature benefits from laudanum, it cannot do so again until it finishes a long rest .

Lavender Paste. Mixing lavender petals with herbs creates a natural insect repellent. You can use an action to apply the paste to yourself or a willing creature, granting immunity to insect-based hazards in swampy terrain. In addition, the creature gains benefits equivalent to mosquito netting for the next 24 hours.  

Medicinal Salve. Made from herbal ingredients, this tin of soothing salve can help mend grievous injuries. You can apply medicinal salve to your or a willing creature’s wounds during a short rest . A creature treated with medicinal salve rolls a bonus Hit Die and adds the result to the total number of hit points regained during the short rest. When used with a bandage, the bonus Hit Die from a medicinal salve restores the maximum amount of hit points. Once a creature benefits from a medicinal salve, it cannot do so again until it finishes a long rest .

Pressed Spiderbulb. Consuming this dried flower grants you energy and tightens your reflexes, and after you eat it you gain an expertise die on Dexterity saving throws for 1 hour. 

Sycamore Petal Poultice. Consumption of these pulped petals heightens your senses, and after you eat it you gain an expertise die on Wisdom saving throws for 1 hour. 

 

Table: Medicinals

Item

Cost

Weight

Adderwort roots

10 gp

Antitoxin

75 gp

Bandage

1 sp

Dried yewclaw bark

5 gp

Fairy cap

5 gp

Healer’s satchel (10 uses)

5 gp

3 lbs.

Healing potion (basic)

50 gp

½ lb.

Healing potion (greater)

150 gp

½ lb.

Healing potion (superior)

550 gp

¼ lb.

Healing potion (supreme)

1,500 gp

¼ lb.

Ironwood acorn

5 gp

Jar of leeches (5 uses)

25 gp

1 lb.

Laudanum

35 gp

¼ lb.

Lavender paste (5 uses)

10 gp

½ lb.

Medicinal salve (3 uses)

75 gp

½ lb.

Pressed spiderbulb

10 gp

Sycamore petal poultice

10 gp

 

Traditionalist

Traditionalist

These wizards embody the traditional ideals of a mage, studying the eight classical schools of magic and their methods. They usually come to their magics by way of a mentor or schooling, where they learned the arcane arts from a pragmatic, historical lens.

Scholarly Specialty

When you choose this archetype at 2nd level, choose one classical school of magic as your Scholarly Specialty: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. The gold and time you must spend to copy spells from this school into your spellbook is halved. If a feature refers to your chosen school, it refers to the school selected in this feature.

Esoteric Talent

Also at 2nd level, you gain one of the following benefits, which represents a minor talent you’ve picked up over the course of your studies.

Bend Magic

When you cast a wizard spell that deals damage to an area, you can choose a number of creatures equal to your Intelligence modifier in the area that you can see. The chosen creatures take no damage from the spell.

Flash of Insight

You can use a bonus action to roll a d20, record the result, and choose a creature you can see within 30 feet. The next time that creature makes an ability check, attack roll , or saving throw , it takes that d20 result instead of rolling. If you use this feature again before finishing a short rest , you must sacrifice a spell slot of 1st-level or higher to do so.

Quick Step

After you cast a wizard spell of 1st-level or higher, you can immediately move up to 15 feet without provoking opportunity attacks or spending any of your normal movement.

Refined Learning

At 6th level, you’ve developed an impressive expertise in spells of your chosen school. Choose one of the following benefits:

Arcane Armor

When you cast a wizard spell of 1st-level or higher, you store some of its magic to protect yourself, gaining temporary hit points equal to twice the level of the spell, or three times the spell’s level if the spell is from your chosen school. Instead of gaining these temporary hit points yourself, you can use your reaction to grant them to a creature within 30 feet.

Energy Retention

When you expend a spell slot of 2nd-level or higher to cast a wizard spell from your chosen school, you regain one expended spell slot. The regained spell slot must be of a level no more than half the level of the expended spell slot.

War Magic

When you deal damage with a wizard spell from your chosen school, you deal additional damage equal to your Intelligence modifier on the first damage roll for that spell.

Superior Talent

At 10th level, you’ve discovered even greater ways to use your magic to your advantage. Choose one of the following benefits:

Perfect Control

When concentrating on a wizard spell of your chosen school, you only need to roll to maintain concentration when you take damage from an attack, effect, or spell equal to or greater than your Intelligence score + your wizard level.

Secondary Learning

Choose a second school to count as your Scholarly Specialty, and an additional feature from either Esoteric Talent or Refined Learning.

Splinter Spell

When you cast a wizard spell from your chosen school that only affects one creature, you can have it affect an additional creature within range. Once you have used this feature, you cannot do so again until you finish a short or long rest .

Specialized Mastery

At 14th level, you’ve reached the pinnacle of your chosen magics. Choose one of the following benefits:

Battle Hardiness

When concentrating on a wizard spell from your chosen school, you reduce incoming bludgeoning, piercing, and slashing damage by an amount equal to the level of the spell. 

Heightened Potency

When you cast a wizard spell from your chosen school, it is always treated as though it were cast with a spell slot one level higher than the one you used, so long as you expended a spell slot to cast it. The slot you use to cast the spell must still be at least equal to the level of the spell.

Precise Understanding

When you see a creature cast a spell from your chosen school, you automatically know what spell it’s casting. You also have advantage on saving throws against spells.

Firemage

Firemage

The wizard most classically associated with war, firemages can manipulate powerful conflagrations against their foes. Despite its roots in battle however, these mages are often far more complex than many expect—much like how fire destroys but also gives warmth, firemages tend to be highly spiritual and understand the cycle of creation and destruction more intimately than any other wizard.

Cleansing Fire

When you choose this archetype at 2nd level, you learn how to use flame to not just harm but heal. When you cast a spell of 1st-level or higher that deals fire damage, you can choose one creature that would take damage from the spell. Instead of taking damage from the spell, it is healed for a number of hit points equal to the spell’s level plus your proficiency bonus.

