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  WWP (VERSION 2.0)
  
   
   
  WRAITH WRIGHT’S 
  THE COMPREHENSIVE 
  EQUIPMENT MANUAL 
   
   
  CREDITS 
  Lead Design and Writing: Randall Right of Wraith Wright Productions 
  Illustration: Cover and interior by Johnathan Good of Johnathan Good Illustration 
  Cover texture unattributed (CC0 1.0 universal license) 
  Quality and Development Consultation: Charles Baker, Matthew Skau, Robert Ochs, Scott Szydlo 
  Production and Publication: a million monkeys with a million typewriters 
  INSPIRATIONS AND COMMUNITY CONTENT 
  This product contains many original ideas and game mechanics. It also draws inspiration from earlier editions of Dungeons & 
  Dragons, including the Arms and Equipment Guide (2nd and 3rd editions), Oriental Adventures (2nd and 3rd editions), untold 
  numbers of Dragon Magazine articles, myriad Internet articles, and more. 
  As of this version, no community content was used from any materials marketed in the Dungeon Masters Guild or elsewhere. 
  As with any product containing translations of prior game editions, there is no guarantee that each translated system will be 
  materially distinct from anyone else’s. Any resemblance is coincidental. 
  LEGAL LANGUAGE 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive 
  likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express 
  written permission of Wizards of the Coast. ©2016-2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. 
  Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  The Comprehensive Manual title, the Wraith Wright anvil, and other related titles and branding are trademarks of Wraith 
  Wright Productions. All other original material in this work is copyright Wraith Wright Productions 2017 and published under 
  the Community Content Agreement for Dungeon Masters Guild. 
  VERSION HISTORY 
  Current: Revised 2.0 (November 16, 2017) – Incorporated full content of what would have been The Comprehensive Treasure 
  Manual. The merger of these two products, and the addition of Jonathan Good’s illustrations, make this product complete. 
   
  On the Cover: A combat-trained elephant bearing chainmail barding and a howdah. The driver wields a great lance 
  as the passenger aims a polybolos crossbow. All these items are described in this product. 
  
   
  2 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  CONTENTS 
  PART 0: INTRODUCTION ........ 6 
  The Comprehensive Equipment Manual .... 6 
  WHAT’S IN THIS PRODUCT? ............................. 6 
  Part 0: Introduction .................................... 6 
  Part 1: Armaments ...................................... 6 
  Part 2: Gear ................................................. 6 
  Part 3: Exotic Lists ...................................... 6 
  Part 4: Wealth and Treasure ...................... 7 
  Part 5: Trinkets ........................................... 7 
  Part 6: Magic Items .................................... 7 
  Part 7: Investments ..................................... 7 
  Appendix A: Future Products...................... 7 
  TRUST .............................................................. 7 
  Character Power ......................................... 7 
  “Lightest-Touch” Rules ............................... 8 
  HOW TO USE THIS PRODUCT ........................... 8 
  Dungeon Master’s Use................................ 8 
  Everyone’s Use ............................................ 8 
  Exotic List Use ............................................ 8 
  Use in Printed Form .................................... 8 
  DM’S CORNERS ................................................ 8 
  PART 1: ARMAMENTS ................. 9 
  Armor and Shields .......................................... 9 
  ARMOR PROPERTIES ....................................... 10 
  Getting Into & Out of Armor ..................... 11 
  Descriptions ............................................... 12 
  Weapons .......................................................... 14 
  WEAPON DAMAGE .......................................... 14 
  Damage Kickers ......................................... 15 
  Half Dice (d2, d3, d5) ................................. 15 
  WEAPON PROPERTIES ..................................... 15 
  Descriptions .............................................. 18 
  IMPROVISED WEAPONS .................................. 32 
  Modifications ................................................ 32 
  ALTERNATIVE MATERIALS .............................. 32 
  Bronze Armaments ................................... 32 
  Ersatz Armaments .................................... 33 
  Adamantined Weapons ............................ 33 
  Silvered Weapons ..................................... 33 
  MASTERWORK ARMAMENTS ........................... 34 
  Armor........................................................ 34 
  Weapons ................................................... 34 
  Pricing ...................................................... 34 
  ORNAMENTED ARMAMENTS ........................... 35 
  PIECEMEAL ARMOR ........................................ 35 
  Coverage ................................................... 35 
  Dexterity Modifiers .................................. 35 
  Other Effects ............................................ 36 
  Miscellaneous Systems ................................ 36 
  RACE MODIFICATIONS ................................... 36 
  Dwarven Speed ......................................... 36 
  Racial Features ......................................... 36 
  CLASS MODIFICATIONS .................................. 36 
  Kensai Weapons ....................................... 36 
  Monk Weapons ........................................ 37 
  FEAT MODIFICATIONS .................................... 37 
  Dual Wielder ............................................ 37 
  Crossbow Master ...................................... 37 
  Great Weapon Master .............................. 37 
  Polearm Master ........................................ 37 
  Sharpshooter ............................................ 37 
  Shield Master ............................................ 37 
  PART 2: GEAR .................................. 38 
  Adventuring Gear ......................................... 38 
  ADVENTURING GEAR (GENERAL) .................... 38 
  Descriptions ............................................. 38 
  EQUIPMENT PACKS ........................................ 52 
  Swapping Equipment Packs ..................... 52 
  Descriptions ............................................. 52 
  CONTAINERS .................................................. 54 
  Descriptions ............................................. 54 
  Container Capacities ................................ 56 
  AMMUNITION ................................................ 57 
  Descriptions ............................................. 57 
  MAGICAL IMPLEMENTS................................... 60 
  Descriptions ............................................. 60 
  ALCHEMICAL BREWS ...................................... 64 
  Descriptions ............................................. 64 
  HERBAL BREWS .............................................. 69 
  Raw Herbs ................................................ 69 
  Descriptions ............................................. 70 
  POISONS ........................................................ 73 
  Acquiring Poison ...................................... 73 
  Using Poison ............................................ 74 
   
  
   
  3 | TH E CO MPR E HEN SI VE E Q UI PMEN T MA N UA L 
   
  Tools................................................................ 87 
  SKILLS WITH TOOLS ....................................... 87 
  Coaction ................................................... 87 
  Synergy ..................................................... 87 
  Lore ........................................................... 87 
  ARTISAN’S TOOLS ........................................... 88 
  Professional Work .................................... 88 
  Repairs ...................................................... 88 
  Descriptions .............................................. 88 
  GAMING SETS ................................................. 92 
  Descriptions .............................................. 93 
  MUSICAL INSTRUMENTS ................................. 93 
  Descriptions .............................................. 94 
  MISCELLANEOUS TOOLS ................................. 94 
  Descriptions .............................................. 94 
  Mounts and Vehicles .................................... 96 
  MOUNTS ........................................................ 96 
  Rider Trained ............................................ 96 
  Combat Trained ........................................ 96 
  Exceptional Specimen ............................... 97 
  Descriptions .............................................. 97 
  TACK AND HARNESS ....................................... 97 
  Descriptions .............................................. 97 
  VEHICLES ...................................................... 101 
  Waterborne Vehicles ............................... 101 
  Descriptions ............................................. 102 
  PART 3: EXOTIC LISTS ............104 
  Including Exotic Lists .................................104 
  IMPLEMENTING EXOTIC LISTS ........................104 
  Option One: A Touch of Flavor ...............104 
  Option Two: A Cosmopolitan Realm ....... 105 
  Option Three: Native List ........................ 105 
  ACCESSING EXOTIC LISTS .............................. 105 
  Character Creation .................................. 105 
  Proficiency .............................................. 106 
  Costs ....................................................... 106 
  Exotic Lists ................................................... 106 
  ADVENTURES IN THE ORIENT ....................... 106 
  Cultural Influence ................................... 106 
  Native List ............................................... 106 
  Weapon Names ...................................... 106 
  Descriptions ............................................ 106 
  AGE OF SAIL .................................................. 114 
  Historical Naming ................................... 114 
  Waterborne Vehicles ............................... 114 
  Descriptions ............................................. 114 
   
  DOUBLE WEAPONS ........................................ 115 
  Double Weapon Chart ............................. 115 
  Double Weapon Fighting ......................... 115 
  Descriptions ............................................. 115 
  EXTRA POLEARMS .......................................... 116 
  Early Polearm Traditions ......................... 117 
  Hybrid Polearms ....................................... 117 
  Descriptions ............................................. 118 
  FANTASY FLIGHT ............................................ 119 
  Airborne Vehicles ..................................... 119 
  Descriptions ............................................. 119 
  FIREARMS ..................................................... 120 
  Early Firearms ......................................... 120 
  Advanced Firearms ................................... 121 
  Siege Guns ............................................... 123 
  Descriptions ............................................ 123 
  MONSTER MARKETS ...................................... 126 
  Instinct-Level Intelligence ....................... 127 
  Animal-Level Intelligence ........................ 127 
  Monster-Level Intelligence ...................... 128 
  Dragons ................................................... 129 
  VILLAGE MARKET........................................... 131 
  Using this List .......................................... 131 
  Availability ............................................... 131 
  Descriptions ............................................ 132 
  PART 4: WEALTH ....................... 133 
  Material Assets ............................................. 133 
  COINAGE ...................................................... 133 
  Standard Coins ........................................ 133 
  Representative Currencies ....................... 133 
  Alternate Currencies ............................... 134 
  Coin Names ............................................. 134 
  TRADE GOODS .............................................. 135 
  Beasts ...................................................... 135 
  Dry Goods ................................................ 135 
  Gemstones ............................................... 135 
  Trade Bars ............................................... 136 
  MISCELLANEOUS ........................................... 136 
  Craft Components ................................... 136 
  SALE PRICES .................................................. 136 
  Monster Armaments (Value x0) ............. 137 
  Standard Equipment (Value x1/2) ........... 137 
  Inherent-Value Goods (Value x1) ............ 137 
  Magic Items (Value x?) ........................... 138 
  FINDING BUYERS ........................................... 138 
  Automatic Buyers .................................... 138 
  Seeking Buyers ......................................... 138 
   
  
   
  4 | TH E CO MP RE HEN SI VE E Q UI PMEN T MA N UA L 
   
  FINDING SELLERS .......................................... 139 
  Magic Selling Parties ............................... 139 
  NON-MATERIAL ASSETS ................................140 
  Letters of Recommendation ....................140 
  Medals ..................................................... 141 
  Titles ........................................................ 141 
  Rights ....................................................... 142 
  Favors ...................................................... 142 
  Renown .................................................... 142 
  TIME AS TREASURE ........................................ 143 
  Downtime ................................................ 143 
  Expenses ........................................................ 143 
  LIFESTYLES .................................................... 143 
  Descriptions ............................................. 144 
  FOOD, DRINK, AND LODGING ........................ 144 
  Descriptions ............................................. 144 
  SERVICES ....................................................... 145 
  Descriptions ............................................. 145 
  Spellcasting Services ............................... 146 
  MAINTENANCE COSTS ................................... 147 
  Starting Wealth ............................................ 147 
  EXISTING SYSTEMS ........................................ 147 
  A Note on Starting ...................................148 
  Equipment at First Level ..........................148 
  WEALTH BEYOND FIRST LEVEL ......................148 
  Restricted Magic Items ........................... 149 
  Restrictions to Magic Items ....................148 
  Feature-Dependent Options ................... 149 
  Option: Whole Party Treasure ................ 150 
  Option: Large Shared Items ..................... 150 
  Treasure Distribution ................................. 150 
  RATES OF DISTRIBUTION ................................ 151 
  Official Rates ............................................ 151 
  CALCULATING TREASURE ................................ 151 
  Wealth Bundles ........................................ 151 
  Wealth Math ........................................... 152 
  Magic Items ............................................. 152 
  Level 20 Treasure ..................................... 152 
  STOCKING THE TREASURE CHART .................. 152 
  Wealth Bundles ....................................... 153 
  Sample Treasure Chart (partial) ............. 155 
  Example Objects of Art ............................ 154 
  Magic Items ............................................. 154 
  GIVING TREASURE ......................................... 155 
  Wealth Bundles and Magic Items ............ 155 
  Treasure Gains ......................................... 155 
  Treasure Losses ....................................... 157 
  PART 5: TRINKETS ..................... 162 
  Using This Chart .......................................... 162 
  ALTERNATE USES .......................................... 162 
  SELECTIVE USES ............................................ 162 
  Normal Campaign ................................... 162 
  High Fantasy ........................................... 162 
  Primitive Fantasy .................................... 162 
  Alternatives ............................................. 162 
  New Trinkets ........................................... 162 
   
  PART 6: MAGIC ITEMS .......... 169 
  The Closed Item System ............................. 169 
  ESSENTIA AND SEEDS .................................... 169 
  Essentia ................................................... 169 
  Seeds ........................................................ 170 
  Formulas ................................................. 172 
  NEW SPELLS FOR MAGIC ITEMS ..................... 172 
  Brew Healing Potion ................................ 173 
  Disenchant Magic Item ........................... 173 
  Enchant Magic Item ................................ 174 
  Repair Enchantment ............................... 175 
  Scribe Spell Scroll .................................... 175 
  Transfer Enchantment ............................ 176 
  PHYSICAL ALTERATION ................................. 177 
  Shape ....................................................... 177 
  Veneer ...................................................... 178 
  Determining Limitations ......................... 178 
  Magic Item Values ....................................... 178 
  VALUATION RANGES ..................................... 178 
  Additional Costs ...................................... 178 
  Chart Values ............................................ 179 
  Chart Deviations ..................................... 183 
  Special Features ........................................... 186 
  SPECIAL FEATURE OPTIONS ........................... 186 
  Number of Special Features..................... 186 
  Bringing it All Together ........................... 186 
  Special Feature Prices .............................. 187 
  IDENTIFYING FEATURES WITH LORE .............. 187 
  Arcana (First Roll) ................................... 187 
  History ..................................................... 187 
  Investigation ............................................ 187 
  Nature ..................................................... 187 
  Religion .................................................... 187 
  NEW SPECIAL FEATURES .............................. 187 
  What Historical Detail? .......................... 197 
  What Minor Property? ........................... 206 
  What Quirk? ........................................... 215 
  
   
  5 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  Part 7: Investments ............... 224 
  Crafts ............................................................. 224 
  ALTERNATE HOURS ...................................... 224 
  Pure Focus .............................................. 224 
  Light Work ............................................. 224 
  CRAFTING COMPONENTS .............................. 225 
  COMMERCIAL MANUFACTURE ...................... 226 
  Investment ................................................... 226 
  STRUCTURAL SYSTEMS .................................. 226 
  Monthly Bookkeeping ............................. 227 
  Business Costs ........................................ 227 
  Feudal Enterprises .................................. 228 
  Treasure Bundles .................................... 228 
  Descriptions ............................................ 228 
  OUTSIDE INVESTMENT ................................. 230 
  NON-PROFIT INVESTMENT ........................... 230 
  Buying Renown ....................................... 230 
  Buying Favors .......................................... 231 
  Construction ................................................. 231 
  STARTER KITS ............................................... 232 
  The Gain ................................................. 232 
  The Land ................................................. 232 
  Existing Fixtures ..................................... 234 
  PROPERTY COMPONENTS ............................. 235 
  Rooms ..................................................... 235 
  Buildings and Other Fixtures.................. 238 
  Growing Parcels ...................................... 238 
  SHIPS COMPONENTS .................................... 239 
  Construction and Maintenance .............. 239 
  Ship Components .................................... 239 
  SIEGE ENGINES .............................................. 241 
  Ballista ..................................................... 241 
  Ballista, Heavy ......................................... 241 
  Catapult ................................................... 241 
  Catapult, Mangonel ................................. 241 
  Catapult, Onager .................................... 242 
  Catapult, Trebuchet ................................ 242 
  Cauldron, Suspended .............................. 242 
  Great Claw .............................................. 242 
  Ram ......................................................... 243 
  Ram, Covered .......................................... 243 
  Siege Tower ............................................. 243 
  Siege Tower, Massive .............................. 243 
  Siphon ..................................................... 243 
  Recruitment ................................................ 244 
  GAINING MILITARY MIGHT .......................... 244 
  Using Wealth ......................................... 244 
  Cultural Acquisition ................................245 
  Restrictions to Gains ...............................245 
  Ancillary Equipment ............................... 246 
  LEADING TROOPS ........................................ 246 
  Loyalty Score .......................................... 246 
  Tracking Loyalty .................................... 246 
  Effects of Loyalty .................................... 246 
  CLASHING ARMIES ....................................... 247 
  Decide Losers and Losses ....................... 247 
  Players’ Roles, Pre-Battle........................ 249 
  Players’ Roles, Mid-Battle ...................... 250 
  After the Fighting .................................... 251 
  FUTURE PRODUCTS ................ 253 
  THE SECRET PROJECT .................................... 253 
  CREATURE HANDBOOKS ............................... 253 
  The Creature Faction Handbook ............. 253 
  The Creature Template Handbook .......... 253 
  SHORT ADVENTURES..................................... 253 
  Flashbacks: Volume One ......................... 253 
  Ventures on the High Seas ......................254 
  ONGOING DEVELOPMENT .............................254 
  Production Support .................................254 
  About the Author ....................................254 
  About the Artist ......................................254 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  6 | T HE  CO MPR EH ENS I VE E Q UI PMEN T MA N UA L 
   
  PART 0: INTRODUCTION
  “Rope!” he muttered. “No rope! And only 
  last night you said to yourself: ‘Sam, what 
  about a bit of rope? You'll want it, if you 
  haven't got it.’ Well, I'll want it. I can't get it  
  now.” 
  -Samwise Gamgee, The Lord of the Rings 
  Carrying proper equipment is the mark of a successful 
  adventurer; bringing the right gear is what separates a 
  professional from a hapless seeker who finds only a 
  swift doom. The dilettante trusts his wit and quickly 
  finds its limits. But a professional adventurer 
  anticipates the hazards she will encounter and girds 
  herself accordingly. 
   
  THE COMPREHENSIVE  
  EQUIPMENT MANUAL 
  You are looking at the product of many hours (now 
  about nine months) of consideration, research, creative 
  writing, and play-testing. Hopefully you like it! 
  This ambitious project was started with the intent 
  to distribute it on the Dungeon Masters Guild as a 
  single, truly-comprehensive product. But it kept 
  growing and it had to be divided into separate 
  products; one for equipment and another for treasure 
  and ways to use it. 
  After several months of exceptional reception and 
  feedback for this product, a new, REVISED version of 
  this manual is ready. What you see here, nearly 
  DOUBLE the length of the previous version, reunites 
  both equipment and treasure and expands both topics, 
  making this one truly-comprehensive manual. 
  For this revised version, every existing section has 
  been expanded and improved. New sections are added 
  as well, including several intended mainly for 
  Dungeon Masters. As you have seen from new cover, 
  Johnathan Good has provided over a dozen new 
  illustrations to grace the revised product. 
   
  WHAT’S IN THIS PRODUCT? 
  Each Part of this product serves a different function. 
   
  PART 0: INTRODUCTION 
  Part 0 is exactly what the heading implies, a foreword 
  to introduce the entire product and acquaint you with 
  its content and design philosophies. It’s the part you’re 
  reading right now. 
   
  PART 1: ARMAMENTS 
  Part 1 adds new armor and weapons to expand the 
  options given in the core rulebooks, and it incorporates 
  weapons found in the Monster Manual and other 
  official products. 
  Part 1 also provides a wealth of new armor 
  properties and weapon properties, using a conservative 
  approach that carefully maintains game balance. 
  Additionally, this Part adds a lot of variant rules 
  that a DM can ise om her game for added realism or 
  drama, including rules for making armor and weapons 
  with alternate materials and techniques, and a 
  balanced set of masterwork rules. 
   
  PART 2: GEAR 
  Still the largest chapter of this product, Part 2 greatly 
  expands the selection of adventuring gear, tools, and 
  vehicles. It provides new ammunition types, a huge 
  number of new equipment packs, rules for crafting and 
  collecting poisons and other wondrous alchemies, and 
  expanded lists of mounts and their tack. It also offers 
  a wealth of excellent variant rules. 
   
  PART 3: EXOTIC LISTS 
  Part 3 includes “exotic” lists of equipment not native 
  to traditional medieval fantasy settings. These are the 
  sorts of things that not all DMs might want to see in 
  their games. Exotic lists group such items by theme, 
  allowing DMs to easily adopt just the equipment that 
  matches the intended flavor of their game worlds. 
  The revised version of this product includes the 
  following: “Adventures in the Orient” (enough 
  weapons and armor to replace the standard options in 
  your campaign), “Double Weapons” (a weapon list 
  and rules for using double weapons), “Extra 
  Polearms” (weapons to satisfy a Gygaxian-level 
  fondness for polearms), “Fantasy Flight” (expanded 
  airship 
  options), 
  “Firearms” 
  (expansive 
  rules 
  
   
  7 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  separating early medieval versions and advanced 
  renaissance versions), “Monster Markets” (for the 
  purchase and sale of monsters, particularly exotic 
  mounts and guardians), and “Village Market” (a list 
  for regulating equipment availability in a small 
  village). 
   
  PART 4: WEALTH AND TREASURE 
  Part 4 first addresses wealth generally, its types and 
  forms. This section details currency, from new coin 
  types to expanded charts for trade goods in various 
  categories. It addresses intangible assets like favors 
  and expands the rules for expenses, food and lodging, 
  and services. 
  This Part also addresses the finding of buyers and 
  sellers for expensive equipment like poisons and 
  magic items. It introduces a population-based option 
  to reduce the complication of such commerce. 
  The second half of this Part discusses distribution, 
  including starting wealth for characters made above 
  1st level. It also provides a rational system of treasure 
  distribution to aid Dungeon Masters in balancing their 
  campaigns.  
   
  PART 5: TRINKETS 
  Part 5 contains pages of new trinkets and it discusses 
  the selection, customization, and use of specific trinket 
  types. 
   
  PART 6: MAGIC ITEMS 
  This Part provides more precise values for magic items 
  and talks about magic item valuation in general terms. 
  It also discusses construction, deconstruction, and 
  marketability of magic items. 
   
  Part 6 concludes with many pages of additional 
  special features to customize the characteristics of 
  magic items, allowing the Dungeon Master to make 
  every magical item a unique component of the game. 
   
  PART 7: INVESTMENTS 
  This Part talks about large-scale uses for characters’ 
  wealth. It discusses alternative crafting rules for 
  smaller or larger scale production, raw business 
  investments, the acquisition and maintenance of 
  various sorts of properties and buildings (including 
  ships), and specific upgrades for buildings and siege 
  weaponry to guard them. It also provides a light-
  weight, usable system for handing mass combat 
  results. 
   
  APPENDIX A: FUTURE PRODUCTS 
  The appendix talks about the additional releases 
  Wraith Wright Productions has planned, some 
  currently under development. 
   
  TRUST 
  This product contains unofficial rules!!! 
  Wow, yeah. The very idea can chill even the most 
  adventurous Dungeon Master. If you’ve played with 
  unofficial rules in the past, perhaps some of the 
  Unearthed Arcana offerings, chances are you’ve 
  regretted it at least once. 
  This isn’t an advice column on how to best 
  manage custom rules. It’s a forward to let you know 
  that this product works very hard to make sure its 
  custom rules are not the kind you’ll regret. We want 
  your trust. Here’s how we’re working to get it. 
   
  CHARACTER POWER 
  If you are a DM, you have probably experienced 
  players asking for customized or homebrewed rules 
  because of how powerful some of those things appear 
  to be. This product does not intend to excite such 
  players. 
  This manual is intended to serve players who are 
  tired of using the same boring longsword. It tries to 
  excite players looking for a different weapon to 
  provide unique flavor to their next character, not a 
  better weapon. It tries to serve players who want to be 
  more methodical in their approaches to adventuring 
  gear, to help the players who want to be ready for 
  whatever’s lurking out there in the darkness. 
  When it comes to adding power to player options, 
  this product takes a conservative approach, avoiding 
  mechanics that “synergize” too well with existing 
  game features, or that might end up more powerful 
  than intended when used in unanticipated ways. The 
  goal for any custom rules should be to make them 
  slightly weaker than similar, existing rules. This is to 
  give players more options for flavor and functionality, 
  not better options. To use an industry term, this 
  product wants to add no “power creep” to the game. 
  This isn’t an attempt to denigrate custom rules or 
  those who use them. Unofficial rules can form an 
  
   
  8 | T HE  CO MPR EH ENS I VE E Q UI PMEN T MA N UA L 
   
  essential element of many fun games, particularly as 
  DMs build their own worlds with unique aspects not 
  encompassed by the published books. Instead, these 
  words are meant to introduce you to the philosophy 
  behind these custom rules. The intent is to allow DMs 
  to trust that they can employ this resource without 
  having to police it for broken, over-powered parts. 
   
  “LIGHTEST-TOUCH” RULES 
  The design philosophy here seeks to change as little as 
  possible. It calls for elegant, functional systems that 
  enhance existing gameplay rather than reinventing 
  things. It primarily seeks to create new systems where 
  none existed before, or more commonly, to simply 
  expand existing rules to provide more options. 
  Altering or replacing an existing rule is always a 
  rare, last resort, and will be noted where it occurs. In 
  the very, very few places where a pre-existing item is 
  altered, the System Change label alerts the user, 
  points out the reason for the change, and gives the DM 
  a chance to change it back if desired. 
   
  HOW TO USE THIS PRODUCT 
  There are many ways to use this product, but several 
  are contemplated here. This manual is built and 
  formatted to suit the following methods of use. 
   
  DUNGEON MASTER’S USE 
  At one end of the scale, the DM can simply keep the 
  entire product to herself. Even if she doesn’t want to 
  mix the new items into her campaign, this product can 
  be an excellent resource for DMs trying to moderate 
  equipment. It also contains some interesting insights 
  into the roles of commerce and the application of 
  various standard rules that can be helpful to DMs. 
   
  EVERYONE’S USE 
  At the other end of the scale is the fully-open option. 
  The DM tells her players up front that they can use The 
  Comprehensive Equipment Manual and informs them 
  which variant rules will be used, if any. If the DM is 
  on top of things, she’s already provided her players 
  with a list of the variant rules they’ll use from the 
  Player’s Handbook and Dungeon Master’s Guide, so 
  this is a simple additional step. This method ought to 
  use the variant Item Swaps optional rule found in the 
  sidebar at the beginning of Part 3. 
  Even if the DM does not want to include the new 
  items and rules from this product, The Comprehensive 
  Equipment Manual can still be used as a reference, 
  adding valuable descriptions of every standard items; 
  where the Player’s Handbook rarely describes the 
  shape or composition of equipment, this product 
  attempts to give some accounting to every single entry. 
  Many of these are not lengthy, but they can aid how 
  players imagines each piece of gear. 
   
  EXOTIC LIST USE 
  Regardless of whether the DM decides the game will 
  include The Comprehensive Equipment Manual, 
  certain parts are not intended for general use. Part 3 
  represent categories of equipment that aren’t part of a 
  traditional (medieval, Euro-centric) fantasy campaign. 
  They are unavailable as a default, unless the DM 
  particularly designates them as allowed. Each exotic 
  list brings an addition or deviation to the flavor of a 
  campaign, so DMs are encouraged to adopt them only 
  with care and purpose. 
   
  USE IN PRINTED FORM 
  This product has a textured page background, colored 
  art, and text in various shades. These things can make 
  the document awkward to print. A second PDF, 
  produced in black-and-white, is bundled with this 
  product for those intending to print a copy for 
  personal use. 
   
  DM’S CORNERS 
  Throughout this product, you will find segments titled 
  “DM’s Corner.” These are meant to provide advice for 
  DMs on how to get the most out of the existing rules 
  in various contexts. In some cases, they suggest new 
  applications of existing rules or they explain the 
  methodology behind rules in this product. (The DM’s 
  Corners are absent from Parts 7 and 8 because those 
  topics are already designed for the use of the DM.) 
  To the experienced DM, some of these might be 
  superfluous. That’s why these sections are marked; 
  there’s no harm in skipping over them if they’re not 
  what you bought this product for. But hopefully they’ll 
  be of some use to some DMs. 
  At the very least, they will provide insight into 
  Wraith Wright Productions’ approach to Dungeons & 
  Dragons in the Fifth Edition. 
  
   
  9 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  PART 1: ARMAMENTS
  This Part expands the rules for armor and weapons. 
  Certain relevant rules from official source books are 
  repeated here, although the text often differs. 
   
  ARMOR AND SHIELDS 
  The Armor table shows the cost, weight, and other 
  properties of the common types of armor. 
  Armor Proficiency. If you wear 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 can’t cast spells. 
  Armor Class (AC). The armor (and shield) you 
  wear determines your base Armor Class. 
  Heavy Armor. If the Armor table shows “Str 13” 
  or “Str 15” in the Strength column for an armor type, 
  the armor reduces the wearer’s speed by 10 feet unless 
  the wearer has a Strength score equal to or higher than 
  the listed score. The Speed racial feature of dwarves 
  allows members of that race to ignore this penalty. 
  Stealth. If the Armor table shows “Disadvantage” 
  in the Stealth column, the wearer has disadvantage on 
  Dexterity (Stealth) checks. 
  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. 
  Medium Armor. If you wear medium armor, you 
  add your Dexterity modifier, to a maximum of +2, to 
  the base number from your armor type to determine 
  your Armor Class. 
  Heavy Armor. Heavy armor doesn’t apply your 
  Dexterity modifier to your Armor Class, whether 
  positive or negative. 
  Shields. A shield is carried in one hand. Wielding 
  a buckler increases your Armor Class by 1. Wielding 
  a normal shield, pavise, or tower shield increases your 
  Armor Class by 2. Wielding a tower shield also adds a 
  +2 bonus to your Dexterity saves, not compatible with 
  any bonus granted by cover. You can benefit from only 
  one shield at a time. Proficiency in “shields” applies to 
  any type of shield. 
  Additions. Armor and shields can benefit from 
  certain additions, to the degree provided in the 
  description of each addition. Armor and shields can be 
  created with these additions, or they can be modified  
   
  VARIANT: EQUIPMENT SIZES 
  In most campaigns, you can use or wear any 
  equipment that you find on your adventures, within 
  the bounds of common sense. For example, a burly 
  half-orc won’t fit in a halfling’s leather armor, and 
  a gnome would be swallowed up in a cloud giant’s 
  elegant robe. 
  The DM can impose more realism. For 
  example, a suit of plate armor made for one human 
  might not fit another human without significant 
  alterations, and a guard’s uniform might be visibly 
  ill-fitting when an adventurer tries to wear it as a 
  disguise. 
  Using this variant, when adventurers find 
  armor, clothing, and other worn items, they might 
  need to visit an armorsmith, tailor, leatherworker, 
  or similar expert to make the items wearable. The 
  cost for such work varies from 10 to 40 percent of 
  the market price of the item. The DM can either roll 
  1d4 x 10 or determine the increase in cost based on 
  the extent of the alterations required. 
  DM’s Corner. This variant rule seems too 
  fiddly for normal application. But it does make 
  good sense when transferring armor and clothing 
  between Medium and Small characters. Previous 
  editions assigned percentage cost and weight 
  adjustments to differentiate between equipment of 
  those sizes. The Fifth Edition uses an easier and 
  more efficient system, equating Medium and Small 
  equipment, but it makes very little sense when it 
  comes to costs and weights. Applying this variant 
  rule selectively (between Medium and Small sizes) 
  reintroduces some common sense to the system. 
   
   
  later by a skilled armorsmith. In the case of magical 
  armor, a spellcaster might need to work with an 
  armorsmith to ensure that the desired additions will 
  not destroy any magical properties. See “Physical 
  Alteration” in Part 6. 
   
  
   
  10 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  ARMOR PROPERTIES 
  Some armors have special properties related to their 
  use, usually designed to foil certain weapon properties. 
  Armor properties are not standard to any of the 
  normal armors, and so are not listed on the armor chart. 
  They are applied through masterwork modifications. 
  Absorbent. The armor is padded with thick 
  batting made from special absorbent fibers. This tends 
  to wipe clean any sharp objects that penetrate it. The 
  wearer of this armor has resistance to poison damage 
  from poison-coated weapons, but not from the fangs 
  of creatures that inject their venom as they bite. 
  Efficient. This suit of armor is cunningly 
  designed to be much easier to put on or remove. Halve 
  the normal time necessary to don or doff such armor. 
   
  ARMOR 
   Item 
  Cost 
  Armor Class (AC) 
  Strength 
  Stealth 
  Weight 
  Light Armor 
   
   
   
   
   
     Padded 
  5 gp 
  11 + Dex modifier 
  — 
  Disadvantage 
  8 lb. 
     Leather 
  10 gp 
  11 + Dex modifier 
  — 
  — 
  10 lb. 
     Leather scale 
  25 gp 
  12 + Dex modifier 
  — 
  Disadvantage 
  15 lb. 
     Studded leather 
  45 gp 
  12 + Dex modifier 
  — 
  — 
  13 lb. 
  Medium Armor 
   
   
   
   
    
     Layered furs 
  5 gp 
  12 + Dex modifier (max 2) 
  — 
  Disadvantage 
  15 lb. 
     Hide 
  10 gp 
  12 + Dex modifier (max 2) 
  — 
  — 
  12 lb. 
     Brigandine 
  35 gp 
  13 + Dex modifier (max 2) 
  — 
  Disadvantage 
  35 lb. 
     Chain shirt 
  50 gp 
  13 + Dex modifier (max 2) 
  — 
  — 
  20 lb. 
     Scale mail 
  50 gp 
  14 + Dex modifier (max 2) 
  — 
  Disadvantage 
  45 lb. 
     Coin armor 
  100+ gp 
  14 + Dex modifier (max 2) 
  — 
  Disadvantage 
  50 lb. 
     Breastplate 
  400 gp 
  14 + Dex modifier (max 2) 
  — 
  — 
  20 lb. 
     Half plate (field plate) 
  750 gp 
  15 + Dex modifier (max 2) 
  — 
  Disadvantage 
  40 lb. 
  Heavy Armor 
   
   
   
   
   
     Layered hides 
  20 gp 
  14 
  Str 13 
  Disadvantage 
  45 lb. 
     Ring mail 
  30 gp 
  14 
  — 
  Disadvantage 
  40 lb. 
     Banded mail 
  55 gp 
  15 
  — 
  Disadvantage 
  45 lb. 
     Chain mail 
  75 gp 
  16 
  Str 13 
  Disadvantage 
  55 lb. 
     Splint (plate mail) 
  200 gp 
  17 
  Str 15 
  Disadvantage 
  60 lb. 
     Plate (full plate) 
  1,500 gp 
  18 
  Str 15 
  Disadvantage 
  65 lb. 
  Shields 
   
   
   
   
   
     Buckler 
  15 gp 
  +1 
  — 
  — 
  2 lb. 
     Shield 
  10 gp 
  +2 
  — 
  — 
  6 lb. 
     Pavise (archer shield) 
  20 gp 
  +2 
  — 
  — 
  9 lb. 
     Tower shield 
  45 gp 
  +2 
  Str 15 
  Disadvantage 
  30 lb. 
  Additions 
   
   
   
   
   
     Armor spikes 
  +25 gp 
  — 
  — 
  — 
  — 
     Great helm 
  +10 gp 
  — 
  — 
  — 
  3 lb. 
     Locking gauntlet 
  +10 gp 
  — 
  — 
  — 
  — 
     Reinforced gorget 
  +4 gp 
  — 
  — 
  — 
  1 lb. 
     Shield sconce 
  +5 gp 
  — 
  — 
  — 
  — 
     Shield spikes 
  +15 gp 
  — 
  — 
  — 
  — 
     Subtle armor 
  x2 
  — 
  — 
  — 
  — 
  
   
  11 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
   
   
  Enclosed. This armor’s design mostly encloses 
  the body with protective materials that are impervious 
  to liquid. The wearer has resistance to damage from 
  any liquid splashed on her, including contact poisons, 
  defoliant, holy water, and the like. Caustic substances 
  like acid and alchemist’s fire are not affected because 
  their damage does not rely on absorption through the 
  skin or a mystical reaction caused by contact with the 
  flesh. 
  Ersatz. If the wearer of this armor suffers a critical 
  hit, and it was not delivered by a weapon with the 
  ersatz weapon property, the armor sustains significant 
  damage. For every such hit, the armor suffers a 
  permanent and cumulative –1 penalty to the AC it 
  offers. Armor reduced to a protective rating of 10 is 
  destroyed. 
  A crafter using the applicable artisan’s tools can 
  repair this armor if it has not yet been destroyed. Each 
  –1 penalty applied is repaired at a cost of 5% of the 
  armor’s charted value.  
  Hardened. The plating of this armor is 
  particularly resistant to forceful penetration; the 
  wearer’s Armor Class is not penalized for attacks 
  made with the breach weapon property. To be fully 
  protected, a shield-bearing character must have this 
  property on both her armor and her shield, since the 
  breach property can apply to either one. 
  Layered. Rather than relying upon a single layer 
  of protective material, this armor uses multiple 
  protective layers cleverly constructed to divert and 
  trap missiles (or their fragments) that would otherwise 
  stick in the wearer’s body. Attacks with cruel weapons 
  do not stick in the armor wearer or leave behind pieces 
  that must be removed. A harpoon requires at least 10 
  points of damage for it to bind and restrain the armor 
  wearer. 
  Lightweight. This armor is constructed with 
  expensive, lighter materials. Light or medium armor 
  reduces its weight by 4 pounds and removes the 
  disadvantage modifier to Dexterity (Stealth) checks, if 
  any. Heavy armor reduces its weight by 10 pounds and 
  removes the Strength requirement. A lightweight 
  shield halves its weight and removes the Strength 
  requirement, if any. 
  Quick-Escape. This suit of armor, or its bulkiest 
  portions, can be removed with a single action. This is 
  advantageous when the armor might inhibit the 
  wearer’s swimming, or it has been affected by a heat 
  metal spell. Donning the suit is no faster than normal. 
  Reinforced. This armor redoubles its protection 
  over certain vulnerable spots. Weapon attacks made 
  against the wearer do not benefit from the deadly or 
  high-critical weapon properties. 
   
  GETTING INTO & OUT OF ARMOR 
  Donning and doffing armor takes place in a matter of 
  some minutes, depending on the armor’s category. 
  Shields can be made ready or stowed in much shorter 
  time. 
   
  DONNING AND DOFFING ARMOR 
   Category 
  Don 
  Doff 
  Light Armor 
  1 minute 
  1 minute 
  Medium Armor 
  5 minutes 
  1 minute 
  Heavy Armor 
  10 minutes 
  5 minutes 
  Shield (buckler) 
  1 bonus action  
     or 1 action 
  1 bonus action  
     or 1 action 
  Shield (other) 
  1 action 
  1 action 
   
  Don. This is the time it takes to put on armor. It is 
  also the time needed to make ready a shield, bringing 
  it to a ready, usable position. You benefit from the 
  equipment only if you take the full time to don the suit 
  of armor or make ready the shield. 
  
   
  12 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  Doff. This is the time it takes to remove armor. It 
  is also the time needed to stow a shield, freeing up that 
  hand for other uses. If you have help doffing a suit of 
  armor, reduce the time by half. You cannot be assisted 
  in stowing a shield. 
   
  VARIANT: QUICKER DONNING 
  With this optional rule, characters can get into armor 
  more quickly in two ways. 
  First, a character can “hurriedly” don a suit of 
  armor, taking half the listed time. Doing this means the 
  suit is not fully adjusted and fastened. Reduce the 
  Armor Class benefit the suit grants by 1 point and 
  impose disadvantage on Dexterity (Stealth) checks if 
  the armor does not already do this. At any time 
  thereafter, the character can use the remaining 
  requisite time to finish donning the armor, thus gaining 
  its full benefits. 
  Second, a character that has help getting into 
  armor, perhaps from her squire, halves the necessary 
  time to don it. 
  A character can both hurriedly don a suit and get 
  help donning it, reducing the time used to one quarter 
  of what is listed on the chart. Neither has any effect on 
  the time required to make ready or stow a shield. 
   
  VARIANT: THE RESTLESS REPOSE 
  Someone who sleeps in armor does not rest easily. 
  Normal sleep is possible, but a worn-out adventurer 
  will find her sleep less restorative while enclosed in 
  the stifling confines of her armor. 
  A character that wears medium or heavy armor for 
  an entire long rest cannot remove exhaustion and 
  recovers only one-quarter of her expended Hit Dice 
  (minimum of one die). A character can safely wear 
  light armor while sleeping. She can also wear medium 
  or heavy armor for up to 2 hours of a long rest, perhaps 
  while standing watch, without invoking this penalty. 
   
  VARIANT: SLOW AND PONDEROUS 
  This optional rule resurrects the previous editions’ 
  preference to constrain armor wearers in areas other 
  than stealth. 
  With this variant, any armor that provides 
  Disadvantage to Dexterity (Stealth) checks will 
  likewise impose Disadvantage on Strength or 
  Dexterity checks related to movement. This includes 
  Strength (Athletics) checks to climb, jump, or swim, 
  as well as all Dexterity (Acrobatics) checks. This does 
  not apply to small-scale movements of the hands, such 
  as checks to pick a lock or tie up a prisoner, nor to feats 
  of raw strength like checks to force open a stuck door 
  or tip over a statute. 
  Such armor also reduces the wearer’s movement 
  speed in water; each foot of movement costs 2 extra 
  feet (instead of the normal 1 extra foot). Even if the 
  wearer has a swimming speed, such armor means that 
  the wearer must use 2 feet of movement for each actual 
  foot moved. 
   
  DESCRIPTIONS 
  Armor suits, shields, and attachments are described 
  below. 
  Armor Spikes. These short, sharp spikes can be 
  added to any suit of armor. 
  When you use the attack action to grapple a 
  creature, the target takes 1d3 piercing damage if your 
  grapple check succeeds. Armor so modified is “spiked 
  armor” for purposes of the Battlerager Armor class 
  feature but this damage is not additive with that 
  feature. 
  Banded Mail. This resembles leather armor with 
  form-fitted metal bands sewn over important areas. It 
  represents an improvement in protection over ring 
  mail but gaps in the bands provide less protection than 
  the integrated links of chain mail. 
  Buckler. This small, lightweight shield straps to 
  the forearm for ease of use. 
  It takes an action or a bonus action to don or doff 
  a buckler, gripping the interior handle or flicking it 
  back to the forearm to put that hand to some other use. 
  This allows you to switch quickly combat styles. 
  Breastplate. A solid plate covering the chest and 
  another on the back, linked with leather straps at the 
  sides. This leaves the less-vital portions of the body 
  unarmored, but allows the wearer to retain her full 
  range of motion and move about with little 
  encumbrance. 
  Brigandine. A doublet of cloth or canvas, to 
  which are riveted a series of oblong, overlapping 
  plates. Although variations exist, this type of 
  brigandine uses a great deal of plates with extensive 
  overlap for maximum protection. 
  Chain Mail. A hauberk and short pants made of 
  heavy, riveted links. A suit of this type includes some 
  sort of forearm protection and a chainmail coif. It also 
  
   
  13 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  includes a padded layer of cloth underneath. 
  Chain Shirt. A suit of light chainmail that covers 
  just the torso. This armor is often worn between layers 
  of cloth or leather. 
  Coin 
  Armor. 
  This 
  armor 
  constitutes 
  an 
  ostentatious display of wealth. It functions as scale 
  armor but is crafted with coins instead of scales. Each 
  coin is punched with holes used to tie the coin scales 
  together and each coin is backed with steel to offset 
  the weakness of the metals used in the coins. 
  A suit of coin armor requires 2,000 coins; this 
  additional expense (variable based on the coins’ types) 
  is added to the cost of the armor but does not affect 
  crafting times. 
  Great Helm. This heavy helmet is more protective 
  than the head covering that normally comes with a suit 
  of armor. It fully encases the head and neck, while a 
  visor fully protects the face. Great helms often bear 
  decorative plumes, crests, or elaborate figurines on 
  top. 
  Wearing a great helm with a suit of medium or 
  heavy armor provides a +1 bonus to saving throws 
  against area spells and effects, like a dragon’s breath 
  weapon or a fireball spell. It also grants immunity to 
  the special mechanics of saps and garrotes. Wearing a 
  great helm imposes disadvantage on the wearer’s 
  Wisdom (Perception) checks. 
  Half Plate. Sometimes called “field plate,” this is 
  a lighter version of full plate armor. Most of the 
  wearer’s body is covered in connected metal plates. It 
  tends to provide less protection at the joints and the 
  extremities of the limbs than full plate armor. 
  Hide. The treated hide of an animal, fashioned 
  into a protective suit of armor. Hide armor is often 
  used in primitive societies. 
  Layered Furs. Thin or poorly-cured hides, when 
  used in layers, provide significant protection to the 
  wearer. Layered furs are used in primitive societies or 
  as ceremonial armor. 
  Layered Hides. Multiple layers of heavy hides 
  over a hardened leather underlayer. This heavy armor 
  is very difficult to move in, but provides serious 
  protection without resorting to metal components. 
  Leather. The breastplate and shoulders of this 
  armor are made of leather that has been stiffened by 
  boiling in oil. The rest of the armor is made of softer 
  and more flexible materials. 
  Leather Scale. A torso and shoulder covering 
  made of stiff, overlapping scales of treated leather. 
  Locking Gauntlet. Built into a suit of metal 
  armor, the fingers of this armored gauntlet are 
  equipped with locking braces designed to keep the 
  wearer from being disarmed. 
  While holding a weapon in the gauntlet, the 
  wearer can use an action to lock the braces with a free 
  hand. Thereafter, the gauntlet wearer automatically 
  keeps hold of her weapon in a disarming attempt (See 
  page 271 of the Dungeon Master’s Guide) or an 
  application of the disarming combat maneuver. When 
  a weapon is locked in place, the gauntlet wearer cannot 
  put it down or use the hand for anything else. 
  Unlocking the gauntlet also requires another action 
  with a free hand. A locking gauntlet functions as an 
  armor gauntlet if used with unarmed strikes. 
  Padded. Padded armor consists of quilted layers 
  of cloth and batting. 
  Pavise. Also called an “archer shield,” a pavise 
  is a convex shield with a prominent central ridge. This 
  shape, and a spike or other balancing post that folds 
  out from the bottom, allows the pavise to stand on its 
  own and provide cover to someone who crouches 
  behind it. 
  Placing a pavise (or picking it up from a placed 
  position) requires an action. Once placed, the user no 
  longer gets a shield bonus but can claim half cover 
  while behind it, or three-quarters cover while prone 
  behind it. Because a deployed pavise is less stable and 
  sturdy than a tate or mantlet, this cover bonus does not 
  protect against melee attacks. 
  The cover from a pavise only applies to attacks 
  coming from a cone-shaped region expanding in the 
  direction the device is placed against. When using a 
  battle mat, mark one entire side of the square you are 
  in (corner to corner) when you place the pavise. If a 
  straight line from either unmarked corner of your 
  square to any corner of the attacker’s square touches a 
  corner of, or passes through, the marked side, the 
  pavise provides you with cover. Alternately, draw a 
  diagonal line through the square you are in 
  (connecting opposite corners), with a little arrow to 
  indicate which direction the shield is facing (the side 
  you are not on). If a straight line from the unmarked 
  corner of your square that is behind the shield to any 
  corner of the attacker’s square touches a corner of, or 
  passes through, the marked line, the pavise provides 
  you with cover. 
  Plate. Sometimes called “full plate,” this armor’s 
  shaped, interlocking metal plates cover the wearer 
  
   
  14 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  completely. Even the extremities are covered in 
  interlocking plates, down to the individual joints 
  covering the backs of each finger. Plate armor is 
  typically worn over an arming doublet, buckled to 
  various parts of the doublet to better distribute the 
  carried weight across the wearer’s body. 
  Reinforced Gorget. A reinforced gorget is a metal 
  collar that protects the wearer’s neck and clavicle 
  region. 
  This protective device grants immunity to the 
  special mechanics of garrotes. 
  Ring Mail. Heavy rings sewn onto a leather 
  covering, this armor is not as protective (or expensive) 
  as a suit with interlocking rings, such as chainmail. 
  Scale Mail. This armor consists of a leather 
  hauberk and leggings covered by overlapping metal 
  scales. 
  Shield. A one-handed protective device, this flat 
  or curved plane covers a portion of the body and is 
  actively wielded for blocking attacks. 
  A shield can be made of wood or metal. It 
  provides the protection described in the Armor chart. 
  You can only benefit from one shield at a time. 
  Shield Sconce. This heat-resistant plate and set of 
  brackets mounts on the front of a shield. 
  This device can attach to any kind of shield except 
  a buckler. It is built to lock in a lit torch or sunrod, 
  allowing the shield-bearer to carry a light source in the 
  same hand as the shield. A shield modified with a 
  sconce cannot also bear an emblem holy symbol or 
  shield spikes. 
  Shield Spikes. These sharp studs cover the face of 
  a shield, making it into a convincing weapon. 
  The spikes can be applied to a shield or pavise, 
  but not a buckler or tower shield. When the affected 
  shield is used as an improvised weapon, it inflicts 
  (1d4) piercing damage instead of bludgeoning 
  damage. Additionally, when you use the Attack action 
  to shove a creature, you can inflict the spikes’ piercing 
  damage if your check succeeds. (Do not add your 
  ability modifier to damage when using the spikes in a 
  shove.) A shield modified with spikes cannot also bear 
  a sconce or an emblem holy symbol. Lizardfolk are 
  particularly skilled with spiked shields and can use 
  them to exceptional effect (Monster Manual, page 
  204). 
  Splint. Narrow vertical strips of interlocking 
  metal, riveted together and backed by leather and 
  cloth padding. Significant overlap of the plates 
  provides 
  exceptional 
  protection 
  (and 
  weight). 
  Chainmail segments cover some of the wearer’s joints. 
  The “plate mail” version of this armor uses larger, 
  harder plates over certain sections of the body. 
  Studded Leather. Made from tough but flexible 
  leather, studded leather is reinforced with close-set 
  rivets or studs. 
  Subtle Armor. Using various techniques, affected 
  armor takes on the appearance of normal—though 
  sometimes bulky—clothing. Leather padding can be 
  sewn inside canvas tunics and baggy trousers. Chain 
  can be disguised with quilting. Even narrow plates and 
  splinting can be incorporated into the lining of heavy 
  coats. 
  This modification can apply to most armors suits, 
  excluding half plate and plate. Heavy or medium 
  armor with this addition can be identified with a DC 
  20 Wisdom (Perception) check by anyone within 30 
  feet. Physically handling any kind of subtle armor 
  reveals its nature without a check. A suit of subtle 
  armor costs twice its normal price. 
  Tower Shield. A tower shield is much larger and 
  heavier than a standard shield, standing nearly as tall 
  as the person who wields it. 
  In addition to the normal benefit to your Armor 
  Class, while carrying a tower shield, you gain a +2 
  bonus to Dexterity saving throws. This benefit is not 
  compatible with bonuses granted by cover. You can 
  also perform a special version of the Dodge action by 
  hunkering down behind a tower shield. The benefit of 
  this Dodge is not lost if you are incapacitated because 
  of the stunned condition or if your speed is otherwise 
  reduced to 0. 
   
  WEAPONS 
  Every weapon is classified as either melee or ranged. 
  A melee weapon is used to attack targets within 5 feet, 
  whereas a ranged weapon is used to attack foes at a 
  distance.  
   
  WEAPON DAMAGE 
  This publication uses two old traditions for the damage 
  ratings of some new weapons. Not only should these 
  new weapons give players more options to flavor their 
  characters, the weapons should feel unique in how 
  they operate within the rules. These two systems help 
  to accomplish that unique feel. 
  
   
  15 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  DAMAGE KICKERS 
  A damage kicker is a small addition to (or subtraction 
  from) a weapon’s damage dice. For example, a 
  weapon might list “1d8+1” to give a range of 2 to 9 
  damage or list “2d6–1” to give a range of 1 to 11 
  damage. 
  A kicker is a standard part of the weapon’s 
  damage roll and is not considered a “bonus” or a 
  “penalty.” This means that a critical hit includes the 
  effect of the kicker twice. For example, a weapon that 
  is listed as 1d6+1 inflicts 2d6+2 damage on a critical 
  hit, plus any bonuses or penalties to the attacker’s 
  damage roll. 
   
  HALF DICE (D2, D3, D5) 
  Half dice are standard dice rolled to generate numbers 
  within half their normal ranges. The Player’s 
  Handbook addresses half dice on page 7. For example, 
  to simulate the roll of a d3, the official rules direct 
  players to “roll a d6 and divide the number rolled by 2 
  (round up).” This works equally well for a d2 (halve a 
  d4 result and round up) and a d5 (halve a d10 result 
  and round up). 
  This product attempts to use half dice sparingly. 
  The extra calculation needed to halve dice results can 
  get cumbersome when they are used too frequently. 
  For players intending to employ weapons that make 
  use of half dice for damage, it might be prudent to 
  purchase special dice that fit these ranges. Such dice 
  are available for order from various sources on the 
  Internet. 
   
  WEAPON PROPERTIES 
  Most weapons have special properties. (Note that 
  some options are only available through the 
  masterwork armament rules.) 
  Accurate. Accurate weapons are typified by 
  precise sighting points or aerodynamic features. 
  This weapon, when used to make ranged attacks, 
  reduces by 1 point the Armor Class benefit an 
  opponent derives from half cover or three-quarter 
  cover. 
  Aerodynamic. This weapon has features that 
  improve its ability to fly (or project its ammunition) 
  over long distances. 
  A weapon with the ammunition property adds 
  +10/40 to its range increments. A weapon with the 
  charging property adds +10/30 while a weapon with 
  the thrown property adds +5/15. 
  Alternate (B), (P), or (S). Alternate weapons have 
  multiple effective striking surfaces. 
  This weapon can, with no loss of efficiency, 
  employ a damage type other than its default. Under 
  normal circumstances, you automatically apply the 
  available type that is most advantageous for harming 
  your foe; you do not need to declare which damage 
  type you are using ahead of each attack. But the DM 
  can rule that the alternate type does not automatically 
  apply in some situations. For example, while fighting 
  skeletons that have been disguised using illusion 
  magic, your fighter would not know to use the 
  Alternate (B) damage property and so would not 
  automatically gain the benefit of using bludgeoning 
  damage against them. 
  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 is part of the attack. At 
  the end of the battle, you can recover half your 
  expended ammunition by taking a minute to search the 
  battlefield. 
  Weapons with this property have two ranges 
  shown in parentheses. The first is the normal range in 
  feet, and the second indicates the weapon’s maximum 
  range. 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. 
  If you use a weapon that has the ammunition 
  property to make a melee attack, treat the weapon as 
  an improvised weapon (see “Improvised Weapons” 
  later in this part). A sling must be loaded to deal any 
  damage when used in this way. 
  Blast. This property is applied to a weapon by its 
  ammunition, only for the attacks that make use of such 
  ammunition. A weapon using blast ammunition can 
  attack normally or make a blast attack. To make a blast 
  attack, select a primary target that is beyond the 
  weapon’s normal range increment (within its long 
  range), then select 1 secondary target within 5 feet of 
  the primary target. Make one attack and damage roll 
  to apply to both targets.  
  Normal and blast attacks with this weapon do not 
  add your ability modifier to damage unless the 
  modifier is negative. Normal and blast attacks with 
  
   
  16 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  this weapon do not suffer disadvantage to hit due to 
  the targets being in the weapon’s long range 
  increment. 
  Breach. Melee breach weapons have long, 
  narrow piercing points while ranged breach attacks 
  are propelled with exceptional force. 
  If this property is applied to a weapon by its 
  ammunition, it applies only for the attacks that make 
  use of such ammunition. Breach allows attacks to 
  ignore up to 1 point of a target’s protection from 
  armor. The attack recalculates accordingly the target’s 
  armor benefit (AC points derived from armor, natural 
  armor, and shields). This does not affect AC bonuses 
  derived from other sources like Dexterity modifiers, 
  class features, or magical enhancements. If this 
  property is noted with a number (as in the case of 
  firearms), the breach effect ignores up to the stated 
  number of points of the target’s protection from armor. 
  Charging. You can use a firearm to make a 
  ranged attack only if it is loaded and charged. Each 
  attack with a firearm expends a single load of 
  ammunition and a charge of powder, which are 
  destroyed upon use. Recharging a firearm requires the 
  use of both hands. Recharging with separate loads and 
  powder from a horn requires an action. Firearms with 
  multiple barrels require each barrel to be reloaded and 
  charged separately. 
  Weapons with this property have two ranges 
  shown in parentheses. The first is the weapon’s normal 
  range in feet, and the second indicates the weapon’s 
  maximum range. 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. 
   If you use a weapon that has the charging 
  property to make a melee attack, you treat the weapon 
  as an improvised weapon (see “Improvised Weapons” 
  later in this part). 
  Cruel. Cruel weapons have malicious barbs or 
  are built to shatter or splinter in the wound in such a 
  way that a survivor of the attack will suffer additional 
  pains and have difficulty recovering. Such tools are 
  the hallmark of evil creatures and are usually 
  eschewed by goodly and noble societies. 
  If this property is applied to a weapon by its 
  ammunition, then it applies only for the attacks that 
  make use of such ammunition. Each successful attack 
  with a cruel weapon leaves a piece (or the entirety) of 
  the weapon or ammunition in the wound. Removing 
  the object requires an action and a successful DC 8 
  Wisdom (Medicine) check, with each failure inflicting 
  1 additional point of damage. 
  For each piece of cruel ammunition currently in a 
  target, temporarily reduce its maximum hit points by 1 
  and increase the DC of any Wisdom (Medicine) 
  checks to stabilize it by 1. 
  Cruel ammunition is always destroyed when used; 
  you cannot recover any intact pieces after a battle as 
  you might with normal ammunition. 
  Deadly. Deadly weapons often have high-quality 
  blades that hold keen, razor-sharp edges. 
  With any successful attack, you can reroll up to 
  one of the weapon’s damage dice if it rolls a 1. You 
  cannot reroll any die that has already been rerolled 
  with another effect (such as the Great Weapon 
  Fighting class feature or the savage attacker feat) and 
  vice versa.  
  Defensive. Defensive weapons are typified by 
  prominent parrying surfaces or protrusions that 
  prevent an enemy’s weapon from sliding down onto 
  the wielder’s hand during a clash. 
  If you are wielding a weapon with this property 
  and another creature hits you with a melee attack, you 
  can use your reaction to add a +1 bonus to your Armor 
  Class for that attack only, potentially causing the 
  attack to miss you. If you are wielding two weapons 
  with this property, the bonus is instead +2. This bonus 
  to Armor Class is not compatible with the bonus from 
  a shield nor does it stack with the benefits of the 
  defensive duelist feat. 
  Disarming. A disarming weapon has one or more 
  entangling sections or small hooked protrusions 
  designed to snag a weapon and pull it from the 
  enemy’s grasp. 
  The wielder of a weapon with this property gains 
  a +1 bonus on her opposed attack roll to disarm. 
  Increase this bonus to +2 if the weapon is two-handed 
  or is versatile and used in two hands, or if the user is 
  wielding two single-handed weapons that each have 
  this property. (These benefits do not apply to a 
  Disarming Attack maneuver, which uses unrelated 
  techniques to both disarm and inflict damage with the 
  same strike.) 
  Even without this weapon property, a creature can 
  use a weapon attack to knock a weapon or another item 
  from a target’s grasp. The attacker makes an attack roll 
  contested by the target’s Strength (Athletics) check or 
  Dexterity (Acrobatics) check. The attacker has 
  
   
  17 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  disadvantage on its attack roll if the target is holding 
  the item with two or more hands. The target has 
  advantage on its ability check if it is larger than the 
  attacking creature, or disadvantage if it is smaller. If 
  the attacker wins the contest, the attack causes no 
  damage or other ill effect, but the defender drops the 
  item. (This system is presented as an optional rule in 
  the Dungeon Master’s Guide, page 271.) 
  Ersatz. Weapons with this property are made 
  from materials that are less-effective than what they 
  are typically crafted from. For example, a dagger 
  normally made with metal might instead be made with 
  sharpened bone, obsidian, wood, or stone. 
  If the d20 for your attack roll with this weapon 
  produces a 1, the weapon suffers significant damage; 
  in addition to the attack automatically missing, the 
  weapon suffers a permanent and cumulative –1 
  penalty to damage rolls. If the penalty gets to –5, the 
  weapon is destroyed. 
  A crafter using the applicable artisan’s tools can 
  repair this weapon if it has not yet been destroyed. 
  Each –1 penalty applied is repaired at a cost of 5% of 
  the weapon’s normal value. 
  Attacks made using ammunition with the ersatz 
  property have a –1 penalty to damage. Whether it hits 
  or misses, such ammunition is destroyed when used; 
  none of it can be collected after the battle. 
  Fine. This weapon is produced from high-quality 
  materials using exceptional techniques. Such items are 
  hard to destroy. Double the weapon’s object hardness 
  (if any) and its hit points. 
  Finesse. Finesse weapons are lightweight, 
  designed for fast, precise attacks. 
  When making an attack with a finesse weapon, 
  you use your choice of your Strength or Dexterity 
  modifier for the attack and damage rolls. You must use 
  the same modifier for both rolls. 
  Fouling: If the d20 for your attack roll produces 
  a 1, the weapon’s barrel is fouled; in addition to the 
  attack automatically missing, the barrel is rendered 
  inoperable and the powder and load (or cartridge) is 
  destroyed. A fouled barrel must be cleaned and 
  recharged before it can be used again. This cleaning 
  takes 10 minutes (or 1 minute with a gun repair kit). A 
  loaded firearm is also fouled if submerged, even if it 
  does not have this property. 
  Handgun. Attacks with weapons that have this 
  property do not suffer disadvantage when made within 
  5 feet of a hostile creature. 
   
