Professional Documents
Culture Documents
B
elow are descriptions for various pieces of
additional equipment you can include in surrounded by many metal spikes with a pressure
your games, their value and rarity is left for plate on top. You can set up the bomb on the ground
you to decide: as an action. A creature that steps on the plate and
Death Whistle. A small ceramic skull any others in a 5 foot radius must succeed on a DC 15
shaped whistle, capable of producing a Dexterity saving throw or take 4d4 piercing damage.
chilling shrill sound akin to that of a dying Creatures that fail the Dexterity save take an
shriek. additional 3d6 necrotic damage at the start of their
As an action you may blow the death whistle, each next turn. On a successful save the damage is halved.
hostile creature that is within 30 feet of you and Pugno Mortis. A crude black powder bomb. As an
aware of you must succeed on a DC 13 Wisdom action, you can light and throw a black powder bomb
saving throw or become frightened of you for 1 at a point up to 60 feet away. Each creature within 5
minute. A creature can repeat the saving throw at the feet of that point must succeed on a Dexterity saving
end of each of its turns, ending the effect on itself on a throw (with a DC equal to 8 plus your proficiency plus
success. If a creature’s saving throw is successful or your Dexterity modifier) or take 3d6 fire damage. On a
the effect ends for it, the creature is immune to the successful save the damage is halved.
Death Whistle for the next 24 hours. Smoke Bomb. A small orb designed to explode on
Draconite Bolt. A crossbow bolt made from a impact and obscure a person’s escape or creature
curious material with odd alchemical properties. confusion. As an action you can throw the smoke
Whenever you hit an object using this ammunition, bomb at the floor, and on impact it emits a cloud of
each creature friendly to you within 30 feet of your smoke that creates a heavily obscured area in a 10-
attack’s target regains 2d4 hitpoints. foot radius. A moderate wind (at least 10 miles per
Draconite Cleanser. A bomb of odd alchemical hour) disperses the smoke in 4 rounds; a strong wind
origin. As an action, you can light and throw the bomb (20 or more miles per hour) disperses it in 1 round.
at a point up to 60 feet away. Each creature within 10 Steel Plates. A set of metal plates, such as arm and
feet of that point must succeed on a Dexterity saving shin guards, designed to bolster the defence of lighter
throw (with a DC equal to 8 plus your proficiency plus armors. If you wear these steel plates while wearing
your Dexterity modifier) or take 3d4 fire damage. On a light armour or no armour, and using no shield, your
successful save the damage is halved. AC increases by 1.
For the next minute, each creature friendly to you
within 10 feet of the chosen point at the start of their
turn regains 1d4 hitpoints. A note on Kensei Weapons
Fire Flask. A simple glass flask containing a fiery,
Several weapons included in this document, such as the
volatile liquid. You can throw the flask of flammable Shikomizue, would make perfect weapons for a Kensei
liquid at a point up to 60 feet away as an action on Monk; however due to them having the “special” property
the wording of the Kensei Weapons feature prevents their
your turn. Each creature within 10 feet of the chosen use with that subclass.
point must succeed on a Dexterity saving throw (with The wording of the Kensei Weapons feature prohibits
a DC equal to 8 plus your proficiency plus your the use of weapons with the ‘special’ property to stop a
Dexterity modifier) or take 5d4 fire damage. On a lance being chosen as a kensei weapon (since it isn’t
successful save the damage is halved. heavy) and thereby allowing a 1d12 weapon to be used
The fire ignites any flammable objects in the area with Dexterity.
that aren’t being worn or carried and lasts until the However, all the weapons here that aren’t heavy and
end of your next turn. A creature that enters the area have the special property would be fine to use as kensei
during that time must make a DC 13 Dexterity save or weapons, so speak to your DM about ignoring that
stipulation for the non-heavy special weapons listed on the
take 3d6 fire damage. On a successful save the following pages.
damage is halved.
Fire Trap. A small portion of black powder Masterwork Weapons
surrounded by a flammable liquid with a pressure An idea to spice up the myriad of non-magical weapons
plate on top of the casing. You can set up the trap on both in this document and already existing in official
the ground as an action. A creature that steps on the material is to add the following “masterwork” property to
plate and any others in a 5 foot radius must succeed them:
on a DC 13 Dexterity saving throw or take 5d4 fire Masterwork. You may re-roll damage die of a 1 with this
damage. On a successful save the damage is halved. weapon and must use the new roll, even if it is a 1.