Rituals of Fire

Also at 2nd level, you can peer into flames to learn of what lies ahead. By spending 10 minutes meditating while staring into a flame that fills at least a 5-foot cube, you can cast augury without spending any spell slots.

At 6th level, by burning an object with a connection to a creature and spending 10 minutes in meditation, you can cast locate creature in this way. 

At 10th level, by creating a fire large enough to fully immerse yourself in and stepping into it (taking no damage), you can cast dream , with yourself as the messenger. If the fire goes out before you end the spell, you take 4d6 psychic damage and the spell ends. After casting it in this way, you cannot do so again until you finish a short or long rest .

Clinging Flames

At 6th level, when you cast a spell that deals fire damage and forces a saving throw , creatures that fail their first saving throw against it suffer ongoing fire damage equal to your Intelligence modifier. At the start of each of its turns a creature repeats the saving throw, ending the ongoing fire damage on a success.

Blazing Mastery

At 10th level, your flames can scorch even those typically resilient to them. Fire damage from your spells treats immunity to fire as though it were fire resistance , and ignores fire resistance entirely. Additionally, you gain resistance to fire damage, and you ignore fire damage dealt by your own spells.

Offerings in Kind

At 14th level, you can seek the aid of higher powers in your time of need. As an action, you urge the spirits of fire to intervene, and roll 1d100. If the result is equal to or lower than your wizard level, the intervention comes immediately. If not, the spirits make a demand in turn (which may be a high price) and do not intervene until the price is paid. The Narrator determines the price, and the exact nature of the intervention, though a wizard spell of any level is usually appropriate. If intervention occurs, this feature can’t be used again for 7 days. Otherwise, you can try again after a long rest. The complete scope of this power is dependent on the Narrator’s discretion—for a high enough price, anything is possible.

Finally, your insight into fire magic deepens as a result of your connection to fire spirits. If you can find a written record of it, you can copy any fire spell into your spellbook as if it were a wizard spell. Once you do, it is a wizard spell for you.

Holy Champion

Holy Champion

A holy champion is a herald who draws their power from their devotion to a deity, whether good or evil (in which case the herald is an unholy champion). Some are called to serve their deity for a higher purpose, while others fly the banner of their deity to invoke fear. 

 


Tenets of the Holy Champion

All holy champions hold similar tenets, regardless of the deity they serve. 

  • Lead by Example. Strive to embody the principles of your deity, and inspire others to do the same. 
  • Life In Service. When your deity calls, you answer, and all you do is in dedication to them. 
  • Quick of Mind. Steel yourself against psychic attacks that may sway you from service. 
  • Strong of Body. Peak physical condition must be maintained, in order to serve to the best of your abilities. 

Level 3Archetype School

Add the good and radiant schools of magic to your list of herald spells (or if you are an unholy champion, the evil and necrotic schools of magic).


Level 3Channel Divinity

At 3rd level when you choose this archetype, you learn how to reach into the river of divine power that cycles between the Lower Planes and the Upper Planes, able to employ it to astounding effect. You gain the following two Channel Divinity options. 

Negative Energy Flood. As an action, you can use your Channel Divinity to unleash a flood of negative energy on your foes. Hostile creatures within 30 feet of you make a Constitution saving throw . On a failed save, a hostile creature takes 2d8 necrotic damage and is pushed back 5 feet, or on a success it takes half damage and is not pushed back. 

Positive Energy Flood. As a bonus action, you can use your Channel Divinity to send out a flood of positive energy to heal your allies. Friendly creatures (including yourself) within 30 feet regain hit points equal to your proficiency bonus + your Charisma modifier. 


Level 7Aura of the Champion

Beginning at 7th level, you gain a third aura that is active alongside your Sacred Aura and has the same range. Choose one of the following options.

Aura of Darkness. After initiative is rolled, when a hostile creature first enters into your aura, it makes a Wisdom saving throw or becomes frightened of you until the end of its next turn. Once a creature has been frightened by this aura, it is immune to the aura’s effects for 24 hours.

Aura of Light. An unconscious ally with 0 hit points that starts its turn in your aura automatically succeeds on one death saving throw each turn. Once a creature has succeeded on three death saving throws while in your aura, it cannot benefit from this effect until it has finished a long rest .


Level 15Divine Protection

Starting at 15th level, you have performed enough deeds in service of your deity that they’ve found you worthy of their divine protection. When you are bloodied at the end of your turn, you regain hit points equal to half your herald level + your Charisma modifier. 


Level 20Champion of Legend

At 20th level, the legends of your deeds have achieved great renown for both you and the deity you serve. Whether out of awe or intimidation, people hang on your every word and action, granting you one of the following benefits.

Emissary of Darkness. You gain the Evil alignment trait. You can use an action to call upon your deity and emit an aura of magical darkness . For 1 minute, magical darkness fills the area around you in a 30-foot radius. You and a number of creatures equal to your Charisma modifier can see in this darkness as if it were dim light . When a hostile creature starts its turn in your aura or first enters into your aura on a turn, it takes necrotic damage equal to 10 + your Charisma modifier. 

Emissary of Light. You gain the Good alignment trait. You can use an action to call upon your deity and emit an aura of sunlight. For 1 minute you shine bright light in a 30-foot radius, and dim light for an additional 30 feet. When a hostile creature starts its turn in your aura or first enters into your aura on a turn, it takes radiant damage equal to 10 + your Charisma modifier. 

Customizing Armaments

Customizing Armaments

Many weapons and pieces of armor have slight differences across cultures and are referred to with different names (see Cultural Weapons ). If you wish to use a weapon that is functionally similar to one on this table, work with the Narrator to determine how it changes visually. You may also use a combination of the weapon or armor properties and the additional properties listed here to create functionally distinct gear. 

As a general rule of thumb, weapons should have no more than three properties unless one of those properties is a restriction. Shields and armor should have no more than two properties. 