   
  Heavy. Small creatures have disadvantage on 
  attack rolls with heavy weapons. 
  High-Critical. These weapons are the type that 
  make deep wounds; the injuries inflicted are more 
  likely to reach vital organs. 
  If the d20 roll for an attack with this weapon is a 
  20, your critical hit inflicts significant damage. Any 
  damage dice rolled for the attack that come up as 1s 
  are instead treated as 2s. This benefit does not apply to 
  critical hits scored on d20 rolls other than 20, such as 
  might occur with the Improved Critical class feature or 
  similar effects. 
  Light. A light weapon is both lightweight and 
  short, suitable for use in the off-hand. 
  When you take the Attack action and attack with 
  a light melee weapon that you’re holding in one hand, 
  you can use a bonus action to attack with a different 
  light melee weapon that you’re holding in your other 
  hand. You don’t add your ability modifier to the 
  damage of the bonus attack, unless it is negative. If 
  either weapon has the thrown property, you can throw 
  the weapon instead of making a melee attack with it. 
  Loading. You can fire only one piece of 
  ammunition from this weapon when you use an action, 
  bonus action, or reaction to fire it, regardless of the 
  number of attacks you can normally make. 
  
   
  18 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  Reach. This weapon adds 5 feet to your reach 
  when you attack with it. Some weapons add more 
  distance, as provided in their individual descriptions. 
  Special. A weapon with the special property has 
  unusual rules governing its use. Those rules are 
  detailed in the item’s individual description. 
   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 use the same 
  ability modifier for that attack roll and damage roll that 
  you would use for a melee attack with the weapon. 
  Weapons with this property have two ranges in 
  parentheses. The first is the weapon’s normal range in 
  feet, and the second indicates the weapon’s maximum 
  range. 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. 
  Tripping. This weapon is well suited to hook or 
  wrap around your target’s supporting limbs, causing 
  it to fall. 
  While wielding this weapon, you gain a +1 bonus 
  on your Strength (Athletics) checks for shoving a 
  creature (Player’s Handbook page 195) if you are 
  attempting to knock it prone. Increase this bonus to +2 
  if the weapon is two-handed or is versatile and used in 
  two hands, or if the user is wielding two single-handed 
  weapons that each have this property. (These benefits 
  do not apply to a Trip Attack maneuver, which uses 
  unrelated techniques to both trip and inflict damage 
  with the same strike.) 
  Two-Handed. This weapon requires two hands to 
  use. 
  Unarmed (B), (P), or (S). A device with this 
  property affixes to the knuckles, fingers, or the back of 
  the hand. It often takes the form of a glove. Sometimes 
  it is a set of finger rings (connected or unconnected) 
  that are quite heavy or bear sharp protrusions. 
  This device modifies the wearer’s unarmed 
  attacks. If this weapon property is noted (P) or (S), 
  unarmed strikes using the device may inflict piercing 
  or slashing damage instead of bludgeoning damage. 
  (Unarmed attacks can be made with various body 
  parts, so the wielder is not restricted to attacking with 
  this device.)  
  Devices with the unarmed property are not 
  gripped in the hand so do not prevent the wearer from 
  holding something else or otherwise using the affected 
  hand. A device with this property requires an action to 
  put on or remove, a task that requires both hands. It 
  cannot be disarmed. 
  Unarmed devices can be made magical as 
  weapons can, or can be silvered or otherwise 
  constructed of exotic materials, increasing the efficacy 
  and versatility of the user’s unarmed strikes. 
  Versatile. Versatile weapons have longer handles 
  than needed, or extra handles positioned at critical 
  points on the weapon. 
  A versatile weapon can be used with one or two 
  hands. The damage value in parentheses that appears 
  with this property is the damage when the weapon is 
  used with two hands to make a melee attack. 
  Wounding. The sharp portions of a wounding 
  weapon leave viciously-shaped injuries that are prone 
  to bleeding. In addition to normal damage, a 
  successful attack with this weapon inflicts a single (1) 
  additional hit point of damage from bleeding, which 
  occurs at the end of the target’s next turn. If the 
  opponent receives any healing prior to that point, the 
  bleeding damage is prevented. Likewise, an action 
  taken to bandage the injuries—a Wisdom (Medicine) 
  check against a DC of 8 or the expenditure of a 
  healer’s kit charge—also prevents any then-existing 
  wounds from inflicting their follow-up damage. 
   
  DESCRIPTIONS 
  Following are descriptions and special rules for 
  weapons. 
  Aklys. A long leather thong attaches at one end to 
  this weighted club and to the wielder’s wrist at the 
  other end. The club can be used in melee but is also 
  weighted for throwing. 
  It takes an action to attach the thong to the wrist. 
  Once attached, this weapon cannot be disarmed. If 
  thrown with the thong attached, the wielder may use 
  an action or bonus action to pull back the thong, 
  bringing the club back into the hand. 
  Ankus. A long handle with a pointed end and a 
  short perpendicular hook, used to guide elephants. 
  Atlatl. This tool extends the effective length of the 
  thrower’s arm, allowing weapons to be hurled to 
  greater distances. An atlatl is comprised of a handle 
  with a cup or spur at the end into which a dart, greater 
  trident, harpoon, javelin, spear, trident, or yklwa may 
  be set, either at its butt or at a notched point on the 
  shaft. 
  
   
  19 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  When such a weapon is launched from an atlatl, 
  both its range increments are increased by a distance 
  equal to the weapon’s normal range increment. 
  Alternately, the atlatl can be used to throw grenades or 
  vials, doubling their ranges. 
  Using an atlatl requires two hands. Because of the 
  time required to attach the thrown weapon to this 
  device, you can throw only one projectile with it when 
  you use an action, bonus action, or reaction, regardless 
  of the number of attacks you can normally make. 
  Battleaxe. A medium-hafted weapon with a 
  perpendicular, rounded blade at one or both ends, 
  designed for chopping. 
  Blade, Hidden. This small, spring-loaded blade 
  can be hidden in various objects. It is often hidden in 
  stiff articles of clothing, like a leather bracer or the 
  sole of a boot, but it can also be hidden at the end of a 
  staff, at the bottom of a shield, or inside various 
  innocuous tools. 
  A hidden blade can be “drawn” as an action or a 
  bonus action, causing the blade to spring into position 
  attached to the object it was concealed in. This 
  typically requires some complex adjustment of the 
  containing item to reveal the blade. 
  One classic example of a hidden blade is called a 
  “toe spike.” This blade is concealed in the sole of a 
  boot and “drawn” by pressing the heal sideways into 
  the ground, causing the blade to appear, projecting 
  from the toe of the boot. 
  A hidden blade is an improvised weapon that 
  closely resembles a small dagger. It inflicts 1d4 
  piercing damage in combat. The DM decides if a 
  weapon proficiency bonus applies, depending on 
  where the blade is attached; at the end of a pole, the 
  weapon might closely resemble a spear, while a 
  version that projects from a bracer might resemble a 
  punching dagger. 
  Blowgun. A straight tube of consistent or 
  narrowing diameter, used to project blowgun needles. 
  Blowgun needles do little damage but are often used 
  in conjunction with poisons.  
  Blowgun, Greater. This longer version of the 
  blowgun allows the user to project blowgun needles to 
  slightly farther ranges. 
  A greater blowgun can also be used as a breathing 
  tube, allowing the user to stay submerged in water. 
  Bolas. Bolas consist of three round weights at the 
  end of three cords or ropes, tied together at their tails. 
  This thrown weapon is designed to entangle the limbs 
  of foes it hits. 
  A Large or smaller creature hit by bolas must 
  make a DC 10 Dexterity saving throw or be restrained. 
  A bipedal creature that fails the saving throw by 5 or 
  more points is also knocked prone. A creature can use 
  an action to automatically free itself or another 
  creature within its reach. Dealing 2 slashing damage to 
  the bolos (AC 10) also frees the creature, ending the 
  effect and destroying the bolas. Bolas have no effect 
  on formless creatures. 
  Boomerang. A boomerang is a curved wooden 
  weapon, thrown end-over-end. 
  When thrown by a proficient wielder at a target 
  beyond its normal range increment, it returns to the 
  thrower if the attack misses. The boomerang lands on 
  the ground within 10 feet of the thrower, at a location 
  of the DM’s choosing. 
  Bhuj. Also called an “axe-knife,” the weapon’s 
  blade is affixed to an axe-like haft. Although shaped 
  like a knife, the large blade is heavy and slightly 
  curved, designed primarily for chopping. 
  The pommel and last few inches of the weapon’s 
  haft can be removed as a false bottom sheath. (See Part 
  2, below.) The removeable portion constitutes the 
  handle of a stiletto, drawn from the hollow butt of the 
  bhuj. 
  Cestus. This battle glove adds weights and spikes 
  to the knuckles and the back of the hand. 
  Chatkcha. A triangular or three-pointed throwing 
  blade. Traditional chatkchas are made of crystal but 
  metal serves just as well. 
  This weapon is favored by thri-kreen. 
  Clawed Gauntlet. Long, bladed claws extend 
  from the back of the hand of this gauntlet. 
  Club. A club is simply a heavy stick or rod used 
  for clubbing. It is typically made of wood. Clubs come 
  in many variations. 
  Crook. A staff with a large blunt hook at one end, 
  used by shepherds to control flocks of sheep or goats. 
  Crossbow (any). A crossbow uses a horizontal 
  bow attached to a wooden stock. The internal 
  mechanism allows a bolt to be loaded and the weapon 
  drawn, held in the firing position for much longer than 
  a bow could be held manually. Crossbows are easier 
  to aim and fire than traditional bows. 
  
   
  20 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  WEAPON-LIKE DEVICES 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Atlatl 
  1 gp 
  — 
  2 lb. 
  Special, two-handed 
  Cestus 
  2 gp 
  — 
  1 lb. 
  Unarmed (P) 
  Garrote 
  4 sp 
  — 
  1/2 lb. 
  Special, two-handed 
  Gauntlet, armor 
  (3 gp) 
  — 
  (1 lb.) 
  Unarmed (B) 
  Gauntlet, spiked armor 
  (6 gp) 
  — 
  (1 lb.) 
  Unarmed (P) 
  Hand razors 
  5 gp 
  — 
  1/2 lb. 
  Unarmed (S) 
  Lasso 
  — 
  — 
  — 
  Finesse, special, thrown (10/30), two-handed 
  Weighted knuckles 
  1 gp 
  — 
  1 lb. 
  Unarmed (B) 
  SIMPLE MELEE WEAPONS 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Club 
  1 sp 
  1d4 bludgeoning 
  2 lb. 
  Light 
  Crook 
  5 sp 
  1d8 bludgeoning 
  4 lb. 
  Tripping, two-handed 
  Dagger 
  2 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, thrown (20/60) 
  Dagger, poison 
  30 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, special, thrown (20/60) 
  Dagger, punch 
  10 gp 
  1d4 piercing 
  1 lb. 
  Deadly, finesse, light 
  Fustibalus (staff sling) 
  2 gp 
   
  4 lb. 
   
     sling portion 
   
  1d4 bludgeoning 
   
  Ammunition (45/180), two-handed 
     staff portion 
   
  1d6 bludgeoning 
   
  Versatile (1d8) 
  Greatclub 
  2 sp 
  1d8 bludgeoning 
  10 lb. 
  Two-handed 
  Hammer, light 
  2 gp 
  1d4 bludgeoning 
  2 lb. 
  Light, thrown (20/60) 
  Handaxe 
  5 gp 
  1d6 slashing 
  2 lb. 
  Thrown (20/60) 
  Hatchet 
  2 gp 
  1d4 slashing 
  2 lb. 
  Light, thrown (20/60) 
  Hook (baling hook or 
     prosthetic hand) 
  4 gp 
  1d3 piercing 
  — 
  Disarming 
  Javelin 
  5 sp 
  1d6 piercing 
  2 lb. 
  Thrown (30/120) 
  Knobkerrie 
  4 sp 
  1d4 bludgeoning 
  3 lb. 
  Light, thrown (10/20) 
  Mace 
  5 gp 
  1d6 bludgeoning 
  4 lb. 
  — 
  Mace, liturgical 
  30 gp 
  1d6 bludgeoning 
  4 lb. 
  Special 
  Pick, light 
  3 gp 
  1d4+1 piercing 
  2 lb. 
  — 
  Quarterstaff 
  2 sp 
  1d6 bludgeoning 
  4 lb. 
  Versatile (1d8) 
  Sap 
  4 gp 
  1d4 bludgeoning 
  2 lb. 
  Special 
  Scourge 
  3 gp 
  1d3+1 piercing 
  3 lb. 
  Finesse, light, special 
  Scythe 
  5 gp 
  1d8 slashing 
  4 lb. 
  Tripping, two-handed 
  Sickle 
  1 gp 
  1d4 slashing 
  2 lb. 
  Light 
  Spear 
  1 gp 
  1d6 piercing 
  3 lb. 
  Thrown (20/60), versatile (1d8) 
  Spear, short 
  5 sp 
  1d4 piercing 
  2 lb. 
  Thrown (30/90), light 
  Stake, wooden 
  1 cp 
  1d3 piercing 
  1 lb. 
  Ersatz, light 
  Stiletto 
  5 gp 
  1d3 piercing 
  1 lb. 
  Breach, finesse, light 
  Crossbow, Blade Driver. The so-called “disk 
  crossbow” resembles a crossbow except that it has no 
  bow or string. Instead, the weapon bears a complex 
  array of spinning gears. 
  
   
  21 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  In the same turn, prior to making attacks, the 
  wielder must use a bonus action to pump the stock 
  shuttle, spinning up the centrifugal driver. When the 
  weapon is fired, multiple sharpened disks are dropped 
  from the three-chamber magazine onto the spinning 
  driver, which flings the disks at high speed. Every 
  attack with the weapon thus expends three crossbow 
  disks. 
  If your attack hits, at least one disk strikes the 
  target and there is a chance that one or two additional 
  disks hit as well. If your attack roll, after considering 
  all modifiers, exceeds the target’s Armor Class by at 
  least 2 points, a second disk hits. If the roll exceeds the 
  target’s Armor Class by at least 4 points, a third disk 
  hits. If one disk hits the target, the weapon’s damage 
  is 1d4. If two hit, the weapon’s damage is 2d4. If three 
  hit, the weapon’s damage is 3d4. If your unmodified 
  attack roll is a 20 (a critical hit), at least 1 disk hits but 
  you must still compare your attack roll to the target’s 
  Armor Class to determine the weapon’s normal 
  damage dice before doubling them. 
  Regardless of the number of dice, each damage 
  roll constitutes no more than a single attack that has 
  hit; do not double or triple the effect of poisoned 
  ammunition, class features, or other effects that accrue 
  per strike. 
  Blade driver crossbows have a built-on magazine 
  that holds up to 30 crossbow disks. While the 
  magazine contains any disks, the weapon is not 
  affected by the loading property. Reloading up to 6 
  disks into the magazine requires an action. If fired with 
  fewer than three disks remaining, the weapon’s 
  damage is limited to 1d4 (for one disk loaded) or 2d4 
  (for two disks). 
  Crossbow, Heavy Double. A double crossbow has 
  two separate bows, one positioned above the other. 
  Separate triggers fire a bolt individually from each. 
  You can fire only up to two pieces of ammunition 
  from a double crossbow when you use an action, bonus 
  action, or reaction to fire it, regardless of the number 
  of attacks you can normally make. 
  Crossbow, Hand. This small crossbow is light 
  enough to be aimed and fired one-handed. 
  Crossbow, Hand Repeating. This hand crossbow 
  has a built-on magazine that holds multiple crossbow 
  bolts, facilitating quick loading of the weapon. 
  The hand repeating crossbow’s magazine holds 
  up to 6 crossbow bolts. While the magazine contains 
  any bolts, the weapon is not affected by the loading 
  property. Reloading up to 6 bolts into the magazine 
  requires an action. 
  Crossbow, Heavy. This large crossbow has a 
  heavy pull, often drawn with a crank or lever. It 
  requires special training to manage and operate. 
   
  SIMPLE RANGED WEAPONS 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Crossbow, light 
  25 gp 
  1d8 piercing 
  5 lb. 
  Ammunition (80/320), loading, special, two- 
     Handed 
  Crossbow, light  
     double 
  50 gp 
  1d8 piercing 
  8 lb. 
  Ammunition (60/240), special, two-handed 
  Crossbow, light  
     repeating 
  125 gp 
  1d8 piercing 
  7 lb. 
  Ammunition (40/160), loading, special, two- 
     Handed 
  Crossbow, light pellet 
  25 gp 
  1d6 bludgeoning 
  5 lb. 
  Ammunition (40/160), loading, special, two- 
     Handed 
  Dagger, throwing 
  4 sp 
  1d4 piercing 
  1/4 lb. 
  Finesse, special, thrown (20/60) 
  Dart 
  5 cp 
  1d4 piercing 
  1/4 lb. 
  Finesse, thrown (20/60) 
  Shortbow 
  25 gp 
  1d6 piercing 
  2 lb. 
  Ammunition (80/320), two-handed 
  Shortbow, composite 
  70 gp 
  1d6 piercing 
  3 lb. 
  Ammunition (100/400), special, two-handed 
  Shortbow, pellet 
  25 gp 
  1d5 bludgeoning 
  2 lb. 
  Ammunition (40/160), special, two-handed 
  Sling 
  1 sp 
  1d4 bludgeoning 
  — 
  Ammunition (30/120) 
   
  
   
  22 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  Crossbow, 
  Heavy 
  Repeating. 
  This 
  heavy 
  crossbow has a built-on magazine that holds multiple 
  crossbow bolts, facilitating quick loading of the 
  weapon. 
  The 
  heavy 
  repeating 
  crossbow’s 
  built-on 
  magazine holds up to 6 crossbow bolts. While the 
  magazine contains any bolts, the weapon is not 
  affected by the loading property. Reloading up to 6 
  bolts into the magazine requires an action. 
  Crossbow, Light. This simple crossbow is 
  lightweight and easy to manage. 
  MARTIAL MELEE WEAPONS (PART 1) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Aklys 
  2 gp 
  1d4 bludgeoning 
  2 lb. 
  Light, thrown (10/15), special 
  Ankus (elephant goad) 
  6 gp 
  1d6 piercing 
  3 lb. 
  Light, tripping 
  Battleaxe 
  10 gp 
  1d8 slashing 
  4 lb. 
  Versatile (1d10) 
  Blade, hidden 
  20 gp 
  1d3 piercing 
  — 
  Special 
  Bhuj 
  25 gp 
  1d8 slashing 
  4 lb. 
  Alternate (P), versatile (1d10) 
  Clawed gauntlet 
  6 gp 
  1d4 slashing 
  2 lb. 
  Deadly, finesse, light 
  Dagger, parrying 
  6 gp 
  1d4 piercing 
  2 lb. 
  Defensive, finesse, light 
  Flail 
  10 gp 
  1d8 bludgeoning 
  2 lb. 
  — 
  Flail staff 
  12 gp 
  1d8 bludgeoning 
  4 lb. 
  Reach, two-handed 
  Flail, twin 
  16 gp 
  2d4 bludgeoning 
  3 lb. 
  Heavy, tripping 
  Greataxe 
  30 gp 
  1d12 slashing 
  7 lb. 
  Heavy, two-handed 
  Hammer, great 
  25 gp 
  1d12 bludgeoning 
  7 lb. 
  Heavy, two-handed 
  Harpoon 
  6 sp 
  1d6 piercing 
  2 lb. 
  Special, thrown (30/60) 
  Kukri 
  5 gp 
  1d4+1 slashing 
  1 lb. 
  High-critical, light 
  Lance 
   
   
   
   
     Combat 
  10 gp 
  1d12 piercing 
  6 lb. 
  Reach, special 
     Combat, light 
  8 gp 
  1d10 piercing 
  4 lb. 
  Reach, special 
     Great 
  35 gp 
  2d8 piercing 
  15 lb. 
  Reach, special 
     Jousting 
  10 gp 
  1d8 bludgeoning 
  6 lb. 
  Reach, special 
     Jousting, light 
  8 gp 
  1d6 bludgeoning 
  4 lb. 
  Reach, special 
  Mace, heavy 
  7 gp 
  1d8 bludgeoning 
  6 lb. 
  — 
  Maul 
  10 gp 
  2d6 bludgeoning 
  10 lb. 
  Heavy, two-handed 
  Maulaxe 
  30 gp 
  1d8 slashing 
  6 lb. 
  Alternate (B), heavy, versatile (1d10) 
  Morningstar 
  15 gp 
  1d8 piercing 
  4 lb. 
  — 
  Pick, horseman’s war 
  10 gp 
  1d6+1 piercing 
  3 lb. 
  Versatile (1d8+1) 
  Pick, footman’s war 
  5 gp 
  1d8 piercing 
  2 lb. 
  — 
  Polearm 
   
   
   
   
     Boarding gaff 
  5 gp 
  1d8 slashing 
  5 lb. 
  Heavy, reach, tripping, two-handed 
     Glaive 
  20 gp 
  1d10 slashing 
  6 lb. 
  Heavy, reach, two-handed 
     Gythka 
  25 gp 
  1d8 slashing 
  4 lb. 
  Two-handed 
     Halberd 
  20 gp 
  1d10 slashing 
  6 lb. 
  Heavy, reach, two-handed 
     Pike 
  5 gp 
  1d10 piercing 
  18 lb. 
  Heavy, reach, two-handed 
  Pincer staff 
  50 gp 
  1d6 piercing 
  7 lb. 
  [Disarming, reach, tripping, two-handed] 
  Quadrens 
  8 gp 
  1d3+1 piercing 
  2 lb. 
  Disarming, light 
  Ritiik (talon spear) 
  5 gp 
  1d6 piercing 
  4 lb. 
  Disarming, thrown (15/45), versatile (1d8) 
   
   
  
   
  23 | T HE CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  MARTIAL MELEE WEAPONS (PART 2) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Scissor 
  8 gp 
  1d4 slashing 
  3 lb. 
  Defensive, light, special 
  Scissor, extended 
  14 gp 
  1d4 slashing 
  5 lb. 
  Defensive, light, special 
  Slungshot 
  1 gp 
  1d4 bludgeoning 
  2 lb. 
  Disarming, finesse, tripping 
  Spear, short hooked 
  2 gp 
  1d4 piercing 
  2 lb. 
  [Finesse,] light, [tripping] 
  Spear, weighted 
  7 gp 
  1d6 piercing 
  4 lb. 
  Alternate (B), thrown (15/45), versatile (1d8) 
  Spiked chain 
  45 gp 
  1d6 piercing 
  4 lb. 
  [Disarming, heavy, reach, tripping,] two- 
     handed 
  Sword 
   
   
   
   
     Bastard sword 
  25 gp 
  2d4 slashing 
  4 lb. 
  Heavy, deadly, versatile (2d5) 
     Broadsword 
  10 gp 
  2d4 slashing 
  4 lb. 
  Heavy 
     Claymore 
  60 gp 
  1d12 slashing 
  7 lb. 
  Deadly, heavy, two-handed 
     Cutlass 
  15 gp 
  1d6+1 slashing 
  3 lb. 
  Defensive, heavy 
     Epee (small sword) 
  30 gp 
  1d6 piercing 
  2 lb. 
  Defensive, finesse 
     Estoc 
  25 gp 
  1d8 piercing 
  3 lb. 
  Breach, heavy, versatile (1d10) 
     Falchion 
  18 gp 
  2d4 slashing 
  5 lb. 
  Deadly, heavy 
     Falcata 
  15 gp 
  1d6+1 slashing 
  3 lb. 
  High-critical 
     Flamberge 
  35 gp 
  1d10+1 slashing 
  5 lb. 
  Heavy, high-critical, two-handed 
     Gladius 
  12 gp 
  1d8 piercing 
  3 lb. 
  Alternate (S) 
     Greatsword 
  50 gp 
  2d6 slashing 
  6 lb. 
  Heavy, two-handed 
     Khopesh 
  15 gp 
  1d6 slashing 
  2 lb. 
  High-critical, tripping 
     Longsword 
  15 gp 
  1d8 slashing 
  3 lb. 
  Versatile (1d10) 
     Maca (macuahuitl,  
        shark-tooth sword) 
  20 gp 
  1d8 slashing 
  5 lb. 
  [Alternate (B), ersatz, deadly, heavy, 
     wounding] 
     Rapier 
  25 gp 
  1d8 piercing 
  2 lb. 
  Finesse 
     Saber 
  25 gp 
  1d6 slashing 
  3 lb. 
  Defensive, finesse 
     Scimitar 
  25 gp 
  1d6 slashing 
  3 lb. 
  Finesse, light 
     Shortsword 
  10 gp 
  1d6 piercing 
  2 lb. 
  Finesse, light 
     Shotel 
  20 gp 
  1d6 slashing 
  3 lb. 
  Alternate (P), tripping, light 
     Sword cane 
  35 gp 
  1d6 piercing 
  2 lb. 
  Finesse, light, special 
     Talwar 
  20 gp 
  1d8 slashing 
  3 lb. 
  Finesse 
     Tegha 
  60 gp 
  1d10 slashing 
  5 lb. 
  Deadly, Finesse, two-handed 
  Tail spikes 
  4 gp 
  1d3 piercing 
  1 lb. 
  Finesse, light 
  Tongi 
  10 gp 
  1d6+1 piercing 
  4 lb. 
  Versatile (1d8+1) 
  Trident 
  5 gp 
  1d6 piercing 
  4 lb. 
  [Disarming], thrown (20/60), versatile (1d8) 
  Trident, greater 
  12 gp 
  1d6+1 piercing 
  5 lb. 
  Disarming, thrown (15/45), versatile (1d8+1) 
  Trombash 
  8 gp 
  1d5 slashing 
  2 lb. 
  High-critical, light, thrown (15/45) 
  Waraxe 
  20 gp 
  2d4 slashing 
  5 lb. 
  Deadly, heavy, versatile (2d5) 
  Warhammer 
  15 gp 
  1d8 bludgeoning 
  2 lb. 
  Versatile (1d10) 
  Whip 
  2 gp 
  1d4 slashing 
  3 lb. 
  Finesse, reach 
  Whip, basic 
  1 sp 
  1d2 slashing 
  2 lb. 
  Disarming, finesse, reach, special 
  Yklwa (iklwa assegai) 
  1 gp 
  1d8 piercing 
  2 lb. 
  [Ersatz], thrown (10/30) 
   
  
   
  24 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  Crossbow, Light Double. A double crossbow has 
  two separate bows, one positioned above the other. 
  Separate triggers fire a bolt individually from each. 
  You can fire only up to two pieces of ammunition 
  from a double crossbow when you use an action, bonus 
  action, or reaction to fire it, regardless of the number 
  of attacks you can normally make. 
  Crossbow, Light Repeating. This light crossbow 
  has a built-on magazine that holds multiple crossbow 
  bolts, facilitating quick loading of the weapon. 
  The light repeating crossbow’s built-on magazine 
  holds up to 6 crossbow bolts. While the magazine 
  contains any bolts, the weapon is not affected by the 
  loading property. Reloading up to 6 bolts into the 
  magazine requires an action. This weapon is favored 
  by derro. 
  Crossbow, Pellet. This crossbow has a cupped 
  shuttle attached to its string, used to project stones or 
  other similar projectiles. 
  A pellet crossbow uses sling bullets instead of 
  crossbow bolts for its ammunition. 
  Crossbow, Polybolos. The polybolos is a massive 
  repeating crossbow fired by cranking a side-mounted 
  windlass. The weapon is built onto a collapsible tripod 
  or support frame. 
  It takes one action to place and set up the support 
  frame, making the weapon ready to fire. The polybolos 
  can only be set up on a stable surface but that can be a 
  mobile surface like a wagon or howdah. The polybolos 
  will not fire outside of its set-up state. 
  It takes one action to break down a polybolos, to 
  fold its framework or support legs into a portable 
  configuration. If the polybolos is moved without 
  breaking down the supports, double the weapon’s 
  weight for encumbrance purposes. Once moved, the 
  weapon will not fire until it is set up again. 
  A polybolos can only fire polybolos bolts, larger 
  versions of crossbow bolts that have double the 
  standard cost and weight. A polybolos has a built-on 
  magazine that holds up to 12 polybolos bolts. 
  Reloading up to 6 bolts into the top of the magazine 
  requires an action. Loading is performed by the user 
  or by an assistant. While the magazine contains bolts, 
  the weapon is not affected by the loading property. 
  Dagger. A dagger is a short blade on a handle, 
  typically with a cross-guard to protect the hand. Most 
  dagger blades are double sided and have a pointed tip. 
  Dagger, Parrying. This category of daggers is 
  typically used in the offhand. It incorporates a wider 
  guard, sometimes with a basket hilt or a pair of long 
  prongs angling away from the main blade. 
  Dagger, Poison. A well in the handle of this 
  weapon is designed to hold liquid poison without it 
  drying out; small, hidden channels connect the 
  reservoir to various points along the blade. 
  As a bonus action, you can depress a subtle switch 
  on the handle and flick your wrist, forcing the stored 
  dose of poison out of the reservoir, through the 
  channels, and onto the blade. 
  Dagger, Punch. This weapon functions as a 
  normal dagger, except that the handle is set 
  perpendicular to the blade. Thrusts with the weapon 
  use a punching motion. 
  Dagger, Throwing. The blade and handle of this 
  dagger are flat, without quillons or crossguard, and 
  balanced for throwing. Because of this shape, carrying 
  and drawing multiples of this weapon is easy. 
  Up to 3 throwing daggers can be drawn as a single 
  interaction with the environment (or a single action) 
  and held in one hand. This allows characters with 
  Extra Attack or similar class features to throw multiple 
  throwing daggers in the same turn (using the other 
  hand) without having to use a separate action to draw 
  each one. 
  Dart. A sharp spike, about the length of a hand, 
  weighted at one end and balanced for throwing. 
  Fustibalus. A long leather sling is attached to the 
  end of this staff. The staff affectively adds length to the 
  user’s arm, allowing the sling to be used at greater 
  range. 
  The fustibalus can alternately be used as a 
  quarterstaff. For an additional 5 gp, a fustibalus can be 
  made as a “staff” arcane focus or a “wooden staff” 
  druidic focus. 
  Flail. A short chain with a handle attached to one 
  end and a small weight at the other end. 
  Flail Staff. A flail-headed chain attached to the 
  end of a short staff. 
  Garrote. A garrote is a strangulation device, 
  typically a strong length of cord or a wire with a 
  handle on each end. It is designed to restrict a target’s 
  intake of air and the flow of blood to its brain. 
  A garrote can be used to make a grappling attack. 
  This can only be attempted while you are hidden from 
  the target or the target is otherwise prevented from 
  using reactions, such as a round during which the 
  target is surprised. If the initial grappling attack is 
  
   
  25 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  successful with a garrote, the target is grappled. 
  Further, on its next turn, the target begins suffocating. 
  To maintain the suffocating effect, the grappler 
  must use an action for strangulation on each of her 
  turns. If the grappler fails to do so, the count of 
  consecutive rounds of suffocation resets to 0. If the 
  grapple is ever broken, by the target or by some other 
  means, the garrote is removed from the target’s neck 
  and the strangulation ends. 
  A creature can survive for a number of rounds of 
  consecutive strangulation equal to its Constitution 
  modifier (minimum of 1 round). During these rounds, 
  the creature acts normally, except that it is grappled. 
  At the start of the target’s turn following this period, it 
  drops to 0 hit points. It cannot regain hit points until it 
  can breathe again. 
  Monsters and unimportant character that drop to 
  0 hit points die, or they can be left unconscious at the 
  strangler’s option. Creatures that are normally allowed 
  death saves take longer to kill. They automatically 
  stabilize at 0 hit points if the strangulation stops; if the 
  grapple is broken or the strangler stops using actions 
  to maintain it. But if the strangulation continues, the 
  target automatically fails each of its death saves until 
  it dies. 
  Using a garrote requires two hands, both for the 
  initial grappling attack and during the entire 
  strangulation. A grappler using a garrote cannot 
  initiate a pin with the grappler feat. Constructs, oozes, 
  plants, and undead are immune to the suffocating 
  effects of a garrote. At the DM’s discretion, certain 
  other creatures may also be anatomically immune, 
  perhaps by having no necks or possessing irregular 
  circulatory systems. 
  Gauntlet, Armor. A metal gauntlet formed of 
  overlapping plates, the type used with metal armors. 
  Any suit of heavy armor or medium armor (other 
  than hide or layered furs) comes with two of these. The 
  parenthetical cost and weight are for buying and 
  carrying the gauntlet separately. 
  MARTIAL RANGED WEAPONS 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Blowgun 
  10 gp 
  1 piercing 
  1 lb. 
  Ammunition (25/100), loading 
  Blowgun, greater 
  15 gp 
  1 piercing 
  2 lb. 
  Ammunition (30/120), loading 
  Bolas 
  4 gp 
  — 
  2 lb. 
  Finesse, thrown (20/60), tripping 
  Boomerang 
  1 gp 
  1d4 bludgeoning 
  2 lb. 
  Finesse, special, thrown (20/60) 
  Chatkcha 
  2 gp 
  1d6 slashing 
  1 lb. 
  Finesse, thrown (30/120) 
  Crossbow, blade  
     driver 
  300 gp 
  1d4, 2d4, or 3d4 
     slashing 
  19 lb. 
  Ammunition (50/200), loading,  
     special, two-handed 
  Crossbow, polybolos 
  550 gp 
  2d8 piercing 
  41 lb. 
  Ammunition (150/600), loading, special,  
     two-handed 
  Crossbow, hand 
  75 gp 
  1d6 piercing 
  3 lb. 
  Ammunition (30/120), light, loading 
  Crossbow, hand 
     repeating 
  375 gp 
  1d6 piercing 
  4 lb. 
  Ammunition (15/60), light, loading, special 
  Crossbow, heavy 
  50 gp 
  1d10 piercing 
  18 lb. 
  Ammunition (100/400), heavy, loading,  
     two-handed 
  Crossbow, heavy  
     double 
  100 gp 
  1d10 piercing 
  22 lb. 
  Ammunition (75/300), heavy, special, two- 
     Handed 
  Crossbow, heavy 
     repeating 
  250 gp 
  1d10 piercing 
  20 lb. 
  Ammunition (50/200), heavy, loading,  
     special, two-handed 
  Longbow 
  50 gp 
  1d8 piercing 
  2 lb. 
  Ammunition (150/600), heavy, two-handed 
  Longbow, composite 
  125 gp 
  1d8 piercing 
  3 lb. 
  Ammunition (180/720), heavy, special, two- 
     Handed 
  Net 
  1 gp 
  — 
  3 lb. 
  Special, thrown (5/15) 
  Net, barbed 
  10 gp 
  — 
  3 lb. 
  Special, thrown (5/15) 
  
   
  26 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  Gauntlet, Spiked Armor. A metal gauntlet formed 
  of overlapping plates, the type used with metal armors. 
  This version has spikes on the knuckles and the back 
  of the hand. 
  Any suit of heavy or medium armor with the 
  armor spikes attachment (other than hide or layered 
  furs) already comes with two of these. The 
  parenthetical cost and weight are for buying and 
  carrying the spiked gauntlet separately. 
  Greataxe. A greataxe is a large, long-hafted 
  weapon with an enormous double-bladed axe head. 
  This weapon is so large that it requires two hands to 
  wield. 
  Greatclub. A long, large version of a club, so big 
  that it requires two hands to wield. 
  Hammer, Great. A great hammer is a large, long-
  hafted weapon with an enormous double-sided 
  hammer head. This weapon is so large that it requires 
  two hands to wield. 
  Handaxe. A simple weapon with a small handle 
  and a chopping blade at the end. A handaxe is suitably 
  balanced for throwing. 
  Hand Razors. A series of rings, sometimes 
  attached to one another, that fit over the fingers of one 
  hand. Small, sharp blades are affixed to the rings. In 
  combat, these are positioned upward, protruding from 
  the knuckles or downward, concealed within the palm 
  of the hand.  
  Harpoon. A harpoon is a thrown weapon 
  designed to impale its target. A trailing rope restricts 
  the target’s movement after the weapon binds in the 
  target’s flesh. 
  Despite its standard range increments, a harpoon 
  cannot be used to attack a creature that is farther away 
  than the length of its attached rope. These special rules 
  apply only if the harpoon is attached to such a trailing 
  rope; otherwise treat the weapon in all ways as a 
  javelin. 
  A harpoon attack that inflicts at least 5 damage 
  binds the target. A harpooned creature is restrained 
  except that it can still move its normal speed, provided 
  it goes no further away from the attacker. This range 
  can be shortened over time if the other end of the rope 
  is attached to a winch. 
  A harpooned creature can use its action to make a 
  Strength check to free itself from the weapon. The DC 
  is 10, or the damage inflicted by the harpoon attack, 
  whichever higher. A creature with an Intelligence of 7 
  or higher automatically succeeds at this check, 
  understanding innately how to manipulate the weapon 
  to free itself. 
  Alternately, the creature can attempt to pull free, 
  dragging the weapon and rope with it. If you control 
  the other end of the rope, this is an opposed check of 
  Strength (Athletics). If the creature is two or more 
  sizes 
  larger 
  than 
  you, 
  this 
  check 
  succeeds 
  automatically. If the rope is tied to an object, the 
  creature must instead try to burst the rope or drag the 
  attached object. 
  Hatchet. This weapon resembles a handaxe, but 
  with a smaller blade. 
  Hook. Hooks are often attached to handles to 
  serve as tools for lifting bales of hay. They can also 
  serve as weapons. In certain cultures, hooks are 
  common prostheses for lost hands. 
  Javelin. A short, light spear balanced for 
  throwing with significant range. 
  Knobkerrie. A club with a weighty head balanced 
  for throwing. 
  A knobkerrie can be the subject of a shillelagh 
  spell but, if the weapon is thrown, the spell ends before 
  it can affect the attack or damage rolls. 
  Kukri. This large dagger has a heavy blade, 
  curved slightly toward its cutting edge. The weapon is 
  designed for chopping. 
  Lance, Combat (any). You have disadvantage 
  when you use a lance to attack a target within 5 feet of 
  you. Also, a combat lance requires two hands to wield 
  when you aren’t mounted. 
  Lance, Great. A great lance is an extra-long lance 
  supported by a swiveling pintle mount. 
  The weapon is too large to use unless affixed to 
  an exotic saddle or howdah on a Huge-size or larger 
  creature. This weapon has a 15-foot reach. You have 
  disadvantage when you use a great lance to attack a 
  target within 10 feet of you. 
  Lance, Jousting (any). You have disadvantage 
  when you use a jousting lance to attack a target within 
  5 feet of you. Also, a lance requires two hands to wield 
  when you aren’t mounted. A jousting lance has a blunt 
  end and is made to break away on impact. A creature 
  wearing heavy armor has resistance to damage 
  inflicted by a jousting lance. 
  Lasso. A lasso is a knotted loop of rope used to 
  entangle foes at short range. 
  A Large or smaller creature hit by a lasso suffers 
  no damage but is restrained until it is freed. A lasso has 
  no effect on creatures that are formless, or creatures 
  
   
  27 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  that are Huge or larger. A creature can use its action to 
  make a DC 10 Strength check, freeing itself or another 
  creature within reach on a success. A creature with an 
  Intelligence of 7 or higher automatically succeeds at 
  this check, knowing innately how to slip out of the 
  tightened loop. 
  Alternately, the rope can be burst with a DC 17 
  Strength check or severed by dealing 2 slashing 
  damage to it (AC 10). These options end the effect and 
  permanently shorten the rope. 
  While you hold the other end of the rope to a 
  restrained target, you can use the rules for shoving a 
  creature (Player’s Handbook, page 195) to pull the 
  creature 5 feet towards you (instead of pushing it 
  away) or to knock it prone. If mounted and using a 
  saddle, you can use your mount’s characteristics when 
  making these checks. 
  Making a lasso out of the end of a rope shortens 
  the rope’s effective overall length by 10 feet. A lasso 
  cannot attack at a range longer than the rope’s 
  remaining length. Because it is not a weapon, it does 
  not add your proficiency bonus when making attacks. 
  When you use your action, bonus action, or reaction to 
  lasso a target, you can make only one attack regardless 
  of the number of attacks you can normally make. This 
  does not apply to attacks on an already-restrained 
  target when invoking the rules for shoving a creature, 
  described above. 
  Light Hammer. This lightweight hammer has a 
  long handle to increase the power of its swings. 
  Longbow. This bow is typically as tall as the 
  wielder. The distribution of tension over such a large 
  distance gives the weapon a smooth, powerful draw. 
  Longbow, Composite. Composite bows are built 
  with a composite of materials, each with various 
  degrees of flexibility. They have exceptionally strong 
  draws. 
  You can add your Strength modifier to damage 
  rolls with a composite bow, instead of your Dexterity 
  modifier. (But continue to use your Dexterity modifier 
  for rolls to hit.) 
  Mace. A mace is a simple weapon, a blunt weight 
  at the end of a handle. The head sometimes bears 
  flanges or knobs to decorate the weapon or intensify 
  its impacts. 
  Mace, Heavy. This weapon has a longer handle 
  and heavier head than the normal mace. 
   
   
  LONGER LANCES 
  The following optional rules provide interesting 
  complexities to mounted lance use. 
   
  VARIANT: UNHORSING 
  A successful attack from a charging lancer against 
  a mounted target has a chance to dismount the 
  target. 
  To unseat another rider, a lance user must ride 
  at least 20 feet in a direct line toward the target, 
  doing so during the same turn and immediately 
  prior to attacking with a lance. The attacker’s 
  mount must also be larger in size than the enemy 
  rider. (It does not need to be larger than the enemy 
  mount.) 
  If the lance attack is successful, the enemy 
  rider must make a Strength saving throw against a 
  DC of 10, or the damage inflicted by the attack, 
  whichever is higher. A rider using a military saddle 
  has advantage on this saving throw. A rider with an 
  exotic strap saddle succeeds automatically. 
  If the check fails, the enemy rider falls to the 
  ground suffering 1d6 falling damage and landing 
  prone in a place determined by the DM. A flying 
  rider instead takes damage based on its actual 
  falling distance. An underwater rider sinks to the 
  ground but does not take falling damage. 
  If two characters are jousting one another in a 
  formal event, rather than during the confusion of 
  combat, both riders roll their lance attacks 
  simultaneously. It is possible that both riders fall 
  under such circumstances. 
   
  VARIANT: MOUNT SIZES 
  The standard lance sizes are meant for use with 
  Large mounts like horses. Using a combat lance or 
  a jousting lance one-handed from the back of a 
  Medium size creature (like a mastiff) applies 
  disadvantage to the weapon’s attack rolls. The size 
  and bulk of the combat lance and jousting lance 
  make them too unwieldy to use effectively from the 
  back of such a small mount. This penalty does not 
  apply if the lancer is wielding a light combat lance 
  or light jousting lance. 
   
   
   
  
   
  28 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  Mace, Liturgical. This mace has a large, hollow 
  reservoir for holding holy water. The head of the 
  weapon contains dozens of holes that are normally 
  covered by an internal bladder. When the mace strikes 
  a target, the impact jars and compresses the internal 
  bladder, exposing the holes and dousing the target 
  with liquid. 
  If filled with holy water, the liturgical mace 
  inflicts an additional 1d6 radiant damage against a 
  fiend or undead. If filled with defoliant, the liturgical 
  mace inflicts an additional 1d6 acid damage against a 
  plant creature. A single flask of holy water or defoliant 
  provides enough liquid to fill the mace, allowing the 
  weapon to be used twice before it is empty. The 
  internal components of the liturgical mace are too 
  delicate to survive loading it with any harsh or volatile 
  alchemies like acid and alchemist’s fire, or with 
  poisons of any kind. 
  Maul. This weapon resembles a large hammer. 
  Instead of a metal head, the weapon has a much larger 
  wooden head with a huge striking surface. 
  Maulaxe. This heavy-hafted weapon boasts a 
  double-headed combination of an axe blade facing one 
  direction and a large hammer head facing the other. 
  Morningstar. A wood-handled clubbing weapon 
  with a heavy, spiked weight at one end. 
  Net. A net is mesh of interconnected lines 
  designed to entrap targets. 
  A Large or smaller creature hit by a net is 
  restrained until it is freed. A net has no effect on 
  creatures that are formless, or creatures that are Huge 
  or larger. A creature can use its action to make a DC 
  10 Strength check, freeing itself or another creature 
  within its reach on a success. Dealing 5 slashing 
  damage to the net (AC 10) also frees the creature 
  without harming it, ending the effect and destroying 
  the net. When you use an action, Bonus Action, or 
  reaction to Attack with a net, you can make only one 
  Attack regardless of the number of attacks you can 
  normally make. 
  Net, Barbed. This net has dozens of razor-sharp 
  spikes attached at various points. 
  The weapon functions as a net except that it also 
  inflicts 1d3 piercing damage each time the restrained 
  creature makes a check to free itself. Another creature 
  can attempt to free the restrained target without 
  inflicting damage. 
  Pick, Light. A pick consists of a handle with a 
  perpendicular spike affixed across one end. Some 
  picks have two such spikes, set parallel to one another. 
  The pointed spikes of picks are ideal for punching 
  through thin armor. 
  Pick, Footman’s War. This heavy pick is simply 
  designed and cheaply manufactured for infantry use. 
  Pick, Horseman’s War. This double-spiked pick 
  has an extra-long handle, suitable for use from 
  horseback. 
  Pincer Staff. This weapon has a mechanical joint 
  that the wielder controls, allowing the two opposite 
  claws to clamp down on an enemy’s limb or weapon. 
  System Change: The weapon on the chart is 
  modified from its original form as a monster weapon 
  to include the disarming, reach, tripping, and two-
  handed weapon properties. This is done to bring the 
  weapon in line with the capabilities available to player 
  characters. 
  Kuo-toa whips are particularly skilled with this 
  weapon and can use it to exceptional effect (Monster 
  Manual, page 200). 
  Polearm, Boarding Gaff. A long pole with one or 
  more hooks at the end. This weapon is often used in 
  ship-to-ship boarding actions. 
  When hooked to the top of a wall or gunnel no 
  more than 15 feet above the wielder, the pole can be 
  climbed like a rope. 
  Polearm, Glaive. A single-edged blade mounted 
  on a long haft. The blade curves over at the tip to 
  increase the cutting area. 
  Polearm, Gythka. A short-length polearm with a 
  slashing blade at either end. Traditional gythka blades 
  are made of crystal, but metal is equally effective. 
  This weapon is favored by thri-kreen. 
  Polearm, Halberd. A polearm topped with an 
  irregular head, forming a chopping surface and a 
  piercing point. 
  Polearm, Pike. And extremely long spear-like 
  weapon used primarily in formation fighting. 
  Quadrens. This resembles a dagger except that in 
  the place of a blade, four long, parallel spikes 
  protrude from each corner of a square crosspiece. 
  Quarterstaff. A quarterstaff is a long, straight 
  stick, about as long as a Medium humanoid is tall, or 
  even longer. Quarterstaffs can be banded with iron or 
  made with other metals, but they are traditionally 
  wooden. 
  Ritiik. This spear has a forward-facing hook, just 
  below the spear head. 
  
   
  29 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  Sap. A sap consists of a heavy weight within a 
  sleeve of leather or other padded material. Its purpose 
  is to knock out creatures without killing them. 
  Once per turn, you can use this weapon to attempt 
  a sapping attack if you have not made (and will not 
  make) a sneak attack that turn. This can only be 
  attempted while you are hidden from the target or the 
  target is otherwise prevented from using reactions, 
  such as during a round in which the target is surprised. 
  If the sapping attack succeeds and the target is not 
  reduced to 0 hit points, roll 2d6 to calculate a sapping 
  number. If you have the Sneak Attack class feature, 
  roll your Sneak Attack dice and add the result to your 
  sapping number. If the number generated is equal to or 
  higher than the target’s remaining hit points, the target 
  gains the unconscious condition. Otherwise, the 
  sapping roll has no effect. (Constructs, oozes, plants, 
  and undead are immune to sapping.) 
  A sapped creature regains consciousness after 1d4 
  hours or when it is healed for at least 1 hit point. At the 
  DM’s discretion, other effects can also relieve this 
  unconsciousness. 
  Scissor. A rare gladiator weapon, the scissor is a 
  metal tube with a small, fan-like blade extending from 
  one end. The user reaches into the tube to grasp the 
  handle, located at the end near the blade. The tube 
  protects the user’s forearm, allowing the wielder to 
  block and quickly retaliate with a slash of the razor-
  sharp blade. 
  You have advantage on any save or check you 
  make to avoid being disarmed of the scissor. 
  Scissor, Extended. As a scissor, except that the 
  tube is built onto an articulated arm piece that extends 
  all the way up the arm and over the shoulder. 
  It takes two actions to strap into an extended 
  scissor or to take it off. When employing the defensive 
  property, the wielder gains the benefit of having two 
  defensive weapons. (This benefit is not cumulative 
  with another defensive weapon.) When the extended 
  scissor is strapped on, it cannot be disarmed. 
  Scourge. This short, multi-lash whip is the sort 
  used for administering punishments. It is more 
  intimidating than effective when used as a weapon. 
  Any creature wearing armor (or with natural 
  armor) has resistance to the damage inflicted by this 
  weapon. 
  Scythe. A two-handed implement with a curled 
  handle and a large, perpendicular, sickle-like blade. 
  Shortbow. A common weapon in most cultures, 
  this consists of a springy stock or haft, bent into a bow 
  shape by a shorter string connected to both ends. 
  Holding the middle of the bow and pulling the string 
  back increases the weapon’s tension; when the string 
  is released, the recoil can rapidly project a missile 
  attached to the string, pushing it past the bow. A 
  shortbow has a shorter length relative to a longbow, 
  better suited for mounted use. 
  Shortbow, Composite. Composite bows are built 
  with a composite of materials, each with various 
  degrees of flexibility. They have exceptionally strong 
  draws. 
  You can add your Strength modifier to damage 
  rolls with a composite bow, instead of your Dexterity 
  modifier. (But continue to use your Dexterity modifier 
  for rolls to hit.) 
  Shortbow, Pellet. The strings of this double-
  strung shortbow connect at their centers with a cloth 
  or leather cup. The cup seats its projectiles during the 
  draw. 
  A pellet bow uses sling bullets instead of arrows 
  for its ammunition. 
  Sickle. An agricultural tool with a hooked blade, 
  used for harvesting plants. 
  Sling. A long thong of leather with a pouch near 
  the center of its length. Both ends of the thong are held 
  in one hand, and the weapon is swung overhead to 
  build momentum before firing. The weapon’s 
  ammunition is flung from the pouch as one end of the 
  thong is released. 
  Slungshot. A short length of rope tied to a round 
  weight at one end. The weapon can be swung quite 
  forcefully, and a proficient wielder can make attacks 
  with it from unexpected angles. 
  A slungshot has a loop at the other end that can be 
  attached to (or detached from) the wielder’s wrist with 
  an action. If the slungshot is so attached, it cannot be 
  disarmed. 
  Spear. A long-hafted weapon with a simple point 
  affixed to one end. 
  Spear, Short Hooked. The backward-facing hook 
  on this short-hafted spear is designed for tripping 
  opponents. 
  System Change: The weapon on the chart is 
  modified from its original form as a monster weapon 
  to include the finesse and tripping weapon properties. 
  This is done to bring the weapon in line with the 
  capabilities available to player characters. 
  
   
  30 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  Derro are particularly skilled with this weapon 
  and can use it to exceptional effect (Out of the Abyss, 
  page 224). 
  Spear, Weighted. This spear has a heavy weight 
  at the butt, making it suitable for use as a spear or a 
  long-handled club. 
  Spiked Chain. The spiked chain has various 
  sharp protrusions at strategic points along its length. 
  It is designed to entangle foes. 
  System Change: The weapon on the chart is 
  modified from its original form as a monster weapon 
  to include the disarming, heavy, reach, and tripping 
  weapon properties. This is done to bring the weapon 
  in line with the capabilities available to player 
  characters. 
  Tlincalli are par-ticularly skilled with this weapon 
  and can use it to exceptional effect (Volo’s Guide to 
  Monsters, page 193). 
  Sword (any). Along with spears, swords are the 
  most ubiquitous weapons on the battlefield, a weapon 
  type used in nearly every culture. A sword consists of 
  a handle affixed at the end of a long blade. A cross-
  pieced usually separates blade and handle, protecting 
  the 
  wielder’s 
  hand. 
  The 
  “longsword” 
  is 
  a 
  quintessential version, the weapon to which most other 
  swords are compared in their descriptions and 
  functions. 
  Sword, Bastard Sword. This weapon is a cross 
  between the longsword and the greatsword. The 
  additional length makes the weapon useful to wield 
  from horseback. 
  Sword, Broadsword. This weapon resembles a 
  longsword but with a shorter handle and a wider, 
  heavier blade. 
  Sword, Claymore. This weapon closely resembles 
  a greatsword. The weapon has a heavier blade and it’s 
  cross-guards are forward-angled with capped with 
  round balls or quatrefoils. This configuration 
  facilitates some techniques and maneuvers unique to 
  the weapon. 
  Sword, Cutlass. A cutlass is a heavy chopping 
  sword favored by sailors. It has a basket or cupped hilt 
  that protects the wearer’s hand in battle. 
  Sword, Epee (Small Sword). This small, fast 
  weapon is an evolution of the rapier. It’s lighter 
  weight and elegant basket hilt make the sword ideal 
  for dueling. 
  Sword, Estoc. A long-bladed sword that tapers to 
  a narrow, dramatic point. This weapon is used 
  primarily for thrusting. 
  Sword, Falchion. This weapon resembles a 
  broadsword in function, but it has a heavier, slightly-
  curved blade. 
  Sword, Falcata. The falcata is a larger version of 
  the kukri. Its blade curves slightly forward and is 
  wider at the end, providing greater chopping 
  momentum.  
  Sword, 
  Flamberge. 
  This 
  version 
  of 
  the 
  greatsword has a wavy blade, sometimes with sharp 
  protrusions along its length. 
  Sword, Gladius. This simple weapon is used 
  primarily for thrusting, like a heavier version of the 
  shortsword. Its weight is also suitable for heavy 
  slashing attacks. 
  Sword, Greatsword. A large sword so big that it 
  requires two hands to wield. 
  Sword, Khopesh. The blade of this sword curves 
  into backward-facing sickle shape for the top half of 
  its length. 
  Sword, Longsword. This iconic knightly weapon 
  features a cruciform hilt. The weapon is light enough 
  for single-handed use, but has a long handle (from 
  which it derives its name) that allows it to be wielded 
  two-handed.  
  Sword, Maca. The maca is a heavy wooden 
  sword. Sharp pieces of obsidian, shark teeth, or other 
  natural materials line the cutting edges. 
  System Change: The weapon on the chart is 
  modified from its original form as a monster weapon 
  to include the alternate (B), ersatz, deadly, heavy, and 
  wounding weapon properties. This is done to bring the 
  weapon in line with the capabilities available to player 
  characters. 
  Reavers, the foot soldiers of the Crushing Wave 
  cult, are particularly skilled with this weapon and can 
  use it to exceptional effect (Princes of the Apocalypse, 
  page 205). 
  Sword, Rapier. A slender, sharply pointed sword, 
  designed for fast, elegant fighting. 
  Sword, Saber. A curved, elegant sword with a 
  basket hilt to protect the wielder’s hand. The curved 
  blade makes the weapon excellent for fighting from 
  horseback, where a straight blade might be more likely 
  to catch in a body and be pulled from the wielder’s 
  grip as she rides past. 
  