This can give the weapon a bit more flair without the
The fire ignites any flammable objects in the area need to make it magical, and to reflect it’s more well made
that aren’t being worn or carried and lasts until the status just multiply the weapon’s normal cost by 5. So, for
end of the triggering creature’s next turn. A creature example: a Masterwork Longsword would cost 75gp or a
that enters the area during that time must make a DC Masterwork Broadsword would cost 100gp.
13 Dexterity save or take 3d6 fire damage. On a
successful save the damage is halved.
2 ITEMS | Created by Michael Williams
Weapons
Melee Weapons
Name Cost Damage Weight Properties
Simple Weapons
Brass Knuckles 5 sp 1d4 bludgeoning 1 lb. Light, hidden
Cestus 1 gp 1d4 bludgeoning 1 lb. Light, hidden, special
Kukri Knife 3 gp 1d4 slashing 1 lb. Light, finesse, thrown (20/60 ft.)
Macuahuitl 3 gp 1d4 bludgeoning 3 lb. Special
Ninjatō 10 gp 1d6 piercing 2 lb. Light, finesse
Scythe 5 gp 2d4 slashing 4 lb. Two-handed
Martial Weapons
Arming Sword 30 gp 1d6 piercing 3 lb. Light, finesse, versatile (1d8)
Bardiche¹ 55 gp 1d10 slashing 5 lb. Heavy, reach, two-handed
Bastard Sword 75 gp 2d4 slashing 6 lb. Heavy, versatile (2d6)
Bearded Axe 60 gp 1d8 slashing 7 lb. Heavy, versatile (1d12)
Broadsword 20 gp 2d4 slashing 3 lb. —
Changdao 75 gp 3d4 slashing 5 lb. Heavy, two-handed
Claymore 90 gp 3d4 slashing 7 lb. Heavy, reach, two-handed, special
Dao 25 gp 1d6 slashing 3 lb. Light, finesse, monk weapon
Double-Bladed Axe 50 gp 1d6 slashing 9 lb. Heavy, two-handed, special
Dragon Pole¹ 65 gp 1d6 bludgeoning 4 lb. Versatile (1d8), monk weapon, special
Elven Glaive¹ 50 gp 1d8 slashing 5 lb. Finesse, reach, two-handed
Falcata 30 gp 1d8 slashing 3 lb. Finesse
Falchion 20 gp 2d4 slashing 4 lb. —
Fan Axe 75 gp 1d10 slashing 6 lb. Heavy, reach, two-handed, special
Flamberge Bastard Sword 100 gp 2d4 slashing 6 lb. Heavy, versatile (2d6), special
Gladius 30 gp 1d8 piercing 3 lb. Special
Guandao¹ 75 gp 1d10 slashing 5 lb. Heavy, reach, two-handed
Heavy Flail 20 gp 1d12 bludgeoning 7 lb. Heavy, two-handed
Heavy Scimitar 95 gp 1d10 slashing 7 lb. Heavy, versatile (2d6), special
Hooked Sword 30 gp 1d6 slashing 3 lb. Light, finesse, special
Kanabo 85 gp 2d8 bludgeoning 8 lb. Heavy, two-handed, special
Katana 30 gp 1d8 slashing 3 lb. Versatile (1d10), special
Khopesh 35 gp 2d4 slashing 3 lb. Finesse
Kodachi 15 gp 1d6 slashing 2 lb. Finesse, thrown (20/60 ft.)