Particularly skilled craftspeople may be able to include the following properties when crafting standard gear, as well. Typically, such an addition costs a minimum of 50 gold or the full cost of the base item, whichever is higher. 

Camouflaged (Armor Only). The terrain type for camouflaged armor is chosen when it is crafted. You gain an expertise die on Stealth checks while wearing camouflaged armor crafted for the terrain you are in. 

Flamboyant (Weapons Only). Creatures have disadvantage on saving throws made to resist being distracted by this weapon, and you have advantage on Intimidation or Performance checks made with the use of it.

Quickdraw (Weapons Only). If you would normally only be able to draw one of these weapons on a turn, you may instead draw a number equal to the number of attacks you make. 

Rebounding (Thrown Weapons and Shields Only). When you make a ranged attack with this weapon or shield, you may make the attack with disadvantage . If you hit, the weapon returns to your hand. Piercing weapons cannot have this trait.

Spiked (Armor Only). A creature that begins its turn grappling you takes 1 piercing damage while you are wearing spiked armor.

Stealthy. This armor or weapon has been disguised to look like a piece of clothing or other normal item. A creature observing the item only realizes that it is armor or a weapon with a DC 15 Investigation check (made with disadvantage if the armor is being worn at the time or the weapon is sheathed).

Storage. This piece contains a hidden compartment the size of a small vial. On weapons, this compartment may have a release that allows liquid placed in the compartment, such as poison, to flow out and coat the blade or head. You can use a bonus action to release the liquid stored in a weapon.


Customizing Shields

Some shields have special properties to respond to specific situations. 

Hands-Free (25 gold). This shield mounts to your arm, leaving your hand free. You cannot wield a weapon with this hand unless it has the hand-mounted property. Only light shields may be hands-free. Hands-free shields cannot be thrown.

Mirrored (50 gold). Only shields of fine or masterwork quality can be mirrored. This shield has been polished to a mirror-like finish capable of showing a reflection. When you would be targeted or affected by a gaze effect, you can use your reaction to cause the effect to instead target either the source of the effect or a creature of your choice within 30 feet of you. While wearing this shield you have disadvantage on Stealth checks.

Spikes (75 gold). Some shields are equipped with spikes. When you use your shield to make an attack, you deal 1d4 piercing damage instead of 1d4 bludgeoning damage. When you use your shield to shove or knock someone prone , but would not normally deal damage, you instead deal 1d4 piercing damage on a success. Only light or medium shields may be spiked in this way. 

Fine and Masterwork

Fine and Masterwork

Some weapons and armor are crafted with extreme skill, often as the crowning accomplishment of a craftsperson’s life. These pieces are visually distinctive and cost more than similar items of lower quality.

Typically, only masterwork items are enchanted, as flimsier pieces tend to not be able to withstand the magical forces—a fine item can become a magic item of up to uncommon rarity, and a masterwork item can become a magic item of up to any rarity.

When purchasing or commissioning a masterwork item, work with the Narrator to determine what it looks like, who made it, and how it could be enchanted in future. 

  • A fine item always costs at least full price plus either 50% of the full price or 25 gold, whichever is greater.
  • A masterwork item costs at least full price plus either 100% of the full price or 125 gold, whichever is greater.

An item must be originally created as a fine or masterwork item; it cannot be upgraded to a higher quality level.

Weapons

Weapons

Your class grants proficiency with certain weapons, representing the weapons you have been trained to use. Different weapons deal different amounts of damage, have different properties, and can be used to attack from different ranges. Melee weapons are held or thrown, while ranged weapons propel ammunition great distances. When making an attack with a weapon, you add either your Strength or Dexterity modifier to the roll, depending on the weapon’s type, as well as your proficiency bonus, if applicable. 

Simple Weapons. All NPC humanoids are proficient with simple weapons, and adventurers are able to wield most of them (if not all). The list of simple melee weapons include the club, dagger, handaxe, greatclub, mace, quarterstaff, sickle, and spear, and simple ranged weapons include the blowgun, heavy crossbow, light crossbow, and sling.In addition to being noted in its properties, a simple weapon is also marked with S.

Martial Weapons. Martial weapons are more complicated to use and require training to be proficient with. You must be proficient with a weapon to gain your proficiency bonus on attack rolls made with it. Unless noted otherwise, the weapons in this chapter are considered martial weapons.

Rare Weapons. Unless a trait or feature grants it, you can only gain proficiency with a rare weapon by training during downtime. Depending on the campaign setting and at the Narrator’s discretion, some rare weapons may be considered martial weapons or they may not exist at all.


Weapon Attacks

All creatures are proficient with their natural weapons and unarmed strikes. Unless otherwise noted, an unarmed strike deals bludgeoning damage equal to 1 + Strength modifier. Attacks made with natural weapons and unarmed strikes are considered to be melee weapon attacks, and a thrown weapon is considered to be a ranged weapon attack. Creatures have a reach of 5 feet with their melee weapon attacks, though larger creatures may have greater reach.


Melee Weapons

Adventurers use a wide variety of weapons in hand-to-hand combat. The table below indicates some of the most common melee weaponry, though different cultures name weapons differently, and some weapons are completely unique (see Cultural Weapons). If you want to use a weapon not listed here, see the Customizing Armaments section later in this chapter. A melee weapon uses your Strength modifier for attack and damage rolls. Unless otherwise noted, melee weapon attacks have a reach of 5 feet. Creatures larger than Medium size may have greater reach.

Table: Melee Weapon

Damage Die

Cost

Weight

Properties

Damage Type

1d4

Brass knuckles

4 gp

½ lb.

Dual-wielding, hand-mounted

Bludgeoning

ClubS

1 sp

2 lbs.

Simple

Bludgeoning

DaggerS

2 gp

1 lb.

Dual-wielding, finesse, simple

Piercing

Dueling dagger

6 gp

1 lb.

Dual-wielding, finesse, parrying

Piercing

Light hammer

2 gp

2 lbs.