   
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  Sword, Scimitar. A light, curved sword, excellent 
  for cavalry use. 
  Sword, Shortsword. This weapon looks like a 
  heavy dagger with a longer blade. The weapon is 
  made primarily for short, vicious thrusts. 
  Sword, Shotel. The blade of this sword curves 
  dramatically forward into a large hook. The weapon 
  resembles an over-sized sickle. 
  Sword, Sword Cane. This covert weapon appears 
  to be nothing more than a simple cane until the handle 
  is twisted and the thin sword blade withdrawn from its 
  length. 
  Sword, Talwar. This weapon resembles a 
  scimitar, except that it has an elongated blade. In some 
  versions, the blade widens near the tip for greater 
  momentum when swinging. 
  Sword, Tegha. This large scimitar was designed 
  for use as an executioner’s weapon. It must be wielded 
  with two hands. 
  Stake, Wooden. This weapon is a short, sturdy 
  wooden stick sharpened at one end. The other end is 
  typically flat, suitable for hammering into the ground 
  or into the heart of a resting vampire. 
  Stiletto. This long, thin blade is designed to slip 
  between the plates of armor or the links of chain mail. 
  Tail Spikes. This is a ring that straps onto a 
  creature’s tail and locks into place. The ring boasts an 
  array of spikes and can be whipped about to great 
  effect. 
  This device is only usable by creatures with long, 
  articulate tails. Applicable player character races 
  include lizard folk, tabaxi, tiefling, and any others as 
  determined by the DM. A creature armed with tail 
  spikes may attack with them using a bonus action as 
  though armed with a light off-hand weapon. Do not 
  add your ability modifier to damage when attacking 
  with tail spikes, even if you have a trait or feature that 
  would otherwise allow you to add the modifier to off-
  hand attacks. 
  Tongi. A hafted weapon like a battle axe, but in 
  place of a blade, the weapon has a fanning crescent of 
  spikes. 
  Trident. A spear with three parallel prongs. 
  System Change: The weapon on the chart is 
  modified from its original form to include the 
  disarming weapon property. This is to distinguish the 
  heavier, more expensive martial weapon from its 
  simple cousin, the spear. 
  Trident, Greater. A longer version of the trident, 
  its prongs are wider and are often bladed as well as 
  being sharp-tipped. 
  Trombash. A trombash has a large, curved blade, 
  bigger than a dagger, some with additional prongs. Its 
  function is ceremonial as well as martial.  
  Waraxe. This weapon resembles a large battle 
  axe. It has an impressive head with two opposite axe 
  blades. 
  Warhammer. The handle of this weapon is longer 
  than that of a work hammer. The head is relatively 
  small but heavy enough to inflict tremendous damage. 
  Weighted Knuckles. Weighted knuckles consist of 
  a set of connected rings. Sometimes the rings are 
  connected to a handle, but typically they are just 
  connected to each other in a row. Worn over the 
  fingers, this device protects the wearer’s knuckles 
  when punching and adds tremendous impact to such 
  attacks. 
  Whip. The business end of this whip typically has 
  tiny metal blades and barbs in its braided leather 
  strands, making it a weapon suitable for combat. 
  Whip, Basic. This leather whip is too long to be 
  functional with the weighty additives that enhance a 
  normal combat whip. 
  A basic whip is still useful in battle, providing a 
  15-foot reach rather than the normal 10. And in a 
  pinch, a basic whip can substitute for a 15-foot rope. 
  Creatures wearing armor (or with natural armor) have 
  resistance to the damage inflicted by a basic whip. 
  Because of the time required to draw back the 
  entire length for another swing, you can attack only 
  once with this weapon when you use an action, bonus 
  action, or reaction, regardless of the number of attacks 
  you can normally make. Stowing a basic whip is a 
  timely process of coiling, taking an action and 
  requiring both hands. 
  Yklwa. This short spear has a broad head of 
  chipped stone or obsidian. The head is up to 18 inches 
  long and sharp along its entire length. Because of its 
  large head, the weapon is not sufficiently balanced to 
  throw at the same range as a normal spear. 
  A steel-headed version of this weapon loses the 
  ersatz property and costs 4 gp. 
  System Change: The weapon on the chart is 
  modified from its original form to include the ersatz 
  weapon property. This is to reflect the weapon’s 
  commonly-primitive composition (as described in the 
  
   
  32 | T HE CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  source material) and to balance its cost against similar 
  one-handed martial weapons. 
   
  IMPROVISED WEAPONS 
  An improvised weapon includes any object you can 
  wield in one or two hands, such as a heavy rock, a 
  writing quill, or a small table. 
  Often, an improvised weapon closely resembles 
  an actual weapon and can be treated as such. For 
  example, a table leg is akin to a club. At the DM’s 
  option, a character proficient with a weapon can use a 
  similar object as if it were the weapon and use his or 
  her proficiency bonus. 
  An object that bears no resemblance to a weapon 
  deals 1d4 damage (the DM assigns a damage type 
  appropriate to the object). If a character uses a ranged 
  weapon to make a melee attack, or throws a melee 
  weapon that does not have the thrown property, it also 
  deals 1d4 damage. An improvised thrown weapon has 
  a normal range of 20 feet and a long range of 60 feet. 
   
  DM’S CORNER: IMPROVISING TYPES 
  A handful of monsters are particularly affected by (or 
  resistant to) different damage types. Likewise, some 
  situations call for different damage types; if trapped in 
  a net, you might be better served by having a slashing 
  weapon in-hand than a bludgeoning weapon. 
  Sometimes, using a damage type does more than 
  reduce efficiency, it can be downright dangerous! A 
  black ooze struck by a slashing attack splits into 
  multiple enemies! 
  The improvised weapons rules may apply when 
  using a weapon in a way that it wasn’t intended, like 
  trying to get a different damage type from it. The DM 
  decides which of two forms applies based on the 
  weapon and the situation. 
  The first use is “intended.” In this case, the 
  weapon’s intended striking surfaces cover multiple 
  damage types; it’s listed damage type simply reflects 
  the most efficient use for the weapon. An “intended” 
  attack can apply the user’s proficiency bonus on the 
  to-hit roll because it is “similar to [identical to] an 
  actual weapon.” Because this is not the most efficient 
  use of the weapon, the DM should reduce the damage 
  die size by one. Common damage die sizes are, in 
  descending order: 1d12 (or 2d6), 1d10, 1d8 (or 2d4), 
  1d6, and 1d4. 
  The second type of off-use constitutes a true 
  “improvised” weapon attack. Such attacks employ 
  unintended striking surfaces and are often quite 
  awkward. A truly “improvised” attack is so far from 
  the weapon’s intended application that it cannot 
  benefit from a proficiency bonus. The damage is 
  usually 1d4, bearing no resemblance to a real weapon 
  attack, but the DM can increase the damage die size 
  for a particularly large or clever use. If the weapon is 
  magical, the DM should usually not allow its magical 
  benefits to apply to a truly improvised use. 
  For example, a longsword most efficiently attacks 
  with its long, slashing edge. But the weapon also has a 
  piercing tip intended for use in battle. Improvising 
  piercing damage is an “intended” use and should 
  include the user’s proficiency bonus. But the damage 
  should probably be reduced to 1d6 (piercing). To make 
  a bludgeoning attack with the longsword’s pommel, 
  the improvised attack would not benefit from a 
  proficiency bonus and would inflict a mere 1d4 
  (bludgeoning) damage. 
   
  MODIFICATIONS 
  Some weapons and armor have additional features 
  based on their unique construction or alteration. 
   
  ALTERNATIVE MATERIALS 
  These rules address armaments crafted with alternate 
  materials or techniques. 
   
  BRONZE ARMAMENTS 
  Aside from ceremonial uses, bronze weapons and 
  armor tend to appear only in cultures where iron is 
  rare, but copper and tin are not. Bronze armor is 
  sometimes worn by poor knights, those who need to 
  keep up appearances by wearing plated armor but 
  cannot afford the real thing. 
  A suit of splint, plate, half plate, or a breastplate 
  can be made with bronze instead of iron. Bronze is 
  softer than iron and a bit less protective when used to 
  make armor. Bronze manufacture therefore reduces 
  the armor’s protection by 1 point. 
  Any weapon or ammunition normally made 
  wholly (or mostly) with iron can instead be made with 
  bronze. Bronze weapons have trouble holding a sharp 
  edge. This applies a –1 penalty to damage rolls with 
  bronze piercing or slashing weapons or ammunition. 
  
   
  33 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  Bronze-made armaments costs three-quarters of 
  the price of normal, iron-made version. 
   
  ERSATZ ARMAMENTS 
  Some primitive cultures lack the tools and techniques 
  to fashion armaments out of metal, treated leather, and 
  similar high-grade materials. For others, such 
  materials are too rare or expensive to acquire. Such 
  societies often turn to alternative—particularly non-
  metal—materials to construct their armor and 
  weapons. 
  Ersatz armor materials are often taken from fierce 
  armored monsters like bulettes or braxats; they include 
  plate segments cut from armored shells, interwoven 
  and reinforced with rings of tough cartilage, or hard 
  lacquered scales. Additional connective materials 
  include bone, cord, and cured plant byproducts. Ersatz 
  weapons are made of similar materials as well as 
  obsidian, bone, wood, horn, antler, stone, and crystal. 
  Almost any normal armor or weapon can be made 
  of alternative materials, even those not normally 
  crafted from metal. Weapons that have the charging or 
  ammunition weapon properties cannot be made with 
  ersatz materials, but their ammunition can be. 
  Ersatz armaments cost one-quarter their normal, 
  listed prices. Such gear initially performs as well as the 
  real thing, but its fragility is quickly exposed if used 
  for any significant period. Each piece of ersatz 
  equipment is burdened with the ersatz armor property 
  or the ersatz weapon property. 
   
  ADAMANTINED WEAPONS 
  A skilled smith with access to this rare material 
  can add adamantine components to a weapon to 
  improve its ability to break objects. A hit against an 
  object with an adamantine weapon is automatically a 
  critical hit, and the material improves the weapon’s 
  performance against certain construct creatures. 
  Adamantine ammunition does not break in battle; each 
  piece can be recovered after a fight. 
  You can adamantine a single weapon for 500 gp 
  (or 1 piece of ammunition for 50 gp.) This cost 
  represents the price of the adamantine and the 
  expertise needed to add adamantine to the weapon 
  without making it less effective. 
   
  SILVERED WEAPONS 
  A skilled smith can add silver components to the 
  striking surfaces of a weapon without degrading the 
  weapon’s performance. Such weapons affect creatures 
  that are normally immune to or resistant to damage 
  from non-silver weapons.  
  You can silver a single weapon for 100 gp (or 1 
  piece of ammunition for 10 gp). This cost represents 
  not only the price of the silver, but the time and 
  expertise needed to add silver to the weapon without 
  making it less effective. 
   
   
  VARIANT: SILVER BULLETS 
  Sling bullets and firearm loads are simply molded 
  lumps of metal. Although the melting temperature 
  of silver is much higher than that of lead, crafting 
  silver bullets is mostly just a matter of filling molds 
  with molten metal. 
  With this optional rule, sling bullets and 
  firearm loads of pure silver can be made for a much 
  lower cost than other silver ammunition. When 
  silver weapons are really needed, having the 
  adventurers collect silver and craft their own 
  ammunition can add a compelling element to the 
  story. 
  Crafting a batch of 20 leaden-type sling bullets 
  requires 75 silver coins (or 1.5 pounds weight) in 
  material, beyond the normal cost to craft the 
  ammunition. Under this system, the added cost 
  does not increase the ammunition’s market value 
  for the purposes of crafting time. This means the set 
  of 20 sling bullets can be made in about half an hour 
  using smith’s tools. 
  Firearm loads are weightier, require more 
  precise measurement, and are harder to craft. A 
  batch of 10 ball or shot loads requires 100 silver 
  coins (or 2 pounds weight) in material, beyond the 
  normal cost to craft the ammunition. A set of 10 
  early firearm loads can be made using jeweler’s 
  tools in about 5 hours. Using advanced firearm 
  crafting techniques with a gun repair kit, this takes 
  only 1 hour. (See the Firearms section in Part 3.) 
   
   
  
   
  34 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  MASTERWORK ARMAMENTS 
  Masterwork armaments are finely-built examples of 
  arms and armor, so exceptional that they warrant 
  special rules related to their enhanced effectiveness. 
  Masterwork armaments each take on a bonus property, 
  selected from a limited list. 
   
  Masterwork armaments are originally crafted as 
  such; a weapon or suit of armor cannot be made 
  masterwork after its creation. Masterwork armaments 
  take on a slightly different shape or construction to 
  justify their enhanced features, and are obviously of 
  superior craftsmanship. The DM should moderate the 
  design of masterwork armaments to ensure that the 
  additional modification makes sense as applied. 
   
  ARMOR 
  A masterwork suit of armor has 1 additional armor 
  property that the armor does not already possess: 
  Any masterwork suit of armor can add the 
  absorbent, efficient, enclosed, layered, lightweight, 
  quick-escape, or reinforced armor property. 
  A masterwork suit of heavy armor may instead 
  add the hardened armor property. 
  A masterwork buckler, pavise, shield, or tower 
  shield can only add the hardened or lightweight armor 
  property. 
   
  WEAPONS 
  A masterwork weapon has 1 additional weapon 
  property that the weapon does not normally possess: 
  Melee weapons may add the alternate (one type), 
  deadly, defensive, disarming, fine, high-critical, or 
  tripping property. If it already has the thrown property, 
  it may instead add accurate or aerodynamic. 
  If it does not have the two-handed property, a 
  melee weapon that normally inflicts 1d6 or more 
  damage can instead be made versatile, increasing the 
  normal damage die by one size or half size, as 
  appropriate. (A 1d6 becomes a 1d8. A 1d8+1 becomes 
  a 1d10+1. A 2d4 becomes a 2d5. And so on.) 
  Ammunition or charging weapons may only add 
  accurate, aerodynamic, deadly, fine, or high-critical. 
   
  PRICING 
  A masterwork suit of light or medium armor costs 150 
  gp more than a standard version, as does a masterwork  
   
  VARIANT: OTHER MATERIALS 
  A skilled smith should be able to add other 
  minerals to a weapon for 100 gp, or 10 gp for a 
  piece of ammunition. The process includes 
  replacing, coating, or alloying the existing metal 
  components. Alternately, a character can perform 
  the craft herself using smith’s tools, taking 20 days 
  for a weapon or 2 days for a piece of ammunition. 
  This option is useful if the characters encounter 
  a source of mystic material. It might also be useful 
  if you employ monsters with new and exotic 
  immunities, resistances, or vulnerabilities. Perhaps 
  you use fey creatures that are vulnerable to cold 
  iron or your shadowlands monsters are resistant to 
  nonmagical attacks not made with jade-infused 
  weapons. 
  Whatever the case, the players should have to 
  supply or purchase the raw materials needed, in 
  addition to the smith’s fee or their own crafting 
  time. It requires about 2 pounds of the metal (or 20 
  standard gemstones powdered among other 
  material) to integrate with a weapon’s striking 
  surfaces. 
  The Trade Goods (Trade Bars) chart above 
  shows the value per pound for some well-known 
  metals. (The cost for silvered and adamantined 
  weapons varies slightly from these calculations.) 
  DM’s Corner. It doesn’t make sense when an 
  upgrade uses more weight of metal than the entire 
  weapon. If you wish, you can halve these material 
  requirements for any weapon that already weighs 
  only 1 pound or less, like a dagger. 
  Likewise, you can peg the cost of an alternate 
  material piece of ammunition to its equivalent 
  weight in material (plus 10 gp) for each. For 
  example, a gold-treated arrow would cost 10 gp for 
  the labor and 2½ gp for the material (1/20th of a 
  pound of gold, the same weight as an arrow). 
  You can apply these adjustments to silvered or 
  adamantined weapons too, if you desire. 
   
   
  shield of any sort. A masterwork suit of heavy armor 
  or a masterwork weapon costs an additional 300 gp. 
  Crafting a masterwork armament requires 
  proficiency with the appropriate artisan’s tools 
  (leatherworker’s tools, smith’s tools, or woodcarver’s 
  
   
  35 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  tools) and additional crafting time as indicated by the 
  item’s increased market value. 
  Masterwork armaments are recognized as true 
  works of art by skilled warriors and artisans, and as 
  such can be resold (to the right buyer) for full value. 
   
   
  WHY NOT +1? 
  A previous edition gave masterwork weapons and 
  armor a mundane +1 bonus, as though they were 
  magical items. Various homebrew products suggest 
  the same. 
  This product does not use that method because 
  of the “bounded accuracy” design of the Fifth 
  Edition rules. Doing so makes it too easy for 
  players to access +1 weapons and armor. Once a 
  certain wealth threshold is reached, the players 
  would make all their armaments masterwork; such 
  a system would allow players to slightly transcend 
  the bounded accuracy range on each of their 
  weapon attacks and when defending against all 
  enemy attacks. 
  More than this, the ability to customize the 
  function of weapons or armor is far more 
  interesting than adding a simple +1 bonus. 
   
   
  ORNAMENTED ARMAMENTS 
  Armor and weapons are sometimes ornamented. This 
  might mean the addition of precious metals and 
  gemstones or intricate inlays and engraving. It takes a 
  skilled smith, one proficient with smith’s tools (and 
  jeweler’s tools, in the case of adding gemstones), to 
  create such ornamentation without making the 
  armament less effective. 
  The value of ornamentation varies based on the 
  techniques and materials applied. If at least 50 gp of 
  ornamentation is added to a weapon or suit of armor, 
  the item becomes a work of art and can be resold for 
  its full value—i.e., the full value of the armament plus 
  the full additional value spent for ornamentation. If 
  less than 50 gp of ornamentation is applied, the resell 
  value is equal to half the armament’s value plus the 
  full additional value spent for ornamentation. 
   
  PIECEMEAL ARMOR 
  Sometimes adventurers end up wearing armor of 
  different sorts on various parts of their bodies. More 
  often, this system comes into play with monsters; 
  perhaps humanoids scavenged armor from the corpses 
  on a battlefield, or perhaps undead still wear the 
  shredded vestiges of the armor they had in life. 
   
  COVERAGE 
  A humanoid has five regions of armor coverage: the 
  torso and four limbs. Armor over these regions 
  provides a cumulative “armor grade,” which affects 
  the wearer’s Armor Class. 
  The following armor grades apply to each limb 
  piece. (A torso provides double these values.) 
   
  ❖ Light: padded (0.2), leather (0.2), leather scale 
  (0.4), studded leather (0.4) 
   
  ❖ Medium: layered furs (0.4), hide (0.4), brigandine 
  (0.5), chain shirt (0.5), scale mail (0.7), coin 
  armor (0.7), breastplate (0.7), half plate (0.9) 
   
  ❖ Heavy: ring mail (0.7), banded mail (0.9), chain 
  mail (1.0), splint (1.2), plate (1.4) 
   
  A piecemeal suit of armor provides the wearer 
  with a base Armor Class of 10 + total armor grade, 
  rounded down. 
   
  DEXTERITY MODIFIERS 
  With certain configurations, a character can apply 
  some or all her Dexterity modifier to her Armor Class: 
  A character wearing no more than one medium 
  limb piece can add her Dexterity modifier to her 
  Armor Class. This does not apply to a character 
  wearing a medium torso or any heavy piece. A 
  character wearing this suit is treated as wearing light 
  armor. 
  A character that does not qualify for the above 
  benefit can add her Dexterity modifier to her Armor 
  Class, to a maximum bonus of +2, if wearing no more 
  than one heavy limb piece. This does not apply to a 
  character wearing a heavy torso. A character wearing 
  this suit is treated as wearing medium armor. 
  A character wearing a heavy torso, or at least two 
  heavy limb pieces, does not add her Dexterity modifier 
  
   
  36 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  to her Armor Class if it is positive. She does not add a 
  negative modifier to Armor Class if wearing three 
  heavy limbs, or a heavy torso and one heavy limb. A 
  character wearing this suit is treated as wearing heavy 
  armor. 
   
  OTHER EFFECTS 
  A piecemeal armor suit applies disadvantage on 
  Stealth checks if it includes the torso of an armor suit 
  that normally provides this penalty, or it includes at 
  least two limb pieces that normally provide this 
  penalty. 
  A piecemeal armor suit has a “Str 13” requirement 
  if the torso or any two or more of the limbs require any 
  Strength requirement. The requirement is instead “Str 
  15” if the torso or any two or more limbs have the “Str 
  15” requirement. 
  Each limb of a piecemeal suit weighs one-sixth of 
  a normal suit’s total weight. A torso weighs twice as 
  much as a limb. Armor pieces can be found piecemeal, 
  but are never sold that way. 
   
  MISCELLANEOUS SYSTEMS 
  This section provides updates to the standard feats and 
  proficiency availability as they relate to armaments, as 
  well as some additional variant rules. 
   
  RACE MODIFICATIONS 
  This section updates racial traits and features. 
   
  DWARVEN SPEED WITH ENCUMBRANCE 
  Dwarves in Fifth Edition have a special Speed feature 
  which says, “speed is not reduced for wearing heavy 
  armor.” This reflects an important racial quality, found 
  in prior editions too, which allows dwarves to maintain 
  normal movement while carrying heavy burdens. 
  If your campaign uses the optional Encumbrance 
  rule found on page 176 of the Player’s Handbook, all 
  characters ignore the speed reduction for wearing 
  armor, being instead affected by their total 
  encumbrance. This optional rule makes no provision 
  to incorporate or translate dwarves’ exceptional carry 
  power; that important racial advantage is simply lost. 
  To compensate while using the encumbrance 
  optional rules, make the following modification. A 
  dwarf that is encumbered or heavily encumbered 
  reduces the associated movement penalty by 10 feet. 
  This means an encumbered dwarf has no speed 
  reduction and a heavily encumbered dwarf has a 
  speed reduction of only 10 feet. This does not obviate 
  the other penalties for being heavily encumbered. 
   
  RACIAL TRAITS 
  Some racial traits provide proficiency with specific 
  weapons. This chart updates these traits to include 
  additional, similar weapons from this product. Note 
  that exotic weapons might not be available in your 
  campaign. 
   
  RACE AND SUB-RACE PROFICIENCIES 
   Racial Feature 
  Proficiency Additions 
  Drow Weapon 
     Training 
  Cutlass, epee, hand repeating 
  crossbow, kotsurugi, koyumi, 
  quadrens, repeating koyumi, 
  saber, sword cane 
  Dwarven Combat 
     Training 
  Daiono, 
  hatchet, 
  kidzuchi, 
  masakari, maulaxe, nata, ono, 
  otsuchi, tongi, urgrosh, waraxe 
  Elf Weapon 
     Training 
  Composite daikyu, composite 
  hankyu, composite longbow, 
  composite shortbow, daikyu, 
  estoc, 
  gladius, 
  hankyu, 
  ninjaken, tachi 
   
  CLASS MODIFICATIONS 
  This section updates racial traits and class features. 
  Where these provide proficiency with specific 
  weapons (instead of an entire range of simple or 
  martial weapons), it makes sense to include similar 
  weapons from this product. These are additional 
  proficiencies for these races and classes. Note that 
  exotic weapons might not be allowed in your game. 
   
  KENSAI WEAPONS 
  The Comprehensive Equipment Manual adds many 
  new weapons that were not contemplated in the 
  formulation of the kensai’s weapon restrictions. The 
  following rules keep the subclass’s flavor and power 
  level in line with the kensai’s description. 
  Despite the standard restrictions, a kensai may 
  also select any of the following for a kensai weapon: 
  basic whip, composite daikyu, composite hankyu, 
  
   
  37 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  composite longbow, composite shortbow, deer horn 
  knife, fustibalus, kunai, kusarigama, kyoketsushoge, 
  light shuriken, johyo, sodegarami, tekkokagi, thrown 
  dagger, tonfa, or tsukobu. 
  Weapon-like devices cannot be selected as kensai 
  weapons, nor can firearms of any kind. 
   
  MONK WEAPONS 
  The new weapons for monks are the chart below are 
  considered “monk weapons,” are all useable with the 
  Martial Arts class feature. 
  Proficiency with these weapons is gained by a 
  character that multi-classes into the monk class. 
   
  CLASS FEATURES 
  Some class features provide proficiency with specific 
  weapons. This chart updates these features to include 
  additional, similar weapons from this product. Note 
  that exotic weapons might not be available in your 
  campaign. 
   
  CLASS PROFICIENCIES 
   Class 
  Proficiency Additions 
  Bard 
     & 
     rogue 
  Cutlass, epee, hand repeating crossbow, 
  koyumi, quadrens, repeating koyumi, 
  saber, slungshot, sword cane 
  Druid 
  Ankus, bo, crook, fustibalus, hanbo, 
  jisho, kaiken, kama, kunai, knobkerrie, 
  liturgical mace, maca, poison dagger, 
  ritiik, short spear, short hooked spear, 
  shotel, 
  scythe, 
  shuriken, 
  throwing 
  dagger, trombash, weighted spear, 
  uchine, wooden stake, yari, yklwa 
  Monk 
  Bhuj, 
  clawed 
  gauntlet, 
  flail 
  staff, 
  fustibalus, spiked chain 
  Sorcerer 
     & 
     wizard 
  Bo, crook, fustibalus, jisho, kaiken, kunai, 
  light repeating crossbow, poison dagger, 
  shuriken, teppoyumi, throwing dagger, 
  wooden stake 
   
  FEAT MODIFICATIONS 
  The following feats get updates in contemplation of 
  the new armaments available. 
   
  DUAL WIELDER 
  The +1 bonus to Armor Class from this feat applies 
  while wielding a dual weapon. 
   
  CROSSBOW MASTER 
  A repeating hand crossbow qualifies as a hand 
  crossbow for use with this feat. 
   
  GREAT WEAPON MASTER 
  The damage-boosting use of this feat, the one that 
  requires a heavy weapon, can only be used with a two-
  handed heavy weapon or with a versatile heavy 
  weapon wielded in both hands. It does not apply to 
  attacks with an off-hand weapon or the secondary 
  striking surface of a dual weapon, unless used with the 
  butt attack feature of the polearm master feat. 
   
  POLEARM MASTER 
  All weapons charted under the term “polearm” and 
  from the Extra Polearms exotic list (including hybrid 
  polearms) qualify for both functions of this feat. There 
  are a couple of exceptions and modifications. 
  The ahlspiess, partisan, pike, and nagaeyari do not 
  qualify for the function that allows a butt attack with a 
  bonus action, nor do any hybrid polearms based on 
  them. These weapons are too long for such adroit 
  manipulation. Butt attacks do not benefit from a 
  polearm’s alternate, deadly, disarming, high-critical, 
  tripping, or special weapon properties. 
  When using a bonus action to attack with the butt 
  of a getsugasan, gythka, or lajatang (double-ended 
  polearms), the damage is 1d8 slashing rather than 1d4 
  bludgeoning. 
   
  SHARPSHOOTER 
  This feat cannot increase the damage of new weapons 
  with damage ratings of 1 or 1d2, nor with items that 
  do not normally inflict damage, like the lasso. 
   
  SHIELD MASTER 
  A buckler cannot support any of the features of this 
  feat. A tower shield cannot be used to bash, and it 
  cannot add its shield bonus to Dexterity saving throws. 
  (It already provides a similar benefit.)
  
   
  38 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  PART 2: GEAR
  This Part addresses the equipment that doesn’t fall into 
  the armor or weapon categories, the so-called “utility” 
  gear. It covers “adventuring gear” and “tools” as well 
  as “mounts and vehicles,” expanding these categories 
  as they are found in the Player’s Handbook. 
   
  DM’S CORNER: IS INVENTORY 
  MANAGEMENT REALLY NEEDED? 
  Some campaigns simply ignore the rules for 
  encumbrance and the management of equipment. 
  Overlooking these standard rules is a particularly 
  useful approach for new players and DMs. 
  In such campaigns, characters can tote any 
  amount of weight and are only penalized if the DM 
  believes, in some abstract sense, that their gear is too 
  cumbersome. Treasure gets recorded on a list until it 
  can be divided, and no one worries about who carries 
  it unless the treasure is particularly bulky. 
  Likewise, whatever weapons a character wants to 
  use are automatically in-hand when needed; no time or 
  actions (no “interactions with the environment”) are 
  required to switch between weapons or to find potions 
  in a backpack. Only the action needed to use the 
  thing—the weapon or potion—is tracked. 
   
  ADVENTURING GEAR 
  What was previously one category is broken down into 
  several subcategories here. The largest is called 
  “general” adventuring gear. Specific subcategories are 
  separated out, including equipment packs, containers, 
  ammunition, magical implements, alchemical brews, 
  herbal brews, and poisons. 
   
  ADVENTURING GEAR (GENERAL) 
  The general subcategory of adventuring gear covers 
  miscellaneous items, things that characters of all types 
  might want to carry on their adventures, but do not fall 
  easily into other subcategories. 
   
  DESCRIPTIONS 
  Adventuring gear from the “general” subcategory is 
  described below. 
  Abacus. A rectangular frame with beads that slide 
  on rows of string or wire. This tool is used for tracking 
  large sums and performing arithmetical functions. 
  Ascender. A clasp on this small tool attaches to a 
  harness while the other end is clipped to a rope. A 
  locking set of gears within the device allow the rope to 
  pass through it unhindered in one direction, but will 
  clamp down on the rope, preventing its movement, if it 
  moves the other direction. This allows a character to 
  climb a rope without fear of falling or sliding back 
  down the rope. It also allows the character to stop 
  climbing a rope and use both hands for something else 
  without falling. 
  An ascender can be unlocked with an action or 
  bonus action, allowing the rope to pass freely in either 
  direction. 
  Ashiaro. These wood-cut soles attach to the 
  bottom of normal footwear. Each set is carved to leave 
  a different set of tracks. The tracks can be that of an 
  animal or of a larger or smaller humanoid, perhaps a 
  child. 
  When moving at half speed, a character wearing 
  ashiaro can attempt a Dexterity (Deception) check to 
  leave convincing tracks. (This is a non-standard 
  pairing of an ability and a skill.) A Wisdom (Survival) 
  check made to follow or identify the tracks recognizes 
  the tracks as fake if it equals or exceeds the wearer’s 
  check. 
  Ball Bearings (Bag of 1,000). Ball bearings are 
  tiny metal balls spilled to create a distraction and a 
  hazard in the affected area. 
  As an action, you can spill the ball bearings from 
  their pouch to cover a level, square area that is 10 feet 
  on a side. A creature moving across the covered area 
  must succeed on a DC 10 Dexterity saving throw or 
  fall prone. A creature moving through the area at half 
  speed doesn’t need to make the save. 
  Ball Bearings, (Box of 10,000). This wooden box 
  has multiple compartments with sliding doors, and a 
  complex internal mechanism. 
  
   
  39 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  The contraption has two functions. Ball bearings 
  can be distributed from it manually; each action used 
  can pour bearings to fill a square area that is 10 feet on 
  a side. The box holds enough balls to cover 10 such 
  areas. Alternately, the contraption can be placed on a 
  flat surface and deployed using a plunger. This 
  requires a single action. Activation by the plunger 
  opens a series of spouts, sending ball bearings flooding 
  out in all directions. The ball bearings cover a 15-foot 
  radius area around the square that contains the box. If 
  the covered area is level, a creature moving across it 
  must succeed on a DC 10 Dexterity saving throw or 
  fall prone. A creature moving through an affected area 
  at half speed doesn’t need to make the save. 
  Banner, Flag, or Pennant. A cloth square, 
  rectangle, triangle, or similar shape, often used as a 
  device for identity based on its color, shape, markings, 
  or other adornments. 
  These typically bear complex signs of heraldry, 
  the lore of which can be identified with an Intelligence 
  (History) check. 
  ADVENTURING GEAR (GENERAL, PART 1) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Abacus 
  2 gp 
  2 lb. 
   
  Crowbar 
  2 gp 
  5 lb. 
  Ascender 
  4 gp 
  — 
   
  Diver’s kit 
  5 gp 
  4 lb. 
  Ashiaro 
  3 gp 
  1/2 lb. 
   
  Doka 
  1 gp 
  1 lb. 
  Ball bearings (bag of 1,000) 
  1 gp 
  2 lb. 
   
  Ear trumpet 
  2 gp 
  1 lb. 
  Ball bearings (box of 10,000) 
  11 gp 
  21 lb. 
   
  Earplugs 
  1 sp 
  — 
  Banner, flag, or pennant 
  1 gp 
  3 lb. 
   
  Falling sail 
  85 gp 
  15 lb. 
  Bedroll 
  1 gp 
  7 lb. 
   
  Filtered mask 
  8 gp 
  1 lb. 
  Bell 
  1 gp 
  — 
   
  Fire kit 
  4 cp 
  1 lb. 
  Bell kit 
  12 gp 
  3 lb. 
   
  Fishing Tackle 
  1 gp 
  4 lb. 
  Blanket 
  5 sp 
  3 lb. 
   
  Glass breaker’s kit 
  15 gp 
  2 lb. 
  Block and tackle 
  1 gp 
  5 lb. 
   
  Goggles 
  2 gp 
  — 
  Book 
  25 gp 
  5 lb. 
   
  Grappling hook 
  2 gp 
  4 lb. 
  Book, code 
  35 gp 
  5 lb. 
   
  Grooming kit 
  5 sp 
  1 lb. 
  Book, lore 
  30 gp 
  5 lb. 
   
  Hacksaw 
  10 gp 
  2 lb. 
  Caltrops (bag of 20) 
  1 gp 
  2 lb. 
   
  Hammer 
  1 gp 
  3 lb. 
  Caltrops (box of 200) 
  11 gp 
  21 lb. 
   
  Hammer, muffled 
  4 gp 
  4 lb. 
  Candle 
  1 cp 
  — 
   
  Hammer, sledge 
  2 gp 
  10 lb. 
  Chain (10 feet) 
  5 gp 
  10 lb. 
   
  Harness 
  3 gp 
  2 lb. 
  Chalk (1 piece) 
  1 cp 
  — 
   
  Hourglass 
  25 gp 
  1 lb. 
  Climber’s kit 
  25 gp 
  12 lb. 
   
  Hunting trap 
  5 gp 
  25 lb. 
  Clothes 
   
   
   
  Ink (1-ounce bottle) 
  10 gp 
  — 
     Camouflage 
  10 gp 
  3 lb. 
   
  Ink, invisible (1-ounce bottle) 
  15 gp 
  — 
     Cold weather 
  4 gp 
  6 lb. 
   
  Ink pen 
  2 cp 
  — 
     Common 
  5 sp 
  3 lb. 
   
  Ladder (10-foot) 
  1 sp 
  25 lb. 
     Costume 
  5 gp 
  4 lb. 
   
  Lamp 
  5 sp 
  1 lb. 
     Disguise 
  10 gp 
  2 lb. 
   
  Lantern, bullseye 
  10 gp 
  2 lb. 
     Fine 
  15 gp 
  6 lb. 
   
  Lantern, candle 
  2 gp 
  1 lb. 
     Peasant 
  5 cp 
  2 lb. 
   
  Lantern, hooded 
  5 gp 
  2 lb. 
     Traveler’s 
  2 gp 
  4 lb. 
   
  Lantern, lighting rig 
  45 gp 
  10 lb. 
  Coin grinder 
  4 gp 
  1/2 lb. 
   
  Loadstone 
  1 gp 
  — 
  Cord, weapon 
  2 gp 
  — 
   
  Lock 
  10 gp 
  1 lb. 
  Crampons 
  4 gp 
  1 lb. 
   
  Lock, fine 
  50 gp 
  1 lb. 
  
   
  40 | T HE CO MPRE H ENSI VE EQ UI P ME NT  M AN UA L 
   
   
  ADVENTURING GEAR (GENERAL, PART 2) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Magnifying glass 
  100 gp 
  — 
   
  Saw 
  3 gp 
  5 lb. 
  Manacles 
  2 gp 
  6 lb. 
   
  Scale, merchant’s 
  5 gp 
  3 lb. 
  Manacles, fine 
  50 gp 
  4 lb. 
   
  Sealing wax 
  5 cp 
  — 
  Mantlet 
  80 gp 
  70 lb. 
   
  Shikaro 
  6 gp 
  1 lb. 
  Map, area 
  5 gp 
  — 
   
  Shovel 
  2 gp 
  5 lb. 
  Mess kit 
  2 sp 
  1 lb. 
   
  Signet ring 
  5 gp 
  — 
  Mirror, steel 
  5 gp 
  1/2 lb. 
   
  Slate board 
  5 cp 
  — 
  Oil (1-pint flask) 
  1 sp 
  1 lb. 
   
  Snorkel 
  5 cp 
  1 lb. 
  Oil (80-pint cask) 
  8 gp 
  100 lb. 
   
  Snow shoes or skis 
  2 gp 
  3 lb. 
  Oil can (pump) 
  6 gp 
  1 lb. 
   
  Soap 
  2 cp 
  — 
  Paper (one sheet) 
  2 sp 
  — 
   
  Spikes, iron (10) 
  1 gp 
  5 lb. 
  Parchment (one sheet) 
  1 sp 
  — 
   
  Sprayer 
  6 gp 
  3 lb. 
  Perfume (vial) 
  5 gp 
  — 
   
  Spyglass 
  1,000 gp 
  1 lb. 
  Periscope 
  8 gp 
  1 lb. 
   
  Spyglass, compact 
  600 gp 
  1/2 lb. 
  Pick, miner’s 
  2 gp 
  10 lb. 
   
  Stretcher, folding 
  6 gp 
  5 lb. 
  Piton 
  5 cp 
  1/4 lb. 
   
  String or twine (50 feet) 
  1 sp 
  1 lb. 
  Sheath, concealed 
  4 gp 
  — 
   
  Swim bladders 
  3 gp 
  1 lb. 
  Sheath, false bottom 
  12 gp 
  — 
   
  Tate 
  35 gp 
  35 lb. 
  Sheath, poison 
  10 gp 
  — 
   
  Tent 
   
   
  Pole (10-foot) 
  5 cp 
  7 lb. 
   
     Pavilion 
  30 gp 
  350 lb. 
  Pole, collapsible (10-foot) 
  5 gp 
  5 lb. 
   
     Six-person 
  5 gp 
  100 lb. 
  Raiment repair kit 
  2 gp 
  1 lb. 
   
     Two-person 
  2 gp 
  20 lb. 
  Rain catcher 
  1 gp 
  5 lb. 
   
  Tinderbox 
  5 sp 
  1 lb. 
  Ram, portable 
  4 gp 
  35 lb. 
   
  Torch 
  1 cp 
  1 lb. 
  Rations (1 day) 
  5 sp 
  [1 lb.] 
   
  Torch, signal 
  1 sp 
  1 lb. 
  Rations, compact (1 day) 
  2 gp 
  1/2 lb. 
   
  Water clock 
  1,000 gp 
  100 lb. 
  Robes 
  1 gp 
  4 lb. 
   
  Water shoes 
  4 gp 
  4 lb. 
  Robes, fine or silk 
  50 gp 
  3 lb. 
   
  Weaponblack 
  1 gp 
  — 
  Rope, hempen (50 feet) 
  1 gp 
  10 lb. 
   
  Whetstone 
  1 cp 
  1 lb. 
  Rope ladder, hempen (50 feet) 
  3 gp 
  24 lb. 
   
  Whistle, animal 
  2 gp 
  — 
  Rope ladder, silk (50 feet) 
  26 gp 
  12 lb. 
   
  Whistle, signal 
  5 cp 
  — 
  Rope, silk (50 feet) 
  10 gp 
  5 lb. 
   
  Winch 
  7 gp 
  5 lb. 
   
  Bedroll. Bedding suitable for one person to sleep 
  on and small enough to be rolled up and tied into a 
  cylindrical bundle. A bedroll might also take the form 
  of a hammock or other bedding suitable for single 
  person. 
  Bell. A bell is a metal cup, often with a handle or 
  hook opposite the open end. When struck, the bell 
  makes a resonating note. The typical configuration 
  includes an internal striker attached to the interior 
  such that the bell sounds whenever it is moved. 
  Bell Kit. A bell kit is a long, thin string to which 
  is attached a series of tiny bells and several delicate 
  tripods that hold the string about 6 inches off the 
  ground. Each bell kit is about 20 feet long. A single kit 
  can be strung across a hallway to provide a warning 
  system or a series of kits can encircle a campsite to 
  add a ring of security. Alternately, a bell kit can be 
  strung over a pile of equipment to warn of tampering. 
  Ideally, the kit is hidden among foliage or otherwise 
  disguised. 
  
   
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  It takes one minute to put a bell kit in place. The 
  resulting trap is triggered when someone crosses the 
  line or interacts with something the bell kit covers, 
  causing the bells to ring gently. The ringing can be 
  easily heard up to 30 feet away. An intelligent creature 
  may spot the trap with a Wisdom (Perception) check, 
  the DC of which is 10, or 12 if the line is somehow 
  concealed or camouflaged. Success allows the line to 
  be easily bypassed. 
  Blanket. A heavy blanket, usually made of wool, 
  often added to a bedroll when sleeping in chilly 
  outdoor climates. 
  Block and Tackle. A set of pulleys with a cable 
  threaded through them and a hook to attach to objects. 
  A block and tackle allows you to hoist up to four times 
  the weight you can normally lift. 
  Book. A book might contain poetry, historical 
  accounts, information pertaining to a field of lore, 
  diagrams and notes on tinkerer’s contraptions, or just 
  about anything else that can be represented using text 
  or pictures. Or it can be blank. 
  Books purchased in this form may be entertaining 
  or informational but apply no game mechanics to 
  benefit the reader. The paper is of insufficient quality 
  for the book to be used as a spellbook. 
  Book, Code. This book contains a code necessary 
  for decoding certain messages. Such books are 
  created or purchased in pairs for use in covert affairs. 
  A letter can be encoded using the code key in one of 
  the pair of books and decoded elsewhere using the 
  other. Often such books are disguised as books of 
  another sort, their code keys hidden among otherwise-
  innocuous text. 
  Book, Lore. A book of lore contains a wealth of 
  information upon a specific subject, helpfully indexed 
  and often illustrated as well. 
  A lore book is created in one of several forms: 
  arcana, history, nature, or religion. Alternately, a lore 
  book may pertain to a specific craft or trade. A 
  character that spends 1 minute consulting a relevant 
  lore book has advantage on any Intelligence check to 
  recall lore of that type, made at the end of the 
  consultation. This book does not apply its benefit if the 
  DC for the check is higher than 15; higher DCs 
  indicate information that is too rare or esoteric to be 
  found in a reference book. 
  Caltrops (Bag of 20). These large metal jacks 
  have sharpened points designed to harm anyone that 
  steps on them. When scattered over the ground, they 
  create a significant hazard. 
  As an action, you can spread a bag of caltrops to 
  cover a square area that is 5 feet on a side. Any 
  creature that enters the area must succeed on a DC 15 
  Dexterity saving throw or stop moving this turn and 
  take 1 piercing damage. Taking this damage reduces 
  the creature’s walking speed by 10 feet until the 
  creature regains at least 1 hit point. A creature moving 
  through the area at half speed doesn’t need to make the 
  save. 
  Caltrops (Box of 200). This wooden box has a 
  hatch on one end and a complex internal mechanism. 
  The contraption has two functions. Caltrops can 
  be distributed from it manually; each action used to 
  pour the sharpened jacks can cover a square area that 
  is 5 feet on a side. The box holds enough caltrops to 
  cover 10 such areas. Alternately, the contraption can 
  be placed on the ground, pointed a specific direction, 
  and deployed using a plunger. This requires a single 
  action. Activation by the plunger flings open the 
  spring-loaded contraption, spraying caltrops to land in 
  a square area adjacent to the box, 15 feet on each side. 
  Any creature that enters an affected area must succeed 
  on a DC 15 Dexterity saving throw or stop moving this 
  turn and take 1 piercing damage. Taking this damage 
  reduces the creature’s walking speed by 10 feet until 
  the creature regains at least 1 hit point. A creature 
  moving through the area at half speed doesn’t need to 
  make the save. 
  Candle. A wax taper with a wick that provides a 
  small amount of light when lit. 
  For 1 hour, a lit candle sheds bright light in a 5-
  foot radius and dim light for an additional 5 feet. 
  Chain (10 feet). A chain is a length of 
  interconnected metal rings or ovals. It serves many of 
  the same functions as a rope, but is much more 
  durable. 
  A chain has 10 hit points. It can be burst with a 
  successful DC 20 Strength check. 
  Chalk (1 Piece). Chalk is a soft, porous rock, 
  typically sold in the form of 3-inch rods. It readily 
  marks rough surfaces with crumbly residue, leaving 
  distinct lines. 
  Chalk is normally white, but it can be purchased 
  in other forms, its porous material infused with dye to 
  allow for writing in specific colors. 
  
   
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  Climber’s Kit. A climber’s kit comes in a satchel 
  that includes special pitons, boot tips, gloves, and a 
  harness. 
  You can use the climber’s kit as an action to 
  anchor yourself; when you do, you can’t fall more than 
  25 feet from the point where you anchored yourself, 
  and you can’t climb more than 25 feet away from that 
  point without undoing the anchor. 
  Clothes, Camouflage. Camouflage is the practice 
  of manipulating the visual cues that allow the eye to 
  perceive variations in the environment. These 
  variations are the ones that signal the presence of 
  something out-of-place. Discordant colors and shapes 
  particularly draw the eye; camouflage seeks to mute 
  these effects to maintain concealment. Camouflage 
  clothing is designed to avoid detection, but it applies 
  only in environments the clothing is patterned for. For 
  example, forest-colored camouflage clothing has no 
  benefit in snowy or desert environment. 
  The 
  following 
  rule 
  applies 
  generally 
  to 
  camouflage methods. When a creature would suffer 
  disadvantage on a Dexterity (Stealth) check because 
  its appearance starkly contrasts its background, such 
  as while hiding in a snowy field, the use of camouflage 
  can negate this disadvantage. Likewise, if a creature 
  attempting a Wisdom (Perception) check would gain 
  advantage for the same reason, the advantage is 
  negated by the camouflage. Effective camouflage 
  operates to prevent game mechanics from penalizing 
  someone or something for a failure to blend in. It is not 
  intended to provide additional benefits to a hiding 
  person for comparisons of Stealth vs. Perception, just 
  negate penalties (and only penalties related to 
  discordant 
  background 
  conditions). 
  The 
  exact 
  application of this effect is left to the Dungeon 
  Master’s discretion, particularly the question of 
  whether the camouflage sufficiently matches the 
  environment and covers enough of the hiding 
  character to be effective. 
  Clothes, Cold Weather. These clothes provide 
  protection from harsh winter weather and cold 
  environments. The wearer can typically operate 
  unhindered in cold climes for longer and with less 
  environmental detriments than could someone 
  wearing lighter clothing. 
  These clothes provide the benefits of cold weather 
  gear, as mentioned on page 110 of the Dungeon 
  Master’s Guide. Other benefits of cold weather clothes 
  are left to the Dungeon Master’s discretion. 
  Clothes, Common. A set of common clothes 
  includes simple garments like a tunic or shift, trousers, 
  leggings, a cloak, a belt, simple shoes or boots, and 
  various accessories. Common clothes have no fancy 
  stitching or ornamentation. 
  Clothes, Costume. A costume is a flamboyant set 
  of clothes, typically used in acting productions to 
  portray certain characters. Simple costumes can be 
  interchangeable for various roles, but some costumes 
  are so specific to a character that they cannot be used 
  for any other role. If the role of the costume suits, it 
  can also serve as a disguise when impersonating 
  someone of a specific position like a member of the city 
  watch. 
  Clothes, Disguise. This set of loose clothing is 
  made to be worn over other clothes as a generic 
  disguise. It usually includes clothing that conceals the 
  wearer’s features, like a low-brimmed hat or a hood. 
  A disguise is typically reversible, with one side 
  mimicking the clothing of a beggar and the other 
  appearing to be the clothes of a person from a 
  middling social class, like a modest merchant. 
  To fool pursuers, the disguise can be torn away 
  with a single action and either stowed in a pack or 
  abandoned somewhere out of sight. 
   
   
   
  
   
  43 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  Clothes, Fine. This set of clothing is crafted with 
  exceptional quality and is probably well-tailored. Fine 
  clothes can be simple and elegant or flashing and 
  ornamental. Fine clothes are the type typically worn 
  by the wealthy class: nobles, prosperous merchants, 
  and important clergy. 
  Clothes, Traveler’s. Traveler’s clothes are like 
  common clothes but made for traveling; cloaks are 
  warmer and hooded, boots are higher and water-
  resistant, mittens or gloves are included. 
  Coin Grinder. This small device looks like a metal 
  cylinder with two halves that can be twisted in 
  opposite directions. The device is used to shave coins, 
  up to ten at a time. 
  It takes one minute to reduce the contained coin 
  or coins to tiny particles. The resulting shavings or 
  powder are suitable for a variety of magical 
  components. For example, the creation of a dose of 
  holy water requires 25 gp worth of silver powder. A 
  character with 250 silver pieces and a coin grinder 
  could convert the coins into suitable components in 25 
  minutes. 
  Cord, Weapon. A weapon cord is a sturdy hempen 
  cord or leather thong tied securely to the handle of a 
  weapon. 
  The cord is looped at the other end, such that it 
  can be secured to the weapon wielder’s wrist using an 
  action, provided the wielder’s other hand is free to 
  secure it. Once secured, the weapon cannot be 
  disarmed by normal means. If the user drops the 
  weapon, it hangs from the wrist and can be re-gripped 
  on the wielder’s turn, requiring no effort or action to 
  do so. To put the weapon away, the weapon’s wielder 
  must use a free hand to remove the loop from her wrist 
  as an action. 
  Crampons. These spiked metal frames are 
  designed to be worn over the soles of shoes, one on 
  each foot. They help the wearer navigate icy terrain 
  without slipping. The toes of the crampons include 
  longer spikes that can dig into ice walls to aid in 
  climbing. 
  Crampons give the wearer advantage on saving 
  throws and ability checks to prevent falling on ice. 
  They also allow the wearer to climb icy terrain features 
  without applying penalties from the slipperiness of the 
  surface; treat this Strength (Athletics) check as an 
  attempt to climb a normal, non-icy surface. 
  Crowbar. A crowbar is a short, sturdy bar with a 
  flat wedge at each end. It is used to apply leverage 
  when trying to pry things open. 
  Using a crowbar grants advantage to Strength 
  checks where the crowbar’s leverage can be applied. 
  Diver’s Kit. This kit contains diving flippers that 
  attach to the feat, a glass-faced rubber diving mask, a 
  snorkel, a short knife, and a diver’s can. 
  A diver’s can is a metal tube about one foot long 
  with an air-tight breathing nozzle and an internal 
  plunger. The device holds enough air to provide a 
  diver with a single lungful of air. As the diver’s period 
  of breath-holding ends, prior to suffocation, the diver 
  can use an action to manipulate the plunger and breath 
  in the contained air. This allows the diver to begin 
  holding her breath again for another number of 
  minutes equal to 1 + her Constitution modifier 
  (minimum of 30 seconds). The diving flippers each 
  require one action to apply or remove to the feet. They 
  allow the swimmer to move more quickly in water 
  than an unaided swimmer; every 2 feet of movement 
  in water requires only 1 extra foot of movement. 
  Doka. These items come in various forms, from 
  small tin pots (often called “hand lamps”) to the 
  traditional bamboo tube, sealed at each end. 
  A doka holds live coals, keeping them viable for 
  up to 1 hour. The device is used for lighting fuses or 
  candles. It can also provide heat to warm the hands and 
  body in inclement weather. During the hour that the 
  coals remain live, the bearer of this item gains the 
  benefits of wearing cold weather gear for the purpose 
  of resisting extreme cold. (See page 110 of the 
  Dungeon Master’s Guide.) The device is particularly 
  used to warm the hands prior to performing manual 
  dexterity tasks to prevent coldness from inhibiting the 
  action. 
  Ear Trumpet. This small funnel-shaped device 
  has a small end that fits into the ear and a larger, 
  hollow end to press against a door or wall. 
  The user of an ear trumpet gets advantage to any 
  Wisdom (Perception) check to hear things on the other 
  side of the door or wall, so long as the sources of those 
  sounds are within 15 feet of the other side of the door 
  or wall. 
  Earplugs. Earplugs do not completely block 
  sound, but they can be useful to when attempting to 
  sleep in the presence of disruptive noises. They are 
  also used to resist certain sorts of magical attacks.  
  