Kusarigama 50 gp 1d6 slashing 3 lb. Light, finesse, thrown (20/60 ft.), special
Longaxe¹ 35 gp 1d10 slashing 5 lb. Heavy, reach, two-handed
Masakari Axe 85 gp 1d12 slashing 5 lb. Heavy, two-handed, special
Meteor Hammer 30 gp 1d6 bludgeoning 5 lb. Two-handed, special
Naginata¹ 45 gp 1d10 slashing 2 lb. Reach, two-handed, monk weapon
Nodachi 75 gp 3d4 slashing 5 lb. Heavy, two-handed
Nunchaku 5 gp 1d4 bludgeoning 2 lb. Light, monk weapon, special
Sai 2 gp 1d4 bludgeoning 1 lb. Light, finesse, thrown (20/60 ft.), monk weapon
Scourge 20 gp 2d4 slashing 3 lb. —
Shikomizue 60 gp 1d8 slashing 3 lb. Hidden, special
Spiked Chain 50 gp 1d8 piercing 10 lb. Heavy, finesse, reach, two-handed, special
Steel-capped Staff¹ 40 gp 1d6 bludgeoning 2 lb. Versatile (1d8), monk weapon
Tekkō-kagi 5 gp 1d6 slashing 1 lb. Light, finesse, monk weapon, special
Three-Section Staff 35 gp 1d6 bludgeoning 5 lb. Two-handed, monk weapon, special
Tonfa 5 gp 1d6 bludgeoning 2 lb. Light, monk weapon
Tulwar 30 gp 1d8 slashing 3 lb. Finesse
Ulfberht Sword 20 gp 2d4 piercing 3 lb. —
Weapon Properties Great Bow. You can use a bonus action to steady
yourself. While you are steadied, your attacks with the
Many weapons have special properties related to their great bow deal 2d6 piercing damage. You are no
use, as shown in the Weapons tables. longer steadied if you move.
Capacity. A weapon’s capacity is the number of Heavy Scimitar. You require a Strength score of 13
shots it can hold at one time. When a weapon has to use this weapon effectively, else your attacks have
been fired a number of times equal to its capacity, it disadvantage.
must be reloaded before firing again. Additionally you are unable to use a shield whilst
Hidden. You have advantage on Dexterity (Sleight holding the heavy scimitar in one hand.
of Hand) checks to conceal this weapon. Hooked Sword. Once per turn, you may make one
Monk Weapon. A weapon with this property is of your attacks with this weapon a trap. If the attack
included in the weapons that you can use with the misses you grapple the target and may immediately
Monk’s Martial Arts feature and Monks are proficient make a hilt spike attack with advantage against it.
with this weapon in addition to their other weapon This attack deals 1d4 piercing damage on a hit.
proficiencies. However if the trapped attack hits, it deals no damage.
Reload. Reloading a weapon replaces your next Kanabo. You require a Strength score of 17 or
attack you would make with the weapon, refilling the higher to use this weapon effectively, else your attacks
ammunition in the weapon up to its capacity. If you have disadvantage.
prefer, you may instead use an action to reload your Katana. When wielded with one hand this weapon
weapon. gains the finesse property.
Kunai. You can draw and throw up to 2 kunai as
Special Weapons
Weapons with special rules are described here. part of an attack when you take the attack action; for
Cestus. Donning or doffing this glove-like weapon
each thrown above the first you add an additional
requires an action and you may hold another object in damage die.
Kusarigama. When you make a ranged attack by
the same hand as the cestus. Unarmed strikes deal throwing the kusarigama you can pull the weapon
1d4 bludgeoning damage whilst the cestus is worn. back to your hand by the chain as part of the attack.
Claymore. You require a Strength score of 15 or Macuahuitl. On a hit, this weapon deals an
higher to use this weapon effectively, else your attacks additional 1d4 slashing damage.
have disadvantage. Masakari Axe. When you hit with an attack with
Double-Bladed Axe. When you make an attack with this weapon, you can make another attack as a bonus
this weapon, you can make another attack with it as a action. However it deals 1d8 damage on a hit instead
bonus action. of 1d12.
Dragon Pole. When used two-handed, you can Meteor Hammer. You can substitute one of your
expend 1 Ki point per attack to roll 1 additional attacks during an attack action to swing the meteor in
damage die. a tight circle, your next attack with the weapon is
Fan Axe. As a bonus action you can split the staff treated as having the reach property.
into two one-handed axe weapons that have the light Nunchaku. When you make an attack with this
property and deal 1d6 slashing damage on a hit; the weapon, you can make another attack with it as a
staff can be reconnected again as a bonus action. bonus action.
Flamberge Bastard Sword. Whilst wielding this Shikomizue. The scabbard of this sword may also
weapon with two hands you can use your reaction to be used as a weapon; when you are holding the
add your proficiency bonus to your AC against one shikomizue and its scabbard in each hand they are
melee attack that would hit you; to do so, you must treated as light weapons. On a hit the scabbard deals
see the attacker and be wielding the weapon. 1d6 bludgeoning damage.