Dual-wielding, thrown (20/60)

Bludgeoning

Punching dagger

4 gp

1 lb.

Dual-wielding, hand-mounted

Piercing

SickleS

1 gp

2 lbs.

Dual-wielding, simple

Slashing 

Throwing dagger

3 gp

½ lb.

Dual-wielding, finesse, thrown (30/80)

Piercing

Whip

2 gp

3 lbs.

Finesse, parrying immunity, reach (15), trip

Slashing

1d6

HandaxeS

5 gp

2 lbs.

Breaker (wood), defensive (light), dual-wielding, simple, thrown (20/60) 

Slashing

Javelin

5 sp

2 lbs.

Thrown (30/120)

Piercing

MaceS

5 gp

4 lbs.

Defensive (medium), simple

Bludgeoning

QuarterstaffS

2 sp

4 lbs.

Parrying, simple, two-handed

Bludgeoning

Scimitar

20 gp

3 lbs.

Defensive (light), dual-wielding, finesse

Slashing

Shortsword

10 gp

2 lbs.

Defensive (medium), finesse, parrying

Slashing

SpearS

1 gp

3 lbs.

Defensive (heavy), simple, thrown (20/60), versatile (1d8)

Piercing

Trident

10 gp

3 lbs.

Thrown (20/60), versatile (1d8), mounted

Piercing

1d8

Bastard sword

35 gp

5 lbs.

Parrying, versatile (1d10)

Slashing

Battleaxe

10 gp

6 lbs.

Breaker (wood), versatile (1d10)

Slashing

Flail

20 gp

3 lbs.

Parrying immunity, trip

Bludgeoning

GreatclubS

5 sp

10 lbs.

Simple, versatile (1d10)

Bludgeoning

Longsword

20 gp

3 lbs.

Defensive (medium)

Slashing

Morningstar

15 gp

4 lbs.

Defensive (medium)

Bludgeoning

Rapier

25 gp

2 lbs.

Defensive (light), finesse

Piercing

Saber

30 gp

3 lbs.

Defensive (light), finesse, mounted (1d10)

Slashing

Warhammer

15 gp

3 lbs.

Breaker, versatile (1d10)

Bludgeoning

Warpick

5 gp

2 lbs.

Breaker (stone)

Piercing

1d10

Glaive

12 gp

5 lbs.

Reach, two-handed

Slashing

Halberd

25 gp

7 lbs.

Heavy, reach, trip, two-handed

Piercing or slashing

Pike

5 gp

13 lbs.

Defensive (heavy), heavy, reach* 

Piercing

Scythe

1 gp

12 lbs.

Heavy, parrying, two-handed

Slashing

1d12

Greataxe

30 gp

9 lbs.

Breaker (wood), heavy, two-handed

Slashing

2d6

Greatsword

50 gp

7 lbs.

Heavy, parrying, two-handed

Slashing

Maul

20 gp

11 lbs.

Breaker, heavy, two-handed

Bludgeoning

* You have disadvantage when you use a pike to attack a target within 5 feet of you.


Ranged Weapons

Ranged weapons require ammunition to use. If you use a ranged weapon to make a melee attack, it is treated as an improvised weapon. A sling must be loaded to be used in this way. A ranged weapon uses your Dexterity modifier for attack and damage rolls.

Table: Ranged Weapons

Damage Die

Cost

Weight

Properties

Damage Type

1d4

BlowgunS

1 gp

½ lb.

Loading, range (25/100), simple

Piercing

Dart

5 sp

¼ lb.

Range (20/60)

Piercing

SlingS

2 sp

Range (30/120), simple

Bludgeoning

1d6

Hand crossbow

60 gp

3 lbs.

Dual-wielding, loading, range (30/120)

Piercing

Shortbow

25 gp

2 lbs.

Range (80/320), two-handed

Piercing

1d8

Composite bow 200 gp 2 lbs. Compounding, heavy, range (150/600), two-handed Piercing

Light crossbowS

45 gp

5 lbs.

Loading, range (80/320), simple, two-handed

Piercing

Longbow

50 gp

2 lbs.

Heavy, range (150/600), two-handed

Piercing

1d10

Heavy crossbowS

100 gp

15 lbs.

Heavy, loading, range (100/400), simple, two-handed

Piercing

 

Miscellaneous Weapons and Accessories

Some weapons have special properties unique to them.

Table: Miscellaneous Weapons and Accessories

Weapon

Cost

Weight

Properties

Damage

Special Properties

Garrotte

3 sp

Two-handed

None (see description)

When wielding a garrotte, you may make a melee weapon attack at disadvantage against a Large or smaller creature that requires air to breathe. On a hit, the creature is grappled and begins to suffocate

Lance

10 gp

6 lbs.

Defensive (medium), reach

Piercing (1d12)

You have disadvantage when you use a lance to attack a target within 5 feet of you. If you are not mounted, you must use two hands to wield the lance.

Net

1 gp

2 lbs.

Thrown (5/15)

None (see description)

A corporeal Large or smaller creature that cannot move through a space one inch or smaller who is hit by a net is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. A net has AC 10, 5 hit points, and is immune to bludgeoning damage.

Spear-thrower

10 gp

4 lbs.

Loading, range (80/320)

Piercing (see description)

A spear-thrower can be used to increase the effectiveness of a javelin, spear, or trident. A weapon thrown in this manner deals an additional 1d6 damage when the target is within its normal range.

 


Weapon Properties


Improvised Weapons

Sometimes you won’t have your weapons ready at hand. An improvised weapon includes a tankard, a wagon tongue, or a dead (or alive!) creature that you can lift and wield as a weapon. At the Narrator’s discretion, an improvised weapon that is similar to a weapon with the simple property may be treated as a simple weapon. For example, the leg of a table might be used as a club. An object that bears no resemblance to a weapon deals 1d4 damage of a type determined by the Narrator. Improvised thrown weapons have a normal range of 20 feet and a maximum range of 60 feet. 