   
  44 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  You can use an action to insert or remove earplugs 
  into your ears. While worn, you have the deafened 
  condition, but sounds are not perfectly disrupted. You 
  have advantage on any saving throw to resist attacks 
  that require you to hear them. This includes any charm 
  spells that require you to speak the same language as 
  the caster. 
  Falling Sail. A falling sail consists of a body 
  harness and large backpack containing various 
  components to slow a fall. A silk dome-shaped sail 
  deploys from the pack, remaining attached to the 
  wearer by a series of high-strength cords. The sail fills 
  and creates drag, allowing the wearer to fall through 
  the air at a safe speed. 
  A falling sail is activated with an action when the 
  wearer is falling. The rush of air through the 
  contraption is necessary for it to deploy; a falling sail 
  cannot be activated prior to falling from a great height. 
  A falling sail deploys at the start of the user’s turn 
  following turn when it was activated (after the wearer 
  has already free-fallen 500 feet). The deployed device 
  reduces the wearer’s falling speed to 100 feet per 
  round. The user suffers only 1d6 falling damage upon 
  landing. It takes two actions to extricate oneself from 
  the harness, cords, and canopy after landing. A falling 
  sail may be reused after taking 1 hour to carefully 
  repack it. 
  Filtered Mask. This layered mask covers the nose 
  and mouth, providing protection against foul air. 
  The wearer receives advantage on Constitution 
  saves to resist inhaled poisons, dust of sneezing and 
  choking, and similarly harmful particles in the air. 
  Fire Kit. This primitive fire-starting kit includes 
  tinder, a wooden block, and a grinding peg. A small 
  bow is used to rapidly turn the grinding peg against 
  the wooden block until the heat ignites tinder placed 
  at its base. 
  It takes 1 minute to light a fire using a fire kit. 
  Fishing Tackle. This includes a wooden fishing 
  rod, silken line, corkwood bobbers, steel fishhooks, 
  lead line-sinkers, intricate flies and lures, and small 
  net traps. 
  Glass Breaker’s Kit. A glass breaker’s kit is used 
  to bypass glass barriers like windows. It includes 
  tarpaper, a glass-cutting tool, and a rubber suction 
  device to quietly remove an incised piece of glass. 
  It takes 1 minute using a glass cutter to cut and 
  remove a circle of glass large enough to reach an arm 
  through. It takes 6 minutes to create a hole large 
  enough to crawl through. (The glass cutter cannot cut 
  glass more than 1 inch thick.) Another tool in the kit, 
  tarpaper, is a roll of cloth that is sticky on one side and 
  used to get through glass quickly and safely. It is a less 
  subtle tool than the glass cutter. It takes one minute to 
  apply tarpaper to an area up to the size of a large 
  window. Thereafter, if the glass is shattered, the 
  tarpaper clings to the glass shards keeping them from 
  flying about and being a danger to nearby persons. 
  Goggles. Goggles come in multiple types, and for 
  various purposes. They are typically employed for 
  blocking wind from entering the wearer’s eyes. 
  Goggles can also be made to negate the glare of 
  sunlight, either using lenses of smoked glass or 
  vertical slits that cover the eyes and block out excess 
  light. 
  Goggles remove disadvantage to Wisdom 
  (Perception) checks related to sight if it was imposed 
  by blowing winds or by bright light. This also helps 
  characters with the Sunlight Sensitivity racial trait, 
  negating the disadvantage on Wisdom (Perception) 
  checks, but not on attack rolls. 
  Grappling Hook. This device has four opposite, 
  hooked prongs at the end of a short metal rod. At the 
  other end of the rod is a loop large enough to tie a rope 
  to. A grappling hook, when properly thrown, carries a 
  rope to the top of a wall or other obstacle. It clings fast 
  to the edge of the impediment, allowing a climber to 
  navigate the obstacle. 
  Securing a grappling hook requires an action and 
  a Dexterity (Athletics) check against a DC of 5, + 2 for 
  every 10 feet of distance the hook is thrown. (This is a 
  non-standard pairing of an ability and a skill.) The 
  maximum height the hook can be thrown is 20 feet, + 
  2 feet per point of the thrower’s Strength. (If using a 
  lighter rope, like silk, the maximum height is 30 feet, 
  + 3 feet per point of Strength.) Failing the check by 4 
  or less means the hook fails to catch and falls back 
  immediately. Failure by 5 or more indicates that the 
  hook holds initially but comes loose after 1d4 rounds 
  of supporting weight. The DM rolls the Dexterity 
  (Athletics) check in secret so the thrower does not 
  know if the hook is secure or not; a wise climber, one 
  who has enough time for caution, tests the rope for a 
  bit to make sure the hook is secure. 
  A caught grappling hook can be dislodged from 
  below by flicking the rope. Each attempt requires an 
  action and the same check that would be needed to 
  
   
  45 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  catch the hook at that height. Success indicates that the 
  grappling hook dislodges and falls. 
  Grooming Kit. This small tin contains combs in 
  various sizes, grooming wax, soaps, and various other 
  tools for maintaining personal cleanliness and 
  grooming. 
  Hacksaw. This small saw is designed to cut 
  through metal, particularly metal bars. 
  This saw ignores the hardness of most objects its 
  saws through. The saw progresses at a rate of 1 hp per 
  round of sawing. 
  Hammer. This mallet has a broad head, more 
  suitable for utility than war. 
  Hammer, Muffled. The head of this hammer is 
  covered by layers of hardened leather or rubberized 
  cloth. 
  The sound produced by using this tool carries only 
  half the distance as a normal hammer. 
  Hammer, Sledge. This heavy hammer is used for 
  demolition rather than construction, particularly for 
  breaking down walls, doors, and other building 
  materials softer than stone. A sledge can also break 
  apart rocks. 
  Harness. A series of straps that surround the 
  wearer with various rings and loops suitable for 
  attaching tools and rope. A character can be 
  suspended comfortably and securely by a harness, 
  allowing her to be hauled up a cliff by her compatriots 
  or lowered into a well. 
  With a bit of adjustment, a harness could instead 
  be attached securely around an inanimate object of 
  about the size of a Small or Medium character. A 
  harness is included in a climber’s kit, but it can be 
  purchased separately. 
  Hourglass. An hourglass consists of a wooden 
  frame around two vertically-aligned glass bulbs 
  containing sand. The bulbs are connected by a glass 
  tube that restricts the flow of sand such that it takes 
  one hour for it to pass entirely from one bulb to the 
  other. Marks along the bulb measure the height of the 
  sand at various points, delineating when 1 minute, 10 
  minutes, and 30 minutes have passed since the glass 
  was turned. 
  Hunting Trap. When you set it, this trap forms a 
  saw-toothed steel maw that snaps shut when a 
  creature steps on a pressure plate in the center. 
  Setting a trap requires an action. The trap is 
  affixed by a heavy chain to an immobile object, such 
  as a tree or a spike driven into the ground. A creature 
  that steps on the plate must succeed on a DC 13 
  Dexterity saving throw or take 1d4 piercing damage 
  and stop moving. Thereafter, until the creature breaks 
  free of the trap, its movement is limited by the length 
  of the chain (typically 3 feet long). A creature can use 
  its action to make a DC 13 Strength check, freeing 
  itself or another creature within its reach on a success. 
  Each failed check deals 1 piercing damage to the 
  trapped creature. 
  Ink. Ink is a thin liquid that contains dyes. It is 
  used in combination with an ink pen to write on paper, 
  parchment, or similar materials. Ink is available in a 
  variety of colors, but dark gray or light black is the 
  most common. 
  Ink, Invisible. This ink is visible only for a minute 
  or so when applied. Thereafter, it becomes invisible, 
  leaving no visual or tactile trace of itself. The ink can 
  later be revealed by a method that varies depending 
  on its type. This might be the application of heat, as in 
  holding the paper near a candle, or the application of 
  a chemical wash. 
  Ink Pen. An ink pen is a type of stylus with a sharp 
  tip. It is used to create fine lines and writing with ink 
  of any sort. 
  Lamp. A lamp is a container that holds oil with a 
  wick that is lit like a candle. The simplest versions 
  appear no more complex than a clay bowl with a wick 
  clamped to the lip. More complex lamps have multiple 
  chambers to channel air, to fuel the wick, and to 
  discharge smoke and heat. 
  A lamp casts bright light in a 15-foot radius and 
  dim light for an additional 30 feet. Once lit, it burns 
  for 6 hours on a flask (1 pint) of oil. 
  Lantern, Bullseye. A lantern takes the basic form 
  of a lamp, but with a protective enclosure and glass 
  panels that protect the flame and magnify the light 
  emitted. A set of internal mirrors focuses the light in 
  one direction. 
  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, Candle. This small lantern holds a 
  candle within a protective enclosure of glass panels 
  that protect the flame and magnify the light. A set of 
  internal mirrors focuses the light in one direction. 
  A candle lantern casts bright light in a 10-foot 
  cone and dim light for an additional 10 feet. A candle 
  placed within the mirrored holder, while lit, burns for 
  1 hour.  
  
   
  46 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  Lantern, Hooded. A lantern takes the basic form 
  of a lamp, but with a protective enclosure and glass 
  panels that protect the flame and sometimes magnify 
  the light emitted. This lantern has a shuttering system 
  that covers the glass panels to temporarily block the 
  light. 
  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 the light to 
  dim light in a 5-foot radius. 
  Lantern, Lighting Rig. A lighting rig is a very 
  large lantern, too heavy to carry affectively in one 
  hand for any length of time. These devices are often 
  hung from wagons, ships, and lamp poles in villages. 
  This version has three collapsible legs that, when 
  expanded, stabilize the lighting rig and hold it several 
  feet off the ground. 
  It takes one minute to set up the tripod legs or to 
  break them down. A lighting rig casts bright light in a 
  60-foot radius and dim light for an additional 60 feet. 
  A lighting rig can hold up to 4 pints of oil at a time. 
  Once lit, it burns for 2 hours per pint of oil. 
  Loadstone. This oblong magnetite is a naturally 
  magnetized stone, typically tied to a string. When hung 
  suspended in the air, the loadstone turns to align with 
  the magnetic poles. 
  Due to inconsistencies in natural magnetization, a 
  lodestone is not infallible. But it does give the user 
  advantage on any Wisdom (Survival) check to 
  determine which way is north. 
  Lock. This device comes in padlock form or is 
  built into a door, case, or similar closure. 
  A key is provided with the lock. Without the key, 
  a creature can pick this lock with a successful DC 15 
  Dexterity (thieves’ tools) check. 
  Lock, Fine. This device comes in padlock form or 
  is built into a door, case, or similar closure. It is a 
  higher-quality version of a normal lock. 
  Two keys are provided with the lock. Without the 
  key, a creature can pick this lock with a successful DC 
  20 Dexterity (thieves’ tools) check. A fine lock has 
  twice the hit points of a normal lock. 
  Magnifying Glass. This lens allows a closer look 
  at small objects. It is also useful as a substitute for flint 
  and steel when starting fires. 
  Lighting a fire with a magnifying glass requires 
  light as bright as sunlight to focus, tinder to burn, and 
  about 5 minutes for the fire to ignite. A magnifying 
  glass grants advantage on any ability check made to 
  appraise or inspect an item that is small or highly 
  detailed. 
  Manacles. Two metal shackles that hold the 
  wrists together, typically behind the back, to prevent 
  the free use of the bound subject’s hands. 
  These restraints can bind a Small or Medium 
  creature. Escaping the manacles requires a successful 
  DC 20 Dexterity check. Breaking them requires a 
  successful DC 20 Strength check. Each set of 
  manacles comes with one key. Without a key, a 
  creature proficient with thieves’ tools can pick the 
  manacles’ lock with a successful DC 15 Dexterity 
  check. Manacles have 15 hit points. A double set of 
  manacles includes shackles for the ankles, reducing 
  the wearer’s movement speed to 5. The wrist shackles 
  and ankle shackles are typically connected by a 
  common chain. Double sets double the listed cost and 
  weight. 
  Manacles, Fine. These shackles are a sturdier, 
  better-crafted version of normal manacles. 
  These restraints can bind a Small or Medium 
  creature. Escaping fine manacles requires a successful 
  DC 20 Dexterity check. Breaking them requires a 
  successful DC 25 Strength check. Each set of fine 
  manacles comes with two keys. Without a key, a 
  creature proficient with thieves’ tools can pick the 
  manacles’ lock with a successful DC 20 Dexterity 
  check. Fine manacles have 30 hit points. A double set 
  of fine manacles includes shackles for the ankles, 
  reducing the wearer’s movement speed to 5. The wrist 
  shackles and ankle shackles are typically connected by 
  a common chain. Double sets double the listed cost 
  and weight. 
  Mantlet. A mantlet is a rolling piece of cover 
  about the height of a Medium sized humanoid. It is 
  designed to protect approaching troops from the 
  missile fire of entrenched enemies. This “adventurer’s 
  version” consists of two vertical shield planes 
  attached with tied joints or hinges. The mantlet has 
  small wheels at the bottom to help move it forward in 
  its deployed form or pull it behind you in its folded 
  form. When deployed, the two planes of the mantlet 
  form stand perpendicular to one another, forming an 
  “L” shape. 
  Deploying a folded mantlet (or folding a deployed 
  mantlet) requires two actions. Shifting a deployed 
  mantlet costs 1 extra foot of movement per foot moved 
  and counts as an interaction with the environment. A 
  
   
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  character behind a mantlet can claim three-quarters 
  cover. The cover only applies to attacks coming from 
  the other side of the device. 
  When using a battle mat, mark two contiguous 
  sides of the square you are in, forming a right angle. 
  When attacked, choose any corner of your square 
  except the corner where the two planes meet, or a 
  corner that is shared with your attacker’s square. Draw 
  a straight line from that corner to any corner of the 
  attacker’s square, except a corner that is shared with 
  your square. If that line passes through either of the 
  marked mantlet lines, or touches a corner of one (not 
  counting the corner from which this line originates), 
  the mantlet provides you with cover. 
  Map, Area. An area map usually applies to a 
  region, like a small kingdom or a large barony. It 
  might also apply to a similarly sized geographical 
  area, like an island or a forest. 
  In addition to naming various points of interest, 
  an area map gives the user advantage on any Wisdom 
  (Survival) checks to accurately navigate the area and 
  avoid getting lost within it. 
  Mess Kit. A collection of cookware and eating 
  utensils suitable for camping or eating with on the 
  trial. These are usually packaged within a portable, 
  lightweight container. 
  Mirror, Steel. This small, glass plate is backed 
  with polished steel. Its surface is highly reflective, with 
  little distortion. 
  Oil (Flask or Cask). Oil is a viscous, flammable 
  liquid used to fuel lamps. It typically comes in a clay 
  flask that holds 1 pint or a cask that holds 80 pints. 
  As an action, you can splash oil from a flask onto 
  a creature within 5 feet of you or throw it up to 20 feet, 
  shattering it on impact. Make a ranged attack against a 
  target creature or object, treating the oil as an 
  improvised weapon. On a hit, the target is covered in 
  oil. If the target takes any fire damage before the oil 
  dries (after 1 minute), the target takes an additional 5 
  fire damage from the burning oil. You can also pour a 
  flask of oil on the ground to cover a 5-foot-square area, 
  provided that the surface is level. Alternately, you can 
  unstop a cask of oil, causing oil to flow out onto the 
  ground and, within two rounds, covering an area with 
  a 20-foot radius around the cask. If lit, the oil burns for 
  2 rounds and deals 5 fire damage to any creature that 
  enters the area or ends its turn in the area. A creature 
  can take this damage only once per turn. 
  Oil Can (Pump). This metal contraption includes 
  a squeezable handle or plunger, a pumping tank, and 
  a long, thin applicator. Pumping the device forces a 
  measure of oil out of the applicator, typically to oil 
  axles or similar devices. A primary use for adventurers 
  is to silence the hinges of noisy doors. 
  An oil can will hold up to 1 pint of oil. 
  Paper. Paper is a very thin, flat sheet or roll of 
  processed wood pulp, often dyed white, used for 
  writing on. Paper is thinner than parchment. 
  Parchment. Parchment is a thin, flat sheet or roll 
  of animal skin, scraped and dried under tension, 
  suitable for writing on. 
  Perfume. This collection of essential oils is 
  formulated for its fragrant properties. 
  Applying one-twentieth of the vial to a creature or 
  object causes a pleasant scent to emanate from the 
  affected area for 3 hours. Applying double that 
  quantity makes the scent last for 4 hours, but the 
  strength of the scent can become overpowering for 
  some. Perfumes can be purchased in a variety of 
  different scents. 
  Periscope. This tube is bent at right angles at each 
  end, the ends pointing in opposite directions. A set of 
  mirrors inside the bends allow the user to look in one 
  end and see out the other. 
  A periscope allows the user to see around corners 
  or obstacles without exposing herself. 
  Pick, Miner’s. This miner’s tool is good for 
  breaking stone and hard-packed dirt. 
  Piton. Pitons are spikes with eyelets at the butt. 
  They are hammered into cracks in walls, natural or 
  otherwise, to create secure handholds or attach 
  climbing ropes to. 
  Pole. This 10-foot pole is used to test passage 
  walls, ceilings, and floors for traps. Warry 
  adventurers will tap these surfaces as they progress to 
  find hollow areas or hidden pressure plates. 
  Pole, Collapsible. This hollow steel pole is 
  segmented along its 10-foot length. 
  As an action, the pole can be broken down into a 
  more portable form, about 2 feet long. Another action 
  is required to extend the pole to its original length and 
  lock its segments into place. 
  Raiment Repair Kit. This pouch contains sewing 
  needles, patches, scissors, and a variety of different 
  threads. It is used to repair tears in cloth or leather 
  clothes, or other items made of such materials, such as 
  backpacks or boots. 
  
   
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  Rain Catcher. A leather tarp that forms a basin 
  when stretched over its collapsible wooden frame. 
  This simple device is designed to catch and hold rain 
  water. It has a plugged funnel at the bottom for filling 
  waterskins and other containers. 
  The device can catch 2 gallons of drinking water 
  per inch of rainfall. The basin holds up to 8 gallons. 
  Ram, Portable. A portable ram is weighty wooden 
  log with a metal prow and handles on both sides. 
  You can use a portable ram to break down doors. 
  When doing so, you gain a +4 bonus on the Strength 
  check. One other character can help you use the ram, 
  giving you advantage on this check. 
  Rations. Sometimes called “iron rations,” these 
  consist of dry foods suitable for extended travel, 
  including jerky, dried fruit, hardtack, and nuts. 
  System Change: The weight of a day’s rations is 
  changed here to 1 lb. The Player’s Handbook weight 
  of 2 seems to be a typo; that higher weight it is contrary 
  to the rules in other parts of the Player’s Handbook 
  and the Dungeon Master’s Guide and it deviates from 
  the otherwise-identical cost and weight for rations 
  given in multiple prior editions. 
  Rations, Compact. These expensive rations are 
  much like normal iron rations except that they are 
  made with the lightest, most compact foodstuffs to 
  reduce encumbrance. 
  Robes. A loose-fitting sleeved garment that can be 
  worn over other clothes or worn by itself. Robes can 
  be decorative, religious (as vestments), or protective 
  (as a smock). Artists sometimes wear robes to protect 
  their clothing from artistic materials like paint. 
  A robe can be worn over any other set of clothes, 
  except for cold weather clothes or a disguise, both of 
  which are too bulky. 
   
  STARVATION RULES AS WRITTEN 
  Although both the Player’s Handbook and Dungeon Master’s Guide insist a whole pound of food is necessary each 
  day, the applied mechanics in the standard rules belie this notion. No penalties apply until a number of days passes 
  without food. That number is 3 + the character’s Constitution modifier, to a minimum of 1. At the end of the day 
  following that period, one level of exhaustion is applied. 
  Remember that a level of exhaustion is removed daily after a long rest, so long as “some food” is consumed. 
  This means, depending on Constitution, a human only needs a pound of food every 4 to 9 days to operate at peak 
  efficiency so long as nothing else is giving her exhaustion levels during that period. 
  If starvation is a serious, important part of your game, consider the following variant rule. If starvation is not 
  a real danger you employ for serious, dramatic purposes, skip this rule (and maybe don’t track rations at all). 
   
  VARIANT: STRICTER STARVATION 
  This optional rule only matters if starvation is a serious obstacle in your campaign or if a segment of the adventure 
  requires the characters to suddenly start tracking their consumption. For example, the campaign takes place on a 
  barren world where hunting for food is impossible or a part of an adventure has the characters drifting off course 
  in a storm with no land in sight. 
  While a creature can survive on a minimal caloric intake, extended periods of starvation are dangerous and can 
  cause permanent organ damage. The way body physiology changes to adapt to starvation often causes severe 
  complications after food is reintroduced, requiring careful refeeding for a healthy recovery. 
  Under this system, two changes are implemented. First, a normal day of eating does not reset a starving 
  character’s count of days without food to 0. A starving character reduces her count by 2 days for each day she eats 
  normally (consumes 1 pound of food). Additional food in a day is hard to process and does not reduce the count 
  any faster. 
  Second, at any time the character’s count of full days without food is above 0, she has a level of exhaustion 
  that applies additionally to any other exhaustion derived from starvation. This “hungry” exhaustion level is 
  automatically removed if the character’s count of days without food is reduced to 0. It cannot otherwise be removed. 
   
  
   
  49 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  Robes, Fine or Silk. This robe is made of 
  expensive material. It is typically worn for ceremonial 
  purposes or as a sign of power or affluence. 
  Rope (any). A rope is a twisted braid of strands. 
  These are typically from a fibrous plant like hemp, or 
  some non-plant alternative source, like silk. 
  Rope, whether made of hemp or silk, has 2 hit 
  points and can be burst with a DC 17 Strength check. 
  The effectiveness of placing a knot in a rope can 
  be determined with an Intelligence (Sleight of Hand) 
  check. This is a non-standard pairing of ability and 
  skill. The result becomes the DC to untie the knot 
  using Intelligence (Sleight of Hand). The Dungeon 
  Master will determine when it is possible or practical 
  to get at a knot to untie it. Alternately, that DC can be 
  used for an Acrobatics (Dexterity) check to slip out of 
  bonds tied from rope. 
  Rope Ladder (any). A rope ladder consists of two 
  parallel ropes connected by a series of short rungs, 
  giving it the overall appearance and functionality of a 
  ladder. At least half of the rungs are rigid wood or 
  metal, holding the two ropes apart at a set distance. 
  A rope ladder can be ascended or descended at the 
  same speed as someone climbing a rope, except that 
  no Strength (Athletics) checks are required. A rope 
  ladder has 4 hit points and can be burst with a DC 19 
  Strength check. 
  Saw. A hard-toothed blade with a handle 
  designed for cutting wood using a repetitive “sawing” 
  motion. 
  A saw ignores the hardness of wood, cutting 
  through it at a rate of 3 hit points for each action that 
  the user takes to apply the saw. It has no effect on 
  harder materials like metal. 
  Scale, Merchant’s. This small balance is suitable 
  for weighing objects or quantities of objects, up to five 
  pounds. The scale comes with an assortment of 
  weights to use in these calculations. 
  Sealing Wax. This soft stick of wax melts at a low 
  temperature. Scribes use it for sealing scrolls and 
  other messages. Apothecaries use it to seal stoppers in 
  flask and vials. The applications are many and varied. 
  Sheath (any). A sheath is a leather, wood, or 
  metal covering for the blade of a weapon. It is 
  designed to allow the weapon to be stored and carried 
  with ease and safety. 
  All weapons suitable for sheathes come with 
  normal versions, included in their costs. Special 
  sheaths normally add nothing to the combined weight 
  of the weapon; they simply cost more based on their 
  additional functionality. Not all weapons are suitable 
  for sheathes; the DM will determine which weapons 
  are appropriate to have them. 
  Sheath, Concealed. In a boot, up a sleeve, or 
  within a tunic, this sheath serves to conceal a small 
  blade like a dagger. 
  A weapon hidden in a concealed sheath will not 
  be automatically noticed. Someone examining the 
  wearer must succeed at a DC 20 Wisdom (Perception) 
  check to spot the weapon. A person physically 
  touching (searching) the wearer may substitute an 
  Intelligence 
  (Investigation) 
  check. 
  Physically 
  searching applies advantage to the check. A concealed 
  sheath holds a bladed weapon no more than 1 pound 
  in weight, like a dagger, kukri, poison dagger, punch 
  dagger, or stiletto. 
  Sheath, False Bottom. The bottom of this rigid 
  sheath unscrews or otherwise comes apart to reveal a 
  segment of the sheath that is not taken up by the 
  contained blade. 
  This unused segment holds small objects or 
  materials up to 1/2 pound in weight. Alternately, a 
  false bottom can be crafted to contain a dagger, the 
  blade drawn out of the bottom of the sheath and the 
  removed portion of the sheath acting as the handle. 
  The alternate “dagger” version adds 1 pound to the 
  combined weight of the weapon and sheath. 
  Sheath, Poison. This sheath is carefully designed 
  to close over the shape of the contained weapon’s hilt, 
  forming a tight seal as the weapon is inserted. 
  If a dose of poison is applied to the weapon, and 
  the weapon returned to the poison sheath, the seal 
  prevents the poison from further drying out. Normal 
  poisons dry out after one minute (10 rounds) of 
  exposure to air. When tracking this time, only count 
  rounds that the weapon has not been in the poison 
  sheath for the whole round. (See the rules for injury 
  poisons, described below in this Part.) Each poison 
  sheath is designed for use with a specific weapon and 
  crafted to match the unique contours of the blade and 
  hilt. Another weapon, even of the exact same type, will 
  not fit perfectly and so will not benefit from the poison 
  sheath’s effects. 
  Shikaro. A hand-cranked drill with a triangular 
  head used to drill spy holes. The shape of the drill head 
  means that holes drilled are larger on the driller’s 
  side, but leave only a tiny pinhole on the far side of the 
  barrier. 
  
   
  50 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  This tool ignores the hardness of wood or material 
  of similar toughness. The shikaro requires 1 round of 
  drilling per hit point of the barrier drilled through, 
  though it does not actually remove hit points from the 
  object. When trying to make a spyhole subtly, the user 
  of the shikaro must make a Dexterity (Subterfuge) 
  check. (This is a non-standard pairing of an ability and 
  a skill.) The check result sets the DC for an 
  Intelligence (Investigation) by anyone trying to find 
  the spyhole. A person on the pinhole side who looks 
  for it makes this check with disadvantage. 
  Shovel. A shovel is a medium-hafted tool with a 
  spade-shaped blade designed to dig in earth or other 
  soft material. 
  Signet Ring. A ring with a unique design used to 
  imprint sealing wax. A signet ring is a very personal 
  device. It is often used as a mark of authority, 
  particularly when given to others to hold on behalf of 
  the owner. 
  Snorkel. The user’s end of this breathing tube has 
  a comfortable mouthpiece that can be gripped in the 
  teeth. 
  The device allows a user to breathe while 
  submerged, so long as the other end of the tube 
  protrudes out of the water. A rubberized cloth strap 
  holds the snorkel tube in place against the user’s 
  temple. 
  Snow Shoes or Skis. Snow shoes are pairs of 
  circular or oval frames containing sturdy netting. 
  These attach to the soles of the user’s boots, allowing 
  her to walk unhindered over snow. Skis are long thin 
  planks, usually treated with wax or metal skids, that 
  allow the wearer to slide easily over snow. 
  Wearing either of these devices allows the user to 
  ignore the effect of difficult terrain that would be 
  applied because of deep snow. Wearing them in other 
  terrain types imposes difficult terrain rules. 
  Soap. Soap is a small brick of oily solid cleanser 
  used to remove dirt and grime. It can be used for other 
  purposes such as oiling hinges or greasing a slope. 
  Spikes, Iron. These metal spikes have a variety of 
  purposes, from doubling as extra tent stakes to nailing 
  parchment to a door. Iron spikes are most commonly 
  used to spike doors; when hammered into the gap 
  beneath a door, the resulting pressure and friction 
  prevent the door from opening except under great 
  pressure. 
  A spiked door can be forced open with a Strength 
  (Athletics) check against a DC of 20. 
  Sprayer. This device has a pneumatic hand pump 
  attached to a small drum. It is designed to spray 
  liquids. 
  The user can attack a target within 15 feet by 
  spraying it with the sprayer. Because of the wide, 
  predictable dispersion of liquid, this attack roll has 
  advantage. If it hits, the target is affected by the liquid 
  contained within as though it had been splashed by a 
  flask of the substance. Sprayers can project oil, holy 
  water, defoliant, and many other liquids. They cannot 
  use corrosive or caustic substances like acid or 
  alchemical fire, as these will destroy the sprayer’s 
  delicate internal components. (Doses of contact poison 
  are too small to be used effectively on this scale.) A 
  sprayer’s drum can hold up to 4 pints (flasks) worth of 
  liquid. Each attack uses a single pint. 
  Spyglass. A cylindrical tube containing ground 
  glass lenses designed to allow the user to see objects 
  at a distance. 
  Objects viewed through a spyglass are magnified 
  to twice their size. 
  Spyglass, Compact. This device is half the size 
  and length of a normal spyglass. 
  Objects viewed through a compact spyglass are 
  magnified to one and one-half times their size. 
  Stretcher, Folding. This stretcher breaks down 
  into a bundle about 2 feet long. 
  It takes 4 actions to assemble or break down the 
  folding stretcher. When carried between two people, 
  an assembled folding stretcher can support a weight of 
  up to 350 pounds, distributing the load evenly between 
  the two carriers. 
  String or Twine. String and twine are very thin 
  versions of ropes. Ropes are indeed made up of the 
  type of strands that constitute string or twine. 
  String or twine has 1 hit point and can be burst 
  with a DC 8 Strength check. 
  Swim Bladders. This simple vest has four air-tight 
  bladders attached to it, two in front of the shoulders 
  and two behind. 
  While wearing swim bladders, a Small or Medium 
  creature has advantage on any ability checks for 
  swimming related staying at the surface of the water. 
  Conversely, disadvantage applies if a Small or 
  Medium wearer is purposefully trying to dive or 
  operate below the surface. If unconscious and wearing 
  swim bladders, a Small or Medium creature will float 
  in calm waters rather than sinking. 
  
   
  51 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  Tate. A tate is a heavy, free-standing bulwark. It 
  consists of a flat wooden plane with a jointed leg 
  allowing it to be set in a fixed position with the 
  protective plane nearly vertical. A strap attached to 
  the tate allows it to be slung over the back for carrying 
  when it is not deployed. 
  Placing a tate (or picking it up from a placed 
  position) requires an action. Once placed, the user can 
  claim half cover while behind it, or three-quarters 
  cover while prone behind it. 
  The cover from a tate only applies to attacks 
  coming from a cone-shaped region expanding in the 
  direction the device is placed against. When using a 
  battle mat, mark one entire side of the square you are 
  in (corner to corner) when you place the tate. If a 
  straight line from either unmarked corner of your 
  square to any corner of the attacker’s square touches a 
  corner of, or passes through, the marked side, the tate 
  provides you with cover. Alternately, draw a diagonal 
  line through the square you are in (connecting opposite 
  corners), with a little arrow indicating which direction 
  the tate is facing (the side you are not on). If a straight 
  line from the unmarked corner of your square that is 
  behind the device to any corner of the attacker’s square 
  touches a corner of, or passes through, the marked line, 
  the tate provides you with cover. 
  Tent, Pavilion. A pavilion is a large, often 
  circular shelter with room enough to stand in. 
  Hanging curtains separate the interior into separate 
  chambers, each large enough for a bed or a table. 
  A pavilion can sleep up to 30 people in cramped 
  quarters, but is typically used to house a small group 
  of important people. This tent can be erected in 24 
  minutes by one person, in 12 minutes by two people, 
  or in 6 minutes by three or more people. 
  Tent, Six-Person. A shelter like the two-person 
  tent, but this version sleeps six. 
  This tent can be erected in 8 minutes by one 
  person, in 4 minutes by two people, or in 2 minutes by 
  three or more people. 
  Tent, Two-Person. This canvas shelter is carried 
  in a compact form. It consists of a lightweight frame 
  of metal rods, several tent states, cords, and the tent 
  itself. 
  This tent can be erected in 4 minutes by one 
  person, or in 2 minutes by two or more people. 
  Tinderbox. A small box filled with highly-
  flammable tinder, flint, and a steel striker. These tools 
  are used to quickly light fires, striking sparks off the 
  flint to ignite the tinder. It takes one action to light 
  something with a tinderbox. 
  Torch. A torch is a wooden rod with a mass of 
  rags, treated with tow or bitumen, wrapped around 
  one end. 
  A torch burns for 1 hour, providing bright light in 
  a 20-foot radius and dim light for an additional 20 feet. 
  If you make a melee attack with a burning torch and 
  hit, it deals 1 fire damage. 
  Torch, Signal. Like a torch, but crafted to burn 
  with distinctly-colored light. 
  A signal torch burns for 1 hour, providing bright 
  light in a 15-foot radius and dim light for an additional 
  15 feet. The light burns as a specific color; this is 
  useful for signaling great distances, but the colored 
  light is not good for illumination. If you make a melee 
  attack with a burning signal torch and hit, it deals 1 fire 
  damage. 
  Water Shoes. These circular flotation devices 
  attach to the wearer’s feat. 
  Using a pole for stability and propulsion, the 
  wearer can cross very calm water at a very slow speed. 
  Each foot of movement applied with water shoes costs 
  the wearer 3 extra feet. 
  Weaponblack. This sticky, black substance is 
  used to dull the sheen of metal blades and armor, 
  camouflaging them for dark environments. 
  Metal armaments can be blackened with this 
  substance, preventing them from standing out against 
  shadows or dark backgrounds. This can help a user’s 
  camouflage attempts. (See camouflage clothes, 
  above.) 
  Whistle, Animal. This whistle produces a sound 
  of such a high pitch that only certain creatures can 
  hear it. 
  Only creatures with the Keen Hearing and Smell 
  or Keen Hearing trait (or the Keen Senses trait as it 
  relates to hearing) can hear the whistle. Those who can 
  hear the whistle can hear it up to 600 feet away. 
  Whistle, Signal. A signal whistle is an instrument 
  that produces a shrill sound from the user’s breath. 
  The sound can easily be heard up to 300 feet 
  away. 
  Winch. This device consisting of a rotating drum 
  around which a rope or chain can be wrapped. 
  Turning a crank pulls the rope or chain allowing the 
  user to more easily lift or haul anything attached. 
  A winch is attached to one end of a rope or chain 
  and is turned to incrementally shorten the effective 
  
   
  52 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  length of the rope. A single action used to turn the 
  winch draws in 10 feet of rope or chain. A winch 
  allows the user to drag up to double the weight it 
  normally can, so long as the winch is attached to a 
  heavier object than its burden or is set into stone with 
  four pitons. When used in combination with a block 
  and tackle, the user can hoist up to eight times the 
  weight it can normally lift. A winch can draw in a 
  maximum of 200 feet of rope or 100 feet of chain. A 
  large winch (double the cost and weight), can draw in 
  twice those lengths. 
   
  EQUIPMENT PACKS 
  Equipment packs provide a solid range of starting gear 
  for characters of various types. Each one generally 
  includes a carrying container, a light source, rations, 
  and a handful of other practical and themed contents.  
  Equipment packs tend to be priced slightly below 
  the sum of the costs of their individual contents. The 
  weight for the individual contents of each pack is 
  broken down in the descriptions below. 
   
  SWAPPING EQUIPMENT PACKS 
  If you use the class-and-background method to 
  generate starting gear, you can exchange the pack you 
  start with for another pack of equal or lower value. 
  The chart below shows the maximum value of 
  equipment pack that each class can swap to if using the 
  class-and-background method for starting gear. 
   
  MAXIMUM PACK COST BY CLASS 
   Cost 
  Class 
  40 gp 
  Bard, warlock, wizard 
  19 gp 
  Cleric, paladin 
  12 gp 
  Fighter, monk, ranger, rogue, sorcerer 
  10 gp 
  Barbarian, druid 
   
  DESCRIPTIONS 
  Equipment pack contents are provided below, with 
  each component’s weight noted parenthetically. 
  Arcanist’s Pack. Includes a backpack (5), 5 
  candles (0), a tinderbox (1), a scroll case containing 
  arcane diagrams (1), and a wand (1). Also includes an 
  arcana lore book (5) or a traveling spell book (5). 
  Artisan’s Pack. Includes a chest (25), a protective 
  smock or robe (4), a tinderbox (1), a bulls-eye lantern 
  (2), 2 flasks of oil (2), 5 days of rations (5), and a 
  waterskin (5). Also includes glassblower’s tools (5), 
  jeweler’s tools (2), or smith’s tools (8). 
  Builder’s Pack. Includes a chest (25), a protective 
  smock or robe (4), a tinderbox (1), a bulls-eye lantern 
  (2), 2 flasks of oil (2), 5 days of rations (5), and a 
  waterskin (5). Also includes carpenter’s tools (6) or 
  mason’s tools (8). 
  Burglar’s Pack. Includes a backpack (5), bag of 
  1,000 ball bearings (2), 10 feet of string (0), a bell (0), 
  5 candles (0), a crowbar (5), a hammer (3), 10 pitons 
  (2½), a hooded lantern (2), 2 flasks of oil (2), a 
  tinderbox (1), 5 days of rations (5), and a waterskin 
  (5). The pack also has 50 feet of hempen rope (10) 
  strapped to the side. 
  Chef’s Pack. Includes a backpack (5), a basket 
  (2), fishing tackle (4), a mess kit (1), a small box of 
  spices (0), brewer’s supplies (9), cook’s utensils (8), a 
  brick of soap (0), a tinderbox (1), a hooded lantern (2), 
  2 flasks of oil (2), 10 days of rations (10), and a 
  waterskin (5). 
  Courtier’s Pack. Includes a chest (25), a signet 
  ring (0), sealing wax (0), a set of fine clothes (6), a 
  grooming kit (1), a steel mirror (1/2), a vial of perfume 
  (0), and a bar of soap (0). 
  Crafter’s Pack. Includes a chest (25), a protective 
  smock or robe (4), a tinderbox (1), a hooded lantern 
  (2), 2 flasks of oil (2), 5 days of rations (5), and a 
  waterskin (5). Also includes cobbler’s tools (5), 
  leatherworker’s tools (5), potter’s tools (3), weaver’s 
  tools (5), or woodcarver’s tools (5) 
  Diplomat’s Pack. Includes a chest (25), 2 cases 
  for maps and scrolls (2), a set of fine clothes (6), a 
  bottle of ink (0), an ink pen (0), a lamp (1), 2 flasks of 
  oil (2), 5 sheets of paper (0), a vial of perfume (0), 
  sealing wax (0), and soap (0). 
  Dungeoneer’s Pack. Includes a backpack (5), a 
  crowbar (5), a hammer (3), 10 pitons (2½), 10 torches 
  (10), a tinderbox (1), 10 days of rations (10), and a 
  waterskin (5). The pack also has 50 feet of hempen 
  rope (10) strapped to the side. 
  Entertainer’s Pack. Includes a backpack (5), a 
  bedroll (7), 2 costumes (8), 5 candles (0), 5 days of 
  rations (5), a waterskin (5), and a disguise kit (3). 
  Explorer’s Pack. Includes a backpack (5), a 
  bedroll (7), a mess kit (1), a tinderbox (10), 10 torches 
  (10), 10 days of rations (10), and a waterskin (5). The 
  pack also has 50 feet of hempen rope (10) strapped to 
  the side. 
  
   
  53 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  ADVENTURING GEAR (EQUIPMENT PACKS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Arcanist’s pack 
  35 gp 
  8 lb. 
   
  Lockbreaker’s pack 
  40 gp 
  33 lb. 
  Artisan’s pack 
  38 gp 
  41+ lb. 
   
  Merchant’s pack 
  19 gp 
  44 lb. 
  Builder’s pack 
  25 gp 
  50+ lb. 
   
  Messenger’s pack 
  10 gp 
  52 lb. 
  Burglar’s pack 
  12 gp 
  42½ lb. 
   
  Minstrel’s pack 
  36 gp 
  29 lb. 
  Chef’s pack 
  30 gp 
  49 lb. 
   
  Monster hunter’s pack 
  33 gp 
  49½ lb. 
  Courtier’s pack 
  30 gp 
  32½ lb. 
   
  Naturalist’s pack 
  55 gp 
  48 lb. 
  Crafter’s pack 
  12 gp 
  47+ lb. 
   
  Noble’s pack 
  40 gp 
  51 lb. 
  Diplomat’s pack 
  39 gp 
  36 lb. 
   
  Priest’s pack 
  19 gp 
  21 lb. 
  Dungeoneer’s pack 
  12 gp 
  51½ lb. 
   
  Rider’s pack 
  12 gp 
  72 lb. 
  Entertainer’s pack 
  40 gp 
  33 lb. 
   
  Sailor’s pack 
  32 gp 
  50 lb. 
  Explorer’s pack 
  10 gp 
  68 lb. 
   
  Savage’s pack 
  5 gp 
  22 lb. 
  Fabricator’s pack 
  65 gp 
  52+ lb. 
   
  Scholar’s pack 
  40 gp 
  11 lb. 
  Healer’s pack 
  16 gp 
  29 lb. 
   
  Soldier’s pack 
  10 gp 
  51 lb. 
  Illustrator’s pack 
  25 gp 
  29+ lb. 
   
  Spy’s pack 
  40 gp 
  30 lb. 
  Infiltrator’s pack 
  39 gp 
  40½ lb. 
   
  Supplicant’s pack 
  40 gp 
  42 lb. 
  Knight’s pack 
  39 gp 
  85 lb. 
   
  Tracker’s pack 
  10 gp 
  36 lb. 
  Laborer’s pack 
  10 gp 
  51 lb. 
   
  Traveler’s pack 
  10 gp 
  44 lb. 
  Fabricator’s Pack. Includes a chest (25), a 
  protective smock or robe (4), a tinderbox (1), a bulls-
  eye lantern (2), 2 flasks of oil (2), 5 days of rations (5), 
  and a waterskin (5). Also includes alchemist’s supplies 
  (6) or tinker’s tools (10). 
  Healer’s Pack. Includes a backpack (5), a bedroll 
  (7), a plague mask (1), a healer’s kit (3), 2 herbal 
  poultices (1), a jar of leeches (0), a candle lantern (1), 
  5 candles (0), a tinderbox (1), 5 days of rations (5), and 
  a waterskin (5). 
  Illustrator’s Pack. Includes a basket (4), a 
  protective smock or robe (4), an ink pen (0), 4 bottles 
  of ink in various colors (0), a scroll case (1), 5 sheets 
  of paper (0), a tinderbox (1), a bulls-eye lantern (2), 2 
  flasks of oil (2), 5 days of rations (5), and a waterskin 
  (5). Also includes one of the following: calligrapher’s 
  supplies (6), cartographer’s tools (6), painter’s 
  supplies (5), or a forgery kit (5). 
  Infiltrator’s Pack. Includes a backpack (5), a 
  climber’s kit (12), an ascender (0), a candle lantern (1), 
  5 candles (0), a tinderbox (1), a grappling hook (4), 10 
  pitons (2½), an animal whistle (0), 5 days of rations 
  (5), and a waterskin (5). The pack also has 50 feet of 
  silk rope (5) strapped to the side. 
  Knight’s Pack. Includes saddlebags (8), a military 
  saddle (30), a bit and bridle (1), a bedroll (7), a banner 
  (3), a signet ring (0), a mess kit (1), a tinderbox (10), 
  10 torches (10), 10 days of rations (10), and a 
  waterskin (5). 
  Laborer’s Pack. Includes a backpack (5), block 
  and tackle (5), a crowbar (5), a lamp (1), two flasks of 
  oil (2), 5 days of rations (5), and a waterskin (5). The 
  pack has 50 feet of hempen rope (10) strapped to the 
  side. It also includes a miner’s pick (10) a shovel (5) 
  strapped to the back. 
  Lockbreaker’s Pack. Includes a chest (25), a set 
  of thieves’ tools (1), a glass breaker’s kit (2), a 
  tinderbox (1), a bulls-eye lantern (2), 2 flasks of oil (2), 
  5 days of rations (5), and a waterskin (5). 
  Merchant’s Pack. Includes a chest (25), a lock 
  (1), an abacus (2), a merchant’s scale (3), 5 pieces of 
  chalk (0), a slate board (0), a lamp (1), 2 flasks of oil 
  (2), 5 days of rations (5), and a waterskin (5). 
  Messenger’s Pack. Includes a backpack (5), a 
  bedroll (7), a satchel (3), a protective case for letters 
  (1), 3 bags of caltrops (6), a tinderbox (10), 10 torches 
  (10), 10 days of rations (10), and a waterskin (5). 
  Minstrel’s Pack. Includes backpack (5), a bedroll 
  (7), a lamp (1), 3 flasks of oil (3), 5 days of rations (5), 
  a waterskin (5), and a flask of common spirits (1). Also 
  includes one of the following: a set of birdpipes (2), a 
  lyre (2), a lute (2), a pan flute (2), a thelarr (2), or a 
  viol (2). 
  
   
  54 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  Monster Hunter’s Pack. Includes a chest (25), a 
  crowbar (5), a hammer (3), three wooden stakes (3), 
  an amulet holy symbol (1), a flask of holy water (1), a 
  set of manacles (6), a steel mirror (1/2), a flask of oil 
  (1), a tinderbox (1), and 3 torches (3). 
  Naturalist’s Pack. Includes a backpack (5), a 
  bedroll (7), a bell kit (3), a map case (1), an area map 
  (0), a mess kit (1), a nature lore book (5), an animal 
  whistle (0), a tinderbox (1), 10 torches (10), 10 days of 
  rations (10), and a waterskin (5). 
  Noble’s Pack. Includes a chest (25), a signet ring 
  (0), sealing wax (0), a set of fine clothes (6), a 
  grooming kit (1), a bottle of ink (0), an ink pen (0), 10 
  sheets of parchment (0), a hooded lantern (2), 2 flasks 
  of oil (2), a mess kit (1), 10 days of rations (10), and a 
  waterskin (5). 
  Priest’s Pack. Includes a backpack (5), a blanket 
  (3), 10 candles (0), a tinderbox (0), an alms box (2), 2 
  blocks of incense (0), a censer (1), vestments (3), 2 
  days of rations (2), and a waterskin (5). 
  Rider’s Pack. Includes saddlebags (8), a worn-out 
  riding saddle (25), a bit and bridle (1), a bedroll (7), a 
  mess kit (1), a tinderbox (10), 5 torches (5), 10 days of 
  rations (10), and a waterskin (5). 
  Sailor’s Pack. Includes a chest (25), a blanket (3), 
  a belaying pin (club) (2), fishing tackle (4), navigator’s 
  tools (2), a grappling hook (4), and 50 feet of hempen 
  rope (10). 
  Savage’s Pack. Includes a satchel (3), a blanket 
  (3), a fire kit (1), 5 torches (5), 5 days of rations (5) 
  and a waterskin (5). 
  Scholar’s Pack. Includes a backpack (5), a book 
  of lore (any) (5), a bottle of ink (0), an ink pen (0), 10 
  sheets of parchment (0), a little bag of sand (0), and a 
  small knife (1). 
  Soldier’s Pack. Includes a backpack (5), a bedroll 
  (7), a signal whistle (0), a healer’s kit (3), a tinderbox 
  (10), 10 torches (10), a mess kit (1), 10 days of rations 
  (10), and a waterskin (5). 
  Spy’s Pack. Includes a backpack (5), a blanket 
  (3), a disguise kit (3), 5 sheets of paper (0), a bottle of 
  invisible ink (0), an ink pen (0), an ear trumpet (1), a 
  lamp (1), 2 flasks of oil (2), 5 days of rations (5), and 
  a waterskin (5). 
  Supplicant’s Pack. Includes a backpack (5), a 
  religion lore book (5), an amulet holy symbol (1), a 
  tinderbox (10), 10 torches (10), a mess kit (1), 5 days 
  of rations (5), and a waterskin (5). 
  Tracker’s Pack. Includes a backpack (5), a 
  bedroll (7), a tinderbox (1), 10 torches (10), a 
  lodestone (0), a pair of goggles (0), a loadstone (0), 5 
  days of rations (5), and a waterskin (5). The pack also 
  has a set of cold shoes (3) strapped to the side. 
  Traveler’s Pack. Includes a backpack (5), a 
  bedroll (7), a map case (1), an area map (0), a 
  tinderbox (10), a mess kit (1), 5 torches (5), 10 days of 
  rations (10), and a waterskin (5). 
   
  CONTAINERS 
  Containers are the quintessential adventuring tool. 
  They carry equipment toward the adventure and, at the 
  conclusion, carry treasure away from it! 
   
  DESCRIPTIONS 
  Containers are described below. The carrying capacity 
  of each container is carefully charted above, near the 
  start of this Part. 
  Backpack. A rectangular leather container with 
  shoulder straps, worn on the back. 
  Bandoleer. This leather strap is worn over one 
  shoulder and crosses diagonally across the chest and 
  back. It has small pouches or ties that can hold up to 
  6 tiny objects along its length. 
  Contained objects must each weigh 1 pound or 
  less. Bandoleers are excellent for holding small 
  thrown weapons like darts and daggers. Any number 
  of such weapons can be drawn from the bandoleer in a 
  turn, counting only as a single interaction with the 
  environment. Removing any other types of item from 
  a bandoleer counts as normal, individual interactions 
  with an object. 
  Barrel. A cylindrical container made of wooden 
  slats or staves. The whole container is bound in wood 
  or metal hoops. Barrels are water-tight, capable of 
  containing liquids. 
  Basket. A container available in various shapes, 
  crafted of woven wood fibers or reeds. 
  Bottle, Glass. A container for liquids, often with a 
  narrow neck and a water-tight stopper. 
  Box. A square or rectangular container, typically 
  made of wood. 
  Box, Map or Scroll. A thin, rigid, rectangular 
  container for storing stacks of paper or parchment. 
   
  
   
  55 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  ADVENTURING GEAR (CONTAINERS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Backpack 
  2 gp 
  5 lb. 
   
  Haversack 
  5 gp 
  7 lb. 
  Bandoleer 
  2 gp 
  2 lb. 
   
  Jug or pitcher 
  2 cp 
  4 lb. 
  Barrel 
  3 gp 
  70 lb. 
   
  Ketch 
  2 gp 
  3 lb. 
  Basket 
  4 sp 
  2 lb. 
   
  Lockbox 
  10 gp 
  2 lb. 
  Bottle, glass 
  2 gp 
  2 lb. 
   
  Pot, iron 
  2 gp 
  10 lb. 
  Box 
  1 gp 
  1 lb. 
   
  Pouch 
  5 sp 
  1 lb. 
  Box, map or scroll 
  5 gp 
  2 lb. 
   
  Quiver 
  1 gp 
  1 lb. 
  Bucket 
  5 cp 
  2 lb. 
   
  Rucksack 
  9 gp 
  9 lb. 
  Case, crossbow bolt 
  1 gp 
  1 lb. 
   
  Sack 
  1 cp 
  1/2 lb. 
  Case, map or scroll 
  1 gp 
  1 lb. 
   
  Sack, large 
  5 cp 
  1 lb. 
  Cask or keg 
  2 gp 
  12 lb. 
   
  Satchel 
  1 gp 
  3 lb. 
  Chest 
  5 gp 
  25 lb. 
   
  Satchel, water resistant 
  5 gp 
  3 lb. 
  Compartment, hidden 
  5 gp 
  — 
   
  Vial 
  1 gp 
  — 
  Crate 
  2 gp 
  40 lb. 
   
  Waterskin (full) 
  2 sp 
  5 lb. 
  Flask or tankard 
  2 cp 
  1 lb. 
   
   
   
   
  Bucket. A spherical wooden container, open at 
  one end and carried with a rope handle. This 
  container is watertight (except for the open top), 
  suitable for transporting liquids. 
  Case, Crossbow Bolt. A rigid rectangular 
  container designed to be slung on a belt and carry 
  crossbow bolts. 
  Case, Map or Scroll. A cylindrical container used 
  to contain rolled-up papers or parchment. 
  Cask or Keg. A smaller version of a barrel. 
  Chest. A secure, rectangular container, like a box 
  but with thicker sides and durable hinges. A chest has 
  a clasp with interlocking rings that allows a padlock 
  to hold the lid closed. 
  Compartment, Hidden. Secret compartments can 
  be built into many different objects, the heel of a boot, 
  the side of a crate, the end of a pole, and more. 
  A hidden compartment cannot be found without 
  physically handling the object the compartment is a 
  part of and succeeding at a DC 15 Intelligence 
  (Investigation) check. A hidden compartment’s 
  carrying capacity depends entirely upon the object into 
  which it is built. The shape varies as necessary, but the 
  total weight contained cannot exceed one-tenth of the 
  item’s own weight. The handle of a two-handed (or 
  versatile) weapon is a particularly common place to 
  build a hidden compartment. 
  Crate. A very large box, typically used for 
  shipping or for long-term storage. 
  Flask. A clay container fitted with a tight cork 
  stopper. A flask is delicate enough to be thrown as a 
  missile weapon, shattering on impact and splashing 
  out its contents. 
  Haversack. 
  A 
  large, 
  rectangular 
  leather 
  container with shoulder straps, worn on the back. 
  Between 
  its 
  greater 
  size 
  and 
  its 
  multiple 
  compartments, the haversack carries more gear than 
  a backpack. 
  Jug or Pitcher. A container made of glass or clay, 
  with a carrying handle and a pouring spout. Pitchers 
  are open-topped, used for frequent pouring. Jugs have 
  a stopper at the spout that keeps the container closed. 
  Ketch. This large quiver has a slit running 
  partway down the side. It is designed to carry javelins 
  and is typically worn at the hip. 
  The slit allows a contained javelin to be grabbed 
  near its center balance point, such that when it is 
  drawn, the weapon is immediately ready for use. Any 
  number of javelins can be drawn from the ketch in a 
  turn, counting only as a single interaction with the 
  environment. This allows characters that can make 
  multiple attacks with the Attack action to more easily 
  throw multiple javelins. 
  Lockbox. A square or rectangular container 
  made of hardened metal with reinforced banding and 
  hidden hinges, designed to resist brute-force 
  tampering. 
  
   
  56 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
   
  DM’S CORNER: MANAGING CONTAINERS 
  The number of containers someone can carry is up to 
  the DM. The following rational limitations are only 
  suggestions.  
  An adventurer cannot simultaneously employ 
  more than 1 backpack, haversack, or rucksack, unless 
  the additional container is carried in a hand. 
  Multiple satchels are possible, even multiples 
  worn over the same shoulder. A character can carry a 
  great deal of gear this way, even to the point of looking 
  quite ridiculous. 
  Any reasonable number of pouches can be worn 
  around the belt, on shoulder straps, or on a harness. 
  You don’t need to buy such affixture points separately; 
  a belt is intrinsic to any type of clothing, while shoulder 
  straps and other harness points are intrinsic to common 
  clothes and traveler’s clothes. 
  A character can wear two ammunition-bearing 
  quivers, ketches, or crossbow cases at a time. 
  Additional containers of this type cannot be readily-
  enough accessed to allow the smooth drawing and 
  loading of the contained ammunition. 
  A character can wear two bandoleers at a time. 
  Additional 
  bandoleers 
  will 
  interfere 
  with 
  the 
  character’s ability to quickly access equipment from 
  every bandoleer worn. 
  A horse or similar beast with a saddle can bear one 
  set of saddlebags. A humanoid can also carry one set 
  of saddlebags over the shoulder, but this interferes with 
  other containers carried over the chest or back; the 
  character cannot simultaneously employ a backpack, 
  haversack, rucksack, bandoleers, or any pouches 
  attached higher than the belt. 
  A horse, donkey, or mule with a pack saddle can 
  have attached to it 6 casks or large sacks, or 2 barrels 
  or chests. A Small or Medium beast can pack half that 
  amount, while a Huge beast can pack double. 
  All other containers must themselves be carried in 
  a container, strapped to another container that allows 
  such things, or carried in a free hand. 
   
  CONTAINER CAPACITIES 
  What a character can carry is determined by the 
  capacity of her containers. Check the section below on 
  container capacity for more detailed information. 
   
   
   
  CONTAINER CAPACITY 
   Container 
  Capacity 
  Backpack* 
  1 cubic foot / 30 pounds of gear 
  Bandoleer 
  6 distinct objects, each no larger 
  than 10 inches long and weighing 
  no more than 1 pound 
  Barrel 
  40 gallons of liquid, 5 cubic feet 
  solid 
  Basket 
  2 cubic feet / 40 pounds of gear 
  Bottle 
  1½ pints of liquid 
  Box or  
     lockbox 
  1 cubic foot, 20 pounds of gear 
  Box, map or 
     scroll 
  30 sheets of paper, 15 sheets of 
  parchment, or 15 spell scrolls 
  Bucket 
  3 gallons of liquid, 1/2 cubic foot 
  solid 
  Case, cross- 
      bow bolt 
  20 crossbow bolts / 5 grappling or 
  inking crossbow bolts 
  Case, map or 
      scroll 
  10 sheets of paper, 5 of sheets 
  parchment, or 5 spell scrolls 
  Cask or keg 
  8 gallons of liquid, 1 cubic foot 
  solid 
  Chest 
  12 cubic feet / 300 pounds of gear 
  Crate 
  30 cubic feet / 750 pounds of gear 
  Flask 
  1 pint of liquid 
  Haversack* 
  1½ cubic feet / 45 pounds of gear 
  Jug or pitcher 
  1 gallon of liquid 
  Ketch 
  5 javelins or light spears 
  Pot, iron 
  1 gallon of liquid 
  Pouch 
  1/5 cubic foot / 6 pounds of gear 
  / 20 sling bullets or firearm loads 
  / 30 crossbow disks / 50 blowgun 
  needles 
  Powder horn 
  30 charges of gunpowder 
  Quiver 
  20 arrows / 5 grappling arrows 
  Rucksack* 
  2 cubic feet / 60 pounds of gear 
  Sack 
  1 cubic foot / 30 pounds of gear 
  Sack, large 
  4 cubic feet / 90 pounds of gear 
  Saddlebags* 
  2 cubic feet / 60 pounds of gear 
  Satchel 
  1/2 cubic foot / 15 pounds of gear 
  Tankard 
  1 pint of liquid 
  Vial 
  4 ounces of liquid 
  Waterskin 
  4 pints of liquid 
   
   
  * You can also strap items, such as a bedroll and a coil 
  of rope, to the outside of this container. These 
  objects should not exceed half the weight the 
  container could normally carry. 
   
   
  
   
  57 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  Pot, Iron. This metal container comes with a 
  handle for carrying it or suspending it over a fire and 
  a lid that rests atop the pot to aid in cooking.  
  Pouch. A pouch is a small sack or shaped 
  container typically made of leather and worn on a belt 
  or a harness. Pouches come in a variety of forms and 
  are designed for a variety of uses. 
  Quiver. A quiver is a cylindrical container sized 
  for carrying arrows. 
  Rucksack. A large, rectangular leather container 
  with shoulder straps, worn on the back. Between its 
  greater size and its multiple compartments and side 
  pouches, the rucksack carries more gear than a 
  backpack or haversack. 
  Sack. Sacks are typically made of burlap or 
  canvas, the opening equipped with a drawstring or 
  other fastening ties to secure it closed. A good sack is 
  often equipped with a small loop near the top to allow 
  it to be strung on a pack saddle, hooked over a saddle 
  horn, or carried in one hand. 
  Sack, Large. A larger version of the standard 
  sack. 
  Satchel. A thin, rectangular bag with a long 
  shoulder strap worn diagonally across the torso such 
  that the container hangs at or just below the waste to 
  the side of the body. 
  Satchel, Water Resistant. This satchel is made of 
  various water-resistant materials and treated to keep 
  the contents dry. It is often used by letter carriers or 
  similar couriers when they have important cargo to 
  protect form the elements. 
  A water-resistant satchel keeps its contents dry in 
  any weather. It protects the contents for up to 1 full 
  minute of submersion before water will penetrate the 
  container. 
  Tankard. A large mug, typically used for alcohol. 
  Vial. A small glass or clay container. Vials come 
  in various shapes. 
  Waterskin. A water-proof bladder or gourd with 
  a stopper, typically used for carrying water. 
   
  AMMUNITION 
  Bows require arrows, crossbows require bolts, slings 
  require bullets, and blowguns require needles. This 
  subsection charts the various types of ammunition 
  available for such weapons. 
   