Gladius. When wielding this weapon you can make Shuriken. You can draw and throw up to 3 shuriken
one unarmed strike as a bonus action when you take as part of an attack when you take the attack action;
the attack action. for each thrown above the first you add an additional
damage die.
4 WEAPONS | Created by Michael Williams
Spiked Chain. If you have the Dual Wielder feat or Tekkō-kagi. Donning or doffing this glove-like
the Two-Weapon Fighting style, you can wield a weapon requires an action and you may hold another
spiked chain as two one-handed, light weapons that object in the same hand as the tekkō-kagi.
each deal 1d6 piercing damage. The spiked chain Three-Section Staff. When you make an attack with
loses the reach property when wielded in this way. this weapon, you can make another attack with it as a
bonus action.
Firearms
Name Cost Damage Weight Properties
Arquebus 750gp 2d12 piercing 12 lb. Ammunition (range 80/240), heavy, capacity 1, misfire 3, reload,
two-handed
Blunderbuss 450gp 2d6 piercing 10 lb. Ammunition (range 20/60), capacity 1, misfire 3, reload, two-
handed
Dwarven Drakegun 2,600gp 2d6 acid plus 2d6 15 lb. Ammunition (15ft cone or 60ft line), capacity 1, misfire 3, reload,
fire two-handed
Flintlock Pistol 250gp 1d10 piercing 4 lb. Ammunition (range 30/90), capacity 1, misfire 3, reload
Four-barrelled Flintlock 550gp 1d10 piercing 5 lb. Ammunition (range 30/90), capacity 4, misfire 3, reload
Pistol
Musket, Carbine 275gp 1d12 piercing 7 lb. Ammunition (range 30/90), capacity 3, misfire 3, reload, two-
handed
Musket, Rifled 325gp 2d6 piercing 9 lb. Ammunition (range 60/180), capacity 2, misfire 3, reload, two-
handed
Ammunition
Name Cost Weight
Metal Shot (x10) 3gp 2 lb.
Firearm Properties range increment. In that case, the gun cannot be fired
Below are desciptions for the properties of firearms. out outside of its single range increment.
Ammunition. You can make a ranged attack with a Reload. Reloading a gun replaces your next attack
firearm only if you have ammunition to fire with. Each you would make with the firearm, refilling the
time you attack with the firearm, you expend one ammunition in the gun to its capacity. If you prefer,
piece of ammunition. Drawing the ammunition from a you may instead use an action to reload your firearm.
belt, case, or other container is part of the attack (you Other Rules
need a free hand to load a one-handed weapon). You If your ammunition becomes
cannot recover spent ammunition. Once fired, it is Ammunition and Water.
wet, there is a 50% chance it becomes a blank. You
gone. roll d100 to determine if a wet piece of ammo is a
Broken. A broken firearm cannot be fired until it is
repaired. To repair a broken firearm, you may use an blank when it is fired. On a 1-50, it’s a blank and
action to attempt a Tinker’s Tools ability check with a doesn’t fire.
Firearms and Water. If your firearm becomes wet,
DC equal to 10 plus the weapon’s base misfire score. you must use your Tinker’s Tools to disassemble the
On a success, the weapon is no longer considered gun and clean it before it is operational again.
broken. Disassembling your gun does not require an ability
Capacity. A firearm’s capacity is the number of
shots it can hold at one time. When a firearm has check, but it does require a set of Tinker’s Tools. You
been fired a number of times equal to its capacity, it cannot load or fire a firearm underwater without
must be reloaded before firing again. magical aid, unless otherwise stated.
Proficiency. There’s two ways to handle proficiency
Misfire. If your natural roll for a gun attack falls at
or below the misfire score of the gun you are using, with firearms. The first is to class them as ranged
you suffer a misfire. Your attack misses, any ammo martial weapons that are covered by martial weapon
you used in the attack is expended, and your gun proficiency. The second is to give them their own
becomes broken. You must repair a broken gun proficiency requirement and distribute that to classes
before using it. as you see fit.
Noise. When fired, a firearm makes a loud sound,
Range. Most firearms have two range increments,
short and long. Firing at short range has no negative much like two stones crashing together at high speed.
effect. Firing at long range imposes disadvantage on This sound is easily heard by any creature within ¼
the attack. Guns cannot be fired outside of their mile (1320 feet) of the gunshot.
longrange increment. Some guns have only a single