Ammunition

Ranged weapons require ammunition to fire. Typically that ammunition is made from bone, bronze, iron, steel, or wood; sling pellets are usually stone or metal. However at the Narrator’s discretion, special ammunition may be available.

Explosive. An attack made with explosive ammunition cannot benefit from expertise dice and can only hit targets within its normal range, but on a hit it deals an extra 1d6 thunder damage. 

Flaming. This ammunition can be lit as a bonus action. A weapon firing this ammunition can only hit targets within its normal range, but on a hit it deals an extra 1d4 fire damage.

Punching. On a critical hit, this ammunition decreases an armored target’s Armor Class by 1. This cannot reduce the target’s Armor Class to less than 10 + its Dexterity modifier. 

Table: Ammunition

Ammunition

Cost

Weight

Arrows (20)

1 gp

1 lb.

Blowgun needles (50)

1 gp

1 lb.

Crossbow bolts (20)

1 gp

1 ½ lbs.

Firearm bullets (10)

10 gp

1 ½ lbs.

Sling bullets (20)

4 cp

1 ½ lbs.

Explosive arrows (4)

80 gp

½ lb.

Flaming arrows (4)

60 gp

½ lb.

Punching arrows (4)

100 gp

1 lb.

 


Cultural Weapons

Many weapons have equivalents in various cultures, both in the real world and in fantasy campaign settings. Below is a selection of weapons from different cultures which you may choose to include in your game, along with notes on how they are represented in Level Up. Availability of these weapons is at the discretion of the Narrator.

Boomerang (Aboriginal, 5 silver). There are many forms of boomerang. This club has the thrown property (range 100/300), and cannot be used as a melee weapon. A boomerang designed to flush out or distract prey goes a shorter distance (range 50/150), but on a miss it returns to the location it was thrown from at the end of the turn.

Butterfly Sword (Chinese, 20 gold). These use the statistics of shortswords, and are usually wielded in pairs. They have the dual-wielding property.

Chakram (Indian, 2 gold). This circular, bladed throwing weapon uses the statistics of a ring blade.

Claymore (Scottish, 50 gold). This cross-hilted weapon uses the statistics of a greatsword.

Dao (Chinese, 20 gold). A curved broadsword that uses the statistics of a scimitar.

Hooked Hammer (Gnomish, 15 gold). This uses the statistics of a small warhammer which does 1d6 bludgeoning or piercing damage and has the trip property.

Katana (Japanese, 60 gold). This weapon uses the statistics of a fine bastard sword.

Khopesh (Egyptian, 1 gold). This sickle-shaped sword uses the statistics of a scimitar.

Kusarigama (Japanese, 10 gold). This is a sickle on a chain. It uses the statistics of a sickle that weighs 5 pounds and has the dual-wielding, parrying immunity, reach (10 ft.), and two-handed properties.

Labrys (Greek, 10 gold). This ornate weapon uses the statistics of a battleaxe. It has two blades, one on each side of the haft.

Machahuitl (Aztec, 30 gold). This club with embedded obsidian blades functions as a fine longsword.

Main-Gauche (European, 4 gold). This parrying dagger may be used as a dagger or as a light shield.

Nine-Section Whip (Chinese, 15 gold). This whip deals 1d6 slashing damage.

Ninjatō (Japanese, 20 gold). This uses the statistics of a straight-bladed shortsword with the storage property (often used to contain poison).

Nunchaku (Okinawan, 1 gold). This weapon uses the statistics of a club, but is considered a double weapon.

Rungu (Zambian, 3 silver). This club has the thrown property (range 30/150).

Shuriken (Japanese, 3 silver). This weapon uses the statistics of a throwing dagger. It can only do 1 damage in melee. It has the quickdraw property.

Slingstaff (Halfling, 1 gold). This weapon can be used as a quarterstaff or as a sling.

Spiked Gauntlets (Any, 8 gold). Spiked gauntlets function as brass knuckles, but do piercing damage.

Stonebow (Dwarven, 25 gold). This weapon functions as a shortbow, but fires sling bullets which inflict bludgeoning damage.

Tessen (Japanese, 5 gold). This war fan can be used as a light shield and as a dagger, and has the flamboyant property.

Thinblade (Elven, 50 gold). This weapon uses the statistics of a rapier but is so sharp that it has the vicious property.

Tomahawk (Native American, 5 gold). A tomahawk uses the statistics of a handaxe.

Urgosh (Dwarven, 20 gold). This spear and axe double weapon can be used as either.

Wakizashi (Japanese, 15 gold). This blade uses the statistics of a shortsword.

Wooden Stake (Any, 0 gold). This simple weapon uses the statistics of a dagger, but any vampire reduced to 0 hit points with it is permanently destroyed. It is made of wood.


Rare Melee Weapons

Most rare melee weapons are secretive, meant to be concealed or utilize a hidden advantage to take foes by surprise. 

Assassin’s Gauntlet and Boot Dagger. At a glance this item seems to be perfectly typical, but it conceals a spring-loaded blade deployed by pressing a switch when it is used to make an attack. A creature observing it only realizes that the item is a weapon with a DC 15 Investigation check (made with disadvantage if the weapon is being worn at the time and not deployed). Once deployed, a bonus action is required to resheathe the blade. You gain an expertise die on your attack roll when you deploy this weapon as part of an attack against a target that is unaware you have it.

Double Weapon. Wielded not unlike a quarterstaff, each side of this weapon has a blade, weighted head, or other injurious implement. Most double weapons are two-bladed swords or double-axes, but there have been gnome warriors known to wield hooked hammers and elvish clades specialized in swordspears. Double weapons use the statistics for whichever weapon is used to attack and are considered to have the dual-wielding and parrying properties.

Mercurial Maul. The liquid metal inside of the shaft and head of this weapon makes it difficult to wield but all the deadlier in expert hands. The minimum result on a damage die rolled with this weapon is a 2.