  DESCRIPTIONS 
  Ammunition is described below. 
  Arrow, Alchemical. The forward end of the shaft 
  is a blunt glass tube delicate enough to break on 
  impact, dispersing its liquid contents onto the target. 
  Any liquid that is affective on contact can be 
  placed into an alchemical arrow, including acid, 
  alchemical solvent, alchemist’s fire, defoliant, holy 
  water, and all sorts of contact poisons. When fired 
  from a bow, an alchemical arrow halves the weapon’s 
  normal and long range increments and changes its 
  damage to 1d4 bludgeoning. In addition to damage, a 
  successful ranged attack applies the contained liquid, 
  as though it had been splashed onto the target. 
  Arrow, Barbed. This piece of ammunition has 
  wicked barbs that make it hard to remove from the 
  target. 
  This applies the cruel weapon property to attacks 
  made with it. 
  Arrow, Fire. This arrowhead has a small, bulbous 
  cage just behind the tip. The cage holds flammable, 
  fibrous material soaked in an accelerant, like the 
  material used for torches. 
  An archer may spend a bonus action to knock this 
  arrow and dip the point into an active fire source prior 
  to shooting. A lit fire arrow adds 1 fire damage to the 
  bow’s attack. The arrow might also light highly-
  flammable materials that it touches, like thatched 
  rooves, dry crops, and the like. 
  Arrow, Flight. This arrow is crafted of materials 
  carefully selected for their aerodynamic properties. 
  With lighter heads and superior fletching, flight 
  arrows are tremendously accurate missiles. 
  When using this ammunition, both the bow’s 
  range increments are increased by a distance equal to 
  the weapon’s normal range increment. When firing a 
  flight arrow, apply a –1 penalty to the damage roll. 
  Arrow, Frog Crotch. The head of this arrow 
  forms a razor-sharp crescent, points facing forward, 
  theoretically allowing the archer to cut ropes from a 
  distance. 
  Targeting a rope is a difficult shot; apply 
  disadvantage to the attack roll unless made within 10 
  feet. 
  Arrow, Grappling. The head of this heavy arrow 
  has four opposite claws that form a grappling hook. 
  This arrow allows the user to substitute her attack 
  roll in the place of the normal check for trying to place 
  
   
  58 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  a grappling hook. Halve the distance of the bow’s 
  range increments when firing if the grappling arrow is 
  trailing a silk rope. Reduce it to one-quarter if trailing 
  a hempen rope. If used as a weapon, the grappling 
  arrow reduces the bow’s damage to 1d4 bludgeoning. 
  Arrow, Screaming. The head of this arrow makes 
  a screaming noise in flight. 
  The sounds this arrow emits in flight can be easily 
  heard within 100 feet of any point along the arrow’s 
  path.  
  Arrow, Sheaf. This is the most common type of 
  arrow used in combat, a sturdy shaft of reliable length, 
  topped by a heavy broadhead or bodkin point. 
  Arrow, Smoke. A thin wrap of an alchemical 
  material encases the shaft of this arrow behind the 
  head. 
  This arrow can be lit with an active fire source as 
  a bonus action, causing the material to smoke 
  vigorously. The arrow trails smoke as it flies, and 
  creates a 5-foot cube of smoke wherever it hits. The 
  smoke dissipates in 1d4 rounds, or until dispersed by 
  a wind of at least 10 mph. Smoke arrows are each 
  crafted to emit a specific color of smoke, useful for 
  signaling. 
  ADVENTURING GEAR (AMMUNITION) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Arrows 
   
   
   
  Crossbow Bolts 
   
   
     Alchemical (10) 
  20 gp 
  1/2 lb. 
   
     Broad-tip (standard bolt) (20) 
  1 gp 
  1½ lb. 
     Barbed (20) 
  10 gp 
  1 lb. 
   
     Disk (30) 
  5 gp 
  1½ lb. 
     Fire (10) 
  5 gp 
  1/2 lb. 
   
     Notch-tip (20) 
  10 gp 
  1½ lb. 
     Flight (20) 
  2 gp 
  1 lb. 
   
     Grappling 
  2 gp 
  1½ lb. 
     Frog-crotch (10) 
  5 gp 
  1/2 lb. 
   
     Inking 
  1 gp 
  1/2 lb. 
     Grappling 
  2 gp 
  1½ lb. 
   
     Stabilized (20) 
  2 gp 
  1½ lb. 
     Screaming (10) 
  10 gp 
  1/2 lb. 
   
  Sling Bullets 
   
   
     Sheaf (standard arrow) (20) 
  1 gp 
  1 lb. 
   
     Alchemical (10) 
  15 gp 
  1½ lb. 
     Smoke (10) 
  15 gp 
  1/2 lb. 
   
     Dimpled (20) 
  5 gp 
  1½ lb. 
  Blowgun Needles 
   
   
   
     Leaden (standard bullet) (20) 
  4 cp 
  1½ lb. 
     Hooked (50) 
  15 gp 
  1 lb. 
   
     Razor glass (20) 
  10 gp 
  1½ lb. 
     Steel (standard needle) (50) 
  1 gp 
  1 lb. 
   
     Stone (20) 
  — 
  1½ lb. 
   
  Blowgun Needle, Hooked. This blowgun needle 
  has several small hooks behind the tip that make it 
  hard to remove from the target. 
  This applies the cruel weapon property to attacks 
  made with it. 
  Blowgun Needle, Steel. This is a lightweight 
  needle, about six inches in length, used as blowgun 
  ammunition. A puff of downy feather attached to one 
  end allows the projectile to be fired from a blowgun 
  with a firm blast of lung power. Steel needles are often 
  used to deliver toxins, being dipped in a vial of poison 
  or other substance just before firing. 
  Crossbow Bolt, Broad Tip. This is the most 
  common type of bolt used in combat, a short shaft with 
  a razor-sharp broadhead at the tip. 
  Crossbow Bolt, Disk. These aerodynamic disks 
  are the only ammunition usable with a disk crossbow. 
  They cannot be used with any other weapon. 
  A pouch can hold 30 disk crossbow bolts; disks 
  will not fit in a crossbow bolt case. 
  Crossbow Bolt, Grappling. The head of this heavy 
  bolt has four opposite claws that form a grappling 
  hook. 
  This bolt allows the user to substitute her attack 
  roll in the place of the normal check for trying to place 
  a grappling hook. Halve the distance of the crossbow’s 
  range increments when firing if the grappling arrow is 
  trailing a silk rope. Reduce it to one-quarter if trailing 
  a hempen rope. If used as a weapon, the grappling 
  crossbow bolt reduces the crossbow’s damage to 1d4 
  bludgeoning. 
   
  
   
  59 | TH E CO MP RE HEN SI VE E Q UI PMEN T MA N UA L 
   
   
  VARIANT: RECOVERING AMMUNITION 
  The ammunition weapon property says that 
  characters may recover half their ammunition after 
  a combat by searching for 1 minute. Where did the 
  rest go? This system assumes that the other pieces 
  are harder to find or are broken and unusable. 
  With this variant, searching for a second 1-
  minute period allows the recovery of the other half 
  of the ammunition. However, a quarter of all the 
  found ammunition is broken. (Some weapon 
  properties render all affected ammunition broken 
  after firing.) 
   A mending cantrip is usually sufficient to 
  repair each piece of broken ammunition. Without 
  magic, broken ammunition can be repaired using 
  the appropriate artisan’s tools, as though the 
  remnants were craft components. (See Part 4: 
  Wealth.)  
  Repairing requires about 1 minute of time per 
  copper piece of the product’s value. (This figure is 
  a distillation of the 8-hour workday which allows 
  up to 5 gp of total market value production.) This 
  means that it takes 5 minutes to repair a standard 
  arrow, bolt, or sling bullet (market value of 5 cp 
  each). 
  For example, an elven ranger fires 20 standard 
  (sheaf) arrows in a battle. Afterward, the elf 
  recovers 10 arrows in the first minute of searching, 
  and 10 more (half of which are broken) in the 
  second minute of searching. With woodcarver’s 
  tools, the elf can repair all 5 broken arrows in 25 
  minutes. The whole recover process took just under 
  half an hour, a leisure period not often afforded to 
  adventurers based on the prevailing threats and 
  conditions. 
  The ability to recover any ammunition assumes 
  the party has time after a battle; that it is not being 
  pursued or racing after its goal. It also assumes that 
  the battlefield is readily searchable; firing from a 
  boat at a sea monster is likely to make the 
  ammunition totally unrecoverable. A fight in pitch 
  blackness, which the party can’t see through, is just 
  as likely to prevent the recovery of any 
  ammunition. 
   
   
  Crossbow Bolt, Inking. This heavy crossbow bolt 
  bears a large, spongy head soaked in bright ink. The 
  bolt is typically carried inside a wax coating that 
  covers the head to preserve the ink prior to use. 
  The wax coating on the head of this bolt can be 
  removed as a bonus action during loading, making it 
  ready to fire. Anything the missile hits is splattered 
  with the bright ink. Such bolts are often used by 
  spotters in battle to mark certain targets. By 
  prearranged agreement, this focuses the attention of 
  allied ranged units like archers and war wizards. A 
  crossbow firing an inking crossbow bolt reduces its 
  base damage to 1 bludgeoning. 
  Crossbow Bolt, Notch-Tip. The long, thin head of 
  this piece of ammunition has a pair of notches on 
  opposite sides, about two below the head. These 
  weaken the shaft, allowing the tip to break off inside 
  the target. 
  This bolt applies the cruel weapon property to 
  attacks made with it. 
  Crossbow Bolt, Stabilized. This bolt is crafted 
  with a target tip and some small fletching. 
  When using this ammunition, both the crossbow’s 
  range increments are increased by a distance equal to 
  the weapon’s normal range increment. When firing a 
  stabilized crossbow bolt, apply a –1 penalty to the 
  damage roll. Because of their shape, stabilized 
  crossbow bolts cannot be loaded into a repeating 
  crossbow magazine. 
  Sling Bullet, Dimpled. These bullets are carefully 
  molded for symmetry and drilled with dimples around 
  the circumference to improve flight characteristics. 
  When using this ammunition, both the sling’s 
  range increments are increased by a distance equal to 
  half the weapon’s normal range increment. 
  Sling Bullet, Leaden. This is the most common 
  type of sling bullet, a simple lump or sphere of molded 
  lead. 
  Sling Bullet, Razor Glass. This piece of 
  ammunition is designed to shatter into sharp slivers 
  that imbed themselves in the target. 
  This applies the cruel weapon property to attacks 
  made with it. 
  Sling Bullet, Stink Pot. A stink pot is a clay 
  sphere, larger than a normal sling bullet, designed to 
  shatter on impact. 
  Any liquid that is affective on contact can be 
  placed into a stink pot, including acid, alchemical 
  solvent, alchemist’s fire, defoliant, holy water, and all 
  
   
  60 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  sorts of contact poisons. When fired from a sling, a 
  stink pot halves the weapon’s normal and long range 
  increments and changes its damage to 1d2 
  bludgeoning. In addition to damage, a successful 
  ranged attack applies the contained liquid to the target, 
  as though it had been delivered via its normal means. 
  Sling Bullet, Stone. In a pinch, a slinger can 
  make use of appropriately-sized stones in the place of 
  bullets. 
  Stones cost nothing to collect but are less 
  effective; they apply a –1 penalty to the weapon’s 
  damage roll. 
   
  MAGICAL IMPLEMENTS 
  The following are items usable only by spellcasters, or 
  are the products of spells cast. 
   
  DESCRIPTIONS 
  Magical implements are described below. 
  Arcane Focus (any). Although arcane foci come 
  in many varieties, rods, staves, and wands, 
  particularly when crafted from once-living material 
  like bone or wood, make excellent focusing tools for 
  magical power. 
  A sorcerer, warlock, or wizard can use these items 
  as spellcasting foci, as described in chapter 10 of the 
  Player’s Handbook. A magical rod, staff, or wand can 
  be used as an arcane focus unless it requires 
  attunement and cannot be attuned by the character 
  trying to use it as such, or unless the text for the item 
  says otherwise. 
  Arcane Focus, Crystal. The crystals of this 
  arcane focus come in many shapes and colors. The 
  most popular crystal arcane foci retain much of their 
  natural shape and coloration. 
  Arcane Focus, Etching. Adding the appropriate 
  runes and sigils to a weapon can turn it into an arcane 
  focus. This is costlier than other weapon-shaped 
  arcane foci; the techniques are easily applied to rods 
  and staffs, but other weapons, those not traditionally 
  associated with arcane magic, are harder to convert. 
  The charted cost for this arcane focus represents 
  rituals and arcane markings applied to an existing 
  weapon; the cost of the affected weapon is not 
  included. 
  An eldritch knight, or any arcane spellcaster with 
  the ritualist feature, may create an etching arcane focus 
  by performing a special ritual. The ritual takes one 
  hour, uses 50 gp worth of powdered gold, and requires 
  the caster to expend a 1st-level spell slot. [The 
  Dungeon Master may require this effect to be prepared 
  and cast as a basic rite spell.] 
   
   
  BASIC RITE 
  1st-level evocation (ritual) 
  Casting Time: 1 hour 
  Range: Touch 
  Components: V, S, M (Powdered gold of a value  
  described below) 
  Duration: Instantaneous (see text) 
   
  You perform one of several arcane rites. When you 
  cast the spell, choose one of the following rites. Its 
  target must be within 10 feet of you throughout the 
  casting. This spell is particularly useful in societies 
  where arcane tools are illegal or hard to acquire. 
  Etch Weapon. You touch an appropriate 
  weapon, empowering it to serve as an etching 
  arcane focus. (50 gp) 
  Empower Staff. You can turn a quarterstaff 
  into a staff arcane focus. (5 gp) 
  Suffuse Ink. You can enchant a once-ounce 
  vial of ink, dark ink, or glowing ink, making it into 
  rare ink, sufficient for wizards transcribing spells 
  into their spellbooks. (100 gp) 
  This spell can be used by eldritch knights and 
  by any arcane spellcaster with the ritualist feature. 
   
   
  Arcane Focus, Orb. An orb is a smooth, polished 
  sphere made of glass, crystal, quartz or another 
  mineral substance. It is 3 to 5 inches in diameter, small 
  enough to rest in a Medium humanoid’s palm. 
  Arcane Focus, Rod. This arcane focus is created 
  by etching a heavy, two-foot baton with runes and 
  sigils. 
  A rod functions in all ways as a club in addition 
  to being an arcane focus. [Note that some magical rods 
  might not function as clubs, based on their design and 
  the materials from which they are composed.] 
  Arcane Focus, Staff. This arcane focus is created 
  by etching a normal quarterstaff with runes and sigils 
  or attaching a focusing crystal to the top. 
  A staff functions in all ways as a quarterstaff in 
  addition to being an arcane focus. 
  
   
  61 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  An arcane spellcaster with the ritualist feature 
  may create a staff arcane focus by performing a special 
  ritual. The ritual takes one hour, uses 5 gp worth of 
  powdered gold, and requires the caster to expend a 1st-
  level spell slot. [The Dungeon Master may require this 
  effect to be prepared and cast as a basic rite spell.] 
  Arcane Focus, Wand. Wands are simple and 
  lightweight arcane foci, making them some of the most 
  popular. A wand is typically shorter than the forearm 
  of the user and is convenient to store in a sleeve. 
  Component Pouch. This pouch contains all the 
  material components a spellcaster might need. 
  The pouch does not contain costly spell 
  components, those with specific costs indicated in 
  their spell descriptions. 
  ADVENTURING GEAR (MAGICAL IMPLEMENTS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Arcane focus 
   
   
   
     Yew wand 
  10 gp 
  1 lb. 
     Crystal 
  10 gp 
  1 lb. 
   
  Holy symbol 
   
   
     Etching 
  50 gp 
  — 
   
     Amulet 
  5 gp 
  1 lb. 
     Orb 
  20 gp 
  3 lb. 
   
     Amulet, ornamental 
  10 gp 
  1 lb. 
     Rod 
  10 gp 
  2 lb. 
   
     Emblem 
  5 gp 
  — 
     Staff 
  5 gp 
  4 lb. 
   
     Flask (empty, 1 pint) 
  6 gp 
  — 
     Wand 
  10 gp 
  1 lb. 
   
     Ordination 
  100 gp 
  — 
  Component pouch 
  25 gp 
  2 lb. 
   
     Reliquary 
  5 gp 
  1 lb. 
  Druidic focus 
   
   
   
  Holy water (flask) 
  25 gp 
  1 lb. 
     Ritual sickle 
  2 gp 
  2 lb. 
   
  Ink, rare (1-ounce bottle) 
  100 gp 
  — 
     Sacrifice 
  — 
  — 
   
  Spellbook 
  50 gp 
  3 lb. 
     Sprig of mistletoe 
  1 gp 
  — 
   
  Spellbook, travelling 
  30 gp 
  2 lb. 
     Totem 
  1 gp 
  4 lb. 
   
  Spell scroll (1st-level) 
  60+ gp 
  — 
     Totem, greater 
  35 gp 
  — 
   
  Spell scroll (cantrip) 
  10+ gp 
  — 
     Wooden staff 
  5 gp 
  4 lb. 
   
  Torch, everburning 
  50 gp 
  1 lb. 
   
  VARIANT: FOCI FOR RANGERS 
  Rangers normally cannot make use of spellcasting 
  foci; they must collect individual components (or 
  carry a component pouch) for any spell that has a 
  material component requirement. 
  With this optional rule, rangers can use one or 
  more types of druidic foci, as determined by the 
  Dungeon Master. This option is suitable for a 
  campaign setting where rangers and druids draw 
  their magical power from the same natural forces. 
   
   
  Druidic Focus (any). A druid can use these items 
  as spellcasting foci, as described in chapter 10 of the 
  Player’s Handbook. 
  A magical staff or wand can be used as a druidic 
  focus if it is made of wood, unless it requires 
  attunement and cannot be attuned by the character 
  trying to use it as such, or unless the text for the item 
  says otherwise. 
  Druidic Focus, Greater Totem. This focus is 
  prepared in the same way as a normal totem, but the 
  treatments are applied to a much larger object, 
  typically a living tree or a log half-buried horizontally. 
  Druidic Focus, Ritual Sickle. Representing the 
  harvest, this tool is typically prepared in a way that 
  leaves no obvious markings; to the untrained eye, it is 
  no more than a farming implement. 
  A ritual sickle functions in all ways as a sickle in 
  addition to being a druidic focus. 
  A druid may create a ritual sickle druidic focus by 
  performing a special sacrament. The ritual takes one 
  hour, burns 2 gp worth of rare herbs, and requires the 
  caster to expend a 1st-level spell slot. [The Dungeon 
  Master may require this effect to be prepared and cast 
  as a sacrament spell.] 
   
   
  
   
  62 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
   
  SACRAMENT 
  1st-level evocation (ritual) 
  Casting Time: 1 hour 
  Range: Touch 
  Components: V, S, M (Rare herbs of a value  
  described below) 
  Duration: Instantaneous (see text) 
   
  You perform one of several natural-inspired 
  sacraments. When you cast the spell, choose one of 
  the following effects. Its target must be within 10 
  feet of you throughout the casting. 
  Awaken 
  Sickle. 
  You 
  touch 
  a 
  sickle, 
  empowering it to serve as a ritual sickle druidic 
  focus. (2 gp) 
  Empower Staff. You can turn a quarterstaff 
  into a wooden staff druidic focus. (5 gp) 
  This spell can be used by druids and, if the 
  Dungeon Master allows, rangers. 
   
   
  Druidic Focus, Sacrifice. Certain druidic 
  traditions call for blood sacrifices. These sacrifices 
  can be mere animals, or they can be intelligent 
  humanoids or other creatures. Using sacrifices as 
  magical foci is a hallmark of evil druidic traditions, 
  not normally intended for use by player characters. 
  Creating a sacrifice requires one hour of ritual 
  preparation (and a creature to sacrifice). Each druid 
  that participates in the full ritual is thereafter 
  considered to be holding a druidic focus for a certain 
  time, even if using both hands for other purposes. This 
  effect lasts for 1 hour per point of the sacrificed 
  creature’s intelligence. Multiple creatures can be 
  sacrificed, to a cumulative benefit that lasts no longer 
  than 72 hours. Sacrificed creatures must be restrained 
  during the ritual and are killed at its conclusion. The 
  ritual must take place in a natural environment like a 
  forest or a naturally-occurring underground cavern. 
  Druidic Focus, Sprig of Mistletoe. This sprig of 
  mistletoe is worn on a string or thong around the neck. 
  It is the most recognizable symbol of druidic power. 
  Druidic Focus, Totem. This focus takes the form 
  of a short pole, about three feet long, treated with 
  ritual ointments and herbs. Some are carved with 
  symbols of natural power, like animals. A totem is 
  designed for one end to be planted in the ground. It is 
  intended for repeated use; a druid must simply lay a 
  hand on the totem to make use of it as a focus. Often, 
  multiple druids will stand around the focus to use it at 
  the same time. 
  Druidic Focus, Wooden Staff. This druidic focus 
  is created using a length of wood naturally shaped as 
  a quarterstaff. These are often made from tall 
  saplings. 
  A wooden staff functions in all ways as a 
  quarterstaff in addition to being a druidic focus. 
  A druid may create a wooden staff druidic focus 
  by performing a special sacrament. The ritual takes 
  one hour, burns 5 gp worth of rare herbs, and requires 
  the caster to expend a 1st-level spell slot. [The 
  Dungeon Master may require this effect to be prepared 
  and cast as a sacrament spell.] 
  Druidic Focus, Yew Wand. Yew wood comes 
  from a small collection of coniferous trees or shrubs. 
  The wood is commonly associated with fey creatures 
  and with magical manipulations of life, death, and 
  rebirth. A yew wand often takes the form of a natural 
  stick of yew, groomed and then trimmed, but uncarved. 
  Holy Symbol (any). A cleric or paladin can use 
  these items as spellcasting foci, as described in chapter 
  10 of the Player’s Handbook. 
  Holy Symbol, Amulet. This hanging icon 
  typically bears a small representation of a deity, 
  pantheon, or philosophy. A typical holy symbol is 
  made of silver. 
  Holy Symbol, Emblem. The symbol of a deity or 
  pantheon, engraved or inlaid on a shield. 
  The cost of this holy symbol does not include the 
  cost of the shield it is applied to. 
  Holy Symbol, Flask. A container for liquid with a 
  tight stopper or cap and the symbol of a deity or 
  pantheon emblazoned on the side. Flask holy symbols 
  are typically made of metal, not suitable for throwing 
  as missile weapons since they do not easily shatter. 
  Holy Symbol, Ornamental Amulet. This is a 
  more expensive version of the amulet holy symbol. It 
  is typically crafted with intricate details, made of more 
  precious materials, and sometimes decorated with tiny 
  gemstones. 
  Holy Symbol, Ordination. A rare religious 
  ceremony is required to ordain a weapon to serve as a 
  holy symbol. 
  The affected weapon must be crafted with the 
  markings of the appropriate religion, or it must be a 
  
   
  63 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  magical weapon whose appearance and history are in 
  no way offensive to that faith. 
  A cleric or paladin may ordain a suitable weapon 
  by performing a special ritual. The ritual takes one 
  hour to perform, uses 100 gp worth of powdered 
  electrum or platinum, and requires the caster to expend 
  a 2nd-level spell slot. The cost of this holy symbol 
  does not include the cost of the weapon it is applied to. 
  [The Dungeon Master may require this ritual to be 
  prepared and cast as a high ceremony spell.] 
   
   
  HIGH CEREMONY 
  2nd-level evocation (ritual) 
  Casting Time: 1 hour 
  Range: Touch 
  Components: V, S, M (100 gp worth of powdered  
     electrum or platinum) 
  Duration: Instantaneous (see text) 
   
  You perform one of several religious ceremonies. 
  When you cast the spell, choose one of the 
  following ceremonies. Its target must be within 10 
  feet of you throughout the casting. 
  Bless Water. You touch up to four vials of 
  water and cause them to become holy water. 
  Consecrate Ground. You dedicate a temple, 
  shrine, or other area of significance to your religion 
  or order, affecting an area no more than 100 feet 
  across. For the next 24 hours, creatures within the 
  area can’t be frightened. During this period, the 
  area detects as consecrated to a detect evil and good 
  spell or a paladin’s Divine Sense feature. 
  Ordain Weapon. You touch an appropriate 
  weapon, empowering it to serve as a divine focus. 
  This spell can be prepared and used by clerics 
  and paladins. 
   
   
  Holy Symbol, Reliquary. A reliquary is a tiny box 
  holding an item of religious significance. A common 
  example would be the finger bone of a prophet, or a 
  fragment of a larger holy relic. 
  Bigger, less-portable reliquaries are often found 
  in shrines or temples. These larger versions are 
  typically not available to adventurers. They can be 
  used as divine foci while a spellcaster is in physical 
  contact with them. 
  Holy Water. This water has a glittery sheen, a 
  byproduct of the ingredients used to create it. 
  As an action, you can splash the contents of this 
  flask onto a creature within 5 feet of you or throw it up 
  to 20 feet, shattering it on impact. In either case, make 
  a ranged attack against the target creature, treating the 
  holy water as an improvised weapon. If the target is a 
  fiend or undead, and the attack hits, the holy water 
  inflicts 2d6 radiant damage. 
  A cleric or paladin may create holy water by 
  performing a special ritual. The ritual takes one hour, 
  uses 25 gp worth of powdered silver, and requires the 
  caster to expend a 1st-level spell slot. [The Dungeon 
  Master may require this ritual to be prepared and cast 
  as a ceremony spell.] 
   
   
  SPELLBOOKS WITH CONTENT 
  You found a spellbook on your adventure. What is 
  it worth when sold? As a mundane piece of 
  equipment, a merchant will buy it at half its listed 
  cost, 25 gp (or 15 gp for a travelling version). But 
  what about the value of any spells within?  
  Spells represent wondrous power that mundane 
  merchants are hesitant to traffic in and wizards 
  refuse to trade openly. There may even be 
  government regulations or wizard guild restrictions 
  that inhibit such sales. Whatever the case, buying 
  or selling a used spellbook is a rare and often-
  perilous venture. 
  When selling a used spellbook, count the spells 
  within a spellbook as a separate item, not affected 
  by modifiers like adornments to the book cover. 
  The sale value of these spells is a combined 10 gp 
  per spell level. Since it is nearly impossible to find 
  a used spellbook for purchase, the full market value 
  is too difficult to estimate. 
   
   
  Ink, Rare. This ink is magically-interactive. Rare 
  ink is used for the note-taking, diagraming, and 
  transcription processes required to write a spell into a 
  spellbook. 
  Half a bottle (1/2 ounce) is needed for each level 
  of a new spell. If the wizard is writing her already-
  known spells, the note-taking and diagraming are not 
  needed; only one-tenth of a bottle (1/10 ounce) is 
  required for each level of an already-known spell.  
  
   
  64 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  An arcane spellcaster with the ritualist feature 
  may create rare ink by performing a special ritual. The 
  ritual takes one hour, uses 100 gp worth of powdered 
  gold, and requires the caster to expend a 1st-level spell 
  slot. [The Dungeon Master may require this effect to 
  be prepared and cast as a basic rite spell.] 
  Spellbook. A spellbook is a heavy tome with 100 
  pages. 
  Each page is suitable for recording a spell. 
  Spellbook, Traveling. This spellbook has only 25 
  pages. It has a water-resistant case and a metal cover 
  that locks closed with a tiny padlock. 
  Each page of the traveling spellbook is suitable 
  for recording a spell. A key is provided for the lock. 
  Without the key, a creature can pick this lock with a 
  successful DC 15 Dexterity (thieves’ tools) check. The 
  water-resistant case protects the book from full 
  submersion in water for up to 10 minutes. 
  Spell Scroll (any). A spell scroll is a single sheet 
  or roll of parchment that bears the words of a single 
  spell, written in a mystical cypher. 
  If the spell is on your class’s spell list, you can use 
  an action to read the scroll and cast the spell without 
  having to provide any of the spell’s components. 
  Otherwise, the scroll is unintelligible. 
  If the spell is on your class’s spell list but of a 
  higher level than you can normally cast, you must 
  make an ability check using your spellcasting ability 
  to determine whether you cast it successfully. The DC 
  equals 10 + the spell’s level. On a failed check, the 
  spell disappears from the scroll with no other effect. 
  Once the spell is cast, the words on the scroll fade, 
  and the scroll crumbles to dust. 
  The level of the spell on the scroll determines the 
  spell’s saving throw DC and attack bonus. 
  A wizard spell on a spell scroll can be copied just 
  as spells in spellbooks can be copied. When a spell is 
  copied from a spell scroll, the copier must succeed on 
  an Intelligence (Arcana) check with a DC equal to 10 
  + the spell’s level. If the check succeeds, the spell is 
  successfully copied. Whether the check succeeds or 
  fails, the spell scroll is destroyed. 
  The cost of a spell scroll is increased by the value 
  of any costly spell components the spell might 
  normally require, even if the component is not 
  normally consumed. 
  Spell Scroll (1st-Level). The contained spell has a 
  save DC of 13 and an attack bonus of +5, should either 
  of these be required. 
  Spell Scroll (Cantrip). The contained spell has a 
  save DC of 13 and an attack bonus of +5, should either 
  of these be required. 
  Torch, Everburning. This item is simply the 
  product of a continual flame spell. It typically takes the 
  form of a torch, but any viable objects can be affected 
  for the listed cost. 
  A cleric or wizard can create such an object by 
  casting the continual flame spell, which consumes 50 
  gp worth of ruby dust. As a duty to their faith and as a 
  method of proselytizing, many clerics make these 
  items available for no more than the cost of their 
  material components, just as they do with holy water. 
   
  ALCHEMICAL BREWS 
  Items on the Adventuring Gear (Alchemical Brews) 
  chart can be crafted using alchemist’s supplies. 
   
   
  VARIANT: FORMULA 
  As quasi-magic items, the Dungeon Master may 
  require that Alchemical Brews, Herbal Brews, or 
  Poisons need more than just tool proficiency and 
  ingredients to craft. To keep some items rare or 
  inaccessible, the Dungeon Master may impose a 
  requirement for formulas as well, a set of written 
  and illustrated instructions necessary to make such 
  products. (See Part 6: Magic Items for more details 
  on formulas.) 
   
   
  DESCRIPTIONS 
  The following items have their own specific rules. 
  Items described in this section appear magical to the 
  detect magic spell but have no school of magic. 
  Acid. This corrosive liquid can burn through flesh 
  and inanimate materials alike. 
  As an action, you can splash the contents of this 
  vial onto a creature within 5 feet of you or throw the 
  vial up to 20 feet, shattering it on impact. In either 
  case, make a ranged attack against a creature or object, 
  treating the acid as an improvised weapon. On a hit, 
  the target takes 2d6 acid damage. 
  Alchemical Glue. This adhesive is contained in 
  two separate chambers of a split vial. When the cap is 
  removed, both liquids pour out and mix into a fast-
  
   
  65 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  drying epoxy that creates a nearly unbreakable bond 
  between objects it glues together. 
  One ounce of the glue can cover a 1-foot square 
  surface. Breaking the bond requires a DC 25 Strength 
  check. 
  Alchemical Silver. This is a viscous oil glitters 
  like liquid silver. 
  You can use an action to apply this to a weapon 
  or up to 3 pieces of ammunition. This application 
  makes the weapon effective against monsters that have 
  immunity or resistance to non-silver weapons. The 
  application lasts for 1 minute, after which the oil dries 
  out and the applied compound crumbles away as dust. 
  On a melee weapon, the application can be used up 
  sooner, at the third successful strike. 
  Alchemical silver will not work when combined 
  with other alchemical substances; only one alchemical 
  effect can apply to the same weapon at the same time. 
  Alchemist’s Fire. This sticky, adhesive fluid 
  ignites when exposed to air. 
  As an action, you can throw this flask up to 20 
  feet, shattering it on impact. Make a ranged attack 
  against a creature or object, treating the alchemist’s 
  fire as an improvised weapon. On a hit, the target takes 
  1d4 fire damage at the start of each of its turns. A 
  creature can end this damage by using its action to 
  make a DC 10 Dexterity check to extinguish the 
  flames. 
  Alchemical Solvent. This clear, thick glue can 
  dissolve almost any mundane adhesive. 
  One dose of the solvent can cover a 1-foot square 
  surface. It instantly dissolves alchemical glue, 
  tanglefoot bags, and similar alchemical substances. At 
  the DM’s discretion, the solvent can provide bonuses 
  to escape the sticky excretions of certain monsters; for 
  example, it’s application might give someone 
  advantage on the attempt to escape a cave fisher’s 
  filament. 
  Bladefire. This oil is black like charcoal and feels 
  dry to the touch, though applies like any other viscous 
  oil. 
  It takes one action to apply this to the striking 
  portion of a weapon. At the start of the user’s 
  following turn, the oil bursts into flame. For one 
  minute, attacks with the weapon deal an additional 1d4 
  fire damage. This does no damage to a weapon that has 
  a metal striking surface, but a nonmagical weapon 
  with a wooden striking surface, like a club or 
  quarterstaff, is destroyed at the end of the minute. 
  Alternately, the oil may be applied to any Tiny object, 
  the flames causing damage once per round on 
  everyone who contacts it. The DM decides what 
  effect, if any, the oil has on a non-weapon object. 
  Bladefire will not work when combined with 
  other alchemical substances; only one alchemical 
  effect can apply to the same weapon at the same time. 
  Blastpatch. These granular blue crystals pack a 
  powerful punch. 
  They can be spread on the ground in a 5-foot 
  square patch. Any creature that moves through the area 
  grinds crystals together causing a series of small 
  ignitions. This creates a burst of light that is visible for 
  quite some distance in the dark and inflicts 1 point of 
  fire damage on the creature. Once an affected patch 
  has triggered three times, there are insufficient crystals 
  remaining for any effect. 
  Blend Cream. This creamy gray solution looks 
  innocuous upon first inspection, but it begins to 
  change coloration soon after exposed to air. 
  The cream requires one action to apply to a Small 
  or Medium creature. For the next 10 minutes, the 
  creature has advantage on Stealth-related ability 
  checks; the cream shifts color to blend with its 
  surroundings. 
  Catstink. This thick, foul-smelling brew is used to 
  distract watchdogs, tracking hounds, wolves, and 
  other canines. 
  A flask of catstink can be deployed as an action, 
  covering a square area, 15 feet on each side. Any 
  canine within 30 feet of the affected area is drawn to 
  investigate it. Controlling a hound within 30 feet of the 
  affected area requires a Wisdom (Animal Handling) 
  check, made with disadvantage, against a DC of 12. 
  Each failure of the check means a minute wasted 
  trying to control the animal before another check can 
  be made. This substance has no effect on non-canine 
  creatures. 
  Clearwater Solution. These tiny, clear crystals 
  come in a glass vial. 
  One dose dissolves in a container of up to 10 
  gallons of liquid. After 1 minute, the solution removes 
  any poison or disease that taints the liquid. This has no 
  effect on liquids that are themselves poisons, or on 
  creatures that have already been affected by a poison 
  or disease. If dissolved into container holding more 
  than 10 gallons, the substance has no effect. 
  
   
  66 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  ADVENTURING GEAR (ALCHEMICAL BREWS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Acid (vial) 
  25 gp 
  1 lb. 
   
  Ink, dark (1-ounce bottle) 
  50 gp 
  — 
  Alchemical glue (vial) 
  20 gp 
  — 
   
  Ink, glowing (1-ounce bottle) 
  30 gp 
  — 
  Alchemical silver (vial) 
  10 gp 
  — 
   
  Instant rope (flask) 
  25 gp 
  1 lb. 
  Alchemical solvent (vial) 
  40 gp 
  — 
   
  Lockgrip grease (vial) 
  10 gp 
  — 
  Alchemist’s fire (flask) 
  50 gp 
  1 lb. 
   
  Longbreath (vial) 
  15 gp 
  — 
  Bladefire (vial) 
  50 gp 
  — 
   
  Mirage powder (vial) 
  20 gp 
  — 
  Blastpatch (flask) 
  3 gp 
  1 lb. 
   
  Moonrod 
  1 gp 
  1 lb. 
  Blend cream (vial) 
  30 gp 
  — 
   
  Motelight (vial) 
  20 gp 
  1 lb. 
  Catstink (flask) 
  6 gp 
  1 lb. 
   
  Oil, slow-burning (flask) 
  1 gp 
  1 lb. 
  Clearwater solution (vial) 
  4 gp 
  — 
   
  Potion of climbing (large flask) 
  25 gp 
  1/2 lb. 
  Defoliant (flask) 
  25 gp 
  1 lb. 
   
  Salve of slipperiness (flask) 
  15 gp 
  1 lb. 
  Eggshell grenade 
   
   
   
  Smokestick 
  1 gp 
  — 
     Dust 
  10 gp 
  — 
   
  Stonebreaker acid (vial) 
  20 gp 
  — 
     Flash 
  15 gp 
  — 
   
  Sunrod 
  4 gp 
  1 lb. 
     Pepper 
  15 gp 
  — 
   
  Tanglefoot bag 
  50 gp 
  1 lb. 
     Smoke 
  25 gp 
  — 
   
  Thermal grease (flask) 
  12 gp 
  1 lb. 
  Embalming cream (flask) 
  6 gp 
  1 lb. 
   
  Thunderstone 
  10 gp 
  — 
  Fireworks 
  5 gp 
  1/2 lb. 
   
  Tindertwig 
  1 gp 
  — 
  Flash powder (paper packet) 
  8 gp 
  — 
   
  Torch, alchemical 
  2 gp 
  1 lb. 
  Flash pellet 
  50 gp 
  — 
   
  Tracking dust (vial) 
  15 gp 
  — 
  Flash rocket 
  40 gp 
  1 lb. 
   
  Whistling box 
  2 gp 
  1 lb. 
  Ghoststrike oil (vial) 
  50 gp 
  — 
   
  Vicious bleeder (vial) 
  35 gp 
  — 
  Defoliant. Defoliant is a caustic yellow-orange 
  liquid that slightly irritates the skin or eyes of a living 
  creature. It can bring ruin to any plant matter it 
  touches. 
  A dose of this liquid, if splashed out of a flask, can 
  ruin light vegetation and undergrowth (but not trees) 
  in up to 4 patches, each about five feet square. The 
  plants shrivel and die within 1 hour, leaving the area 
  barren of life or cover. Alternately, as an action, you 
  can splash a full dose of the liquid onto a creature 
  within 5 feet of you or throw it up to 20 feet, shattering 
  the clay flask on impact. In either case, make a ranged 
  attack against a target creature, treating the substance 
  as an improvised weapon. If the target is a plant 
  creature, it takes 2d6 acid damage. Other creature 
  types are unharmed. 
  Eggshell Grenades (all). Eggshell grenades are 
  delicate alchemical devices that react dramatically 
  when introduced to fire or an enemy’s face. They are 
  a favorite tool of rogues, often used to create 
  distractions. 
  As an action, you can throw an eggshell grenade 
  up to 20 feet, shattering it on impact. This requires a 
  ranged attack, treating the grenade as an improvised 
  weapon. 
  Eggshell Grenade, Dust. This grenade, when it 
  hits the eyes of its target, causes blindness until the end 
  of your next turn. Because the grenade must be 
  targeted so precisely, you have disadvantage on the 
  attack roll. 
  Eggshell Grenade, Flash. This grenade, when 
  thrown into a fire, explodes in a brilliant flash of light. 
  Any creature within 15 feet of the fire must succeed in 
  a DC 10 Constitution save or be blinded until the end 
  of your next turn. There is no effect if the grenade 
  attack misses the fire. 
  Eggshell Grenade, Pepper. This grenade, when it 
  strikes the face (or near the sensory organs of a 
  creature), bursts into a cloud of noxious, stinging 
  chemicals. Because the grenade must be targeted so 
  precisely, you have disadvantage on the attack roll. If 
  you hit, the target must succeed in a DC 10 
  Constitution saving throw or be incapacitated. If a 
  
   
  67 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  target fails its save the effect lasts for three rounds, but 
  the target can attempt to end the effect early. This 
  requires the victim to spend an action to clear the 
  pepper, allowing another attempt to save. A successful 
  saving throw ends the effect immediately. 
  Eggshell Grenade, Smoke. This grenade, when 
  thrown into a fire, emits a billowing, toxic cloud in a 
  10-foot-radius. The area is heavily obscured until the 
  end of your next turn. Until the cloud dissipates, 
  creatures that enter the area (or begin their turn within 
  the area) must make a DC 10 Constitution save or 
  suffer 1d4 poison damage from inhaling the smoke. 
  There is no effect if the grenade attack misses the fire. 
  Embalming Cream. This thick, blue cream is 
  used to prevent the dead from rotting. 
  The content of this flask, when spread over the 
  skin of a dead humanoid, prevents decay for 10 days. 
  It takes 2 minutes to apply this cream to a Medium-
  sized humanoid. Thereafter, time spent under the 
  effect does not count against the time limit for spells 
  such as raise dead. 
  Fireworks. Fireworks are small packets of 
  explosive powder and other alchemical ingredients, 
  fitted with short fuses. 
  Lighting fireworks creates a series of pyrotechnic 
  flashes and bangs that are audible up to 300 feet away. 
  Lit fireworks persist for 2d4 rounds. 
  Flash Powder. This highly flammable powder is 
  course and comes in gray, white, or black. 
  A pinch (one dose) burns with a bright flare if 
  exposed to fire. A creature within 10 feet that is not 
  deliberately looking away at the time of ignition must 
  succeed on a DC 10 Constitution saving throw or be 
  blinded until the end of its next turn. 
  Flash Pellet. This small clay sphere is designed 
  to explode in a flash of light when thrown against a 
  hard surface. 
  As an action, you can throw the sphere up to 60 
  feet, shattering it on impact. Any creature within 10 
  feet of the point of impact must succeed on a DC 10 
  Constitution saving throw or be blinded until the end 
  of its next turn. 
  Flash Rocket. This cylinder contains a larger 
  firework designed to fire out one end. The device can 
  be held by hand or propped in place when used. 
  One round after lighting this device, a chemical 
  reaction propels a missile from its containing tube. The 
  rocket shoots forward up to 100 feet, where it bursts in 
  a brilliant flare accompanied by a bang audible within 
  300 feet. Rockets are typically fired into the air to 
  create a signal visible at a great distance. Each is 
  manufactured to flare with a specific color for this 
  purpose. A rocket can instead be used as an improvised 
  weapon with a range of 100 feet. If you make a ranged 
  attack with a rocket and hit, it deals 1d4 fire damage 
  and may ignite flammable substances. A “repeating” 
  version of this device fires 1 missile each round for 6 
  rounds, but with a range of only 30 feet. 
  Ghoststrike Oil. This milky-white oil exudes a 
  faint, ghostly mist. 
  A weapon can be coated with the oil using an 
  action. For one minute thereafter, the weapon’s strikes 
  are not inhibited by the incorporeal nature of undead 
  such as ghosts, shadows, specters, and wraiths. For the 
  duration, the treated weapon ignores any resistance or 
  immunity such creatures have against weapon attacks. 
  Ghoststrike oil will not work when combined with 
  other alchemical substances; only one alchemical 
  effect can apply to a weapon at the same time. 
  Ink, Dark. This gray ink dries clear and is 
  imperceptible to creatures using normal sight. 
  The ink is only readable by someone with 
  darkvision. Dark ink can be created in “rare” form, the 
  type used when transcribing spells into a spellbook, at 
  a cost of 150 gp per one-ounce bottle. (See rare ink, 
  above.) 
  Ink, Glowing. The ingredients for this special 
  luminescent ink are usually derived from subterranean 
  plants and fungi. 
  Writing made with this ink glows ever so slightly, 
  not enough to detect under light, but enough to read by 
  in darkness. Glowing ink can be created in “rare” 
  form, the type used when transcribing spells into a 
  spellbook, at a cost of 130 gp per one-ounce bottle. 
  (See rare ink, above.) 
  Instant Rope. This gray substance is stored in a 
  squeezable bladder about the size of a flask. Its 
  contents are drained out through a special nozzle that 
  shapes the material as it is exposed to air. 
  It takes one action to open this flask and pour out 
  the liquid contents. As the substance exits the flask, it 
  dries into a thin rope, about 100 feet in length. The 
  substance has the same characteristics as a silk rope. It 
  dries out and becomes unusably stiff after 30 minutes. 
  After 30 more minutes, it disappears, crumbling into 
  dust. 
  Lockgrip Grease. This tacky white grease is 
  applied to improve the user’s grip. 
  
   
  68 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  It takes an action or bonus action to apply the 
  grease to one or both hands. For the next minute, the 
  substance applies disadvantage to any attempt to 
  disarm a person holding something with the treated 
  hand or hands. (Alternately, it applies advantage to an 
  attempt to hold onto something that might be disarmed 
  if not done with an attack roll.) The treated creature 
  requires an extra action, beyond the normal effort 
  required, to put down any object held with a treated 
  hand during this period. 
  Longbreath. Longbreath is a sweet-tasting amber 
  liquid. 
  For 10 minutes following consumption of this 
  liquid, the imbiber can hold her breath for twice as 
  long as normal. Even when out of breath, double the 
  number of rounds the creature can survive while 
  suffocating. (See suffocating on page 183 of the 
  Player’s Handbook.) 
  Mirage Powder. The dust in this vial glitters with 
  an intense array of colors. 
  It can be tossed into the air, filling a cubic area 
  adjacent to the user, 5 feet long on each side. For the 
  next round, any image in the area that was created by 
  an illusion spell or effect will glitter as the dust clings 
  to it. Observers get advantage on any saving throw to 
  pierce affected illusions during this period. 
  Moonrod. This one-foot long rod has a chemical 
  reservoir at one end, capped by a small silvery bulb. 
  The rod is activated by using an action to strike it 
  against a hard surface. For eight hours thereafter, the 
  bulb glows with a cool light. It provides bright light in 
  a 10-foot radius and dim light for an additional 10 feet. 
  Motelight. This glass vial contains motes of 
  glowing light. It is often worn on a necklace to provide 
  light to the wearer. 
  An uncovered motelight sheds bright light in a 10-
  foot radius and dim light for an additional 10 feet. The 
  lights are extinguished permanently if the vial is ever 
  opened or broken. 
  Oil, Slow-Burning. This potent oil looks perfectly 
  mundane, giving no clue as to its special properties 
  until used. 
  Made by rare processes of alchemical refinement, 
  slow-burning oil burns five times as long as normal 
  oil, providing long-lasting fuel for lanterns and other 
  devices. A target doused in slow-burning oil stays 
  doused for 5 minutes before drying out, instead of 1. 
  If poured on the ground and lit, the covered area burns 
  for 10 rounds instead of 2. 
  Potion of Climbing. This potion is separated into 
  brown, silver, and gray layers resembling bands of 
  stone. Shaking the bottle fails to mix the colors. 
  Drinking this potion gives you a climbing speed 
  equal to your walking speed for 1 hour. It also gives 
  you advantage on Strength (Athletics) checks you 
  make to climb during that period. 
  Salve of Slipperiness. This pitch-black oil makes 
  it easier for someone to escape from restraints. 
  One dose covers enough of a Medium or Small 
  creature to give it advantage for the next hour on any 
  Dexterity checks to escape from manacles, grappling, 
  or other restraints. 
  Smokestick. This tiny rod of alchemical 
  substances smokes furiously when lit or thrown into a 
  fire. 
  It creates a 5-foot radius sphere of smoke that 
  spreads around corners and heavily obscures the area. 
  It lasts for 1 minute. A wind of moderate or greater 
  speed (at least 10 miles per hour) disperses the smoke 
  until the wind stops. Extinguishing the flaming stick 
  ends the effect prematurely. Smokesticks can be 
  manufactured to emit smoke of specific colors, useful 
  for signaling. 
  Stonebreaker Acid. This fizzy, white liquid is 
  stored in a flask made of hardened animal skin. 
  As an action, you can splash the contents of this 
  vial onto a creature within 5 feet of you or throw the 
  vial up to 20 feet, shattering it on impact. In either 
  case, make a ranged attack against a creature or object, 
  treating the acid as an improvised weapon. On a hit, a 
  viable target takes 4d6 acid damage; the substance 
  affects only inanimate stone, stone golems, or earth 
  elementals. Other objects and creatures are unaffected. 
  Sunrod. This one-foot long rod has a chemical 
  reservoir at one end, capped by a small gold-hued 
  bulb. 
  The rod is activated by using an action to strike it 
  against a hard surface. For eight hours thereafter, the 
  bulb shines with a strong, warm light. It provides 
  bright light in a 45-foot radius and dim light for an 
  additional 45 feet. 
  Tanglefoot Bag. This delicately-wrapped satchel 
  contains a massy of sticky alchemical foam. 
  It is typically thrown as an improvised missile 
  weapon after a supporting tie is removed the device. 
  The user can target a foe up to 20 feet away as an 
  action. On a hit, the alchemical substance bursts out, 
  engulfing the foe with a sticky, fast-hardening foam. 
  
   
  69 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  A Large or smaller target hit by a tanglefoot bag is 
  restrained until 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. 
  Thermal Grease. This white grease turns clear as 
  it is applied. 
  It takes 1 minute to apply the grease to a Small or 
  Medium creature. For the next 24 hours, the affected 
  creature reduces by 1 point any damage sustained from 
  fire or cold sources. At the Dungeon Master’s 
  discretion, the creature can also operate comfortably 
  in very hot or cold natural climates. 
  Thunderstone. This small, jagged stone packs a 
  powerful punch. 
  As an action, you can throw the stone up to 20 
  feet. Make a ranged attack against a creature or object, 
  treating the thunderstone as an improvised weapon. 
  The shock of impact causes the substances in this 
  hardened alchemical lump to react violently, 
  generating a deafening boom. Any creature hit by the 
  ranged attack must make a DC 12 Constitution saving 
  throw or be deafened for 1 minute. If the saving throw 
  fails by 5 or more, the creature is also stunned while 
  deafened in this way. A creature can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. The sound of a thunderstone is 
  audible to a distance of 300 feet. 
  Tindertwig. A tindertwig is simply a hardened 
  paste on the end of a tiny stick. It ignites when scraped 
  against a rough surface. 
  A tindertwig stays lit for 2 rounds, shedding dim 
  light in a 5-foot radius. It is typically used for lighting 
  things on fire. Lighting a torch, lamp, or lantern with 
  a tindertwig requires only a bonus action. It is more 
  reliable than a tinderbox for lighting substances in the 
  presence of wind or rain. 
  Torch, Alchemical. An alchemical torch looks 
  like any other torch until lit. 
  It burns for 3 hours, providing bright light in a 30-
  foot radius and dim light for an additional 30 feet. If 
  you make a melee Attack with a burning alchemical 
  torch and hit, it deals 1d4 fire damage. An alchemical 
  torch is not disrupted by wind or water; it functions 
  even if submerged, though its light ranges are halved. 
  An alchemical torch can be extinguished by covering 
  it with dirt or similar material for 1 minute. 
  Tracking Dust. This red dust contains granules of 
  varying size, some heavy like sand and others very 
  fine. When thrown into an area, some granules settle 
  quickly to the ground while other granules float and 
  spread about. 
  One does of this dust can be spread over a zone of 
  up to six contiguous 5-foot square patches that lasts for 
  1 hour. The red dust luminesces at the edges of even 
  the subtlest impressions made on any surface. Anyone 
  starting a tracking attempt on tracks that exist within 
  the zone has advantage on that Wisdom (Survival) 
  check. Alternately, in an area where tracking would be 
  otherwise impossible, the tracker can attempt a check 
  at DC 20, but can only follow such tracks within the 
  established zone (unless they lead to another surface 
  where tracking is normally possible). 
  Whistling Box. This tiny box has a fuse that, when 
  lit, can create a big distraction. 
  One round after lighting the fuse, the chemicals 
  within create a gas that expands violently, creating an 
  ear-splitting, osculating whistle as it exits the 
  contraption’s narrow holes. The sound persists for 1 
  minute and can easily be heard up to 500 feet away. 
  Vicious Bleeder. This oil has the look and smell 
  of slightly-coagulated blood. 
  It takes one action to apply this substance to the 
  striking surface of a weapon. If the weapon inflicts 
  piercing or slashing damage, it gains the wounding 
  weapon property for 1 minute. 
  Vicious bleeder will not work when combined 
  with other alchemical substances; only one alchemical 
  effect can apply to a weapon at the same time. 
   
  HERBAL BREWS 
  Items on the Adventuring Gear (Herbalism Kit) chart 
  can be crafted using an herbalism kit. Sometimes 
  herbal brews require no more than the proper packing 
  and storage of plant ingredients that naturally possess 
  magical properties. 
   
  RAW HERBS 
  Many of these concoctions have effects that are no 
  different than the natural, unprocessed plants from 
  which they are made. When these herbs are found in 
  the wild, “crafting” the raw ingredients into herbal 
  brews simply extends their life expectancy. Otherwise, 
  those herbal brews can be crafted using the normal 
  crafting rules. 
  Raw herbs are craft components, described in Part 
  4: Wealth. 
   
  
   
  70 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  DESCRIPTIONS 
  The following items have their own specific rules. 
  Alertness Draught. This viscous, sweet drink is 
  often consumed before standing watch to promote 
  wakefulness and vigilance. 
  For the next 2 hours, the drinker has advantage on 
  Wisdom (Perception) checks and on any saving throws 
  to resist falling sleep, even against magically-induced 
  sleep. 
  Aniseed. This vial contains hundreds of tiny 
  granules soaked with intense-smelling distillations of 
  herbs, including aniseed. The granules can be 
  scattered across an area to foul tracking attempts that 
  rely on scent. 
  A vial of aniseed can be deployed as an action, 
  covering a square area, 15 feet on each side. A creature 
  with a heightened sense of smell must succeed on a 
  DC 12 Constitution saving through or lose the 
  effective use of that sense for 10 minutes. What 
  constitutes a heightened sense of smell is defined by 
  the Dungeon Master; typically, it includes any creature 
  that has the Keen Smell or the Keen Hearing and Smell 
  feature, or that has a similar trait that affects its sense 
  of smell, or that can track or perceive its environs 
  through smells. 
  Antidote Kit. This satchel holds dozens of bottles 
  containing antidotes and curatives for poison. These 
  meant to be used individually or mixed in 
  combinations. 
  This kit has ten uses. As an action, you can spend 
  one use of the kit to treat one poison affecting a 
  subject. If more than one poison affects the target, and 
  you have not identified or differentiated the poisons, 
  one poison is treated at random. Roll a Wisdom 
  (Medicine) check against the saving throw DC of the 
  poison. Success neutralizes that poison. Failure 
  indicates that you cannot affect that poison with this 
  poison kit. 
  Antiparalytic. A clear liquid that smells of mint. 
  A creature that drinks this vial gains advantage on 
  saving throws against paralysis effects (including 
  poisons that confer paralysis) for 1 hour. It confers no 
  benefits to undead or constructs. 
  Antipathogen. A chalky, foul-tasting tablet or 
  dust that can be swallowed or can be mixed with food 
  or drink. 
  A creature that consumes this gains advantage on 
  saving throws against diseases for 8 hours. It confers 
  no benefits to undead or constructs. 
  ADVENTURING GEAR (HERBAL BREWS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Alertness draught (vial) 
  2 gp 
  — 
   
  Meditative draught (vial) 
  15 gp 
  — 
  Aniseed (vial) 
  8 gp 
  — 
   
  Menga leaves (vial) 
  2 gp 
  — 
  Antidote kit 
  150 gp 
  3 lb. 
   
  Nature’s draught (vial) 
  8 gp 
  — 
  Antiparalytic (vial) 
  40 gp 
  — 
   
  Nightlight (vial) 
  5 gp 
  — 
  Antipathogen (vial) 
  30 gp 
  — 
   
  Nilhogg’s Nose (vial) 
  1 gp 
  — 
  Antitoxin (vial) 
  50 gp 
  — 
   
  Ormu paint (jug) 
  1 sp 
  4 lb. 
  Beastbane 
  5 gp 
  1/2 lb. 
   
  Plague mask 
  5 gp 
  1 lb. 
  Burn balm (large vial) 
  10 gp 
  1/2 lb. 
   
  Potion of healing (large vial) 
  50 gp 
  1/2 lb. 
  Candle, focusing 
  10 gp 
  — 
   
  Rations, journeybread (1 day) 
  5 gp 
  1/8 lb. 
  Candle, restful 
  2 gp 
  — 
   
  Regenerative elixir (flask) 
  15 gp 
  1 lb. 
  Clearbreath smoke (flask) 
  10 gp 
  1 lb. 
   
  Ryath root 
  50 gp 
  1/2 lb. 
  Clearsense powder (vial) 
  5 gp 
  — 
   
  Sinda berries (flask) 
  5 gp 
  1 lb. 
  Healer’s kit 
  5 gp 
  3 lb. 
   
  Tongue of Madness 
  15 gp 
  — 
  Herbal poultice 
  6 sp 
  1/2 lb. 
   
  Torchstalk 
  12 gp 
  1 lb. 
  Insect repellent (gourd) 
  1 gp 
  1/2 lb. 
   
  Wildroot (vial) 
  25 gp 
  — 
  Insect repellent (incense) 
  1 sp 
  — 
   
  Wukka nut 
  1 gp 
  1/2 lb. 
   
  
   
  71 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  Antitoxin. A mixture of common antidotes and 
  treated charcoal designed to counteract a wide variety 
  of toxins. 
  A creature that drinks this vial of liquid gains 
  advantage on saving throws against poisons for 1 hour. 
  It confers no benefits to undead or constructs. 
  Beastbane. This paper package contains slow-
  burning herbs and other noxious substances designed 
  to produce a haze of thin smoke. 
  Igniting this package creates a persistent area of 
  foul scent that lasts for one hour. Adventurers in the 
  wild typically ring their camps with these small fires 
  to prevent animal or insect attacks; the fumes are 
  particularly offensive to beasts, which must succeed 
  on a DC 10 Constitution saving throw the first time 
  they attempt to come within 20 feet of the burning 
  substance. On a failed save, the beast cannot move into 
  that radius. On a success, the beast is not affected by 
  any beastbane for the rest of the day. A normal 
  affected beast will be completely deterred and 
  probably leave the area, but one with an Intelligence 
  of 4 or higher can try to enter the affected area on each 
  of its successive turns, re-attempting the saving throw 
  each time until successful. A wind of moderate or 
  greater speed (at least 10 miles per hour) negates the 
  effect until the wind stops. Extinguishing the flaming 
  package ends the effect until it is relit. 
  Burn Balm. This potion’s blue liquid glimmers 
  when agitated. 
  By drinking this potion or applying it directly to a 
  burn, you regain up to 10 hit points, but only hit points 
  lost to fire damage. 
  Candle, Focusing. A small, green candle, entirely 
  mundane in appearance. 
  A creature that meditates in the presence of this 
  candle for no less than 5 minutes gains a +1 bonus to 
  Intelligence checks so long as she remains in the 
  presence of the burning candle. A candle burns for 1 
  hour. 
  Candle, Restful. A small, gray candle, entirely 
  mundane in appearance. 
  This candle aids healing during a short rest. 
  Everyone resting within 20 feet of the candle who rolls 
  Hit Dice for healing can treat any rolled 1s as 2s 
  instead, so long as the rolls occur soon after the candle 
  is lit, and the candle is not extinguished prematurely. 
  A candle burns for 1 hour, the entire length of the short 
  rest. 
   