Ring Blade. This metal hoop has sharpened edges that make it deadly whether thrown or used in hand. It costs only 1 exertion point to use the Ricochet combat maneuver with this weapon. In addition, when you throw this weapon, you may make the attack with disadvantage , and on a hit it returns to your hand. 

Shields. At the Narrator’s discretion, shields may be treated as rare weapons to gain proficiency with them for attack rolls.

Sword Pistol. When this weapon is used to hit a target with a melee weapon attack, you can use your reaction to fire the gun in the handle, gaining a 1d6 expertise die on an immediate ranged weapon attack against the same target.


Rare Ranged Weapons

Ranged rare weapons require ammunition to use, although some firearms can hold multiple bullets at a time.

Geared Slingshot. Constructed much like a crossbow, this shoulder-mounted weapon bears a striking resemblance to a miniature catapult. It is typically used to fire hand-sized rocks but any Tiny object can be used as ammunition instead.

Ratcheting Crossbow. This crossbow has a large winding wheel affixed to its drawstring which feeds into extra machinery along the stock that catches and pulls the string back again after it is fired. Winding a ratcheting crossbow for a single bolt requires a bonus action or action, and it can be wound to prepare two bolts. Masterwork ratcheting crossbows can be prepared to fire up to four bolts or be constructed smaller (with statistics like a hand crossbow).

Revolver. A revolver can be used to make one ranged attack per bullet loaded into it and requires an action to reload.

Shotgun. When this weapon is used to make an attack roll with advantage , the attack becomes a critical hit if both d20 rolls would result in a hit. When this weapon is used to make an attack roll with disadvantage and only one attack roll would result in a hit, you instead deal 1d4 piercing damage (adding no bonuses to damage from ability score modifiers or enchantments)

 

Table: Rare Melee Weapons

Damage Die

Cost

Weight

Properties

Damage Type

1d4

Assassin’s gauntlet

50 gp

8 lbs.

Finesse, stealthy

Piercing

Boot dagger

75 gp

4 lbs.

Finesse, stealthy

Piercing

1d6

Ring blade

10 gp

6 lbs.

Thrown (30/90)

Slashing

1d8

Double weapon

150 gp

varies

Dual-wielding, parrying, two-handed

Two from bludgeoning, piercing, or slashing

Sword pistol

200 gp

5 lbs.

Finesse, loading, range (10/30)

Piercing

2d4

Spiked chain

35 gp

20 lbs.

Heavy, parrying immunity, reach (10 ft.), two-handed

Bludgeoning and slashing

2d6

Mercurial maul

150 gp

15 lbs.

Breaker, heavy, two-handed

Bludgeoning

 

Table: Rare Ranged Weapons

Damage Die

Cost

Weight

Properties

Damage Type

d6

Geared slingshot

110 gp

25 lbs.

Bulky, heavy, loading, range (60/180), two-handed

Bludgeoning

d10

Pistol

120 gp

3 lbs.

Loading, range (20/60)

Piercing

Shotgun

150 gp

6 lbs.

Loading, range (30/90)

Piercing

d12

Carbine

150 gp

5 lbs.

Loading, two-handed, range (50/150)

Piercing

Ratcheting crossbow

125 gp

20 lbs.

Heavy, loading, range (150/600), two-handed

Piercing

2d6

Revolver

300 gp

3 lbs.

Loading*, range (60/180)

Piercing

2d8

Musket

350 gp

10 lbs.

Heavy, loading, range (60/180), two-handed

Piercing

 

*Loading a revolver (which holds 6 bullets) requires an action. A revolver can be used to make one ranged attack per bullet loaded into it.

Materials

Materials

The materials your gear is made from determine its effectiveness, durability, ease of repair, and aesthetic. The following are some of the materials that your gear may be made from. 

Material

Description

Weight

Cost

Properties

Repairability

Adamantine

As weighty as iron, as flexible as steel, and harder than both, adamantine is the most durable material for weapons and armor, as well as the most expensive. 

×1.5

×4

Hardy, low-maintenance (advantage), weighty (+2)

DC 25

smith’s tools, access to a forge

Bone

Bones can be shaped into points for arrows and spears or tied together, along with shells and scales, to form a durable but high-maintenance armor. Due to its brittleness, bone requires constant repairs and has a short lifespan.

×1/2

×1/4

Flaw, lightweight

DC 10

sewing kit

 

Weapons are not repairable

Bronze 

Bronze is durable but weighty, and tends to be weaker than steel. 

×1.5

×3/4

Weighty (+1)

DC 12

smith’s tools

Cloth

Cloth is the flimsiest of materials but also the lightest. Padded layers can be worn as independent armor, or underneath metal armors to increase comfort.

Comfortable, flaw (piercing), underarmor

DC 5

sewing kit

Cold iron

Alloys of iron and phosphorus are called cold iron. Cold iron is a semi-magical material which many fey creatures are vulnerable to.

×2

Feybane

DC 20

smith’s tools

Hide

Tanned animal hides provide more protection than cloth, but are still easily punctured by blades and arrows. Leather that is left untreated or with the fur or scales still on is known as hide.

Comfortable, wild

DC 10

sewing kit

Iron

Iron is weighty and fragile, typically alloyed with carbon (to form steel).

×1.5

×1/2

Rust, weighty (+2)

DC 15

smith’s tools

Leather

Tanned animal hides provide more protection than cloth, but are still easily punctured by blades and arrows..

Flaw (piercing)

DC 10

sewing kit

Mithral

Lighter than steel, mithral is a prized material for its ability to be worked into light, comfortable, and beautiful armor or weapons.

×1/2

×3

High-quality, lightweight, low-maintenance (advantage)
 

DC 25

smith’s tools, access to a forge

Silver

Usually an iron-silver alloy rather than pure silver.

×2

Silvered

DC 20

smith’s tools

Steel

Steel is an alloy of iron and carbon that is lighter and sturdier than its counterparts, but requires skill and great heat to make. Steel is the basis of many sets of armor, including chain, plate, and the metalwork inside brigandine. 

 

Low-maintenance (expertise die)

DC 15

smith’s tools, access to a forge

Stone

Hard and heavy. Stone can be challenging to shape beyond a knapped short blade and quite brittle.

×2

Weapons ×1/2

 

Armor ×3

Fortified, weighty (+2)

Not repairable

Wood

Wood is widely accessible and typically used for weapons. Weapons made of wood tend to be fire-hardened with special oils to increase their durability. 

Flaw (armor only)

DC 15

woodworker’s tools

 


Material Properties

The materials a weapon or suit of armor is made from determines how best it protects the adventurer using it, as well as how it needs to be maintained.

Comfortable. Armor with this property is comfortable enough to sleep in without penalty.

Feybane. When using a feybane weapon you have advantage on attacks made against fey. While you are wearing feybane armor fey have disadvantage on attacks made against you.

Flaw. A weapon with the flaw property breaks when you roll a natural 1 on an attack roll made with it. Armors break when you take a critical hit or roll a natural 1 on a Dexterity saving throw . If a damage type is noted in parentheses, the armor only breaks on a critical hit from that damage type, or the weapon only breaks if it does damage of that damage type.

Fortified. Fortified armor increases the Armor Class it grants by 1.

Hardy. While wearing hardy armor, the first critical hit against you since your last short or long rest becomes a normal hit. You cannot use this feature again until you make adjustments to the armor during a short or long rest.

High-Quality. These weapons and armor are considered one quality level higher (standard becomes fine, and fine becomes masterwork).

Lightweight. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the lightweight version of the armor doesn’t.

Low-Maintenance. You gain advantage or an expertise die on maintenance checks made on low-maintenance gear.

Rust. When exposed to water and not maintained, this gear cannot be repaired.

Silvered. Weapons made from an alloy of silver are considered silvered for the purposes of damage resistances .

Underarmor. This armor can be worn under medium and heavy armors.

Weighty. The heaviness of some materials results in an increase to the armor’s Strength requirement, if the armor has one. The increase is noted in parentheses.

Wild. While wearing hide armor you cannot gain expertise dice on Deception and Persuasion checks made in urban environments.

Shields

Shields

Shields can range from a dueler’s fencing buckler to the tower shields of mercenary armies. You may wield two shields, but only gain the defensive benefits of one shield at a time. When it is used to attack, a shield is treated as an improvised weapon that deals 1d4 bludgeoning damage. 

Table: Shields

Shield

Cost

Weight

AC Bonus

Light

10 gp

4 lbs.

+1

Medium

20 gp

8 lbs.

+2

Heavy

35 gp

20 lbs.

+2

Tower

75 gp

25 lbs

+2

 

Donning a shield grants no benefit to Armor Class if you are not proficient with shields, and you are unable to take cover behind it, plant it on the ground, or sacrifice it.

A creature one size category larger than the shield was designed for treats it as a shield that is one degree lighter, while a creature one size category smaller treats it as a shield that is one degree heavier. If that would make a light shield lighter or a heavy shield heavier, the shield cannot be used by that creature.

The costs and weights in Table: Shields are for shields made from steel. 

Light. Light shields increase your Armor Class by 1. You may throw this shield, treating it as an improvised weapon that deals 1d6 bludgeoning damage.

Medium. Medium shields increase your Armor Class by 2.

Heavy. Heavy shields increase your Armor Class by 2 and you gain an expertise die on Dexterity saving throws . When you take the Dodge action while wielding a heavy shield, you may instead take cover behind your shield, gaining an expertise die to your Armor Class until the start of your turn. You have disadvantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks while wielding a heavy shield, and you cannot squeeze through spaces smaller than your size category.

Tower. Tower shields share the properties of a heavy shield. These shields cover the entire body and reduce your Speed by 10 feet. On your turn, you may use an object interaction to plant it in the ground, gaining half cover (+2 bonus to AC, Dexterity saving throws , and ability checks made to hide) and advantage on saving throws made to resist being shoved or knocked prone and while you remain behind it. Unplanting a tower shield requires a bonus action.

Tower shields are bulky items, and count as such even when donned.

Improvised Shields

If you are proficient with shields, you can use an action to pick up a nearby object of your size category or larger to use as a shield. The size of the object determines the degree of shield it becomes: an object your size can be used as a light shield, or an object of one size category larger can be used as a medium shield.

An improvised shield is destroyed when you take a critical hit (it cannot be sacrificed), it cannot be repaired or customized, and it becomes useless after 10 rounds of combat.

Sacrifice Shield

When you take a critical hit, you can use your reaction to block it and sacrifice your shield, turning the critical hit into a regular hit. Afterwards your shield is broken, or if your shield is magical it instead becomes mundane for 1 hour.

Armor

Armor

The durability of your armor is a combination of the style of armor and its materials . Less durable materials, such as cloth and leather, are comfortable, lightweight, and inexpensive but struggle to turn a hit. Metals may turn a hit more easily, but require more physical strength to wear and cost more coin. The different styles of armor are outlined below.

When you are wearing armor that you aren’t proficient with, you have disadvantage on ability checks, attack rolls , and saving throws using Strength or Dexterity, and you are unable to cast spells.


Type

Cost

Weight

AC

Properties

Strength

Dexterity (Stealth) Penalty

Repairability

Light

 

Padded cloth

5 gp

6 lbs.

11 + Dexterity modifier

Comfortable, flaw (piercing), underarmor

DC 5

sewing kit

Padded leather

15 gp

8 lbs.

12 + Dexterity modifier

Comfortable, Flaw (piercing)

DC 10

sewing kit

Medium

 

Cloth brigandine 

5 gp

7 lbs.

12 + Dexterity modifier

Comfortable, flaw (piercing), underarmor

DC 5

sewing kit

Leather brigandine 

20 gp

10 lbs.

13 + Dexterity modifier

Comfortable, flaw (piercing)

DC 10

sewing kit

Hide armor

10 gp

15 lbs.