   
   
  Clearbreath Smoke. Inhaling the gray mist from 
  this flask deadens the user’s sense of smell. 
  For the next hour, this provides advantage on 
  saving throws to resist smell-based effects like a 
  troglodyte’s stench. During this period, the substance 
  causes disadvantage on Wisdom (Perception) checks 
  that call upon the user’s sense of smell.  
  Clearsense Powder. A white powder meant to be 
  inhaled, providing clarity and vibrancy to the user’s 
  perceptions. 
  When inhaled as an action, this powder gives the 
  subject an immediate saving throw against any effect 
  that inflicts blindness or deafness if that effect allows 
  saving throws to end it. This is in addition to any 
  periodic saving throws the effect already allows. 
  Healer’s Kit. This kit is a leather pouch 
  containing bandages, salves, and splints. 
  The kit has ten uses. As an action, you can expend 
  one use of the kit to stabilize a creature that has 0 hit 
  points, without needing to make a Wisdom (Medicine) 
  check. 
  Herbal Poultice. This packet of medicinal herbs 
  is applied directly to a wound. 
  An herbal poultice can be used as if it was a single 
  charge of a healer’s kit. Alternately, it can be applied 
  to assist longer recover; during a short rest, an affected 
  
   
  72 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  character heals 1 extra hit point per Hit Die when 
  spending Hit Dice for healing. A poultice works for 
  one application and cannot be reused. 
  Insect Repellant (Gourd or Incense). This herbal 
  concoction comes in two forms, an odorless salve 
  applied to the skin or a block of incense burned as a 
  fumigant. 
  Either type repels normal insects for its stated 
  duration but has no effect on giant insects or swarms 
  of insects. 
  The salve comes with 20 applications and protects 
  a single Medium or Small size creature for 24 hours. 
  It is waterproof and will not wash off short of thorough 
  scrubbing. The block of incense burns for 8 hours 
  when lit and affects a 20-foot radius for the duration. 
  Meditative Draught. This oily liquid is consumed 
  to aid with meditations. 
  The imbiber has advantage on concentration 
  checks for 1 hour following the consumption of this 
  liquid. 
  Menga Leaves. The dried leaves of this bush can 
  be ground, dissolved in liquid, heated, and ingested. 
  A creature that ingests a dose of menga leaves in 
  this fashion regains 1 hit point. A creature that ingests 
  more than 5 doses in a 24-hour period gains no 
  additional benefit and must succeed on a DC 11 
  Constitution saving throw or fall unconscious for 1 
  hour. The unconscious creature awakens if it takes at 
  least 5 points of damage on one turn. 
  Natural, unrefined menga leaves have the same 
  effect if consumed within 24 hours of being plucked 
  from the bush. 
  Nature’s Draught. Consuming this musky brew 
  affects the imbiber’s sweat glands, causing her scent 
  to be less offensive to animals, even calming to them. 
  For 8 hours after drinking nature’s draught, the 
  imbiber has advantage on Wisdom (Animal Handling) 
  checks. 
  Nightlight. A dose of this dark liquid is typically 
  prepared in a thick glass vial. 
  The substance is activated by shaking it 
  vigorously as an action or bonus action. Thereafter, the 
  substance emits light for a period of one round, then 
  goes out for a round, then emits light for a round, 
  continuing this strobing pattern until it has emitted 
  1d6+2 total rounds of light. When lit, the nightlight 
  produces bright light in a 30-foot radius and dim light 
  for an additional 30 feet. The interval of light and 
  darkness switches at the start of your turn each round. 
  Nightlight is made from a tall, tubular 
  bioluminescent mushroom of the same name that 
  grows in the Underdark. A living nightlight emits 
  bright light in a 15-foot radius and dim light for an 
  additional 15 feet. If a living nightlight is touched, 
  either by a creature or object, its light goes out until it 
  is touched again. 
  Nillhog’s Nose. This small mushroom heightens 
  the consumer’s sense of smell. 
  Consuming one dose grants advantage on 
  Wisdom (Perception) checks based on smell for 1d4 
  hours. During this period, the consumer suffers 
  disadvantage on saving throws against harmful effects 
  based on smell, like a troglodyte’s poisonous stench. 
  One fresh Nillhog’s nose mushroom has the same 
  effect if used within 48 hours of being picked. 
  Ormu Paint. This green phosphorescent paint is 
  crafted from bioluminescent moss harvested in the 
  Underdark. 
  Ormu paint sheds dim light in a 5-foot radius for 
  24 hours after it is applied. This jug holds one gallon 
  of paint. 
  Plague Mask. This mask covers the nose and 
  mouth with a filtering layer of medicinal herbs. These 
  provide a pleasant aroma to mask the miasmic stench 
  of plague. A plague mask also covers the eyes with a 
  set of clear glass lenses. 
  A plague mask gives advantage to all saving 
  throws to resist diseases that are airborne or that enter 
  the body through the mouth, nose, or eyes. It has no 
  effect on diseases contracted through injuries or by 
  contact with the skin. 
  Potion of Healing. This potion’s red liquid 
  glimmers when agitated. 
  By drinking this potion, you regain 2d4+2 hit 
  points. 
  Rations, Journeybread. These rations rely on the 
  nutritional value of rare herbs to provide exceptional 
  levels of sustenance relative to their weight. 
  Despite their weight, each of these rations is the 
  equivalent of 1 pound of food. Journeybread is suitable 
  to the digestive needs of all creatures, carnivores and 
  herbivores alike; it can also be used as an expensive 
  form of animal feed. 
  Regenerative Elixir. This red liquid glimmers 
  when agitated. It is often confused for a potion of 
  healing. 
  The elixir gives the drinker 1 temporary hit point, 
  which lasts up to 24 hours. Any time the drinker rolls 
  
   
  73 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  a death save within the coming 24 hours, the save is 
  made with advantage. 
  Ryath Root. This chalky orange root has 
  fortifying powers when consumed fresh or in properly-
  preserved form. 
  Ingesting a ryath root provides a creature with 2d4 
  temporary hit points. A creature that consumes more 
  than one ryath root in a 24-hour period must succeed 
  on a DC 13 Constitution saving throw or suffer the 
  poisoned condition for 1 hour. 
  Unprocessed ryath root retains its potency for 10 
  days after being harvested. 
  Sinda Berries. Liquid concoctions of these dark 
  brown berries have a bitter aftertaste. 
  Consuming one dose gives the creature advantage 
  on saving throws against poison and disease for the 
  next 24 hours. 
  Fresh sinda berries, plucked from the bush less 
  than 24 hours prior, have the same effect without any 
  preparation or treatment if at least 10 of the berries are 
  consumed. 
  Tongue of Madness. This concoction has 
  delightfully-earthy scent and is designed to be 
  administered orally. 
  Drinking this requires the imbiber to make a DC 
  12 Constitution saving throw or compulsively speak 
  aloud its every thought for the next hour. The effect 
  can be ended with a lesser restoration spell or similar 
  magic. 
  Unprocessed tongue of madness is an edible 
  fungus that looks like a large human tongue. It has the 
  same effect if used within 72 hours of being picked. 
  Torchstalk. A torchstalk is a mass of thin fungal 
  fronds about the size a torch bound together around a 
  flint striker. 
  The device can be thrown as an improvised 
  missile weapon, targeting a foe up to 20 feet away as 
  an action. On impact, or if lit, the torchstalk bursts in 
  a cloud of fiery spores. Creatures within 10 feet of the 
  target (or the square where it lands in the case of a 
  miss) take 1d6 fire damage. 
  Unprocessed torch stalks have a 1-in-6 chance to 
  explode when lit. The head of an unexploding frond 
  otherwise burns like a torch, lasting up to 24 hours. 
  Wildroot. This pungent, curative liquid is made 
  from the juices of a rare root. 
  The liquid must be introduced to the subject’s 
  bloodstream, poured on an open wound or injected 
  with a sharp device or weapon of some sort. Once 
  administered, the creature is alleviated of the poisoned 
  condition. 
  Wukka Nut. This fist-sized nut rattles when 
  shaken. 
  Shaking the nut as an action or bonus action 
  causes the shell to shed bright light in a 10-foot radius 
  and dim light for an additional 10 feet. This light will 
  fade after 1 minute, but the nut can be shaken again to 
  reactivate it. If the shell is ever cracked, the special 
  properties are lost. 
  Fresh wukka nuts have the same effect without 
  any preparation or treatment if plucked from a wukka 
  tree no more than 48 hours prior. 
   
  POISONS 
  Poisons affect the physiology of living creatures. 
  When combined with weapons, even a light cut can 
  become a deadly wound. Delivered clandestinely, 
  poisons can kill effectively while allowing the killer to 
  remain separate (in time and distance) from the act. 
  There are over a hundred poisons described in this 
  section. They come from three sources. About half are 
  from the Arms and Equipment Guide published for the 
  3rd Edition of Dungeons & Dragons. For these, a new 
  condition is described here in a sidebar. 
  A small portion of the poisons in this section are 
  taken directly from the sample poisons in the Dungeon 
  Master’s Guide and the Player’s Handbook. 
  The remainder of the poisons, those appearing on 
  the second chart, are monster-derived. They come 
  from creatures in the Monster Manual and in the other 
  Fifth Edition books. These monster poisons are 
  translated into rules useable for character interactions, 
  provided for players to use after collecting the toxins 
  from defeated monsters. 
   
  ACQUIRING POISON 
  In game terms, poisons represent a potent value-added 
  factor that can eclipse the damage of normal weapons 
  and unbalance the effectiveness of attacks in your 
  game. As such, poisons should be treated carefully. 
  DMs should not minimize the balancing factors that 
  apply to acquiring poisons: the high material cost, the 
  lengthy production time, the danger of harvesting from 
  monsters, and the near-universal illegality of using, 
  purchasing, or possessing poisons. 
   
  
   
  74 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
   
  NEW CONDITION: POISONED (LESSER) 
  Normally, a poisoned creature has disadvantage on 
  attack rolls and ability checks regardless of the 
  abilities those rolls are based on. In contrast, this 
  lesser poisoned condition affects fewer abilities, 
  usually only one. Crafted poisons frequently apply 
  this condition. 
  The lesser poisoned condition is noted by 
  listing an ability after the condition parenthetically. 
  For example, a creature affected with the “poisoned 
  (Strength)” condition has disadvantage on attack 
  rolls and ability checks, but only the ones that 
  utilize Strength. Likewise, a creature affected by 
  the “poisoned (Intelligence, Charisma)” condition 
  would have disadvantage on attack rolls and ability 
  checks based on Intelligence and Charisma. 
  Lesser poisoned conditions are in all other 
  ways equivalent to the standard poisoned condition 
  and can be removed in the same way. If the DM 
  prefers, she can ignore this new condition and use 
  the standard poisoned condition instead. 
   
   
  Crafting. Characters can craft the poisons 
  presented on the first poison chart (Crafted Toxins) but 
  not the second chart (Creature Toxins). Crafted toxins 
  are created with a poisoner’s kit using various 
  alchemical and herbal ingredients. The DM may 
  decide that certain poisons cannot be crafted with 
  common ingredients, that the crafter must seek out (or 
  randomly encounter) various ingredients in the wild. 
  Harvesting. Creature toxins are the poisons or 
  curative byproducts derived from monsters. These 
  substances that can only be acquired by harvesting 
  with a poisoner’s kit. A character can harvest poison 
  from any creature that creates its own venom or toxin. 
  The creature must be dead or somehow incapacitated 
  at the time. A living creature can only be harvested 
  from once per day. A dead creature must have died 
  within the last day to still have viable poison within it. 
  Curative byproducts derived from creatures can 
  normally only be harvested from dead creatures. 
  Harvesting requires a DC 20 Intelligence (Nature) 
  or Intelligence (poisoner’s kit) check. Failure means 
  the creature had no usable poison remaining or the 
  dose collected was spoiled in the attempt and is no 
  longer effective. If the check fails by 5 or more, the 
  harvesting character has accidentally subjected herself 
  to the creature’s poison, taking damage or requiring 
  saving throws as normal. A successful check yields a 
  single dose. 
  Purchasing. The charts below give prices for 
  single doses of poisons. Purchasing can be easier and 
  faster than creating or harvesting, but dealing in 
  poisons is risky. The DM is the arbiter of what poisons 
  are available, if any, and at what variation to the 
  standard costs. Poisons can be as difficult to acquire as 
  magic items; the DM may impose the restricting 
  guidelines for finding buyers described in Part 4: 
  Wealth. Attempting to purchase such illicit substances 
  risks running afoul the local authorities. 
   
   
  DM’S CORNER: POISONED BLADES 
  There is some debate about the rule for coating 
  weapons with injury poison found on page 153 of 
  the Player’s Handbook. The debate centers on an 
  ambiguity as to whether each strike of the poisoned 
  weapon inflicts poison until the 1-minute duration 
  concludes, or just the first strike within that period. 
  A straightforward reading indicates that the 
  toxin is supposed to remain effective for every 
  strike throughout that period. There are two reasons 
  for this conclusion. First, nothing in the text says 
  that a successful strike de-poisons the weapon; the 
  application “retains potency” until its duration is 
  up. Second, a single dose can be applied to 3 pieces 
  of ammunition. If every arrow hits, that would 
  triple the benefit for archers if a single dose was 
  only good for a single hit with a melee weapon. 
  There is very little support for the notion that the 
  poison only works for the first successful attack. 
  As an alternative, a happy medium, the DM 
  might allow that a weapon coated remains toxic for 
  up to 1 minute, or until after the 3rd hit with the 
  weapon, whichever comes first. That puts more 
  balance into the mechanics and puts melee weapons 
  and ammunition on par with one another. 
   
   
  USING POISON 
  Poisons come in four types. 
  Injury. A creature whose skin is penetrated by the 
  blade or point of a weapon, trap component, or other 
  
   
  75 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  sharp object coated with injury poison is exposed to its 
  effects. 
  Applying a dose of injury poison to a weapon (or 
  up to three pieces of ammunition) takes an action. 
  Thereafter, if the weapon delivering the poison causes 
  piercing or slashing damage, the poison is inflicted as 
  well. Once applied to the weapon, the poison begins to 
  lose potency, drying out after one minute. 
  Contact. A creature that touches contact poison 
  with exposed skin suffers its effects. Contact poison is 
  also affective if consumed or injected. 
  As an action, contact poison can be poured or 
  brushed onto a single small object like a doorknob, a 
  bed pillow, or the inside of a gauntlet. Once applied, 
  the contact poison remains viable for 12 hours. 
  Anyone touching the affected object at the point of 
  application is subjected to the poison. 
  Inhaled. These are powders or gases that take 
  effect when they are inhaled or when they otherwise 
  encounter living creatures. Holding one’s breath is 
  ineffective against inhaled poisons because they also 
  affect nasal membranes, tear ducts, and other parts of 
  the body; inhaled poisons will even affect creatures 
  that do not breathe. 
  An inhaled dust or gas poison is typically 
  contained in a glass vial. As an action, you can throw 
  the vial up to 20 feet, shattering it on impact and filling 
  a 5-foot cube. Make a ranged attack against a creature, 
  object, or point of origin, treating the vial as an 
  improvised weapon. On a hit, a 5-foot cube of space 
  around the target is filled with gas. On a miss, the DM 
  determines where the vial lands and whether it shatters 
  to release its contents. Alternately, if you pour a dose 
  of an inhaled dust poison onto the palm of your hand, 
  you can use an action to blow it into an adjacent space, 
  filling a 5-foot cube. 
  Normally, the small cloud of gas or particles 
  persists in the affected area for 1 round before it 
  dissipates. If a poison is listed as “ingested” with a die, 
  like “(Ingested 1d4),” the gas persists that many 
  rounds instead. A wind of moderate or greater speed 
  (at least 10 miles per hour) disperses the poison 
  immediately. 
  Ingested. A creature swallowing an ingested 
  poison, or consuming food or drink laced with an 
  ingested poison, suffers its effects. 
  As an action, an ingested poison can be added to 
  a single serving of food or an individual drink 
  container. Once applied, the food or drink remains 
  poisoned for 24 hours before the poison degrades and 
  is useless. 
  In some circumstances, the DM might decide that 
  a victim only gets a partial dose, perhaps because an 
  entire dish of food or a whole punchbowl was 
  poisoned rather than a single serving. In this case, the 
  DM should allow advantage on any related saving 
  throws and inflict only half damage from the poison. 
   
   
  VARIANT: VISCIDS 
  At the DM’s discretion, certain poisons can be 
  acquired as “viscids.” These long-lasting poisons 
  persist until used. This option facilitates certain 
  important gaming tropes. Without it, the poison on 
  the spike traps in that ancient tombs will have 
  expired long before the player characters get to it! 
  A purchased or crafted viscid is worth twice the 
  listed value for the appropriate dose on the charts 
  below. A dose of creature-derived poison can be 
  turned into a viscid using a poisoner’s kit and 
  additional materials worth the same listed value as 
  the dose. 
  A viscid injury poison does not dry out when 
  exposed to air; it lasts until the coated sharp object 
  delivers a wound or is otherwise wiped clean. 
  A viscid contact poison does not expire after 
  half a day; it lasts until the affected surface contacts 
  a single creature. The remainder of the substance is 
  not sufficient to inflict the poison’s effect. 
  A viscid ingested poison does not expire after 
  a day; it lasts as long as some of the affected food 
  or drink is consumed. (If multiple creatures partake 
  of the poisoned fare, splitting the dose, each 
  consumer rolls its saving throw with advantage.) 
  Inhaled poisons are, by their nature, thin, light 
  substances. They are not available as viscids. 
   
   
  DESCRIPTIONS 
  Each dose comes in a vial, some of them glass vials 
  intended for throwing. Individual doses in vials have 
  no appreciable weight. 
  Adlevine Extract (Ingested). A creature subjected 
  to this poison must make a DC 11 Constitution saving 
  throw or be poisoned (Wisdom) for 8 hours. While 
  poisoned this way, the creature gains 2 points of 
  Constitution, to a maximum rating of 20. A creature 
  
   
  76 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  can repeat the saving throw at the end of each hour, 
  ending the effect early on itself on a success. 
  Alforna (Injury). A creature subjected to this 
  poison must succeed on a DC 11 Constitution saving 
  throw or be poisoned (Strength) for 1 minute. A 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect early on itself on a 
  success. 
  Anemis (Contact). A creature subjected to this 
  poison must succeed on a DC 13 Constitution saving 
  throw or be poisoned (Strength) for 10 minutes. At the 
  start of each of its turns, while the condition persists, 
  the victim suffers 1 poison damage. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect early on itself on a success.  
  Asabi Mist (Inhaled). A creature that enters or 
  starts its turn within the affected 5-foot area must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned for 10 minutes. The creature can attempt 
  another saving throw at the end of each minute, ending 
  the effect on itself with a success. 
  ADVENTURING GEAR (POISON, CRAFTED TOXINS) 
   Item 
  Cost 
  DC/Dice 
   
   Item 
  Cost 
  DC/Dice 
  Adlevine extract 
  100 gp 
  11/— 
   
  Malice 
  250 gp 
  15/— 
  Alforna 
  75 gp 
  10/— 
   
  Malyss root paste 
  500 gp 
  13/— 
  Anemis 
  750 gp 
  13/— 
   
  Mesmer paste 
  300 gp 
  12/— 
  Asabi mist 
  1,000 gp 
  12/— 
   
  Midnight tears 
  1,500 gp 
  17/9d6 
  Assassin’s blood 
  150 gp 
  10/1d12 
   
  Nitharit 
  650 gp 
  13/— 
  Banelar essence 
  300 gp 
  11/— 
   
  Oil of taggit 
  400 gp 
  13/— 
  Basic poison 
  100 gp 
  10/1d4 
   
  Pale tincture 
  250 gp 
  16/1d6 
  Black lotus extract 
  4,500 gp 
  12/— 
   
  Raeliss smoke 
  2,000 gp 
  15/— 
  Bloodroot 
  100 gp 
  12/— 
   
  Redek vine extract 
  1,500 gp 
  13/— 
  Blue whinnis 
  450 gp 
  9/— 
   
  Retch 
  250 gp 
  15/— 
  Brain dust 
  1,300 gp 
  12/— 
   
  Rill leaf 
  120 gp 
  14/— 
  Burnt other fumes 
  500 gp 
  13/3d6 
   
  Roshon vapor 
  1,750 gp 
  11/— 
  Cretel leaf residue 
  50 gp 
  14/— 
   
  Sassone leaf residue 
  300 gp 
  9/— 
  Crippling vine 
  300 gp 
  13/— 
   
  Scorcher fumes 
  800 gp 
  11/— 
  Culum powder 
  200 gp 
  12/— 
   
  Shadow essence 
  250 gp 
  11/— 
  Dancing monkey fruit 
  5 gp 
  14/— 
   
  Shreef oil 
  100 gp 
  12/— 
  Dark reaver powder 
  400 gp 
  13/1d8 
   
  Sleeping weed 
  500 gp 
  13/— 
  Deathblade 
  1,800 gp 
  20/— 
   
  Striped toadstool 
  180 gp 
  11/— 
  Dragon bile 
  1,500 gp 
  17/— 
   
  Svirfneblin poison 
  150 gp 
  12/— 
  Drider poison 
  150 gp 
  —/1d8 
   
  Terinav root 
  750 gp 
  13/— 
  Drow poison 
  200 gp 
  13/— 
   
  Thever fumes 
  3,000 gp 
  14/— 
  Essence of ether 
  300 gp 
  15/— 
   
  Thever paste 
  1,500 gp 
  12/— 
  Faralin 
  150 gp 
  14/— 
   
  Timmask 
  450 gp 
  14/— 
  Gray whinnis 
  3,000 gp 
  20/— 
   
  Torpor 
  600 gp 
  15/— 
  Greenblood oil 
  100 gp 
  11/— 
   
  Truth serum 
  150 gp 
  11/— 
  Haluroot 
  25 gp 
  9/— 
   
  Ungol dust 
  1,000 gp 
  12/— 
  Horror weed extract 
  600 gp 
  12/1d4 
   
  Vapid leaf extract 
  250 gp 
  13/— 
  Id moss 
  125 gp 
  11/— 
   
  Verminous antidote 
  15 gp 
  — 
  Insanity smoke 
  750 gp 
  12/1d8 
   
  Wraith sheen 
  250 gp 
  14/— 
  Lich dust 
  250 gp 
  11/— 
   
  Zabou 
  10 gp 
  10/— 
  Lockjaw 
  120 gp 
  12/— 
   
   
   
   
  
   
  77 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  Assassin’s Blood (Ingested). A creature subjected 
  to this poison must make a DC 10 Constitution saving 
  throw. On a failed save, it takes 6 (1d12) poison 
  damage and is poisoned for 24 hours. On a successful 
  save, the creature takes half damage and isn’t 
  poisoned. 
  Assassin Vine (Injury). A creature injected with 
  this poison suffers 21 (6d6) poison damage. 
  Banelar Essence (Injury). A creature subjected 
  to this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned for 1 minute. A creature 
  that fails its saving throw by 5 or more is also 
  unconscious while poisoned this way. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect early on itself on a success. 
  Basic Poison (Injected). A creature injected with 
  this poison must make a DC 10 Constitution saving 
  throw or take 2 (1d4) poison damage. 
  Basilisk Oil. This substance is a curative creature 
  component. The gullet fluids of a basilisk, properly 
  collected and preserved, provides a natural reversal for 
  petrification. The gullet of a single adult basilisk 
  contains 1d4+1 doses, but a separate check is required 
  to harvest each dose without spoiling it. A single dose, 
  applied to a petrified creature of Large or smaller size, 
  allows it to make another saving throw to resist (in this 
  case, reverse) the petrification. Multiple doses can 
  allow multiple additional saving throws. It takes one 
  minute to fully apply a dose of the oil to a single 
  creature. Revivification with basilisk oil is impossible 
  if a vital part of the creature, such as its head, has been 
  detached. 
  Black Lotus Extract (Contact). A creature 
  subjected to this poison must succeed on a DC 12 
  Constitution saving throw or be poisoned (Wisdom) 
  for 3 minutes. While the condition persists, the victim 
  suffers disadvantage on saving throws based on 
  Wisdom. At the start of each of its turns, while the 
  condition persists, the victim suffers 5 (2d4) poison 
  damage. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect early on itself 
  on a success. 
  Bloodroot (Injury). A creature subjected to this 
  poison must succeed on a DC 12 Constitution saving 
  throw or be poisoned (Wisdom) for 1 minute. A 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. 
  Blue Whinnis (Injury). A creature subjected to 
  this poison must succeed on a DC 9 Constitution 
  saving throw or be poisoned for 1 minute. A creature 
  poisoned this way has the unconscious condition while 
  the poisoned condition persists. A creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect early on itself on a success. 
  Bone Devil’s Sting (Injury). A creature injected 
  with this poison takes 17 (5d6) poison damage and 
  must make a DC 14 Constitution saving throw or 
  become poisoned for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
  Bone Naga Venom (Injury). A creature injected 
  with this poison 10 (3d6) poison damage. 
  Brain Dust (Inhaled). A creature that enters or 
  starts its turn within the affected 5-foot area must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned (Wisdom) for 1 minute. While poisoned this 
  way, the creature also suffers “confusion.” The 
  creature can attempt another saving throw at the 
  beginning of each of its turns after the first. If 
  successful on a follow-up saving throw, the creature 
  can act normally that turn. Otherwise, roll a d20. On a 
  1-2, the creature loses its action for the turn and uses 
  all its movement to move in a random direction. (To 
  determine the direction, roll a d8 and assign a direction 
  to each die face.) On a 3-14, the creature doesn’t move 
  or take actions that turn. On a 15-20, the creature uses 
  its action to make a melee attack against a randomly 
  determined creature within its reach. If there is no 
  creature within its reach, the creature does nothing 
  during that turn. 
  Burnt Othur Fumes (Inhaled). A creature 
  subjected to this poison must succeed on a DC 13 
  Constitution saving throw or take 10 (3d6) poison 
  damage, and must repeat the saving throw at the start 
  of each of its turns. On each successive failed save, the 
  character takes 3 (1d6) poison damage. After three 
  successful saves, the poison ends. 
  Carrion Crawler Mucus (Contact). A creature 
  subjected to this poison must succeed on a DC 13 
  Constitution saving throw or be poisoned for 1 minute. 
  The poisoned creature is paralyzed. The creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Catoblepas Musk (Inhaled). A creature that 
  enters or starts its turn in, or within 10 feet of, the 
  affected 5-foot area must succeed on a DC 16 
  Constitution saving throw or be poisoned until the start 
  of its next turn. On a successful saving throw, the 
  
   
  78 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  creature is immune to this stench and the stench of any 
  catoblepas for 1 hour. 
  Choldrith Poison (Injury). A creature injected 
  with this poison takes 10 (3d6) poison damage. 
  Chuul Saliva (Contact). A creature that touches 
  this poison must succeed on a DC 13 Constitution 
  saving throw or be poisoned for 1 minute. Until this 
  poison ends, the target is paralyzed. The target can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
   
   
  ADVENTURING GEAR (POISON, CREATURE TOXINS) 
   Item 
  Cost 
  DC/Dice 
   
   Item 
  Cost 
  DC/Dice 
  Assassin vine 
  800 gp 
  —/6d6 
   
  Purple wormling poison 
  250 gp 
  13/3d6 
  Basilisk oil 
  400 gp 
  — 
   
  Purple worm poison 
  2,000 gp 
  19/12d6 
  Bone devil’s sting 
  600 gp 
  14/— 
   
  Quasit crud 
  150 gp 
  10/2d4 
  Bone naga venom 
  300 gp 
  —/3d6 
   
  Sea spawn quills 
  175 gp 
  12/1d6 
  Carrion crawler mucus 
  200 gp 
  13/— 
   
  Shoosuva poison 
  350 gp 
  14/— 
  Catoblepas musk 
  250 gp 
  16/— 
   
  Spirit naga venom 
  1,200 gp 
  —/7d8 
  Choldrith poison 
  300 gp 
  —/3d6 
   
  Sprite spit 
  250 gp 
  10/— 
  Chuul saliva 
  400 gp 
  13/— 
   
  Stench kow breath 
  200 gp 
  12/— 
  Couatl venom 
  600 gp 
  13/— 
   
  Thri-kreen venom 
  350 gp 
  11/— 
  Death dog saliva 
  300 gp 
  12/1d10 
   
  Tlincalli sting 
  650 gp 
  14/4d6 
  Dretch wretch 
  250 gp 
  11/— 
   
  Tressym tongue 
  350 gp 
  —/— 
  Erinyes poison 
  400 gp 
  14/3d8 
   
  Tri-Flower 
  300 gp 
  11/— 
  Ettercap venom 
  150 gp 
  11/— 
   
  Troglodyte stench 
  200 gp 
  12/— 
  Flumph stench 
  150 gp 
  —/— 
   
  Unicorn horn 
  850 gp 
  —/— 
  Fungal spore 
  300 gp 
  15/3d6 
   
  Vegepygmy chief spores 
  400 gp 
  12/2d8 
  Gnoll spittle 
  200 gp 
  12/2d6 
   
  Verminous Venom 
   
   
  Green dragon breath 
   
   
   
     Flying snake 
  200 gp 
  —/3d4 
     Adult 
  2,250 gp 
  18/16d6 
   
     Giant centipede 
  175 gp 
  11/3d6 
     Ancient 
  3,100 gp 
  22/22d6 
   
     Giant scorpion 
  250 gp 
  12/4d10 
     Young 
  1,250 gp 
  14/12d6 
   
     Giant spider 
  175 gp 
  11/2d8 
     Wyrmling 
  750 gp 
  11/6d6 
   
     Giant wasp 
  175 gp 
  11/3d6 
  Grell venom 
  350 gp 
  11/— 
   
     Giant wolf spider 
  150 gp 
  11/2d6 
  Grung sweat 
  200 gp 
  12/— 
   
     Phase spider 
  225 gp 
  11/4d8 
  Guardian naga venom 
  2,100 gp 
  —/10d8 
   
     Poisonous snake 
  150 gp 
  10/2d4 
  Homunculus saliva 
  250 gp 
  10/— 
   
     Scorpion 
  100 gp 
  9/1d8 
  Imp sting 
  200 gp 
  11/3d6 
   
     Serpent 
  200 gp 
  11/3d6 
  Iron golem fumes 
  1,600 gp 
  19/10d8 
   
     Spider 
  75 gp 
  9/1d4 
  Kamadan’s snakes 
  600 gp 
  12/6d6 
   
  Vrock spores 
  550 gp 
  14/1d10 
  Medusa venom 
  450 gp 
  —/4d6 
   
  Wyvern poison 
  1,200 gp 
  15/7d6 
  Myconid spore 
   
   
   
  Yahcha beetle 
  1 gp 
  — 
     Hallucinogenic 
  250 gp 
  12/— 
   
  Yochlol mist 
  250 gp 
  14/— 
     Euphoric 
  350 gp 
  12/— 
   
  Yuan-ti venom 
   
   
  Neogi venom 
  400 gp 
  12/4d6 
   
     Abomination 
  300 gp 
  —/3d6 
  Neogi venom, hatchling 
  150 gp 
  10/2d6 
   
     Anathema 
  450 gp 
  —/4d6 
  Pit fiend venom 
  4,100 gp 
  21/6d6 
   
     Common 
  200 gp 
  —/2d6 
  Pseudodragon sting 
  300 gp 
  11/— 
   
   
   
   
  
   
  79 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  Couatl Venom (Injury). A creature injected with 
  this poison must succeed on a DC 13 Constitution 
  saving throw or be poisoned for 24 hours. Until this 
  poison ends, the target is unconscious. The creature 
  wakes up if it takes damage or if another creature takes 
  an action to shake it awake. 
  Cretel Leaf Residue (Ingested). A creature 
  subjected to this poison must make a DC 14 
  Constitution saving throw or be poisoned (Wisdom) 
  for 1 hour. While poisoned this way, the creature gains 
  2 points of Constitution, to a maximum rating of 20. A 
  creature can repeat the saving throw at the end of each 
  minute, ending the effect early on itself on a success. 
  When the effect ends, the creature gains one level of 
  exhaustion. 
  Crippling Vine (Contact). A creature subjected to 
  this poison must make a DC 13 Constitution saving 
  throw or be poisoned (Strength) for 1 hour. A creature 
  that failed the initial saving throw can repeat it at the 
  end of each 10-minute period, ending the effect early 
  on itself on a success. 
  Culum Powder (Ingested). A creature subjected 
  to this poison must make a DC 12 Constitution saving 
  throw or be poisoned (Dexterity) for 8 hours. A 
  creature can repeat the saving throw at the end of each 
  hour, ending the effect early on itself on a success. For 
  each failed saving throw, including the initial saving 
  throw, the victim suffers 1 poison damage. 
  Dancing Monkey Fruit (Ingested). A humanoid 
  creature subjected to this poison must make a DC 14 
  Constitution saving throw or begin a comic dance that 
  lasts for 1 minute. Humanoids that cannot be poisoned 
  are immune to this magical effect. 
  The dancer must use all its movement to dance 
  without leaving its space and has disadvantage on 
  attack rolls and Dexterity saving throws, and other 
  creatures have advantage on attack rolls against it. 
  Each time it takes damage, the dancing humanoid can 
  repeat the saving throw, ending the dancing effect on 
  itself on a success. 
  Once the dancing effect ends, the humanoid 
  suffers the poisoned condition for 1 hour. 
  Dark Reaver Powder (Ingested). A creature 
  subjected to this poison must make a DC 13 
  Constitution saving throw or suffer 4 (1d8) poison 
  damage and be poisoned (Constitution, Strength) for 1 
  minute. A creature can repeat the saving throw at the 
  end of each minute, ending the effect early on itself on 
  a success. For each failed saving throw, including the 
  initial saving throw, the victim suffers 4 (1d8) poison 
  damage. 
  Deathblade (Injury). A creature subjected to this 
  poison must succeed on a DC 20 Constitution saving 
  throw or be poisoned (Constitution) for 1 minute. 
  While this condition persists, the creature cannot 
  benefit from magical healing. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect early on itself on a success. This substance can 
  be perceived as magical (no school) using a detect 
  magic spell or similar effect. 
  Death Dog Saliva (Contact). A creature that 
  touches this substance must succeed on a DC 12 
  Constitution saving throw against disease (not poison) 
  or become poisoned until the disease is cured. Every 
  24 hours that elapse, the creature must repeat the 
  saving throw, reducing its hit point maximum by 5 
  (1d10) on a failure. The creature dies if the disease 
  reduces its hit point maximum to 0. 
  Dragon Bile. (Contact). A creature subjected to 
  this poison must succeed on a DC 17 Constitution 
  saving throw or be poisoned (Strength) for 3 hours. 
  While the condition persists, the victim suffers 
  disadvantage on saving throws based on Strength. 
  Dretch Wretch (Inhaled). This gas spreads 
  around corners. It lightly obscures the impacted 5-foot 
  square and all other squares within 10 feet of it. A 
  creature that enters or starts its turn within the 
  obscured zone must succeed on a DC 11 Constitution 
  saving throw or be poisoned until the start of the next 
  turn. While poisoned in this way, the target can take 
  either an action or a bonus action on its turn, not both, 
  and can’t take reactions. 
  Drider Poison (Injury). A creature injected with 
  this poison takes 4 (1d8) poison damage. The secrets 
  of crafting this poison are well-known to driders. If 
  using the optional Formulas rules, acquiring the 
  formula requires interacting with driders. 
  Drow Poison (Injury). A creature subjected to 
  this poison must succeed on a DC 13 Constitution 
  saving throw or be poisoned for 1 hour. If the saving 
  throw fails by 5 or more, the creature is also 
  unconscious while poisoned in this way. The creature 
  wakes up if it takes damage or if another creature takes 
  an action to shake it awake. The secrets of crafting this 
  poison are well-known to drow. If using the optional 
  Formulas rules, acquiring the formula requires 
  interacting with drow. 
  
   
  80 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  Erinyes Poison (Injury). A creature injected with 
  this poison takes 14 (3d8) poison damage and must 
  succeed on a DC 14 Constitution saving throw or be 
  poisoned. The poison lasts until it is removed by the 
  lesser restoration spell or similar magic. 
  Essence of Ether (Inhaled). A creature subjected 
  to this poison must succeed on a DC 15 Constitution 
  saving throw or become poisoned for 8 hours. The 
  poisoned creature is unconscious. The creature wakes 
  up if it takes damage or if another creature takes an 
  action to shake it awake. 
  Ettercap Venom (Injury). A creature injected 
  with this poison takes 4 (1d8) poison damage and must 
  succeed on a DC 11 Constitution saving throw or be 
  poisoned for 1 minute. The creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Faralin (Ingested). A creature subjected to this 
  poison must make a DC 14 Constitution saving throw 
  or be poisoned (Dexterity, Constitution) for 30 
  minutes. While poisoned this way, the creature gains 
  2 points of Strength, to a maximum rating of 20. A 
  creature can repeat the saving throw at the end of each 
  minute, ending the effect early on itself on a success. 
  Flumph Stench (Inhaled). This poison does not 
  fill an area. Instead, a creature hit by the glass vial is 
  coated with a terrible, sticky substance. The affected 
  creature is automatically poisoned for the duration. 
  Any creature that begins its turn within 5 feet of the 
  target is likewise automatically poisoned until it 
  moves away. The substance remains active for 1d4 
  hours. A creature can remove this stench on itself by 
  using a short rest to bathe in water, alcohol, or vinegar. 
  Fungal Spore (Inhaled). This poison is collected 
  as a spore, not stored in a glass vial. When burst by an 
  impact, the spore fills a 20-feet cube. Creatures within 
  or entering the affected area must make a DC 15 
  Constitution saving throw or take 11 (3d6) poison 
  damage and become infected with a disease. Creatures 
  immune to poison are immune to this disease. 
  As a secondary effect, spores invade an affected 
  creature’s system, killing the creature in a number of 
  hours equal to 1d12 + the creature’s Constitution 
  score, unless the disease is removed. In half that time, 
  the creature becomes poisoned for the rest of the 
  duration. After the creature dies, it sprouts 2d4 Tiny 
  gas spores that grow to full size in 7 days. 
  Gnoll Spittle (Injury). This rare poison can only 
  be harvested from a gnoll that is one of Yeenoghu’s 
  chosen priests. A creature injected with this poison 
  must succeed on a DC 12 Constitution saving throw or 
  take 7 (2d6) poison damage. 
  Gray Whinnis (Injury). A creature subjected to 
  this poison must succeed on a DC 20 Constitution 
  saving throw or be poisoned for 1 minute. A creature 
  that fails its saving throw by 5 or more is also 
  paralyzed while the poisoned condition persists. The 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself with a success. 
  Greenblood Oil (Injury). A creature subjected to 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned for 1 minute. 
  Green Dragon Breath, Adult (Inhaled). This can 
  be harvested from an adult green dragon or a 
  Gargantuan size green half-dragon. A creature 
  subjected to this poison must succeed on a DC 18 
  Constitution saving throw. The creature takes 56 
  (16d6) poison damage on a failed save or half as much 
  damage on a successful save. 
  Green Dragon Breath, Ancient (Inhaled). This 
  can be harvested from an ancient green dragon. A 
  creature subjected to this poison must succeed on a DC 
  22 Constitution saving throw. The creature takes 77 
  (22d6) poison damage on a failed save or half as much 
  damage on a successful save. 
  Green Dragon Breath, Young (Inhaled). This 
  can be harvested from a young green dragon or a Huge 
  size green half-dragon. A creature subjected to this 
  poison must succeed on a DC 14 Constitution saving 
  throw. The creature takes 42 (12d6) poison damage on 
  a failed save or half as much damage on a successful 
  save. 
  Green Dragon Breath, Wyrmling (Inhaled). This 
  can be harvested from a wyrmling green dragon or a 
  Medium size (or smaller) green half-dragon. A 
  creature subjected to this poison must succeed on a DC 
  11 Constitution saving throw. The creature takes 21 
  (6d6) poison damage on a failed save or half as much 
  damage on a successful save. 
  Grell Venom (Injury). A creature injected with 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned for 1 minute. While 
  poisoned, the target is paralyzed. It can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself with a success. 
  Grung Sweat (Contact). A creature that touches 
  this poison must succeed on a DC 12 Constitution 
  saving throw or become poisoned for 1 minute. A 
  
   
  81 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  poisoned creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself with 
  a success. 
  Guardian Naga Venom (Injury). A creature 
  injected with this poison (45) 10d8 poison damage. 
  Haluroot (Injury). A creature subjected to this 
  poison must succeed on a DC 9 Constitution saving 
  throw or be poisoned (Wisdom) for 1 minute. 
  Homunculus Saliva (Injury). A creature injected 
  with this poison must succeed on a DC 10 Constitution 
  saving throw or be poisoned for 1 minute. If the saving 
  throw fails by 5 or more, the target is instead poisoned 
  for 1d10 minutes and is unconscious while poisoned 
  this way. 
  Horror Weed Extract (Contact). A creature 
  subjected to this poison must succeed on a DC 12 
  Constitution saving throw or be poisoned (Wisdom) 
  for 24 hours. The creature can repeat the saving throw 
  at the end of each hour, ending the effect on itself with 
  a success. Each failed saving throw inflicts 2 (1d4) 
  psychic damage that cannot be healed until the 
  poisoned condition is removed. This substance can be 
  perceived as magical (no school) using a detect magic 
  spell or similar effect.  
  Id Moss (Ingested). A creature subjected to this 
  poison must succeed on a DC 11 Constitution saving 
  throw or be poisoned (Intelligence) for 24 hours. 
  While the condition persists, the victim suffers 
  disadvantage on saving throws based on Intelligence. 
  The creature can repeat the saving throw at the end of 
  each hour, ending the effect on itself with a success. 
  Imp Sting (Injury). A creature injected with this 
  poison must succeed on a DC 11 Constitution saving 
  throw, taking 11 (3d6) poison damage on a failed save, 
  or half as much damage on a successful save. 
  Insanity Smoke (Inhaled). A creature subjected 
  to this poison must succeed on a DC 12 Constitution 
  saving throw or be poisoned (Wisdom) for 1 hour. The 
  creature can repeat the saving throw at the end of each 
  minute, ending the effect on itself with a success. Each 
  failed saving throw inflicts 4 (1d8) psychic damage 
  that cannot be healed until the poisoned condition is 
  removed. This substance can be perceived as magical 
  (no school) using a detect magic spell or similar effect. 
  Iron Golem Fumes (Inhaled). A creature 
  subjected to this poison must succeed on a DC 19 
  Constitution saving throw. The creature takes 45 
  (10d8) poison damage on a failed save or half as much 
  damage on a successful save. 
  Kamadan’s Snakes (Injury). A creature injected 
  with this poison must succeed on a DC 12 Constitution 
  saving throw. the creature takes 21 (6d6) poison 
  damage on a failed save or half as much damage on a 
  successful save. 
  Lich Dust (Ingested). A creature subjected to this 
  poison must succeed on a DC 11 Constitution saving 
  throw or be poisoned (Strength) for 24 hours. While 
  the condition persists, the victim suffers from a flaking 
  skin condition; the victim has disadvantage on 
  Charisma 
  (Persuasion) 
  checks 
  made 
  against 
  humanoids that can see the victim’s flaking “lich-like” 
  skin. The creature can repeat the saving throw at the 
  end of each hour, ending the effect on itself with a 
  success. 
  Lockjaw (Ingested). A creature subjected to this 
  poison must succeed on a DC 12 Constitution saving 
  throw or be poisoned for 12 hours. A creature that fails 
  its saving throw by 5 or more is also unable to speak 
  or use verbal spell components while the poisoned 
  condition persists. The creature can repeat the saving 
  throw at the end of each hour, ending the effect on 
  itself with a success. 
  Malice (Inhaled). A creature subjected to this 
  poison must succeed on a DC 15 Constitution saving 
  throw or become poisoned for 1 hour. The poisoned 
  creature is blinded.  
  Malyss Root Paste (Contact). A creature 
  subjected to this poison must succeed on a DC 13 
  Constitution saving throw or be poisoned (Dexterity) 
  for 12 hours. While the condition persists, the victim 
  suffers disadvantage on saving throws based on 
  Dexterity. The creature can repeat the saving throw at 
  the end of each hour, ending the effect on itself with a 
  success. 
  Medusa Venom (Injected). A creature injected 
  with this poison takes 14 (4d6) poison damage. 
  Mesmer Paste (Contact). A creature subjected to 
  this poison must succeed on a DC 12 Constitution 
  saving throw or be poisoned (Intelligence) for 12 
  hours. If the saving throw fails by 5 or more, the 
  creature is also “dazzled” while the poisoned condition 
  persists; the creature has disadvantage on all sight-
  related attack rolls and Wisdom (Perception) checks. 
  The creature can repeat the saving throw at the end of 
  each hour, ending the effect on itself with a success. 
  Midnight Tears (Ingested). A creature that 
  ingests this poison suffers no effect until the stroke of 
  midnight. If the poison has not been neutralized before 
  
   
  82 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  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. 
  Myconid Spore, Hallucinogenic (Inhaled). This 
  poison is collected as a spore, not stored in a glass vial. 
  When burst by an impact, the spore fills a 20-feet cube. 
  A creature subjected to this poison must succeed on a 
  DC 12 Constitution saving throw or be poisoned for 1 
  minute. The poisoned target is incapacitated while it 
  hallucinates. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself 
  on a success. 
  Myconid Spore, Euphoric (Inhaled). This rare 
  poison must be harvested from a myconid sovereign 
  that embraces Zuggtymoy. This poison is collected as 
  a spore, not stored in a glass vial. When burst by an 
  impact, the spore fills a 20-feet cube. Creatures in that 
  area or entering it must succeed on a DC 12 
  Constitution saving throw or become poisoned for 1 
  minute. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect early on itself 
  on a success. When the effect ends, the creature gains 
  one level of exhaustion. 
  Neogi Venom (Injury). A creature injected with 
  this poison takes 14 (4d6) poison damage and must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned for 1 minute. A target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. 
  Neogi Venom, Hatchling (Injury). A creature 
  injected with this poison takes 7 (2d6) poison damage 
  and must succeed on a DC 10 Constitution saving 
  throw or be poisoned for 1 minute. A target can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
  Nitharit (Contact). A creature subjected to this 
  poison must succeed on a DC 13 Constitution saving 
  throw or be poisoned for 12 hours. The creature can 
  repeat the saving throw at the end of each hour, ending 
  the effect on itself with a success. 
  Oil of Taggit (Contact). A creature subjected to 
  this poison must succeed on a DC 13 Constitution 
  saving throw or become poisoned for 24 hours. The 
  poisoned creature is unconscious. The creature wakes 
  up if it takes damage. 
  Pale Tincture (Ingested). A creature subjected to 
  this poison must succeed on a DC 16 Constitution 
  saving throw or take 3 (1d6) poison damage and 
  become poisoned. The poisoned creature must repeat 
  the saving throw every 24 hours, taking 3 (1d6) poison 
  damage on a failed save. Until this poison ends, the 
  damage the poison deals can’t be healed by any means. 
  After seven successful saving throws, the effect ends 
  and the creature can heal normally. 
  Pit Fiend Venom (Injury). A creature injected 
  with this poison must succeed on a DC 21 Constitution 
  saving throw or become poisoned. While poisoned this 
  way, the target can’t regain hit points and it takes 6d6 
  poison damage at the start of each of its turns. The 
  poisoned target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success. 
  Pseudodragon Sting (Injury). A creature injected 
  with this poison must succeed on a DC 11 Constitution 
  saving throw or become poisoned for 1 hour. If the 
  saving throw fails by 5 or more, the target falls 
  unconscious for the same duration, or until it takes 
  damage or another creature uses an action to shake it 
  awake. 
  Purple Wormling Poison (Injury). A creature 
  subjected to this poison must make a DC 13 
  Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
   
   
  
   
  83 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  Purple Worm Poison (Injury). 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. 
  Quasit Crud (Injury). A creature injected with 
  this poison must succeed on a DC 10 Constitution 
  saving throw or take 5 (2d4) poison damage and 
  become poisoned for 1 minute. A poisoned target can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Raeliss Smoke (Inhaled). A creature subjected to 
  this poison must succeed on a DC 15 Constitution 
  saving throw or be poisoned (Charisma) for 1 hour. 
  While the poisoned condition persists, the victim also  
  loses 2 points of Charisma, to a minimum rating of 3, 
  and has disadvantage on Charisma saving throws. The 
  creature can repeat the saving throw at the end of each 
  minute, ending the effect on itself with a success. 
  Redek Vine Extract (Injury). A creature 
  subjected to this poison must succeed on a DC 13 
  Constitution saving throw or be poisoned (Dexterity) 
  for 10 minutes. The creature can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself with a success. If the creature fails 3 
  consecutive saving throws, no more attempts are 
  allowed; the poison persists for the full duration. 
  Retch (Ingested). A creature subjected to this 
  poison must succeed on a DC 15 Constitution saving 
  throw or be poisoned (Constitution) for 24 hours. If the 
  initial saving throw fails by 5 or more points, the 
  creature is also “nauseated” while the poison persists; 
  the victim is unable to use reactions during that time. 
  The creature can repeat the saving throw at the end of 
  each hour, ending the effect on itself with a success. 
  Each failed saving throw inflicts 1 poison damage that 
  cannot be healed while the poisoned condition 
  persists. 
  Rill Leaf (Injury). A creature subjected to this 
  poison must succeed on a DC 14 Constitution saving 
  throw or be poisoned (Charisma) for 1 hour. 
  Roshon Vapor (Inhaled). A creature subjected to 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned (Dexterity) for 1 hour. 
  The creature can repeat the saving throw at the end of 
  each minute, ending the effect on itself with a success. 
  If the initial saving throw fails by 5 or more, the 
  creature also loses 2 points of Dexterity; the loss is 
  permanent until reversed by a greater restoration spell 
  or a successful recuperation check performed in 
  downtime. 
  Sassone Leaf Residue (Contact). A creature 
  subjected to this poison must succeed on a DC 9 
  Constitution saving throw or be poisoned (Charisma, 
  Intelligence, Wisdom) for 10 minutes. The creature 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself with a success. Each 
  failed saving throw, including the initial saving throw, 
  inflicts 6 (1d12) poison damage. 
  Scorcher Fumes (Inhaled). A creature that enters 
  or starts its turn within the affected 5-foot area must 
  succeed on a DC 11 Constitution saving throw or be 
  poisoned for 1 minute. While poisoned this way, the 
  creature is also blinded. If the initial saving throw fails 
  by 5 or more, the blindness becomes permanent, until 
  cured by magic. If the initial saving throw is failed by 
  4 or less, the creature can attempt another saving throw 
  at the end of each of its turns, ending the effect on itself 
  with a success. 
  Sea Spawn Quills (Injury). A creature injected 
  with this poison suffers 3 (1d6) poison damage and 
  must succeed on a DC 12 Constitution saving throw or 
  be poisoned for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Shadow Essence (Injury). A creature subjected to 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned (Strength) for 2 minutes. 
  The creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself with a 
  success. If the creature fails 3 consecutive saving 
  throws, no more attempts are allowed; the poison 
  persists for the full duration. 
  Shoosuva Poison (Injury). A creature injected 
  with this poison must succeed on a DC 14 Constitution 
  saving throw or become poisoned. While poisoned, the 
  target is also paralyzed. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself with a success. 
  Shreef Oil (Injury). A creature subjected to this 
  poison must succeed on a DC 12 Constitution saving 
  throw or be poisoned (Dexterity, Strength) for 10 
  minutes. 
  Sleeping Weed (Contact). A creature subjected to 
  this poison must make a DC 13 Constitution saving 
  throw or be poisoned (Dexterity) for 5 minutes. While 
  poisoned this way, the subject is slowed; its speed is 
  halved, it takes a 2-point penalty to AC and Dexterity 
  
   
  84 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  saving throws, and it can’t use reactions. On its turn, it 
  can use either an action or a bonus action, not both. 
  Regardless of the creature’s abilities or magic items, it 
  can’t make more than one melee or ranged attack 
  during its turn. If the creature attempts to cast a spell 
  with a casting time of 1 action, roll a d20. On an 11 or 
  higher, the spell doesn’t take effect until the creature’s 
  next turn, and the creature must use its action on that 
  turn to complete the spell. If it can’t, the spell is 
  wasted. The creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself after 
  2 successful saving throws. 
  Spirit Naga Venom (Injury). A creature injected 
  with this poison 31 (7d8) poison damage. 
  Sprite Spit (Injury). A creature injected with this 
  poison must succeed on a DC 10 Constitution saving 
  throw or become poisoned for 1 minute. If its saving 
  throw result is 5 or lower, the poisoned target falls 
  unconscious for the same duration, or until it takes 
  damage or another creature takes an action to shake it 
  awake. 
  Stench Kow Breath (Inhaled). This gas spreads 
  around corners, affecting a 5-foot square. A creature 
  that enters or starts its turn within the zone must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned until the start of the creature’s next turn. On 
  a successful saving throw, the creature is immune to 
  this scent and the scent of all stench kows for 1 hour.  
  Striped 
  Toadstool 
  (Ingested). 
  A 
  creature 
  subjected to this poison must make a DC 11 
  Constitution 
  saving 
  throw 
  or 
  be 
  poisoned 
  (Intelligence, Wisdom) for 1 hour. While poisoned this 
  way, the creature has trouble focusing its vision and 
  distinguishing hallucinations from reality; it treats 
  everything farther than 20 feet away as lightly 
  obscured. The creature can repeat the saving throw at 
  the end of each minute, ending the effect on itself with 
  a success. 
  Svirfneblin Poison (Injury). A creature injected 
  with this poison must succeed on a DC 12 Constitution 
  saving throw or be poisoned for 1 minute. The target 
  can repeat the saving throw at the end of its turns, 
  ending the effect on itself on a success. The secrets of 
  crafting this poison are well-known to svirfneblin. If 
  using the optional Formulas rules, acquiring the 
  formula requires interacting with svirfneblin. 
   Terinav Root (Contact). Once applied, this 
  contact poison remains effective for 1 month before 
  becoming inert. A creature subject to this poison must 
  succeed on a DC 13 Constitution saving throw or be 
  poisoned (Dexterity) for 10 minutes. While poisoned 
  this way, the creature’s movement speeds are reduced 
  by 10 feet. The creature can repeat the saving throw at 
  the end of each of each minute, ending the effect on 
  itself with a success. 
  Thever Fumes (Inhaled). A creature that enters 
  or starts its turn within the affected 5-foot area must 
  succeed on a DC 14 Constitution saving throw or be 
  poisoned for 1 minute. While poisoned this way, the 
  creature is also blinded. If the initial saving throw fails 
  by 5 or more, the blindness becomes permanent, until 
  cured by magic. If the initial saving throw is failed by 
  less, the creature can attempt another saving throw at 
  the end of each of its turns, ending the effect on itself 
  with a success. 
  Thever Paste (Contact). A creature subjected to 
  this poison must succeed on a DC 12 Constitution 
  saving throw or be poisoned for 10 minutes. While 
  poisoned this way, the creature is also blinded. If the 
  initial saving throw fails by 5 or more, the blindness 
  becomes permanent, until cured by magic. If the initial 
  saving throw is failed by less, the creature can attempt 
  another saving throw at the end of each of its turns, 
  ending the effect on itself with a success. 
  Thri-Kreen Venom (Injury). A creature injected 
  with this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned for 1 minute. If the saving 
  throw fails by 5 or more, the target is also paralyzed 
  while poisoned this way. The poisoned target can 
  repeat the saving throw on each of its turns, ending the 
  effect on itself on a success. 
  Timmask (Inhaled). A creature that enters or 
  starts its turn within the affected 5-foot area must 
  succeed on a DC 14 Constitution saving throw or be 
  poisoned for 1 minute. While poisoned this way, the 
  creature suffers “confusion.” The creature can attempt 
  a follow-up saving throw at the beginning of each of 
  its turns. If successful on a follow-up saving throw, the 
  creature can act normally that turn. Otherwise, roll a 
  d20. On a 1-2, the creature loses its action for the turn 
  and uses all its movement to move in a random 
  direction. (To determine the direction, roll a d8 and 
  assign a direction to each die face.) On a 3-14, the 
  creature doesn’t move or take actions that turn. On a 
  15-20, the creature uses its action to make a melee 
  attack against a randomly determined creature within 
  its reach. If there is no creature within its reach, the 
  creature does nothing during that turn. 
  