13 + Dexterity modifier (maximum 2)

Comfortable, wild

DC 10

sewing kit

Chain shirt (steel)

50 gp

15 lbs.

13 + Dexterity modifier (maximum 2)

Low-maintenance (expertise die)

DC 15

smith’s tools, access to a forge

Chain shirt (mithral)*

150 gp

8 lbs.

13 + Dexterity modifier (maximum 2)

High-quality, lightweight, low-maintenance (advantage)

DC 25

smith’s tools, access to a forge

Scale mail (steel)

50 gp

35 lbs.

14 + Dexterity modifier (maximum 2)

Low-maintenance (expertise die)

Str 14

Disadvantage

DC 15

smith’s tools, access to a forge

Breastplate (bone)*

100 gp

10 lbs.

14 + Dexterity modifier (maximum 2)

Flaw

DC 10

sewing kit

Breastplate or cuirass (steel)

400 gp

20 lbs.

14 + Dexterity modifier (maximum 2)

Low-maintenance (expertise die)

Str 11

Disadvantage

DC 15

smith’s tools, access to a forge

Breastplate or cuirass (bronze)*

300 gp

35 lbs.

14 + Dexterity modifier (maximum 2)

Weighty (+1)

Str 12

Disadvantage

DC 12

smith’s tools, access to a forge

Elven breastplate (mithral)*

1,200 gp

10 lbs.

14 + Dexterity modifier (maximum 2)

High-quality, lightweight, low-maintenance (advantage)

DC 25

smith’s tools, access to a forge

Half plate (steel) 750 gp   15 + Dexterity modifier (maximum 2) Low-maintenance (expertise die) Str 13 Disadvantage

DC 15

smith’s tools, access to a forge

Heavy

 

Hauberk (steel)

150 gp

20 lbs.

16

Low-maintenance (expertise die)

Str 13

DC 15

smith’s tools, access to a forge

Splint (steel)

450 gp

30 lbs.

17

Low-maintenance (expertise die)

Str 15

Disadvantage

DC 15

smith’s tools, access to a forge

Full plate (steel)

1,500 gp

55 lbs.

18

Low-maintenance (expertise die)

Str 15

Disadvantage

DC 15

smith’s tools, access to a forge

Dwarven plate (stone)*

4,500 gp

110 lbs.

19

Fortified, weighty (+2)

Str 17

Disadvantage

Not repairable

Elven plate (mithral)*

4,500 gp

28 lbs.

18

High-quality, lightweight, low-maintenance (advantage)

DC 25

smith’s tools, access to a forge

* Material modifiers already included.

For metal armor the default is considered to be steel.


Armor Types

Padded. Layers of cloth or supple leather are quilted together to create a lightweight tunic and pair of trousers. Padded cloth tunics are worn under breastplates and suits of mail for comfort, and are already counted in their AC.

Brigandine. A tunic made of cloth, leather, or hide which has small panels of metal, scale, or bone stitched to the interior for extra protection. When the panels are external and overlap closely, the brigandine is termed scale mail. 

Breastplate. A fitted bone, leather, or metal plate that covers the chest, stomach, and vital organs. 

Mail. A suit made entirely of metal, though styles can differ greatly. A chain shirt is a shirt woven from small metal rings, while a full set of chain mail (a hauberk) is longer and includes a coiff. Half plate covers most of the body in shaped metal plates, but offers minimal leg protection, while full plate covers the entire body and includes gauntlets, boots, and a helm. Splint mail is similar to half plate but covers the limbs in strips of mail bolted to leather, rather than shaped metal plates. 

Other Notes

Bulky Armor. Half plate and full plate are bulky, but while worn they do not count against the number of bulky items you can carry at once.

Strength Requirement. While wearing armor for which you do not have the minimum Strength score, your Speed is reduced by 10 feet.


Helms

Helms fit over your head to protect your skull, though in exchange they limit your vision and hearing. No proficiency is required to wear a helm.

Helm (12g, 4lbs). This hard leather or metal covering protects the head but not the face, with the exception of a strip over the nose. While wearing this helm you gain an expertise die on saving throws made to resist being stunned or rattled , and your passive Perception score is reduced by 2.

Visored Helm (25gp, 8 lbs). This helm covers the entirety of the head, including the face; the visor may be moved out of the way of the face as an object interaction, in which case the visored helm functions as a standard helm. While wearing a visored helm you gain an expertise die on saving throws made to resist being charmed , stunned , or rattled , and your passive Perception score is reduced by 5. Additionally, whenever you take damage from falling, you reduce that damage by 5.


Donning, Doffing, Sizing, and Sleeping in Armor

Armor is typically fitted to its wearer. When you first acquire a set of armor, if it is nonmagical you must make or pay for alterations. Making the alterations yourself requires tool proficiencies as if you were repairing the armor. If the armor is not appropriately sized to you but is of your size category, you must make a DC 12 Constitution saving throw at the end of each day, acquiring a level of fatigue on a failure. You may alter armor that is a size category larger than you are, but you cannot fit into armor that is too small—a Medium human could trim down an ogre’s breastplate, but could not resize a halfling’s full plate to fit their larger form. 

It is assumed that cloth armor is worn under breastplates and suits of mail. Aside from cloth, leather, and hide, armor is too rigid and uncomfortable for a restful night’s sleep. If you sleep in medium or heavy armor other than hide, you are roughing it, you regain half the usual number of Hit Dice, and if you have any levels of fatigue or strife neither is reduced upon finishing the long rest (see Chapter 7: Adventuring).  

The time it takes to don or doff armor depends on the armor’s category.

Don. This is the time it takes to put on armor. Your Armor Class is only increased by armor that you have fully donned.

Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

Donning and Doffing Armor

Light Armor 1 minute/1 minute

Medium Armor 5 minutes/1 minute

Heavy Armor 10 minutes/5 minutes

Shield 1 action/1 action