   
  85 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  Tlincalli Sting (Injury). A creature injected with 
  this poison suffers 14 (4d6) poison damage and must 
  succeed on a DC 14 Constitution saving throw or be 
  poisoned for 1 minute. If it fails the saving throw by 5 
  or more, the target is also paralyzed while poisoned. 
  The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. 
  Torpor (Ingested). A creature subjected to this 
  poison must succeed on a DC 15 Constitution saving 
  throw or become poisoned for 4d6 hours. The 
  poisoned creature is incapacitated. 
  Tressym Tongue. This substance is a curative 
  creature component. A single tongue can be harvested 
  from a dead tressym. Placing the whole tongue on a 
  creature indicates whether the creature is currently 
  poisoned or has the natural ability to produce its own 
  venom. When placed in contact with a substance (or a 
  container holding a single substance) the tongue can 
  determine whether the substance is poisoned or 
  poisonous. The tressym tongue discolors from pink to 
  dark grey to indicate poison, after which it becomes 
  useless. If no poison is indicated, the tongue can be 
  preserved and reused. 
  Tri-Flower (Inhaled). A creature subjected to this 
  poison must succeed on a DC 11 Constitution saving 
  throw or be for one hour. While poisoned this way, the 
  target is unconscious. At the end of each minute, the 
  poisoned target can repeat the saving throw, ending the 
  effect on itself on a success. 
  Troglodyte Stench (Inhaled). This poison does 
  not fill an area. Instead, a creature hit by the glass vial 
  is coated with a terrible, sticky substance. At the start 
  of its turn, the affected creature, and any creature that 
  begins its turn within 5 feet of the affected creature 
  must succeed on a DC 12 Constitution saving throw or 
  be poisoned until the start of the creature’s next turn. 
  On a successful saving throw, the creature is immune 
  to this stench and the stench of all troglodytes for 1 
  hour. The substance remains active for 1d4 hours. A 
  creature can remove this stench on itself by using a 
  short rest to bathe in water, alcohol, or vinegar. 
  Truth Serum (Ingested). A creature subjected to 
  this poison must succeed on a DC 11 Constitution 
  saving throw or become poisoned for 1 hour. The 
  poisoned creature can’t knowingly speak a lie, as if 
  under the effect of a zone of truth spell. 
  Unicorn Horn. This substance is a curative 
  creature component. A single horn can be harvested 
  from a dead unicorn and ground into 1d4+1 doses of 
  this powerful curative substance. This harvesting 
  succeeds automatically without an ability check. The 
  consumption of powdered unicorn horn, or its direct 
  application to a wound, heals 2d8+2 hit points and 
  removes all diseases and neutralizes all poisons 
  afflicting the target. When mixed with food, drink, or 
  other consumables, a dose neutralizes any poisons or 
  diseases tainting that substances. 
  Ungol Dust (Inhaled). A creature that enters or 
  starts its turn in the affected 5-foot area must succeed 
  on a DC 12 Constitution saving throw or be poisoned 
  (Charisma) for 1 minute. If the saving throw fails by 5 
  or more, the subject loses 2 points of Charisma for 24 
  hours. This latter effect is not cumulative across 
  multiple attempted saving throws or with other 
  applications of this poison. 
  Vapid Leaf Extract (Injury). A creature subjected 
  to this poison must succeed on a DC 13 Constitution 
  saving throw or be poisoned (Intelligence) for 10 
  minutes. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect early on itself 
  on a success. When the effect ends, the creature gains 
  one level of exhaustion if it currently has fewer than 3 
  levels of exhaustion. 
  Vegepygmy Chief Spores (Inhaled). This poison 
  is collected as a spore, not stored in a glass vial. When 
  burst by an impact, the spore fills a 15-feet cube. A 
  non-plant creature subjected to this poison must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned for 1 minute. While poisoned in this way, a 
  target takes 9 (2d8) poison damage at the start of each 
  of its turns. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself 
  on a success. 
  Verminous Antidote. A creature that drinks this 
  vial of liquid gains advantage on saving throws against 
  poisons for 1 hour, so long as the source is a verminous 
  beast (some kind of spider, snake, scorpion, or the 
  like). This confers no benefits to undead or constructs. 
  Verminous Venom, Flying Snake (Injury). A 
  creature subjected to this poison suffers 7 (3d4) poison 
  damage. 
  Verminous Venom, Giant Centipede (Injury). A 
  creature subjected to this poison must succeed on a DC 
  11 Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. If the poisoned damage reduces the 
  target to 0 hit points, the target is stable but poisoned 
  
   
  86 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  for 1 hour, even after regaining hit points, and is 
  paralyzed while poisoned in this way. 
  Verminous Venom, Giant Scorpion (Injury). A 
  creature subjected to this poison must succeed on a DC 
  12 Constitution saving throw, taking 22 (4d10) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Verminous Venom, Giant Spider (Injury). A 
  creature subjected to this poison must succeed on a DC 
  11 Constitution saving throw, taking 9 (2d8) poison 
  damage on a failed save, or half as much damage on a 
  successful one. If the poison damage reduces the target 
  to 0 hit points, the target is stable but poisoned for 1 
  hour, even after regaining hit points, and is paralyzed 
  while poisoned in this way. 
  Verminous Venom, Giant Wasp (Injury). A 
  creature subjected to this poison must succeed on a DC 
  11 Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. If the poison damage reduces the target 
  to 0 hit points, the target is stable but poisoned for 1 
  hour, even after regaining hit points, and is paralyzed 
  while poisoned in this way. 
  Verminous Venom, Giant Wolf Spider (Injury). 
  A creature subjected to this poison must succeed on a 
  DC 11 Constitution saving throw, taking 7 (2d6) 
  poison damage on a failed save, or half as much 
  damage on a successful one. If the poison damage 
  reduces the target to 0 hit points, the target is stable but 
  poisoned for 1 hour, even after regaining hit points, 
  and is paralyzed while poisoned this way. 
   Verminous Venom, Phase Spider (Injury). A 
  creature subjected to this poison must succeed on a DC 
  11 Constitution saving throw, taking 18 (4d8) poison 
  damage on a failed save, or half as much damage on a 
  successful one. If the poison damage reduces the target 
  to 0 hit points, the target is stable but poisoned for 1 
  hour, even after regaining hit points, and is paralyzed 
  while poisoned this way. 
   Verminous Venom, Poisonous Snake (Injury). 
  A creature subjected to this poison must succeed on a 
  DC 10 Constitution saving throw, taking 5 (2d4) 
  poison damage on a failed save, or half as much 
  damage on a successful one. 
   Verminous Venom, Scorpion (Injury). A 
  creature subjected to this poison must succeed on a DC 
  9 Constitution saving throw, taking 4 (1d8) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
   Verminous Venom, Serpent (Injury). 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. 
   Verminous Venom, Spider (Injury). A creature 
  subjected to this poison must succeed on a DC 9 
  Constitution saving throw or take 2 (1d4) poison 
  damage. 
  Vrock Spores (Inhaled). This poison is collected 
  as a spore, not stored in a glass vial. When burst by an 
  impact, the spore fills a 15-feet cube. The toxin 
  spreads around corners. A creature subjected to this 
  poison must succeed on a DC 14 Constitution saving 
  throw or become poisoned. While poisoned in this 
  way, the target takes 5 (1d10) poison damage at the 
  start of each of its turns. A target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. Emptying a vial of holy water 
  on the target also ends the effect. 
  Wraith Sheen (Contact). A creature subjected to 
  this poison must succeed on a DC 14 Constitution 
  saving throw or be poisoned (Constitution, Dexterity, 
  Strength) for 1 hour. 
  Wyvern Poison (Injury). 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. 
  Yahcha Beetle. This substance is a curative 
  creature component. The flesh of this fist-sized beetle, 
  when eaten, allows the consuming creature to 
  immediately attempt a new saving throw, with 
  advantage, against the disease known as “mad monkey 
  fever.” 
  Yochlol Mist (Inhaled). A creature subjected to 
  this poison must succeed on a DC 14 Constitution 
  saving throw or be poisoned until the start of its next 
  turn. While poisoned this way, the target is 
  incapacitated. 
  Yuan-ti Venom, Abomination (Injury). A 
  creature injected with this poison suffers 10 (3d6) 
  poison damage. 
  Yuan-ti Venom, Anathema (Injury). A creature 
  injected with this poison suffers 14 (4d6) poison 
  damage. 
  Yuan-ti Venom, Common (Injury). A creature 
  injected with this poison suffers 7 (2d6) poison 
  damage. 
  
   
  87 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  Zabou (Inhaled). This poison is collected as a 
  spore, not stored in a glass vial. When burst by an 
  impact, the spore fills a 10-feet cube. Creatures within 
  or entering the affected area must make a DC 10 
  Constitution saving throw or be poisoned for 1 minute. 
  While poisoned this way, a creature’s skin itches. A 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. 
   
  TOOLS 
  Proficiency with a tool allows you to add your 
  proficiency bonus to any ability check you make using 
  that tool, and use any special functions of a tool 
  provided in its description. Proficiency also implies 
  knowledge of the trade or profession involved in the 
  tool’s marketable products. 
  Tool checks are not tied to a specific ability; the 
  DM can, for example, call for a Dexterity 
  (woodcarver’s tools) check to carve a fine detail or a 
  Strength (woodcarver’s tools) check to make 
  something out of a particularly hard wood. 
   
  SKILLS WITH TOOLS 
  Some skills have overlapping functionality with tools. 
  Sometimes, using both can provide advantages. This 
  requires the character to be proficient with the skill and 
  the tool. 
  Each tool below indicates one or more skills that 
  lore, coaction, or synergy may apply to, sometimes 
  with examples. Even when not specified, some of 
  these pairings given in the tool descriptions only 
  overlap in certain circumstances or applications. The 
  Dungeon Master is the arbitrator of when these 
  advantages apply. 
  When deriving Lore from a paring, character need 
  not possess or make use of the tool to claim the added 
  knowledge. This is not true of coaction or synergy 
  between skills and tool. 
   
  COACTION 
  If a check could be performed with either a skill or a 
  tool, the Dungeon Master may choose to apply 
  advantage to the roll. 
  For example, harvesting poison from a creature 
  may be done with either an Intelligence (Nature) or 
  Intelligence (poisoner’s kit) check. Proficiency with 
  both (and use of the tools) gives the check advantage. 
  There are myriad other ways that skills and tools 
  can overlap in function, thus granting advantage, 
  subject only to the (reasonable) imagination of the 
  player and the moderation of the Dungeon Master. 
  When the abilities called upon for a skill or tool 
  use in this overlapping area are not the same, the 
  player determines which ability to use, unless the 
  Dungeon Master asserts that a specific ability is 
  needed for the circumstances. 
   
  SYNERGY 
  Often, a successful check that applies to both a skill 
  and a tool can yield exceptional results. Specific 
  synergy benefits go beyond just applying advantage to 
  a check. These are entirely at the Dungeon Master’s 
  discretion. 
  For example, a character using Charisma 
  (Persuasion) to sway a crowd to a certain viewpoint 
  could synergize the attempt by playing a musical 
  instrument with proficiency. A patriotic background 
  tune really jazzes up an inspiring speech. In this case, 
  the Dungeon Master might decide that the crowd’s 
  starting attitude is shifted one category before the 
  Charisma check is rolled. 
  For another example, proficiency with cobbler’s 
  tools might let a character roll Wisdom (Survival) to 
  track a specific person across a busy area like a dirt 
  road through the center of town, doing so when it 
  would not be possible for other characters to 
  differentiate the similar footwear. 
  Synergistic benefits might make tests easier or 
  provide better results for successful tests; the Dungeon 
  Master chooses whether they are the sort that applies 
  before or after rolling. Many synergy situations also 
  benefit from a coaction advantage to their rolls. 
  Some synergistic benefits have no effect on die 
  rolls whatsoever. Many of these are described in 
  Xanathar’s Guide to Everything, starting on page 80. 
   
  LORE 
  Any time proficiency with a tool would provide 
  additional information to the user of a skill, or vice 
  versa, the information derived is specific to the tool or 
  skill brought in on the check. 
  For example, an Intelligence (History) check to 
  determine the origin of a painting might gain 
  additional insight into the value and age if the 
  investigator is proficient with painter’s tools. This is 
  
   
  88 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  due to familiarity with the appearance of such crafts 
  when exposed to the ravages of time. 
  Xanathar’s Guide to Everything lists a variety of 
  lore opportunities for specific skills, starting on page 
  80. 
   
  VARIANT: MASTERWORK TOOLS 
  Any artisan’s tools or miscellaneous tools can be 
  purchased as a masterwork version for an additional 
  cost of 150 gp. 
  The only function of masterwork tools is to negate 
  disadvantage imposed by the complexity of a subject, 
  project, or product, if it could be offset by higher-
  precision tools or by a wider-than-normal array of 
  supplies. This effect applies at the DM’s discretion; 
  not every situation that imposes disadvantage can be 
  offset by masterwork tools. 
  For example, as part of a forgery attempt, a 
  character is trying to imitate a precise shade of ink 
  used in military documents. The purpose of this ink, 
  with its odd mixture of pigments, is to deter just this 
  sort of forgery! Normally, the DM would impose 
  disadvantage, but she decides that the wider array of 
  inks available in the character’s masterwork forger’s 
  kit is sufficient to offset the penalty. 
   
  VARIANT: SHODDY TOOLS 
  Any type of tools can be acquired in a low-quality 
  form at a reduced price. These are usually poorly-
  crafted second-hand items, ill cared for or with 
  missing components. Shoddy tools cost one-fifth the 
  standard market value and apply disadvantage to any 
  attack or check made to use them or made in any way 
  connected with their use. 
  For example, the cost of a shoddy lyre is only 6 
  gp. The item is probably cracked so that its sound is 
  never quite right. A user applies disadvantage to any 
  Charisma (Performance) checks made to play the 
  shoddy lyre. This does not apply to rolls other than 
  ability checks; if a bard were to use the shoddy lyre as 
  a spellcasting focus, spell attack rolls would not be 
  impeded. 
   
  ARTISAN’S TOOLS 
  Proficiency with a set of artisan’s tools lets you add 
  your proficiency bonus to any ability checks you make 
  using the tools of your craft. Each type requires a 
  different proficiency. 
   
  PROFESSIONAL WORK 
  During downtime periods, artisan’s tools also let you 
  craft items for yourself or others, or earn a living. 
   
  REPAIRS 
  When used in the field, each set of artisan’s tools is 
  assumed to contain a small quantity of important 
  components useful for repairing and upkeeping 
  equipment without additional cost. For example, your 
  smith’s tools might contain extra rings to replace lost 
  bits of your chainmail armor. 
  Normally, this means that repairing an item 
  requires only time, not additional costly materials. 
  (Repair components are periodically restocked as 
  incidental, untracked expenses.) The damaged parts of 
  the gear itself counts as the materials needed for the 
  project of crafting the item back to its completed form. 
  In the case of particularly-ruinous breakage, as 
  suffered by armaments with the ersatz property, 
  additional materials might need to be purchased, 
  usually costing 5% of the item’s normal price. 
   
  DESCRIPTIONS 
  Artisan’s tools are described below. Unless otherwise 
  noted, artisan’s tools come in a satchel. 
  Alchemist’s Supplies. A collection of crucibles 
  and glass vials, mortar and pestle, an alcohol-burning 
  lamp, and other supplies. These come in a box with 
  velvet-lined cut-outs designed to hold the delicate 
  instruments safely in place. 
  Use alchemist’s supplies to produce a thick puff 
  of smoke (DC 10), identify poison (DC 10) or another 
  substance (DC 15), start a fire (DC 15), or neutralize 
  acid (DC 20). 
  Brewer’s Supplies. Measuring bowls, scales, 
  hops bags made of muslin, spices, hoses, a funnel, and 
  other equipment suitable for brewing alcoholic 
  beverages. Depending on the type of beverage crafted, 
  kegs, casks, pitchers or other liquid storage devices 
  may also be required for practicing this trade. 
  You can use your tools to purify up to 6 gallons 
  of water as part of a long rest, or 1 gallon of water as 
  part of a short rest. 
  Use brewer’s supplies to detect poisons or 
  impurities in a drink (DC 10), identify alcohol (DC 
  
   
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  15), or ignore the effects of alcohol (DC 20). This last 
  roll is a Constitution (brewer’s supplies) check. 
  Calligrapher’s Supplies. A set of fine pens, 
  colorful inks, and fancy sheets of parchment. Also 
  included are sealing waxes of various colors and 
  qualities and an array of wax stamps. These supplies 
  frequently include a specialized subset of tools used 
  with more durable mediums, like the long-handled 
  wood-burning styluses or fine paintbrushes used for 
  sign-making. 
  Use these tools to identify the writer of 
  nonmagical script (DC 10), determine a writer’s state 
  of mind (DC 15), spot forged text (DC 15), or forge a 
  signature (DC 20). 
   
  TOOLS 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Artisan’s tools 
   
   
   
  Musical instruments 
   
   
     Alchemist’s supplies 
  50 gp 
  8 lb. 
   
     Bagpipes 
  30 gp 
  6 lb. 
     Brewer’s supplies 
  20 gp 
  9 lb. 
   
     Birdpipes 
  10 gp 
  2 lb. 
     Calligrapher’s supplies 
  10 gp 
  5 lb. 
   
     Drum 
  6 gp 
  3 lb. 
     Carpenter’s tools 
  8 gp 
  6 lb. 
   
     Dulcimer 
  25 gp 
  10 lb. 
     Cartographer’s tools 
  15 gp 
  6 lb. 
   
     Flute 
  2 gp 
  1 lb. 
     Cobbler’s tools 
  5 gp 
  5 lb. 
   
     Glaur 
  9 gp 
  2 lb. 
     Cook’s utensils 
  1 gp 
  8 lb. 
   
     Hand drum 
  3 gp 
  1 lb. 
     Glassblower’s tools 
  30 gp 
  5 lb. 
   
     Harp 
  20 gp 
  3 lb. 
     Jeweler’s tools 
  25 gp 
  2 lb. 
   
     Horn 
  3 gp 
  2 lb. 
     Leatherworker’s tools 
  5 gp 
  5 lb. 
   
     Lute 
  35 gp 
  2 lb. 
     Mason’s tools 
  10 gp 
  8 lb. 
   
     Lyre 
  30 gp 
  2 lb. 
     Painter’s supplies 
  10 gp 
  5 lb. 
   
     Longhorn 
  20 gp 
  15 lb. 
     Potter’s tools 
  10 gp 
  3 lb. 
   
     Pan flute 
  12 gp 
  2 lb. 
     Sculptor’s tools 
  15 gp 
  7 lb. 
   
     Shawm 
  2 gp 
  1 lb. 
     Smith’s tools 
  20 gp 
  8 lb. 
   
     Songhorn 
  2 gp 
  1 lb. 
     Tattoo artist’s tools 
  15 gp 
  2 lb. 
   
     Tantan 
  5 sp 
  1/2 lb. 
     Tinker’s tools 
  50 gp 
  10 lb. 
   
     Thelarr 
  35 gp 
  2 lb. 
     Weaver’s tools 
  1 gp 
  5 lb. 
   
     Tocken 
  10 gp 
  5 lb. 
     Woodcarver’s tools 
  1 gp 
  5 lb. 
   
     Viol 
  30 gp 
  1 lb. 
  Gaming set 
   
   
   
     Wargong 
  12 gp 
  7 lb. 
     Dart-and-board set 
  3 gp 
  2 lb. 
   
     Yarting 
  30 gp 
  1½ lb. 
     Dice set 
  1 sp 
  — 
   
     Zulkoon 
  50 gp 
  25 lb. 
     Dragonchess set 
  1 gp 
  1/2 lb. 
   
  Miscellaneous Tools 
   
   
     Hnefatafl set 
  2 gp 
  1/2 lb. 
   
     Appraiser’s tools 
  8 gp 
  5 lb. 
     Kubb set 
  5 gp 
  2 lb. 
   
     Disguise kit 
  25 gp 
  3 lb. 
     Nine men’s morris set 
  1 sp 
  — 
   
     Forgery kit 
  15 gp 
  5 lb. 
     Prophet’s gambit (Tarokka) set 
  1 gp 
  — 
   
     Fortune teller’s kit 
  6 gp 
  4 lb. 
     Three-dragon ante set 
  1 gp 
  — 
   
     Herbalism kit 
  5 gp 
  3 lb. 
     Trictrac set 
  2 gp 
  1/2 lb. 
  ¤ 
   
     Navigator’s tools 
  25 gp 
  2 lb. 
     Playing card set 
  5 sp 
  — 
   
     Poisoner’s kit 
  50 gp 
  2 lb. 
     Ring-toss set 
  1 gp 
  — 
   
     Thieves’ tools 
  25 gp 
  1 lb. 
   
  Carpenter’s Tools. Mallets, nails, measuring 
  cords, cutting templates or triangles, smoothing 
  planes, and a small saw. Carpenter’s tools are used to 
  shape wood on a large scale, crafting furniture, 
  buildings, large agricultural tools, and the like. 
  
   
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  With 1 minute of work and raw materials, you can 
  make a door or window harder to open, increasing the 
  DC to do so by 5. As part of a long rest, you can 
  construct a basic shelter that will last for 1d3 days. 
  Until the shelter collapses, it will keep up to six small 
  or medium humanoids dry. Prevailing temperatures 
  within the shelter are 10 degrees more favorable. 
  Use these tools to build a simple structure of wood 
  (DC 10), design a complex structure of wood (DC 15), 
  find weaknesses in wooden constructions like siege 
  weapons or walls (DC 15), or pry apart a door (DC 20). 
  Cartographer’s Tools. This satchel contains 
  templates of maps and large, blank parchments 
  suitable for map-making. It includes special inks and 
  writing tools, particularly tools for drawing objects to 
  scale relative to one another. Cartographer’s tools 
  also include collapsible surveying rods, the measuring 
  tools used to calculate overland distances and 
  geographic features. 
  These tools let you map your journeys without 
  slowing your speed of travel. 
  Use cartographer’s tools to determine a map’s age 
  or origin (DC 10), estimate direction and distance to a 
  landmark (DC 15), determine whether a map is fake 
  (DC 15), or fill in missing terrain on a partial map (DC 
  20). 
  Cobbler’s Tools. These tools come in a box, the 
  lid of which is reversible and supports a cobbler’s 
  “last.” The tools include a mallet and nails, sturdy 
  sewing needles and thread, rolls of soft leather, 
  stamped pieces of hard leather, molding implements, 
  and other devices that aid in the construction and 
  repair of footwear. 
  As part of a long rest, you can maintain up to six 
  pairs of shoes, allowing the wearers to travel 10 hours 
  in the following day before starting forced march 
  checks. 
  You can create a hidden compartment in a piece 
  of footwear for no cost, taking 8 hours for the 
  construction. (See hidden compartments, above in this 
  Part.) You can use an Intelligence (cobbler’s tools) 
  check in the place of Investigation to find hidden 
  compartments in shoes. 
  Use cobbler’s tools to determine a shoe’s age or 
  origin (DC 10) or find a hidden compartment in a boot 
  heal (DC 15). 
  Cook’s Utensils. Pans, knives, bottles of assorted 
  seasonings, a journal of recipes, and tools used to 
  produce food. 
  During a short rest, you can “prepare” up to 5 
  rations with cook’s utensils to make them more 
  nutritious and rejuvenating. Anyone who eats one of 
  these rations during the same short rest may regain 1 
  extra hit point per Hit Die spent. 
  Use cook’s utensils to create a typical meal or 
  duplicate a particular meal (DC 10), spot poison or 
  impurities in food (DC 15), or create a gourmet meal 
  (DC 15). 
  Glassblower’s Tools. This kit contains crimps and 
  clamps, a pouring block, shears, and a blowpipe, items 
  used to manipulate glass with a kiln or another source 
  of high heat. It also contains rods of glass in various 
  colors. 
  With one minute of study, you can identify weak 
  points in glass objects such that your successful 
  attacks, or the successful attacks of others that you 
  direct, are automatically critical hits. 
  Use glassblower’s tools to identify a source of 
  glass (DC 10) or determine what a glass object once 
  held (DC 20). 
  Jeweler’s Tools. This kit contains chisels, 
  brushes, polish, and other tools used to prepare or 
  enhance gemstones, plus small-scale metalworking 
  tools used to shape precious metals into jewelry of 
  various kinds. A small jeweler’s loupe is included for 
  examining jewelry and gemstones. 
  You can identify and appraise the value of 
  gemstones at a glance, applying your proficiency 
  modifier to any such checks. 
  Turning a raw gem into a standard one is a 
  crafting project that requires 1 day of work per 5 gp of 
  value added, up to (the missing) half of the standard 
  value of the gemstone. This is not the same as 
  modifying a gem’s appearance; that task requires a 
  Dexterity (jeweler’s tools) check and turns a gemstone 
  of one shape or cut into a gemstone of another. 
  Use jeweler’s tools to modify a gem’s appearance 
  (DC 15) or determine a gem’s history (DC 20). 
  Leatherworker’s Tools. This kit contains cutting 
  and edging tools, grommet setters and punches, a 
  mallet, needles and awls, and other miscellaneous 
  tools used to craft processed leather into clothing and 
  accessories. 
  You can automatically determine what animal a 
  hide came from and whether any special techniques 
  were used to treat it. 
  
   
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  Use leatherworking tools to modify a leather 
  item’s appearance (DC 10) or determine its history 
  (DC 20). 
  Mason’s Tools. This satchel contains the tools 
  used to craft masonry. In addition to the trowels and 
  joint molders, used to apply mortar, the kit includes 
  telescoping pole braces and measuring blocks used to 
  measure and precisely align stone and brickwork of 
  various kinds. 
  With one minute of study, you can identify weak 
  points in masonry such that your successful attacks, or 
  the successful attacks of others that you direct, are 
  automatically critical hits. 
  Use mason’s tools to chisel a small hole in a stone 
  wall (DC 10) or find a weak point in a stone wall (DC 
  15). 
  Painter’s Supplies. Small pots of paints in various 
  colors, alchemical mixtures for paint thinning, a 
  painter’s palette, and an array of paintbrushes. This 
  set of tools typically includes brushes sized for the sort 
  of work the painter intends, from artistic to functional. 
  These include the small, intricate brushes used to put 
  paint on canvas, or the larger type of brushes suitable 
  to painting buildings or murals. 
  As part of a short or long rest, you can produce a 
  painting that accurately portrays or illustrates an object 
  or landscape you have seen that day. 
  Use painter’s supplies to paint an accurate portrait 
  (DC 10) or create a painting with a hidden message 
  (DC 20). 
  Potter’s Tools. These tools are used to craft and 
  repair pottery. They include molds, knives, sponges, 
  and styluses for decorating pottery, alchemical glues 
  for repairing shattered pottery pieces, and the dyes 
  and glazes for finishing or resurfacing them. 
  Examining two or more shards of a piece of 
  pottery allows you to automatically identify its 
  original shape. 
  With one minute of study, you can identify weak 
  points in ceramic objects such that your successful 
  attacks, or the successful attacks of others that you 
  direct, are automatically critical hits. 
  Use potter’s tools to determine what a vessel once 
  held (DC 10), create a serviceable pot (DC 15), or find 
  a weak point in a ceramic object (DC 20). 
  Sculptor’s Tools. This satchel contains chisels, 
  mallets, files, and finishing polishes for sculpting 
  statutes out of minerals (typically stone or clay), or 
  applying decorative engraving to the mineral surfaces 
  of walls, doors, and other edifices. 
  With one minute of study, you can identify weak 
  points in inanimate sculptures such that your 
  successful attacks, or the successful attacks of others 
  that you direct, are automatically critical hits. 
  Use sculptor’s tools to modify a statute (DC 10) 
  or detect hidden messages in the designs engraved into 
  a wall or similar surface (DC 20). 
  Smith’s Tools. Hammers, dollies, and tongs of 
  various kinds used to shape metal, as well as the 
  crimps used for creating rivets or repairing links of 
  chain. 
  With access to a hot enough flame, you can make 
  metal pliable; you can repair up to 10 hp of damage to 
  a metal object per hour of work. 
  Use smith’s tools to sharpen a dull blade (DC 10), 
  make an item repairable if it was previously too broken 
  to have hit points restored (DC 15), or sunder a 
  nonmagical metal object (DC 15). 
  Tattoo Artist’s Tools. This set of tools includes a 
  variety of needles and inks as well as ointments and 
  various treatments used to create tattoos on the skin of 
  animals and humanoids. 
  You, or another spellcaster you are working with, 
  can use these tools to inscribe a spell scroll into the 
  skin of a living creature. Each limb and the torso of a 
  humanoid is large enough for a single spell scroll. The 
  costs and time needed for inscription are the same as 
  for an equivalent spell scroll. A humanoid can read her 
  own spell scrolls on her body, causing them to 
  disappear, so long as they are uncovered. Another 
  spellcaster can read uncovered spell scroll tattoos if 
  the decorated creature is cooperative, restrained, or 
  unconscious. 
  Use tattoo artist’s tools to identify tattooing 
  techniques or origins (DC 10) or create tattoos with 
  hidden meanings or messages (DC 20). 
  Tinker’s Tools. Various tools for used for crafting 
  or repairing intricate machines. These look like 
  smith’s tools or thieves’ tools, but in a tiny scale. The 
  hammers, chisels, picks, and other implements are 
  typically suitable for application to small projects like 
  clockwork devices. Most tool sets also include an 
  array of mundane materials to repair almost any 
  simple object. 
  These tools can be used to repair most portable 
  items made of metal, leather, or cloth, regardless of the 
  artisan’s tools needed to craft such things. You can 
  
   
  92 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  restore 10 hit points to a damage object per hour of 
  work. You need access to the appropriate materials for 
  this task, and a hot enough flame if you are repairing 
  metal objects. 
  Use tinker’s tools to temporarily repair a disabled 
  device (DC 10), repair an item in half the time (DC 
  15), or improvise a simple temporary item using scraps 
  (DC 20). 
  Weaver’s Tools. A small, collapsible loom and 
  shuttle used for weaving, plus various dies and tools 
  used to treat and store wool and other types of thread. 
  These materials are suitable to the creation of cloth-
  based of clothing. 
  You can repair a single damaged garment as part 
  of a short rest. 
  Use weaver’s tools to repurpose cloth (DC 10), 
  mend a hole in a piece of cloth (DC 10), or tailor an 
  outfit (DC 15). 
  Woodcarver’s Tools. A set of chisels, files, 
  carving knives, small lathes, and other instruments for 
  making fine impressions on wooden pieces. 
  Use woodcarver’s tools to craft a small figuring 
  (DC 10) or carve an intricate pattern in wood (DC 15). 
   
  GAMING SETS 
  If you are proficient with a gaming set, you can add 
  your proficiency bonus to ability checks you make to 
  play a game with that set. Each type of gaming set 
  requires a separate proficiency. 
  Some gaming sets, like dice and cards, belong to 
  a great many games. Others are designed for use with 
  a single, specific game in mind. But even these single-
  game sets have myriad modifications and regional 
  variations. Particularly where betting is involved, new 
  uses for old gaming sets are sure to develop. All this 
  means is that nine men’s morris is not played here like 
  it is over in that neighboring duchy. It pays to ask the 
  rules before you lay your wagers! 
  Sometimes very complex games catch on in a 
  community, introducing factors from multiple game 
  types. DMs are encouraged to introduce a single game 
  (perhaps with its own game rules) that is incredibly 
  popular, something that all the locals are playing. This 
  adds one more facet to a memorable game world. 
  Wizards of the Coast has previously published 
  card games including Three-Dragon Ante, Rock-
  Paper-Wizard, and Prophet’s Gambit (using the 
  Tarokka deck). These make wonderful props for a DM 
  looking to have a signature game in her campaign. 
  Characters can use gaming set ability checks to 
  gain insight into an opponent’s personality (DC 15), or 
  catch a player cheating (DC 15) if not using the Fixing 
  the Game variant rule below. 
   
  VARIANT: PLAYING GAMES 
  This variant rule introduces complexity into the 
  playing of games, using gaming sets or otherwise. 
  Before a game is played, the DM must make several 
  determinations. 
  Gaming Set. The first factor is the gaming set 
  involved, if any. This is important because it is 
  unlikely that a character is proficient in more than one 
  gaming set. And often, a character lacks the charisma 
  to convince his new drinking buddies to switch from 
  their favorite game to something new. The use of a 
  proficiency bonus is often the difference between 
  winning and losing. 
  Number of Rounds. The next factor is the number 
  of rounds to be played (the number of ability checks to 
  be rolled). The number should be an odd one, typically 
  three or five rounds, but some games are played on a 
  single roll of the dice. The overall winner is the player 
  who wins the most rounds, with ties broken in favor of 
  the one who had the highest total result across all 
  rounds. Players and bystanders can bet on the winners 
  of each game, or they can place bets applicable to each 
  round. 
  Type of Game. Generally, there are three kinds of 
  games: games of intellect, games of physicality, and 
  games of chance. 
  Games of intellect call for Intelligence (gaming 
  set) checks each round. These games are the type 
  enjoyed by intellectuals and scholars. Typical 
  examples are card games, board games, and other 
  contests of strategy. 
  Games of physicality call for checks of Dexterity 
  (gaming set), Strength (gaming set) or, rarely, 
  Constitution (gaming set). Games of this nature are 
  popular in warrior-dominated cultures. Games of 
  physicality include such examples as dart-throwing, 
  log-lifting, and drinking games. 
  Games of chance are truly random. The DM 
  determines the percentage chance for successful 
  rounds and the player rolls percentile dice to see the 
  outcome. While all games include some random 
  
   
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  probability, games of chance have no element of skill 
  to them. (Proficiency bonuses do not factor in.) Coin 
  flips, dice throws, and high-card draws are all 
  examples of games of chance. 
  Bluffing. Many games are made more enjoyable 
  by the ability to bluff. If a game allows such dynamics, 
  at the outset, each player first rolls a Charisma 
  (Deception) check and a Wisdom (Insight). These 
  results determine the potential for bluffing. A 
  character can only bluff someone if her Charisma 
  (Deception) check at the start of the game was higher 
  than the bluffed person’s Wisdom (Insight) check. 
  Once during the entire game, each player can reroll her 
  gaming ability check for a round, but only if the 
  highest check for that round comes from someone the 
  player can bluff. 
  Cheating. Most games have room for cheating; a 
  game that seems cheat-proof just hasn’t yet run afoul 
  of the right con artist. Cheating is mechanically like 
  bluffing but very different morally. It is a choice made 
  at the outset of each round. The cheater gets advantage 
  on the appropriate gaming set check, but might get 
  caught. After the round is played, the cheater must 
  attempt a Charisma (Deception) check or a Dexterity 
  (Sleight of Hand) check, whichever the DM 
  determines is appropriate to conceal the type of 
  cheating used. This is opposed by the other players’ 
  individual Wisdom (Insight) or Wisdom (Perception) 
  checks, respectively. Anyone whose roll is higher than 
  the cheater’s check has noticed the foul play. 
   
  VARIANT: FIXING THE GAME 
  For an additional expense, most gaming sets can be 
  crafted to produce biased results. Cards can be 
  manufactured with subtle, hidden indicators on their 
  backs, identifying each. Dice can be constructed with 
  varied densities to produce biased results. A dart set 
  could be built in such a way that one set of colored 
  darts flies much truer than the other set of colored 
  darts. 
  Whatever the method, using a “fixed” game set 
  allows a cheater to claim advantage on any check to 
  avoid other players noticing the cheating. A fixed 
  game set costs an additional 15 gp to acquire. Card-
  marking and similar alterations can be accomplished 
  for a much cheaper price (or without cost), but these 
  alterations are not good enough to grant advantage to 
  the user’s checks to avoid detection. 
  This is a good rule to use in combination with the 
  Playing Games variant rule, described above. 
   
  DESCRIPTIONS 
  Game sets are described below. 
  Dice Set. These polyhedral objects are most 
  commonly found in cube form, carved from wood or 
  bone. The various faces are marked with numbers or 
  other symbols.  Many games are played with dice, too 
  many to count. 
  Dragonchess Set. This game consists of three 
  checkered boards, arranged in three layers, with a 
  variety of carved playing pieces that move between 
  squares and boards. 
  [This game was invented by Gary Gygax and 
  featured in Dragon Magazine in 1985.] 
  Hnefatafl Set. A strategy game played on a 
  checkered or latticed board between two unevenly-
  matched armies of carved figures. 
  Kubb Set. Kubb is an outdoor game of skill where 
  players try to toss wooden batons to knock over a 
  series of blocks. 
  Nine Men’s Morris Set. This simple strategy 
  game is played with two colors of chits on a small 
  latticed board. 
  Playing Card Set. These squares of very thick 
  paper are each painted with a letter, symbol, or 
  numerical marker on one side. The back sides of all 
  the cards are identical, whether blank or patterned. 
  Many games are played with cards, including games 
  of chance. 
  Prophet’s Gambit (Tarokka) Set. This card game 
  is played with a Tarokka deck. 
  [Wizards of the Coast publishes the Tarokka deck, 
  which includes a pamphlet for playing the game.] 
  Three-Dragon Ante Set. This card game is played 
  with a Three-Dragon Ante deck. 
  [Wizards of the Coast publishes the Three-Dragon 
  Ante deck, which includes rules for playing the game.] 
  Trictrac Set. Each of two players must advance 
  their own set of 15 chits across various positions on a 
  board using a combination of luck (dice rolls) and 
  strategy. 
   
  MUSICAL INSTRUMENTS 
  Each type of musical instrument requires a separate 
  proficiency. If you have proficiency with a given 
  
   
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  musical instrument, you can add your proficiency 
  bonus to ability checks to play the instrument. 
  A bard can use a musical instrument as a 
  spellcasting focus. Spellcasting this way, even without 
  verbal components, creates sound; a musical 
  instrument cannot be used as a spellcasting focus 
  within a zone of silence. 
  Proficiency also allows you to compose original 
  music pieces, with or without lyrics. 
  Use a musical instrument proficiency to identify a 
  tune (DC 10) or improvise a tune (DC 20). 
   
  DESCRIPTIONS 
  Musical instruments are described below. 
  Bagpipes. A wind instrument constituting multiple 
  reed pipes fed by squeezing an air bag. The air 
  reservoir is replenished periodically by the musician 
  blowing into it through another pipe. 
  Birdpipes. Sometimes called pan pipes, satyr 
  pipes, or the shalm, this set of parallel pipes is a 
  musical instrument popular with creatures that are 
  close to nature. 
  Drum. A cylindrical instrument with a flat hide 
  stretched taught over each end. The hide produces a 
  hollow resonance when struck. 
  Dulcimer. A dulcimer is a flat, trapezoidal 
  soundboard across which strings of descending 
  lengths are strung. The strings can be plucked or can 
  be struck with a tiny hammer. 
  Flute. This tubular reedless wind instrument 
  produces sound when air is blown across the hole at 
  one end. The other end of the tube has a series of holes 
  that can be covered or left uncovered by the fingers to 
  produce different notes. 
  Glaur. This short, curved horn resembles a 
  cornucopia. If played using its set of valves, the 
  instrument produces a brassy sound like a trumpet. 
  Some versions, called gloons, don’t have valves and 
  produce a more mournful sound. 
  Hand Drum. A double-headed skin drum fitted 
  with handles along its side. 
  Harp. A harp has many parallel strings attached 
  within a frame. The frame has an angled soundboard 
  that facilitates shorter strings as it tapers, varying the 
  notes produced when the instrument is strummed. 
  Horn. A horn is typically a brassy pipe with a 
  conical opening at one end and a mouthpiece at the 
  other. Horns produce loud, far-reaching notes and so 
  are used for signaling as well musical purposes. 
  Lute. This plucked stringed instrument has a long 
  neck and a deep, round back. The hollow portion of 
  the body has a circular opening under the part of the 
  strings that get strummed. 
  Lyre. A lyre resembles a harp, but is smaller. Its 
  strings are plucked with a pick. 
  Longhorn. A flute of very sophisticated make, 
  found only in large cities or areas with skilled 
  artisans. 
  Pan Flute. This instrument consists of multiple 
  closed-pipe flutes of ascending length, attached in a 
  row. 
  Shawm. A double-reed instrument like an oboe or 
  a bassoon. Some versions use attached bellows. 
  Songhorn. A simple type of flute, like a recorder, 
  usually carved from wood. 
  Tantan. An instrument like a tambourine affixed 
  to a tight drum. 
  Thelarr. A simple and wind instrument cut from a 
  reed, sometimes called a whistecane. 
  Tocken. This resonating instrument is comprised 
  of carved oval bells hung parallel on a frame and 
  played by light strikes with a small mallet or with the 
  open hand. 
  Viol. A small, six-stringed instrument held 
  vertically and played with a bow. 
  Wargong. War gongs are like traditional gongs, 
  but usually made from the shield of an enemy. 
  Yarting. This tightly-strung instrument resembles 
  a shallow-bodied lute. 
  Zulkoon. This complex pump organ has a 
  dramatic, sinister sound. 
   
  MISCELLANEOUS TOOLS 
  Miscellaneous tools differ from artisan’s tools in that 
  they tend to create no product and they are usually not 
  suitable for generating a stable income. 
  Each type of tool allows a proficient user to add 
  her proficiency bonus to uses of that tool. Where a 
  tool’s use might be ambiguous, some clarity is 
  provided in the descriptions below. 
   
  DESCRIPTIONS 
  Miscellaneous tools are described below. 
  Appraiser’s Tools. A satchel containing a multi-
  tiered scale with a set of weights, a jeweler’s loupe, 
  
   
  95 | TH E CO MP RE HEN SI VE E Q UI PMEN T MA N UA L 
   
  vials of substances for identifying minerals through 
  alchemical reactions, and a set of thick manuals to 
  classify materials and index market values. 
  If proficient, your bonus applies to Intelligence 
  checks to appraise valuables. 
  Use appraiser’s tools to identify the techniques 
  used to refine a gemstone (convert it from a raw state) 
  and determine the technique’s origin (DC 10) or spot 
  costume jewelry or costume adornments to clothing 
  armor, or weapons (DC 15). 
  Disguise Kit. A box containing cosmetics, hair 
  dies, and adhesive-mounted facial prosthetics used to 
  create a variety of disguises. 
  If proficient, your bonus applies to ability checks 
  to disguise yourself or others. 
  You can use a long rest or one day of downtime 
  to create a disguise. Each disguise weights 1 pound 
  and takes one minute to put on or take off. This ready-
  made disguise uses quite a few of your disguise kit 
  components; you can only keep one disguise together 
  at a time. When composing and applying a disguise 
  not previously-created, you must use 10 minutes for 
  one that involves moderate changes to your 
  appearance, or 30 minutes for one that involves more-
  extensive changes. 
  Use a disguise kit to cover distinguishing marks 
  or injuries (DC 10), spot a disguise in use by someone 
  else (DC 15), or copy a specific humanoid’s 
  appearance (DC 20). 
  Forgery Kit. A forgery kit is a satchel that has 
  many of the same components as calligrapher’s 
  supplies, including a variety of pens and inks. It also 
  boasts a variety of styluses used to impersonate signet 
  marks in wax seals. 
  You can produce a forged document that is up to 
  1 page long or up to 4 pages long, using a short rest or 
  long rest, respectively. Your Intelligence (forgery kit) 
  check result sets the DC for an Intelligence 
  (Investigation) check to spot the fake. 
  Use a forgery kit to mimic handwriting (DC 15) 
  or duplicate a wax seal (DC 20). 
  Fortune Teller’s Kit. This kit comes in a box. It 
  includes a crystal ball, fortune telling cards, and other 
  tools of the trade. 
  If proficient, your bonus applies to ability checks 
  to tell fortunes convincingly. A fortune teller’s kit can 
  be used to generate an income like artisan’s tools, 
  provided they are used in a large enough area and in a 
  society suitably tolerant of fortune tellers. 
  Use a fortune teller’s kit to understand someone 
  you are telling a fortune to, determining a 
  characteristic or ideal (DC 15), or determining a bond 
  or flaw (DC 20). 
  Herbalism Kit. This kit comes in a satchel 
  compartmentalized for storing myriad herbs. It 
  includes various tools for safely harvesting plants as 
  well as the grinding tools, mixing tools, and additives 
  needed to make potions, salves, and similar curative 
  products. 
  Proficiency allows you to identify all common 
  plants automatically and to add your bonus to checks 
  to identify rare ones. Herbalism kits are used to craft 
  several curative products, including potions of 
  healing. 
  Use an herbalism kit to find uncommon plants 
  (DC 15) or identify herbal poisons (DC 20). 
  Navigator’s Tools. This satchel holds sounding 
  lines, a sand glass, an astrolabe or telescoping back 
  staff, a ring dial, or similar instruments needed for 
  navigation. It also contains a number of relevant sea 
  charts. 
  Proficiency with these tools allows you to chart a 
  ship’s course and follow navigation charts. It also 
  allows you to add your proficiency bonus to any ability 
  check you make to avoid getting lost at sea. It can also 
  be used in some limited cases of overland navigation. 
  Use navigator’s tools to plot a course (DC 10) or 
  discover your position on a nautical chart (DC 15). 
  Poisoner’s Kit. A poisoner’s kit blends some of 
  the components of alchemist’s supplies and an 
  herbalism kit, the tools needed to create poisons using 
  alchemical and herbal techniques. It also includes 
  tools for collecting poisons from live (or recently 
  slain) monster specimens. 
  You may use your proficiency bonus for uses of 
  poison (poisoning food, weapons, etc.) and checks to 
  collect or craft poisons. You need not worry about 
  poisoning yourself merely by handling or applying 
  poisons. 
  Use a poisoner’s kit to spot a poisoned object (DC 
  10) or determine the effect of a discovered poison (DC 
  20). 
  Thieves’ Tools. A complex set of picks and tools 
  used to disable locks and traps, rolled into a leather 
  satchel. These tools resemble a highly specialized 
  segment of tinker’s tools and can be disguised as such.  
  These tools let you create a trap using parts you 
  have on hand. The result of your Dexterity (thieves’ 
  
   
  96 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  tools) check sets the DC to discover or disable the trap. 
  A new-made trap deals damage appropriate to the 
  materials used to create it, or half the total of your 
  check, whichever the DM determines fitting. 
  Additives like poisons, ball bearings, or bells can add 
  additional functionality or warning to these makeshift 
  traps. 
  You can also reset a disabled trap if your check 
  meets the original DC to disable it. Reset traps use 
  their original DCs to discover or disable, along with 
  their original damage (unless a vital component is 
  missing, like poison for the spikes). 
  Use thieves’ tools to disarm traps or open locks, 
  rolling against variable difficulties (DC 5 - 30). 
   
  MOUNTS AND VEHICLES 
  The items in this group are split into three types: 
  mounts, tack and harness, and vehicles. 
   
  MOUNTS 
  This section describes animals commonly rated as 
  mundane mounts. Non-mount animals are categorized 
  as trade goods and can be found in Part 4: Wealth. 
  Other creatures, those with monster types other than 
  “beast,” are deemed too rare for common sale. If the 
  DM wishes to make such monsters marketable, an 
  option for that is provided in Part 3: Exotic Lists. 
  The following beasts are creatures commonly 
  trained to serve as mounts, though anything that 
  requires an exotic saddle is found in limited regions. 
   
  VARIANT: LITTLE MOUNTS 
  Normally, a mount must be at least one size category 
  larger than its rider. But a character in a pinch can, 
  with some difficulty, ride an animal that is of its own 
  size category. For example, a full-grown human can 
  ride a pony, but with some drawbacks. 
  A mount with a rider of its own size drops its 
  speed by 20 feet and has disadvantage on ability 
  checks, attack rolls, and saving throws that use 
  Strength, Dexterity, or Constitution. This penalty is 
  not cumulative with the penalty for being heavily 
  encumbered if your campaign uses that variant 
  encumbrance rule. 
   
  RIDER TRAINED 
  All creatures listed on the Mounts chart are trained for 
  use as mounts. (Untrained versions are priced in Part 
  4 as trade goods.) An untrained creature will buck or 
  otherwise try to dislodge a rider unless it is controlled 
  by magic. Untrained creatures cannot be controlled as 
  mounts by Wisdom (Handle Animal) checks. 
  Rider-trained mounts require no Wisdom (Animal 
  Handling) checks to ride, except when the rider wishes 
  to perform a risky maneuver like jumping a fence. At 
  the DM’s discretion, any domesticated animal might 
  perform an appropriate simple trick, like fetching, with 
  a successful Wisdom (Handle Animal) check. 
   
  COMBAT TRAINED 
  For an additional expense, mounts can be acquired 
  with special training to make them useful in combat. 
  A mount that does not have combat training is 
  difficult to control in battle. Each round, the rider must 
  make a Wisdom (Handle Animal) check with a DC of 
  10, or a DC of 15 if the mount is injured. If the check 
  fails, or if the animal is otherwise left to its own 
  decisions, it does what its nature dictates. Most 
  animals flee combat, moving away from the loud 
  noises and source of pain as quickly as possible. An 
  uninjured riding horse might stay near a fallen rider if 
  it is not directly threatened. A mastiff will probably 
  defend a downed rider, often aggressively. A giant 
  lizard might snap up a fallen corpse to consume later 
  as it flees the battle. These decisions are left to the DM. 
  Combat-trained mounts do not require checks to 
  control in battle. If the rider falls, the mount will 
  defend the rider until the mount is calmed with a 
  Wisdom (Handle Animal) check. Combat-trained 
  mounts gain 1 Hit Die, a bonus of +2 to Strength and 
  Dexterity, a bonus of +1 to Constitution and Wisdom, 
  and a special overbearing feature: 
   
  Slam. If the mount moves at least 20 feet 
  straight toward a creature and then hits it with 
  one of its natural attacks on the same turn, the 
  target must succeed on a Strength saving 
  throw or also be knocked prone. The DC is 
  10 + the mount’s Strength modifier. If the 
  creature is knocked prone, the mount can 
  make another natural attack against it as a 
  bonus action. The mount cannot use this 
  feature on targets of its own size or larger. 
  
   
  97 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  Combat training requires a creature to have been 
  trained as it was raised; most animals of certain ages 
  are too set in their ways or are too wary of new things, 
  such that the effort and expense needed for training are 
  not justified. Combat-trained animals cost an 
  additional amount equal to 5 times the listed value of 
  the animal. 
  On the list above, the warhorse is already combat-
  trained at normal cost. A warhorse cannot benefit from 
  additional combat training; it already has the combat 
  training benefits included in its “stat block.” 
   
   
  MOUNTS 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Aurochs 
  100 gp 
  2 
  Un. 
  2 
  Large exotic 
  50 ft. 
  600 lb. 
  Axe beak 
  35 gp 
  2 
  Un. 
  1/1 
  Large exotic 
  50 ft. 
  420 lb. 
  Camel 
  50 gp 
  2 
  Un. 
  1/8 
  Large exotic 
  50 ft. 
  480 lb. 
  Dolphin 
  20 gp 
  6 
  Un. 
  1/8 
  Medium exotic 
  (60 ft.) 
  210 lb. 
  Donkey or mule 
  8 gp 
  2 
  Un. 
  1/8 
  Equine 
  40 ft. 
  420 lb. 
  Elephant 
  200 gp 
  3 
  Un. 
  4 
  Huge exotic 
  40 ft. 
  1,320 lb. 
  Giant seahorse 
  300 gp 
  2 
  Un. 
  1/2 
  Large exotic 
  (40 ft.) 
  360 lb. 
  Horse 
   
   
   
   
   
   
   
     Draft 
  50 gp 
  2 
  Un. 
  1/4 
  Equine 
  40 ft. 
  540 lb. 
     Riding 
  75 gp 
  2 
  Un. 
  1/4 
  Equine 
  60 ft. 
  480 lb. 
     Fragile 
  15 gp 
  2 
  Un. 
  1/8 
  Equine 
  40 ft. 
  420 lb. 
     Warhorse 
  400 gp 
  2 
  Un. 
  1/2 
  Equine 
  60 ft. 
  540 lb. 
  Giant lizard 
  200 gp 
  2 
  Un. 
  1/4 
  Large exotic 
  30 ft. 
  450 lb. 
     + hold breath 
  +100 gp 
  — 
  — 
  — 
  — 
  — 
  — 
     + spider climb 
  +200 gp 
  — 
  — 
  — 
  — 
  — 
  — 
  Mastiff 
  25 gp 
  3 
  Un. 
  1/8 
  Canine 
  40 ft. 
  195 lb. 
  Pony 
  30 gp 
  2 
  Un. 
  1/8 
  Equine 
  40 ft. 
  225 lb. 
   
  EXCEPTIONAL SPECIMEN 
  Exceptional 
  specimens 
  are 
  particularly 
  hearty 
  creatures. Not only have they been bred for their 
  extraordinary characteristics, they are also the finest 
  specimens of the resulting stock. These costly 
  creatures are sought out by those in need of durable 
  mounts that can better weather the tougher challenges 
  routinely faced by higher-level adventurers. 
  Exceptional mounts gain 2 Hit Dice, a +1 bonus 
  to Intelligence (to a maximum of 4), and a +2 bonus to 
  Charisma and Wisdom. This feature is compatible 
  with the combat trained feature, above, granting 
  cumulative bonuses. 
  Exceptional specimens cost an additional amount 
  equal to 4 times the listed value of the animal. 
  Exceptional specimens are not often found for sale in 
  common markets. To find such creatures, adventurers 
  usually look to horse breeding experts, markets near 
  large cities, or the stables of the local nobility. 
  DESCRIPTIONS 
  One mount, the fragile horse, is described below. 
  Other creatures use the descriptions and statistics 
  given in Appendices A of the Monster Manual and 
  Volo’s Guide to Monsters. 
  Fragile Horse. Fragile horses are mounts of poor 
  quality. Often, they are older, somewhat swaybacked 
  creatures. But for starting characters in need of mounts 
  for their adventure, they might be the only affordable 
  option. A fragile horse has a delicate constitution, as 
  indicated in the stat block below. 
   
  TACK AND HARNESS 
  This equipment is used for managing trained and 
  untrained animals. 
   
  DESCRIPTIONS 
  Tack and harness items are described below.  
  
   
  98 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  Fragile Horse 
  Large beast, unaligned 
  Armor Class 9 
  Hit Points 11 (2d10) 
    Speed 40 ft. 
   
   
      STR         DEX        CON        INT        WIS        CHA 
    14 (+2)     8 (–1)      11 (+0)     2 (–4)     10 (–0)      5 (–3) 
   
   
  Senses passive Perception 10 
    Challenge 1/8 (25 xp) 
   
    
  Unreliable. Apply disadvantage to any Wisdom 
  (Handle Animal) checks made to control this mount 
  in battle or to get it to perform tricks or difficult  
  maneuvers. 
  Unstable. Add 1 exhaustion level for each hour of a 
  forced march; this is additional to any exhaustion 
  gained for failing the Constitution check. 
   ACTIONS 
   
   
  Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 7 (2d4 + 2) bludgeoning damage. 
   
  Barding (all). Barding is armor designed for 
  mounts or other animals. It typically covers the head, 
  neck, and body, leaving the legs free of impediment 
  (and protection). 
  Any type of armor shown on the Armor table in 
  Part 1: Armaments can be purchased or crafted as 
  barding. The cost and weight are shown as multiples 
  of the equivalent armor made for humanoids. 
  Canine barding typically fits all canines of the 
  same size, and equine barding typically fits all equines 
  of the same size. But exotic barding is made for 
  animals of a specific type as well as a specific size. 
  For example, despite being the same size, a Large 
  dragon’s exotic barding cannot be transferred to a 
  giant seahorse. 
  Bit and Bridle. Most mounts require some sort of 
  head harness, something attached to a lead that is held 
  by the rider. In the case of traditionally-trained 
  mounts, a bit and bridle allow the rider to direct the 
  animal and keep it under control. Animals of various 
  kinds require different sizes, shapes, and secondary 
  functions built into these devices for optimal control of 
  the mount. For short-necked creatures, like dogs, this 
  typically includes a collar. 
  Canine bridles typically fit canines of any size, 
  and equine bridles typically fit equines any size. But 
  exotic bridles are made for animals of a specific type 
  as well as a specific size. For example, despite being 
  the same size, a Large dragon’s exotic bridle cannot be 
  transferred to a giant seahorse. 
  Blinkers. Blinkers are made for equine creatures: 
  horses, ponies, donkeys, and mules. They are usual 
  attached to the animal’s bridle and cover most (or all) 
  of each eye with a cup-shaped device. Blinkers can 
  control an animal’s field of vision, restricting the 
  animal to seeing only what is in front of it. 
  This item prevents distractions and, at the DM’s 
  discretion, can prevent the handler from having to 
  make Wisdom (Handle Animal) checks under some 
  circumstances. A creature wearing vision-restricting 
  blinkers has disadvantage on Wisdom (Perception) 
  checks that rely on vision. A creature wearing blinkers 
  that fully cover the eyes automatically fails such 
  checks. 
  Blinkers, Exotic. Exotic blinkers are each made 
  for a specific type of creature. Some animals have 
  multiple sets of eyes or otherwise require unusually-
  constructed blinkers. Some exotic blinkers have 
  additional functionality. For example, exotic blinkers 
  might fully cover a creature’s eyes until the rider pulls 
  a special cord to reveal them. This facilitates using 
  gaze weapons at the rider’s command, like the 
  basilisk’s petrification or the catoblepas’ death ray. 
  A creature wearing vision-restricting blinkers has 
  disadvantage on Wisdom (Perception) checks that rely 
  on vision. A creature wearing blinkers that fully cover 
  the eyes automatically fails such checks. 
  Body Harness (any). These sets of secure straps 
  serve multiple functions. Typically, they allow an 
  animal to draw vehicles such as carts or wagons, 
  attaching the worn harness to one or two of the 
  vehicle’s forward-pointing shafts. The straps are 
  placed in such a way as to distribute the force evenly 
  across the most accommodating surface of the 
  animal’s body. A body harness can also be re-
  configured to help lift or carry an animal. In this case, 
  straps are shifted to more supportive positions on the 
  animal’s body, suitable to raise or lower it, perhaps 
  via block and tackle. Travelers navigating rough 
  terrain may find such tools necessary to bring their 
  mounts across steep hills, cliffs, or similar obstacles. 
  
   
  99 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  Cage (any). A cage is large enough for an animal 
  of the listed size to stand within it, turn around fully, 
  and lie down. (A winged creature does not have space 
  to fully spread its wings.) A cage’s size rating must fit 
  a contained creature’s size exactly—too small a cage 
  prevents the creature from fitting into it while too 
  large a cage might allow the creature to escape 
  through the spacing in the bars. 
  Cages are made of iron, with Armor Class 19. 
  These resilient objects usually have hit points/damage 
  threshold as follows: Tiny (5/1), Small (10/2), 
  Medium (18/4), Large (27/6), Huge (39/8), and 
  Gargantuan (54/12). Because they are constructed to 
  resist intentional breakage by their contained 
  creatures, cages are typically immune to damage from 
  natural attacks. Additional information on the health 
  of objects can be found at page 246 of the Dungeon 
  Master’s Guide. 
  Falconry Kit. This kit comes in a satchel that 
  contains all the tack needed to manage birds of prey. 
  It includes a thick glove for the animal to perch on, a 
  hood that blindfolds the creature, a 50-foot 
  lightweight cord leash, and additional equipment 
  needed to care for, train, and hunt with a bird of prey. 
   Feed (any). The type of food needed for different 
  animals varies significantly. Omnivores can typically 
  eat any kind of feed, as well as rations. Herbivores, 
  particularly equines, can survive on grass, hay, and 
  other herbaceous plants. Higher valued feed, like oats, 
  is simply a luxury and is unhealthy for such animals to 
  eat all the time. Dogs and other carnivores require 
  meat for most of their diet. As feed, this typically takes 
  the form of dried meat scraps or meat ground up with 
  absorbent grains. Such feed lasts for only a week 
  before it becomes spoiled and worthless. 
  Most creatures can forage or hunt for themselves, 
  given enough time and left to their own devices. Feed 
  is only needed when animals are kept caged or stabled, 
  worked or ridden longer than eight hours in a day, or 
  otherwise prevented from finding their own food for 
  significant portions of the day. Tiny creatures need 
  only 1/4 pound of food per day for sustenance. Small 
  and Medium creatures need 1 pound. Large creatures 
  need 4 pounds, Huge creatures need 16 pounds, and 
  Gargantuan creatures need 64 pounds of food per day. 
  The DM is the final arbiter of each animal’s needs for 
  quantity and type of food. 
  Hobble. A hobble is a set of manacles for an 
  animal, particularly suited for equines like horses. 
  Equines will typically graze in a small area while 
  hobbled and can be left alone for hours. Other 
  animals, like dogs, are less docile and will chew 
  through the restraint; such creatures are typically 
  leashed or picketed when left unattended. Some 
  hobbles are built weakly enough that a truly panicked 
  creature can break the binding, running away at full 
  speed if attacked by a predator or otherwise seriously 
  threatened. Hobbles are also used as training tools for 
  animals that will serve as mounts and laborers. 
  Applying or removing a hobble takes an action. A 
  hobble reduces an animal’s speed to 5 and discourages 
  it from traveling far. 
  Hobble, Exotic. This complex hobble can be used 
  on docile animals of any size, creatures with multiple 
  legs, or creatures with alternative movement modes 
  like flight. It otherwise operates as a normal hobble. 
  Howdah (any). A howdah is a partially-enclosed 
  platform mounted on an animal. It surrounds one or 
  more riders, offering protection from attackers or 
  from the elements. Most howdahs include a roof. 
  One Medium- or Small-sized rider can fit in the 
  howdah of a Large creature. Most Large creatures are 
  not quite big enough for a howdah, but camels are a 
  notable exception. Four Medium- or Small-sized 
  riders can fit in the howdah of a Huge creature. Sixteen 
  Medium- or Small-sized riders can fit in the howdah 
  of a Gargantuan creature. Riders in howdahs have half 
  cover from the attacks of creatures on the ground if 
  those creatures are smaller than the mount. 
  Muzzle (any). Muzzles are each made for animals 
  of a specific type and size. A muzzle prevents the 
  wearer from biting or eating. It also makes dangerous-
  looking animals appear to be safer, meaning 
  bystanders are often less intimidated and more 
  accepting of their presence. 
  A muzzle takes one action to apply or remove. At 
  the DM’s discretion, this can prevent the handler from 
  having to make Wisdom (Handle Animal) checks 
  under some circumstances. 
  Saddle, Canine (any). Saddles for dogs are 
  lightweight and built to accommodate the greater 
  range of motion that dogs have over equine mounts. 
  Such saddles are also suitable for wolves of Large 
  or Medium size and similar creatures. A military 
  version gives the rider advantage on any check to 
  remain 
  mounted. 
  A 
  pack 
  version 
  has 
  no 
  accommodation for a rider; it simply provides a frame 
  to which baggage can be tied. 
  
   
  100 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  TACK AND HARNESS 
   Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Barding 
   
   
   
  Hobble 
  2 gp 
  2 lb. 
     Canine (Large) 
  x3 
  x2 
   
  Hobble, exotic 
  5 gp 
  4 lb. 
     Canine (Medium) 
  x2 
  x1 
   
  Howdah 
   
   
     Equine (Large) 
  x4 
  x2 
   
     Exotic (Gargantuan) 
  190 gp 
  455 lb. 
     Equine (Medium) 
  x3 
  x1 
   
     Exotic (Huge) 
  65 gp 
  235 lb. 
     Exotic (Gargantuan) 
  x10 
  x8 
   
     Exotic (Large) 
  35 gp 
  125 lb. 
     Exotic (Huge) 
  x7 
  x4 
   
  Muzzle 
   
   
     Exotic (Large) 
  x5 
  x2 
   
     Gargantuan or Huge 
  8 gp 
  4 lb. 
     Exotic (Medium) 
  x4 
  x1 
   
     Large or Medium 
  2 gp 
  1 lb. 
  Bit and bridle 
   
   
   
     Small or Tiny 
  1 gp 
  1/2 lb. 
     Canine (Large) 
  3 gp 
  1 lb. 
   
  Saddlebags 
  4 gp 
  8 lb. 
     Canine (Medium) 
  2 gp 
  1/2 lb. 
   
  Saddle, canine (Large or Medium) 
   
   
     Equine (Large) 
  2 gp 
  1 lb. 
   
     Military 
  12 gp 
  25 lb. 
     Equine (Medium) 
  2 gp 
  1/2 lb. 
   
     Pack 
  3 gp 
  10 lb. 
     Exotic (Gargantuan) 
  18 gp 
  8 lb. 
   
     Riding 
  6 gp 
  20 lb. 
     Exotic (Huge) 
  10 gp 
  4 lb. 
   
  Saddle, equine (Large or Medium) 
   
   
     Exotic (Large) 
  6 gp 
  2 lb. 
   
     Military 
  20 gp 
  30 lb. 
     Exotic (Medium) 
  5 gp 
  1 lb. 
   
     Pack 
  5 gp 
  15 lb. 
  Blinkers 
  1 gp 
  1 lb. 
   
     Riding 
  10 gp 
  25 lb. 
  Blinkers, exotic 
  4 gp 
  1½ lb. 
   
  Saddle, exotic (Gargantuan) 
   
   
  Body harness 
   
   
   
     Military 
  225 gp 
  70 lb. 
     Gargantuan 
  80 gp 
  55 lb. 
   
     Pack 
  60 gp 
  55 lb. 
     Huge 
  30 gp 
  35 lb. 
   
     Riding 
  120 gp 
  65 lb. 
     Large 
  15 gp 
  17 lb. 
   
     Strap 
  210 gp 
  70 lb. 
     Medium 
  8 gp 
  8 lb. 
   
  Saddle, exotic (Huge) 
   
   
     Small 
  3 gp 
  3 lb. 
   
     Military 
  105 gp 
  50 lb. 
     Tiny 
  1 gp 
  1 lb. 
   
     Pack 
  30 gp 
  35 lb. 
  Cage 
   
   
   
     Riding 
  60 gp 
  45 lb. 
     Gargantuan 
  950 gp 
  3,800 lb. 
   
     Strap 
  120 gp 
  50 lb. 
     Huge 
  300 gp 
  675 lb. 
   
  Saddle, exotic (Large) 
   
   
     Large 
  120 gp 
  300 lb. 
   
     Military 
  52 gp 
  40 lb. 
     Medium 
  40 gp 
  75 lb. 
   
     Pack 
  15 gp 
  25 lb. 
     Small 
  15 gp 
  60 lb. 
   
     Riding 
  30 gp 
  35 lb. 
     Tiny 
  5 gp 
  25 lb. 
   
     Strap 
  60 gp 
  40 lb. 
  Falconry kit 
  3 gp 
  2 lb. 
   
  Saddle, exotic (Medium) 
   
   
  Feed 
   
   
   
     Military 
  26 gp 
  35 lb. 
     Grain (oats) 
  1 sp 
  4 lb. 
   
     Pack 
  8 gp 
  20 lb. 
     Herbaceous (hay) 
  2 cp 
  4 lb. 
   
     Riding 
  15 gp 
  30 lb. 
     Meat (scraps) 
  1 sp 
  1 lb. 
   
     Strap 
  30 gp 
  35 lb. 
  Saddle, Equine (any). An equine saddle fits 
  horses and ponies as well as donkeys and mules. It 
  also fits similar equine creatures such as unicorns. 
  Equine saddles are not suited for equines with 
  additional limbs or wings like a pegasus. (Such a 
  creature requires an exotic saddle instead.) A military 
  version gives the rider advantage on any check or 
  
   
  101 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  saving throw to remain mounted. A pack version has 
  no accommodation for a rider; it simply provides a 
  frame to which baggage can be tied. 
  Saddle, Exotic (any). Creatures not in the shape 
  of equines (horses, mules, etc.) or canines (dogs, 
  wolves, etc.), require exotic saddles to use as mounts 
  or beasts of burden. 
  Exotic saddles are each made for animals of a 
  specific type and size. For example, despite being the 
  same size, a Large dragon’s riding saddle cannot be 
  used on a giant seahorse. A military version of an 
  exotic saddle gives the rider advantage on any check 
  or saving throw to remain mounted when the animal is 
  not in climbing, flying, or moving underwater. A pack 
  version of an exotic saddle has no accommodation for 
  a rider; it simply provides a frame to which baggage 
  can be tied. 
  Creatures capable of burrowing cannot do so 
  without automatically dismounting their riders, 
  regardless of saddle type. Creatures capable of other 
  three-dimensional movement (climbing, flying, or 
  underwater travel) require strap saddles to keep riders 
  secure. Strap saddles require the rider to use two 
  actions to strap in after mounting. Thereafter, the rider 
  cannot be dismounted short of very exceptional 
  circumstances (like the mount burrowing). Using a 
  strap saddle without strapping in is treated as using a 
  riding saddle. The Dungeon Master may impose riding 
  checks every round to stay mounted in cases of 
  climbing, 
  flying, 
  pouncing, 
  and 
  (particularly) 
  underwater travel while not strapping in or while using 
  another type of saddle. 
   
  VEHICLES 
  Vehicles improve characters’ speed of travel and their 
  ability to transport cargo and equipment. 
  Proficiency with a land or water vehicle allows 
  the operator to add her proficiency bonus to the 
  vehicle’s AC and saving throws. 
  Use vehicle proficiency navigate rough terrain or 
  waters (DC 10), assess a vehicle’s condition (DC 15), 
  or perform a difficult maneuver making a tight turn at 
  high speed (DC 20). 
   
  DRAWN VEHICLES 
  If you have proficiency with “vehicle (land),” you can 
  add your proficiency bonus to any check you make to 
  control drawn vehicles in difficult circumstances. The 
  normal operation of drawn vehicles does not require 
  ability checks. 
  Horsepower. Animals pulling a drawn vehicle 
  can move weight up to five times their combined 
  carrying capacity. Each vehicle on the chart notes 
  parenthetically the minimum and maximum number of 
  animals that can be harnessed to the vehicle. If more 
  than one creature is harnessed, the animals must be 
  harnessed in pairs. A single “lead” animal can be 
  harnessed ahead of any pairs, its purpose to serve as a 
  guide for the paired animals. (A lead animal does not 
  contribute to the vehicle’s total carrying capacity.) 
  Other Beasts of Burden. Yaks, water buffalo, and 
  similar cattle are often used as beasts of burden to draw 
  vehicles, particularly in rural regions. These creatures 
  use the cow (ox) “stat block” from Volo’s Guide to 
  Monsters. 
   
  WATERBORNE VEHICLES 
  If you have proficiency with “vehicle (water),” you 
  can add your proficiency bonus to any check you make 
  to control waterborne vehicles in difficult circum-
  stances. The normal operation of waterborne vehicles 
  does not require ability checks, but anything other than 
  a rowboat or keelboat also requires a crew of trained 
  sailors to manage. 
  Crew. A ship needs skilled hirelings (crew) to 
  operate. Up to halve the crew (round down) can be 
  unskilled, learning as they go. If more than half are 
  unskilled, reduce the vehicle’s speed by half. Only 
  skilled crew can operate siege weapons mounted on a 
  ship. 
  Passengers. This number assumes Small and 
  Medium passengers sharing tight quarters. If the ship 
  is outfitted with private cabins, the ship can 
  accommodate only one-fifth of this number. 
  Damage Threshold. The ship has immunity to all 
  damage unless it takes an amount equal to or greater 
  than its damage threshold, in which case it takes 
  damage as normal. Anything less is merely superficial, 
  not reducing the ship’s hit points. 
  Repairs. Repairing requires skilled hirelings or 
  crew. For every 5 workers, 1 hit point of damage can 
  be repaired each day at a 10 gp cost in materials. (The 
  labor of any non-crew members must be paid 
  separately.) Ships not berthed at proper facilities for 
  such work can only be repaired at a maximum rate of 
  1 hit point per day.  
  
   
  102 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
   
  VEHICLES (DRAWN) 
   Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Carriage (1-4) 
  100 gp 
  600 lb. 
   
  Sled (1-2) 
  20 gp 
  300 lb. 
  Carriage, grand (4-8) 
  400 gp 
  950 lb. 
   
  Sled, dog (1-16) 
  35 gp 
  50 lb. 
  Cart (1) 
  15 gp 
  200 lb. 
   
  Sleigh (1-8) 
  30 gp 
  250 lb. 
  Cart, dog (1) 
  9 gp 
  60 lb. 
   
  Trap (1) 
  55 gp 
  65 lb. 
  Chariot, heavy (2-6) 
  350 gp 
  180 lb. 
   
  Wagon (1-4) 
  35 gp 
  400 lb. 
  Chariot, light (1-4) 
  250 gp 
  100 lb. 
   
  Wagon, covered (1-4) 
  60 gp 
  550 lb. 
  VEHICLES (WATERBORNE) 
  Cargo 
   
   
  Damage 
   Item 
  Cost 
  Speed 
  Crew 
  Passengers 
  (tons) 
  AC 
  HP 
  Threshold 
  Canoe 
  50 gp 
  2 mph 
  1 
  6 
  — 
  11 
  50 
  — 
  Galley, palatial 
  350,000 gp 
  3 mph 
  120 
  300 
  30 
  15 
  800 
  20 
  Galley, ironclad 
  50,000 gp 
  3 mph 
  90 
  — 
  120 
  19 
  550 
  20 
  Galley, war 
  30,000 gp 
  4 mph 
  80 
  — 
  150 
  15 
  500 
  20 
  Keelboat, barge 
  3,000 gp 
  1 mph 
  1 
  6 
  1/2 
  15 
  100 
  10 
  Keelboat, cabined 
  4,500 gp 
  1 mph 
  1 
  10 
  1 
  15 
  110 
  10 
  Longship, karvi 
  6,000 gp 
  3 mph 
  16 
  60 
  15 
  15 
  120 
  15 
  Longship, snekkja 
  10,000 gp 
  3 mph 
  40 
  150 
  20 
  15 
  300 
  15 
  Longship, skeid 
  25,000 gp 
  3½ mph 
  60 
  180 
  35 
  15 
  450 
  15 
  Raft 
  5 sp 
  1/2 mph 
  1 
  3 
  — 
  11 
  10 
  — 
  Rowboat 
  50 gp 
  1½ mph 
  1 
  3 
  — 
  11 
  50 
  — 
  Sailing ship, caravel 
  10,000 gp 
  3 mph 
  20 
  20 
  100 
  15 
  300 
  15 
  Sailing ship, cog 
  8,000 gp 
  2 mph 
  15 
  15 
  60 
  15 
  220 
  15 
  Sailing ship, hulk 
  55,000 gp 
  1½ mph 
  55 
  300 
  350 
  15 
  900 
  20 
  Warship, carrack 
  25,000 gp 
  2½ mph 
  60 
  60 
  200 
  15 
  500 
  20 
  Warship, xebec 
  17,000 gp 
  3½ mph 
  30 
  30 
  100 
  15 
  300 
  15 
   
  DESCRIPTIONS 
  Vehicles are described below. 
  Canoe. A lightweight passenger boat, sometimes 
  carved from a single tree trunk. While fast and agile, 
  a canoe’s hull is too narrow to be stable on the open 
  sea in any conditions worse than calm waters. 
  Carriage. An animal-drawn, wheeled conveyance 
  designed for passenger use rather than utility. A 
  carriage, or “coach,” is typically drawn by two or 
  four horses, but can be pulled by a single beast. A 
  driver usually sits on a front-mounted exterior bench. 
  A carriage comfortably seats four passengers. 
  Carriage, Grand. A larger version of a carriage, 
  built with expensive materials and crafting designed to 
  show wealth and status. A grand coach is typically 
  drawn by four, six, or eight horses. A driver or two 
  typically rides on a front-mounted bench and a set of 
  hand- and foot-holds allow a pair of attendants or 
  soldiers to ride on the back. A grand carriage 
  comfortably seats six passengers. 
  Chariot, Heavy. A heavy conveyance is drawn by 
  two or four animals, usually horses. Up to three riders 
  stand on a rolling platform, it’s short front and side 
  walls sheltering them from the waist down. 
  Chariot, Light. This light conveyance is drawn by 
  a single animal, usually a horse. A single rider stands 
  on the rolling platform, sheltered from the waist down 
  by the chariot’s front and side walls. 
  Galley (any). This long, slender warship is 
  propelled mainly by rowing, but it has masts and can 
  travel under sail. 
  Galley, Palatial. This grand galley is designed for 
  pleasure cruising. Rather than the tools of war, it 
  contains a host of amenities suitable for  
  
   
  103 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  Galley, Ironclad. An ironclad galley is a slower-
  moving war galley that has sheets of metal to protect 
  the hull from attacks. Despite the name, these armored 
  sheets are made of copper alloys or other metals that 
  can survive exposure to the sea, rather than iron. 
  Galley, War. A war galley has a ram and several 
  mounting points for siege engines. 
  Keelboat, Barge. A keelboat is a flat-bottomed 
  vessel designed for river work in shallow water. The 
  boat can be propelled by oars but is more often poled. 
  Keelboats typically carry cargo, but they are often 
  used as ferries for short crossings. 
  Keelboat, Cabined. This large keelboat has a 
  single-room cabin in its center. The cabin can provide 
  shelter to the crew or to passengers. 
  Longship (any). This vessel is a long, low ship 
  used for trade and commerce as well as warfare. The 
  ship is propelled by a single, large sail or by oars. 
  When used as a warship, the warriors typically mount 
  their shields along the gunnels of both sides of the 
  vessel to provide additional protection and to 
  intimidate foes. The tall prows and aft ends of 
  longships were often carved as the heads of dragons 
  or other ferocious beasts. 
  Longship, Karvi. This small, broad longship is 
  typically used within sight of the shore. Its shallow 
  draft makes it ideal for fishing and other types of in-
  shore work. 
  Longship, Snekkja. The longship is large enough 
  for significant military operations, yet still small 
  enough that the crew can haul it out of the water, 
  dragging it onto a beach. This means makes snekkja 
  ideal for raiding, landing in places without ports and 
  disgorging large numbers of warriors. 
  Longship, Skeid. The skeid is the largest version 
  of the longship, too large for the crew to haul out of 
  the water. Such vessels are used for long-range 
  exploration and large-scale warfare. 
  Raft. Rafts are flat planes of floating material, 
  square or rectangular in shape. They are typically 
  crafted of logs using primitive construction methods. 
  A raft can be built with a short mast to allow 
  propulsion by sail. Otherwise, rafts are rowed with 
  oars or poled for propulsion.  
  Rowboat. A small wooden boat fitted with four 
  oars. Rowboats are used for fishing or utility work, in-
  shore travel, or as ship’s boats for larger watercraft. 
  Sailing Ship, Caravel. A caravel is a small, highly 
  maneuverable ship. It is ideal for in-shore work or 
  fishing, but is also safe and capable travelling away 
  from shore. 
  Sailing Ship, Cog. Cogs are round, single-masted 
  sailing ships. Primitive in design, cogs are still used 
  for their reliability and ease of construction. 
  Sailing Ship, Hulk. This massive, slow sailing 
  ship can carry a staggering amount of cargo. Hulks 
  have many uses based on their huge size, including 
  being used as floating prisons during wartime. 
  Sled. A flat, narrow conveyance with a smooth 
  bottom or borne on a pair of smooth runners. Sleds are 
  designed to be drug across low-friction surfaces like 
  snow. Sleds typically have no side or top and are used 
  to carry cargo. 
  Sled, Dog. This lightweight sled is designed for a 
  pilot and no more than a single passenger. Its long, 
  slender frame is typically drawn by a dozen sled dogs. 
  Dog sleds usually have a single lead dog ahead of a 
  series of paired sled dogs. 
  Sleigh. A sleigh is a sort of a sled, designed to 
  carry passengers like a carriage. It usually has 
  pronounced runners. 
  Trap. A trap is a two-wheeled passenger cart 
  designed to carry one or two passengers. A trap’s 
  large wheels, light construction, and high position 
  make it ideal for speed. 
  Wagon. A wagon is a, open-topped, four-wheeled 
  vehicle typically drawn by two or four animals. It has 
  an excellent cargo capacity and is employed in several 
  utility roles. 
  Wagon, Covered. The covered version of a wagon 
  has walls and a roof. It is sometimes furnished 
  amenities sufficient for use as a residence. Primitive 
  covered wagons simply stretch a canvas cover over a 
  set of raised bars, forming walls and a roof over what 
  would otherwise be a large open-topped wagon. 
  Warship, Carrack. An evolution of the cog, this 
  wide, stable warship is very versatile. It is both 
  durable in battle and can carry a large amount of 
  cargo. 
  Warship, Xebec. This small warship is an 
  evolution of the war galley, more dependent on sails 
  than oars, with larger masts and more complex sails
   
   
  
   
  104 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  PART 3: EXOTIC LISTS
  This Part includes several “exotic” lists of equipment, 
  lists that a DM can specifically adopt to flavor her 
  campaign. 
   
  INCLUDING EXOTIC LISTS 
  If a DM wants to include one or more exotic lists, refer 
  to these suggested guidelines for implementation. 
   
   
  RESTRICTED ACCESS! 
  These items are not native to traditional Eurocentric 
  medieval fantasy settings. As such, this Part is not 
  intended for general use without the DM’s explicit 
  permission! 
  A DM should only allow access to one or more 
  of these exotic equipment lists if they fit her 
  campaign’s unique style or if her campaign is 
  particularly cosmopolitan, with a broad mix of 
  cultures and technologies. 
   
   
  IMPLEMENTING EXOTIC LISTS 
  Generally, there are two distinct ways to blend exotic 
  equipment lists into a campaign. But nothing in these 
  examples is intended to discourage a DM from 
  forbidding everything initially and later adding small 
  bits of various exotic lists, piecemeal and at various 
  points far into the campaign. The concept of exotic 
  lists was created to make it easier on DMs when 
  announcing to their players which items they approve 
  of in their games, not to create the impression that any 
  given list should be adopted whole-cloth. 
   
  OPTION ONE: A TOUCH OF FLAVOR 
  The first suggested way to implement exotic lists is the 
  limited approach; the DM decides she wants to include 
  a small amount of non-traditional flavor in her 
  campaign in the form of one or two of these exotic 
  lists. 
  For example, the DM sets her campaign in a 
  medieval “European-esque” land. She decides that 
  firearms are not a normal part of her campaign world, 
  but that dwarves in the northern mountains have 
  invented gunpowder and use firearms as part of their 
  tools of warfare. The DM decides to include the 
  firearms exotic list in her campaign. She might also set 
  some other parameters to enforce the rarity and 
  expense of these items, not wanting them to fall into 
  the players’ hands right away. 
   
   
  The class-and-background system for starting 
  equipment locks in a standard array of gear. This 
  option allows other, new equipment to be selected 
  instead, not just exotic gear from this Part. 
   
  VARIANT: ITEM SWAPS 
  When a character is created, she can replace any 
  item given by her class or background with another 
  item of the same “type” with equal or lower value. 
  This rule requires the swapped item to be of the 
  same type, according to the guidelines below, so 
  that the character’s starting equipment package 
  remains well-rounded. 
  ❖ Armor cannot swap between categories (light, 
  medium, heavy, or shields). A character with a 
  Strength less than 13 might want to swap a suit 
  of chain mail for ring mail; this works since 
  both are in the heavy category, and the new suit 
  is no more expensive than the original. 
   
  ❖ Weapons cannot swap between the martial and 
  simple categories, nor between the ranged and 
  melee designations. A longbow could be 
  swapped for a heavy crossbow since both 
  weapons are martial and ranged, and the new 
  weapon is no more expensive than the original. 
   
  ❖ Other items should adhere to the function or 
  concept of their original types; equipment 
  packs can be swapped for equipment packs, 
  musical instruments for musical instruments, 
  and so on. Others can only be swapped with the 
  DM’s guidance. 
   
  
   
  105 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
   
  OPTION TWO: A COSMOPOLITAN REALM 
  The second suggested way to implement exotic lists is 
  the simplest; the DM simply decides that all exotic 
  equipment is fair game, even if some of it is foreign to 
  the place where the campaign begins. 
  This is appropriate in campaigns were travel has 
  become safe and inexpensive, and much of the world 
  has been explored by civilized societies. Markets are 
  filled with the goods of faraway lands, and exotic 
  peoples mix on the streets of even small cities. 
  Allowing all (or most) of the exotic lists is especially 
  appropriate to campaigns where magical travel is 
  prominent; perhaps the characters are based out of a 
  huge city that lies in the center of the multiverse, with 
  doors leading to each of the various planes. 
   
  OPTION THREE: NATIVE LIST 
  Two of the exotic lists in this Part (Adventures in the 
  Orient and Village Market) are designed to serve as 
  “native” lists. A native list can replace some of the 
  normal equipment options available, or it can be used 
  like any other exotic list. 
  When using a native list, characters built with the 
  class-and-background method for starting equipment 
  must employ the variant Item Swaps rule in the sidebar 
  above to trade starting armor and weapons for items 
  from these lists. 
   
  ACCESSING EXOTIC LISTS 
  Once the DM decides she wants one or more exotic 
  lists in her campaign, the next question to answer is 
  how the equipment will get into players’ hands. This 
  section describes how the DM can include exotic 
  equipment while still limiting characters’ access to it. 
   
  CHARACTER CREATION 
  The default assumption is that players can purchase 
  equipment from any exotic lists designated by the DM. 
  In this case, players who choose the class-and-
  background method to generate starting gear can make 
  use of the variant Item Swaps rule described above. 
  However, the DM might want to say that starting 
  characters don’t have access to exotic gear. This is 
  particularly appropriate if the DM drops in an exotic 
  equipment list after the campaign is underway. 
  Perhaps the characters encounter an advanced enclave  
   
   
  VARIANT:  
  EXOTIC WEAPON PROFICIENCY 
  With this optional rule in play, characters may not 
  normally apply their proficiency bonuses to attacks 
  with weapons from the exotic equipment lists. 
  Although these weapons are categorized as 
  “simple” and “martial,” and although there is a 
  chart at the end of Part 1 that would otherwise apply 
  some new proficiencies by race and class, the 
  foreign nature of these new weapons makes them 
  awkward and unfamiliar. This optional rule is only 
  appropriate where the DM wants players to 
  encounter various exotic weapons but does not 
  want them to adopt such weapons wholesale. 
  To gain proficiency with exotic weapons, a 
  character must do one of two things. First, 
  acquiring the weapon master feat allows a character 
  to become proficient with four weapons. These four 
  may include simple and martial weapons from any 
  designated exotic equipment lists, so long as the 
  character has possession of (can practice with) each 
  such weapon. 
  The second way to gain proficiency with exotic 
  weapons is to learn from a trainer. (See the 
  downtime activity rules in the Player’s Handbook, 
  page 187.) Training an exotic weapon takes 100 
  days of downtime. The character must already be 
  proficient with all weapons of that category (simple 
  or martial) or the exotic weapon must appear on the 
  appropriate line of the class or race proficiencies 
  tables at the end of Part 1: Armaments. 
  For example, a wizard wishes to become 
  proficient with the teppoyumi. This weapon 
  appears on the wizard line of the Class 
  Proficiencies chart; except when using this special 
  rule, the wizard would already be proficient with it. 
  This means the wizard can become proficient using 
  the training system. 
  A character cannot use training to become 
  proficient with an exotic weapon that is not in a 
  category she has full access to (simple or martial) 
  or does not appear on the Class Proficiencies table. 
  This system is not intended allow proficiency 
  additions that are beyond the normal reach of each 
  class.  
   
  
   
  106 | TH E CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  of rock gnomes that has developed fantastical flying 
  machines; now the players have new options to 
  acquire that they didn’t have starting out. 
   
  PROFICIENCY 
  By default, characters proficient with armor of various 
  categories are automatically proficient with exotic 
  armor of the same categories. At the DM’s discretion, 
  this might not also be true of proficiency with exotic 
  weapons. The DM might choose this approach for 
  settings were the new weapons are available but 
  remain culturally foreign. 
  In this case, consider using the new rule variant 
  for exotic weapon proficiency described in the sidebar. 
   
  COSTS 
  Another way the DM can control access to exotic 
  equipment is to alter the prices. The listed costs 
  assume that the gear is relatively accessible at market. 
  For increased rarity (decreased availability) simply 
  increase the prices to double, triple, or higher their 
  stated values. 
   
  EXOTIC LISTS 
  Where an exotic list introduces a weapons chart, a 
  parenthetical weapon name following a new weapon 
  indicate that the new weapon is identical to that 
  parenthetical weapon, and uses the same special rules. 
   
  ADVENTURES IN THE ORIENT 
  This exotic list provides rules for an East Asian 
  themed campaign setting. 
   
  CULTURAL INFLUENCE 
  Unlike prior editions of Dungeons & Dragons’ 
  Oriental Adventures, this selection is based almost 
  entirely on real-world Japanese culture in the feudal 
  era. The influences from Chinese, Korean, Indian, and 
  Southeast Asian cultures are much diminished 
  compared to earlier editions. 
  If the DM wishes to use a different culture as the 
  primary influence for her campaign, most of the 
  equipment here can be translated into differently-
  named gear with the same functionality. Page 41 of the 
  Dungeon Master’s Guide charts alternate names for 
  Chinese and Japanese versions of the same weapons. 
  This is an excellent starting point. The Internet is 
  likewise a valuable source for equivalent names 
  relative to different cultures. 
   
  NATIVE LIST 
  For this option, the array of armor and weapons in this 
  list replaces the standard armor and weapons lists. 
  Except for musical instruments, all other types of 
  equipment are available in a campaign using this as a 
  native list. These standard options occasionally differ 
  in that their appearance, composition, or theme will 
  match this setting instead. For example, rations may 
  include significant quantities of rice instead of 
  hardtack or bread. 
  For additional exotic list options, the “early” 
  segment of the Firearms exotic list is particularly 
  suitable to an Oriental Adventures campaign type, 
  adding the bajozutsu (handgonne), bo-hiya (fire 
  lance), tanegashima (arquebus), and other equipment. 
   
  WEAPON NAMES 
  Some weapons are noted with parenthetical names or 
  descriptors. Where a noted name corresponds to a 
  standard weapon listed in Part 1: Armaments, the new 
  weapon may substitute for that standard version in any 
  meaningful way. 
  For example, the shillelagh spell works on a bo or 
  hanbo as well as it does on a quarterstaff or club. Such 
  weapons use the same rules and descriptions provided 
  for the standard equivalents. 
   
  DESCRIPTIONS 
  Adventures in the Orient item descriptions are 
  provided below. These cover armor, weapons, and 
  musical instruments. 
  Ashigaru. This traditional lightweight armor is 
  employed primarily by conscripted peasants or 
  auxiliary soldiers. Ashigaru is a “full” traditional suit 
  of armor because it includes a helmet with face cover 
  plus sleeve, shin, and thigh protectors. 
  Bokken. This wooden practice sword can be used 
  as a fearsome weapon in its own right. 
  Chain Coat. A hauberk of light chainmail that 
  fastens up the front, typically without head protection. 
   
  
   
  107 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  ARMOR (ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Armor Class (AC) 
  Strength 
  Stealth 
  Weight 
  Light Armor 
   
   
   
   
   
     Quilted coat 
  5 gp 
  11 + Dex modifier 
  — 
  Disadvantage 
  8 lb. 
     Manchira 
  10 gp 
  11 + Dex modifier 
  — 
  — 
  10 lb. 
     Ashigaru 
  40 gp 
  12 + Dex modifier 
  — 
  Disadvantage  
  15 lb. 
     Nerigawa kozane 
  55 gp 
  12 + Dex modifier 
  — 
  — 
  13 lb. 
  Medium Armor 
   
   
   
   
   
     Dhenuka 
  20 gp 
  12 + Dex modifier (max 2) 
  — 
  Disadvantage 
  15 lb. 
     Kikko 
  35 gp 
  13 + Dex modifier (max 2) 
  — 
  Disadvantage 
  35 lb. 
     Chain coat 
  50 gp 
  13 + Dex modifier (max 2) 
  — 
  — 
  20 lb. 
     Kozane 
  60 gp 
  14 + Dex modifier (max 2) 
  — 
  Disadvantage 
  45 lb. 
     Hotoke 
  300 gp 
  14 + Dex modifier (max 2) 
  — 
  — 
  20 lb. 
     Do-maru 
  850 gp 
  15 + Dex modifier (max 2) 
  — 
  Disadvantage 
  35 lb. 
  Heavy Armor 
   
   
   
   
   
     Tanko 
  25 gp 
  14 
  — 
  — 
  30 lb. 
     Kusari 
  55 gp 
  15 
  — 
  Disadvantage 
  40 lb. 
     Lamellar coat 
  175 gp 
  16 
  Str 13 
  Disadvantage 
  45 lb. 
     Haramaki 
  600 gp 
  17 
  Str 15 
  Disadvantage 
  55 lb. 
     O-yoroi 
  1,200 gp 
  18 
  Str 15 
  Disadvantage 
  60 lb. 
  Shields 
   
   
   
   
   
     Shield 
  10 gp 
  +2 
  — 
  — 
  6 lb. 
  Additions 
   
   
   
   
   
     Dastana 
  10 gp 
  +1 
  — 
  — 
  3 lb. 
     Hoshi 
  10 gp 
  — 
  — 
  — 
  2 lb. 
     Sangu 
  12 gp 
  — 
  — 
  Disadvantage 
  5 lb. 
   
  Chainmail Egawa. An egawa is a padded 
  undershirt often worn beneath clothing or other 
  armor. This version is reinforced with lightweight 
  chainmail. 
  Chakram. This flat metal disk has a razor-sharp 
  edge around its entire circumference. Used for 
  throwing, the aerodynamic shape makes this a potent 
  ranged weapon in close quarters. 
  Chijiriki. Not to be confused with the blunt-
  handled “chigiriki” (morning star), this weapon has a 
  slightly longer shaft with a spear tip at one end. A 
  chain connects the other end to a spiked weight. 
  Dastana. These very heavy bracers cover the 
  forearms and the back of the hands. 
  When worn with a suit of light armor, these 
  improve your Armor Class by 1 point. Though very 
  protective, dastana are also stiff and constraining. 
  While wearing them, your Dexterity modifier’s bonus 
  to your Armor Class has a maximum of +2. 
  Deer Horn Knife. This is a short, crescent piece 
  with a handle in the middle. The crescent prongs point 
  away from the wielder. A second crescent, prongs 
  pointed back toward the wielder, overlaps the first. 
  The back of the outer crescent, and the crisscrossed 
  crescent tips, are bladed. 
  If wielded as a pair, the user is considered to be 
  using two defensive weapons. Wielded singly, the 
  defensive property does not apply. 
  Dhenuka. Made from the hide of particularly-
  armored beasts, this suit provides significant 
  protection while allowing the wearer to retain agility 
  and mobility. 
  Do-Maru. This constitutes a portion of a full suit 
  of o-yoroi, the “great armor,” particularly minus the 
  heavy shoulder pieces and with a lighter helmet. The 
  design intends to allow the wearer a greater range of 
  movement, particularly in the upper body. 
  Fukimibari. This collection of tiny, weighted 
  needles is held in the mouth until used. Only one 
  
   
  108 | TH E CO MP RE HEN SI VE EQ UI P ME NT  M AN UA L 
   
  collection can be loaded in the mouth at a time. When 
  using the Attack action, the wielder spits the needles 
  as one attack against an opponent within 5 feet. This is 
  done by curling the tongue around the needles in a tube 
  shape and blowing a short, sharp breath to project the 
  needles. The needles can stick into exposed flesh, 
  providing a distraction. No attack roll is required. The 
  target must make a DC 10 Constitution saving throw 
  or suffer disadvantage on attacks and ability checks 
  until the end of her next turn due to the distraction. The 
  target has advantage on this saving throw if wearing 
  medium or heavy armor. The needles are not large 
  enough for the “attack” to inflict any kind of damage, 
  nor are fukimibari suited to the delivery of poisons. 
  Constructs, oozes, plants, and undead are immune to 
  the distracting effect of fukimibari. 
  Haramaki. A series of medium-size lacquered 
  plates, interlocking in a suit that covers the torso, tying 
  in the back. 
  Hichiriki. The pitch of this double-reed flute is 
  controlled with mouth positioning, allowing a variety 
  of bended notes. 
  Horagai. A large conch shell with a metal 
  mouthpiece, this instrument is used like a trumpet. 
  Hoshi. This heavy, elaborate helmet flares widely 
  at the back to protect the neck and parts of the 
  shoulders. A fearsome mask protects the face and tall 
  protrusions, 
  or 
  ornamentations 
  complete 
  the 
  intimidating appearance. 
  Wearing a hoshi helmet grants immunity to the 
  special mechanics of saps and garrotes. It provides a 
  +1 bonus to the wearer’s Charisma (Intimidation) 
  checks but gives the wearer’s Wisdom (Perception) 
  checks disadvantage. 
  Hotchiku. This long flute is made from a single 
  piece of heavy bamboo, collected from the root-end of 
  the stalk. 
  The size and shape of the instrument allow it to be 
  used as a club. 
  Hotoke. A solid breastplate and back plate, 
  typically jointed on one side and tied closed along the 
  other. A hotoke is made of sturdy lacquered metal. 
  Hyoshigi. These two wooden clappers are 
  connected by a thin ornamental rope. The clappers 
  produce a cracking sound, evoked in a varying tempo. 
  Jitte. A metal rod tapering to a dull point, with 
  one curved prong curving forward from the handle. 
  Johyo. This heavy dart is attached to the end of a 
  15-foot lightweight rope. 
  This can be swung to make melee attacks against 
  foes within five feet or it can be thrown up to 15 feet. 
  When thrown, the wielder keeps ahold of the end of 
  the rope, and can use a bonus action to whip the dart 
  back into the hand after a throw.  
  Kakute. These rings each have two or three sharp, 
  sturdy spikes. They are worn in sets. 
  Kangura Suzu. Fifteen bells of various sizes are 
  hung by coiled brass wires in three tiers. The shapes 
  of the bells are thought to take their inspiration from 
  the fruits of the ogatama tree. 
  Kikko. Kikko armor consists of small hexagonal 
  plates connected by metal links and sewn over a 
  canvas suit. 
  Kokiriki. An idiophone percussion instrument 
  with small wooden blades connected by a rope. It often 
  has handles at the ends. By waving the instrument, the 
  strips collide to produce a percussive rhythm. 
  Kozane. An armored cuirass and leggings made 
  of lacquered scales, tied together into a coherent 
  protective material. 
  Kusari. A heavy chainmail suit consisting of a 
  robe or long hauberk extending below the knees and 
  cinched with a belt, plus a broad hood to protect the 
  head, neck, and shoulders. 
   
   
   
  
   
  109 | TH E CO MPR EH ENS I VE EQ UI P ME NT  M AN UA L 
   
  WEAPON-LIKE DEVICES (ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Fukimibari (mouth darts) 
  4 cp 
  — 
  — 
  Special 
  Kakute (spiked rings) 
  3 gp 
  — 
  1/2 lb. 
  Unarmed (P) 
  Nekote (finger blades) 
  5 gp 
  — 
  1/2 lb. 
  Unarmed (S) 
  Shimegoroshi (Garrote) 
  1 gp 
  — 
  1/2 lb. 
  Special, two-handed 
  Tekko (knuckle weights) 
  2 gp 
  — 
  1/2 lb. 
  Unarmed (B) 
  Kusarigama. This is a sickle-like weapon with a 
  straight, perpendicular blade. A length of chain 
  connects the bottom of the handle to a heavy weight. 
  The alternate (S) weapon property can only be used 
  against targets within 5 feet. 
  Kyoketsushoge. This is a large dagger with an 
  additional hooked blade. A length of rope connects the 
  bottom of the handle to a weighted ring. 
  This weapon has a reach of 15 feet. Stowing a 
  kyoketsushoge is a timely process of coiling, taking an 
  action and requiring both hands. 
  Because of the time required to draw back the 
  entire length of the cord for another attack, you can 
  attack only once with this weapon when you use an 
  action, bonus action, or reaction, regardless of the 
  number of attacks you can normally make. This 
  restriction does not apply when using the alternate (P) 
  weapon property. The alternate (P) weapon property 
  can only be used against targets within 5 feet. 
  If used as a double weapon, the primary end of the 
  weapon can attack only once when you use an action, 
  bonus action, or reaction, regardless of the number of 
  attacks you can normally make. 
  SIMPLE MELEE WEAPONS (ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Ararebo (Mace) 
  5 gp 
  1d6 bludgeoning 
  4 lb. 
  — 
  Bo (Quarterstaff) 
  2 sp 
  1d6 bludgeoning 
  4 lb. 
  Versatile (1d8) 
  Deer horn knife 
  3 gp 
  1d3 slashing 
  1 lb. 
  Finesse, light, special 
  Hanbo (Club) 
  1 sp 
  1d4 bludgeoning 
  2 lb. 
  Light 
  Jitte 
  6 gp 
  1d3 bludgeoning 
  2 lb. 
  Disarming, light 
  Kaiken (Dagger) 
  2 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, thrown (20/60) 
  Kama (Sickle) 
  1 gp 
  1d4 slashing 
  2 lb. 
  Light 
  Kanabo (Greatclub) 
  2 sp 
  1d8 bludgeoning 
  10 lb. 
  Two-handed 
  Kidzuchi (Light hammer) 
  2 gp 
  1d4 bludgeoning 
  2 lb. 
  Light, thrown (20/60) 
  Kohachiwari (Light pick) 
  2 gp 
  1d6 piercing 
  2 lb. 
  Light 
  Nata (Hatchet) 
  2 gp 
  1d4 slashing 
  2 lb. 
  Light, thrown (20/60) 
  Nunchaku 
  1 gp 
  1d4 bludgeoning 
  2 lb. 
  Finesse, light 
  Ono (Handaxe) 
  5 gp 
  1d6 slashing 
  2 lb. 
  Thrown (20/60) 
  Otanto 
  25 gp 
  1d4 slashing 
  1½ lb. 
  Fine, light 
  Sai 
  10 gp 
  1d3 bludgeoning 
  2 lb. 
  Disarming, defensive, light 
  Sansetsukon (sectional staff) 
  4 gp 
  1d8 bludgeoning 
  3 lb. 
  Reach, tripping, two-handed 
  Siangham 
  4 sp 
  1d4 piercing 
  2 lb. 
  Light 
  Tessen (iron fan) 
  4 gp 
  1d3 bludgeoning 
  2 lb. 
  Defensive, light 
  Tonfa 
  1 gp 
  1d3 bludgeoning 
  2 lb. 
  Finesse, light, special 
  Uchine (Javelin) 
  5 sp 
  1d6 piercing 
  2 lb. 
  Thrown (30/120) 
  Yari (Spear) 
  1 gp 
  1d6 piercing 
  3 lb. 
  Thrown (20/60), versatile (1d8) 
  Yawara (short handle) 
  2 cp 
  1d2 bludgeoning 
  1/4 lb. 
  — 
   
  
   
  110 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  Lajatang. A short polearm with two crescent 
  shaped blades affixed perpendicularly to each end, 
  tips pointed away from the haft. 
  Lamellar Coat. A common type of armor, the 
  lamellar coat consists of bronze or iron plates laced 
  into horizontal rows and reinforced with leather 
  backing. 
  Manchira. The manchira includes multiple pieces 
  of protective material, typically worn under a normal 
  suit of armor to cover the gaps and provide padding. 
  The materials used are not as protective as a separate 
  sangu. When worn alone, a manchira provides a 
  minor degree of protection against attacks. 
  Manrikigusari. A short chain with a small weight 
  at each end. 
  Meteor Hammer. A medium chain with large, 
  heavy weights at each end. 
  Mokugyo. This instrument is shaped like a hollow 
  fish, typically crafted of wood, with a pronounced 
  ridge running the length of the upper body. A small 
  mallet produces different notes by striking different 
  points along the ridge. 
  Mukkuri. An idiophone that produces a humming 
  sound punctuated by a pulled or plucked string 
  attached to the vibrating reed. 
  Nekode. Not to be confused with the smaller 
  “nekote” (finger spikes), this banded glove has 
  several short, firm spikes that protrude from the palm, 
  allowing the wearer to make clawing attacks. 
  If worn in a pair, the user has advantage on 
  Strength (Athletics) checks to climb trees. A nekode 
  takes one action to put on or remove. It cannot be 
  disarmed. 
  Nekote. These “finger claws” are not to be 
  confused with the larger “nekode” (hand claws). 
  These small caps fit over the end of each finger with a 
  sharp, curved claw on each cap. 
  Nerigawa Kozane. A supple set of treated leather 
  scales, riveted together to provide a flexible protective 
  suit. 
   
  SIMPLE RANGED WEAPONS (ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Hankyu (Shortbow) 
  25 gp 
  1d6 piercing 
  2 lb. 
  Ammunition (80/320), two-handed 
  Hankyu, composite 
  125 gp 
  1d6 piercing 
  3 lb. 
  Ammunition (100/400), special, two- 
     handed 
  Jisho (Sling) 
  1 sp 
  1d4 bludgeoning 
  — 
  Ammunition (30/120) 
  Kunai (Throwing dagger) 
  4 sp 
  1d4 piercing 
  1/2 lb. 
  Finesse, special, thrown (20/60) 
  Shuriken (Dart) 
  5 cp 
  1d4 piercing 
  1/4 lb. 
  Finesse, special, thrown (20/60) 
  Shuriken, light 
  6 cp 
  1d3 piercing 
  1/8 lb. 
  Finesse, special, thrown (10/30) 
  Teppoyumi (Light  
     crossbow) 
  25 gp 
  1d8 piercing 
  5 lb. 
  Ammunition (80/320), loading, special, two- 
     handed 
  Teppoyumi, repeating 
  125 gp 
  1d8 piercing 
  7 lb. 
  Ammunition (40/160), loading, special, two- 
     handed 
   
  Nunchaku. Two handles of wood or metal, 
  connected by a chain or cord. 
  Otanto. A large dagger of exceptional quality 
  with a single cutting edge. 
  Otsuzumi. An hourglass-shaped drum, typically 
  used in theater and folk music. 
  O-Yoroi. A complex suit of lacquered metal 
  pieces, this armor is both ceremonial and functional. 
  It provides exceptional protection in all areas. 
  Padded Egawa. An egawa is a padded undershirt 
  often worn beneath clothing other armor. Some 
  versions are reinforced with other materials. 
  Polearm, Getsugasan. A short polearm with a 
  crescent shaped blade affixed perpendicularly to one 
  end, tips pointed away from the haft. The other end has 
  a broad, flat, shove-shaped blade. 
  Polearm, Kumade. A long pole with a trio of 
  hooks at the end, like a claw. This weapon is often used 
  in covert activities. When the hooks are attached to the 
  top of a wall no more than 15 feet high, the pole can 
  be climbed like a rope. 
  Polearm, Naginata. An iconic weapon, this pole 
  is topped by a short, high-quality blade with a single 
  slashing edge. 
  
   
  111 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  MARTIAL MELEE WEAPONS (PART 1, ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Ararebo, heavy 
  7 gp 
  1d8 bludgeoning 
  6 lb. 
  — 
  Bokken (practice sword) 
  2 gp 
  1d6 bludgeoning 
  2 lb. 
  Versatile (1d8) 
  Chigiriki (Morningstar) 
  15 gp 
  1d8 piercing 
  4 lb. 
  — 
  Chijiriki (javelin and chain) 
  18 gp 
  1d6 piercing 
  3 lb. 
  Alternate (B), disarming, reach, two- 
     handed 
  Daiono (Waraxe) 
  20 gp 
  2d4 slashing 
  4 lb. 
  Deadly, heavy, versatile (2d5) 
  Daitsuchi (Great hammer) 
  25 gp 
  1d12 bludgeoning 
  7 lb. 
  Heavy, two-handed 
  Johyo (rope dart) 
  2 gp 
  1d4 piercing 
  3 lb. 
  Finesse, special, thrown (10/15), two- 
     handed 
  Kusarigama 
  6 gp 
  1d4 bludgeoning 
  4 lb. 
  Alternate (S), disarming, reach,  
     special, tripping, two-handed 
  Kuwa (Horseman’s war pick) 
  3 gp 
  1d6 piercing 
  1½ lb. 
  — 
  Kyoketsushoge 
  5 gp 
  1d4 bludgeoning 
  4 lb. 
  Alternate (P), disarming, reach,  
     special, tripping, two-handed 
  Magariyari (Trident) 
  5 gp 
  1d6 piercing 
  4 lb. 
  [Disarming], thrown (20/60),  
     versatile (1d8) 
  Magariyari, greater 
  12 gp 
  1d8 piercing 
  5 lb. 
  Thrown (15/45), versatile (1d10) 
  Manrikigusari (chain) 
  3 gp 
  1d5 bludgeoning 
  3 lb. 
  Disarming, reach, tripping 
  Masakari (Battleaxe) 
  10 gp 
  1d8 slashing 
  4 lb. 
  Versatile (1d10) 
  Meteor hammer 
  21 gp 
  1d8 bludgeoning 
  12 lb. 
  Heavy, reach, tripping, two-handed 
  Nekode 
  2 gp 
  1d3 piercing 
  1 lb. 
  Light, finesse, special 
  No-ono (Greataxe) 
  30 gp 
  1d12 slashing 
  7 lb. 
  Heavy, two-handed 
  Okuwa (Footman’s war pick) 
  5 gp 
  1d8 piercing 
  2 lb. 
  — 
  Otsuchi (Warhammer) 
  15 gp 
  1d8 bludgeoning 
  2 lb. 
  Versatile (1d10) 
  Polearm 
   
   
   
   
     Bisento (Glaive) 
  20 gp 
  1d10 slashing 
  6 lb. 
  Heavy, reach, two-handed 
     Getsugasan (monk’s spade) 
  25 gp 
  1d8 piercing 
  6 lb. 
  Alternate (S), heavy, reach, two- 
     handed 
     Jumonjiyari (Renseur) 
  10 gp 
  1d10 piercing 
  13 lb. 
  Heavy, reach, two-handed 
     Kamayari (Halberd) 
  20 gp 
  1d10 slashing 
  6 lb. 
  Heavy, reach, two-handed 
     Katakamayari (Guisarme) 
  12 gp 
  1d8 slashing 
  5 lb. 
  Heavy, reach, tripping, two-handed 
     Kumade (claw staff) 
  5 gp 
  1d4 slashing 
  5 lb. 
  Reach, tripping, two-handed 
     Lajatang 
  25 gp 
  1d8 slashing 
  4 lb. 
  Two-handed 
     Nagaeyari (Pike) 
  5 gp 
  1d10 piercing 
  18 lb. 
  Heavy, reach, two-handed 
     Naginata 
  100 gp 
  1d10+1 slashing 
  6 lb. 
  Alternate (P), fine, heavy, reach 
     Sasumata (spear fork) 
  8 gp 
  1d6 slashing 
  5 lb. 
  Reach, tripping, two-handed 
     Suyari (Longspear) 
  4 gp 
  1d10 piercing 
  9 lb. 
  Heavy, reach, thrown (10/30), two- 
     handed 
     Sodegarami (sleeve  
        tangler) 
  6 gp 
  1d4 piercing 
  5 lb. 
  Reach, special, two-handed 
     Tsukobu (pushing stave) 
  4 gp 
  1d6 bludgeoning 
  6 lb. 
  Reach, tripping, two-handed 
  Sang kauw 
  35 gp 
  1d8 piercing 
  4 lb. 
  Alternate (S), defensive, two-handed 
   
   
  
   
  112 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  MARTIAL MELEE WEAPONS (PART 2, ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Sword 
   
   
   
   
     Butterfly sword 
  10 gp 
  1d5 slashing 
  3 lb. 
  Defensive, light 
     Katana 
  100 gp 
  1d8 slashing 
  3 lb. 
  Fine, versatile (1d10) 
     Khanda (Broadsword) 
  12 gp 
  2d4 slashing 
  4 lb. 
  Versatile (2d5) 
     Kotsurugi (Rapier) 
  25 gp 
  1d8 piercing 
  2 lb. 
  Finesse 
     Liuyedao (Scimitar) 
  25 gp 
  1d6 slashing 
  3 lb. 
  Finesse, light 
     Nagamaki 
  75 gp 
  1d10 slashing 
  4 lb. 
  Fine, two-handed 
     Ninjaken (Shortsword) 
  10 gp 
  1d6 piercing 
  2 lb. 
  Finesse, light 
     Nodachi 
  125 gp 
  1d12 slashing 
  5 lb. 
  Fine, heavy, two-handed 
     Shang gou (claw sword) 
  18 gp 
  1d5 slashing 
  4 lb. 
  Defensive, disarming, heavy, light,  
     tripping 
     Shikomizue (sword staff) 
  25 gp 
  1d8 slashing 
  3 lb. 
  Special 
     Tachi (Longsword) 
  15 gp 
  1d8 slashing 
  3 lb. 
  Versatile (1d10) 
     Wakizashi 
  75 gp 
  1d6 slashing 
  2 lb. 
  Fine, light, versatile (1d8) 
     Zanbato (Greatsword) 
  50 gp 
  2d6 slashing 
  6 lb. 
  Heavy, two-handed 
  Tekkokagi (hand claws) 
  6 gp 
  1d3 slashing 
  2 lb. 
  Deadly, finesse, light, special 
  Tetsubo (Maul) 
  10 gp 
  2d6 bludgeoning 
  10 lb. 
  Heavy, two-handed 
  Umayari (Lance) 
   
   
   
   
     Combat 
  10 gp 
  1d12 piercing 
  6 lb. 
  Reach, special 
     Combat, light 
  8 gp 
  1d10 piercing 
  4 lb. 
  Reach, special 
     Great 
  35 gp 
  2d8 piercing 
  15 lb. 
  Reach, special 
   
  Polearm, Sasumata. A polearm used for 
  nonlethal restraint, the blunt crescent crosspiece is 
  used to deflect weapon attacks and hold attackers at 
  reach. 
  Polearm, Sodegarami. A polearm used for 
  nonlethal restraint, called a “sleeve tangler.” The 
  weapon’s barbs are designed to catch in the enemy’s 
  clothing. 
  Polearm, Tsukobu. A polearm used for nonlethal 
  restraint. A short, perpendicular bar sits atop the long 
  haft. 
  Quilted Coat. A thickly-padded coat stitched into 
  small quilt segments to keep the batting from settling 
  into the lower portions of the armor. 
  Ryuteki. A bamboo transverse flute, also called a 
  “dragon flute.” 
  Sai. A metal rod tapering to a dull point, with two 
  curved prongs curving forward from the handle. 
  Sang Kauw. A short-hafted weapon with a spear 
  point at each end. In the center of the haft is affixed a 
  crescent shaped blade, tips pointed away from the 
  haft. 
  Sangu. Sangu components supplement existing 
  armor by covering all the usual gaps. 
  These extra components particularly protect the 
  thighs, shins, arms, and their associated joints. 
  Wearing sangu gives you a +1 bonus to saving throws 
  against area spells and effects, like a dragon’s breath 
  weapon or a fireball spell. 
  Sansetsukon. This sectional weapon is the same 
  length as a traditional staff, but the haft is separated 
  into three or more individual components, each 
  connected by a very short chain or cord. 
  Sekkin. This lithophone consists of a small table 
  of flat stones, each of which produces a different note 
  when struck. 
  Sho. A set of over a dozen slender reed pipes set 
  in a metal base. This highly-traditional, intricate 
  instrument is said to imitate the call of the phoenix. 
  The reeds sound on the player’s inhaling breath as 
  well as exhaling. 
  Shuriken, Light. Light shuriken are small, 
  sharpened projectiles suitable for throwing. They are 
  often made from coins or similar scraps of metal. 
  
   
  113 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  Up to 6 light shuriken can be drawn as a single 
  interaction with the environment and held in one hand. 
  This allows characters with Extra Attack or similar 
  class features to throw multiple light shuriken in the 
  same turn without a separate action to draw each one. 
  Siangham. 
  This 
  simple 
  thrusting 
  weapon 
  resembles a metal arrow with a sharp head and a 
  handle instead of fletching at the base. 
  Sword, Butterfly. A butterfly sword is a short 
  weapon with a broad, slashing blade, about the length 
  of a human’s forearm. The handle is protected by a 
  half-circle guard. 
  Sword, Katana. A sword with a long handle and 
  a long, high-quality blade. The katana is traditionally 
  a weapon that represents the noble warrior caste; 
  commoners are forbidden to bear such weapons. 
  Sword, Nagamaki. A sword with a long, high-
  quality blade and a handle of equally long length. This 
  weapon is too long to wear sheathed; it is often rested 
  across the shoulder to carry sheathed. 
  Sword, Nodachi. A two-handed sword a very 
  high-quality blade. This weapon is traditionally used 
  in an anti-cavalry function; the weapon is long enough 
  to attack mounted soldiers from the ground and heavy 
  enough to cripple a horse. 
  MARTIAL RANGED WEAPONS (ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Chakram 
  5 gp 
  1d4 slashing 
  1 lb. 
  Finesse, thrown (30/90) 
  Daikyu (Longbow) 
  50 gp 
  1d8 piercing 
  2 lb. 
  Ammunition (150/600), heavy, two-handed 
  Daikyu, composite 
  125 gp 
  1d8 piercing 
  3 lb. 
  Ammunition (180/720), heavy, special, two- 
     handed 
  Fukiya (Blowgun) 
  10 gp 
  1 piercing 
  1 lb. 
  Ammunition (25/100), loading 
  Fukiya, greater 
  15 gp 
  1d2 piercing 
  2 lb. 
  Ammunition (30/120), loading 
  Koyumi (Hand crossbow) 
  75 gp 
  1d6 piercing 
  3 lb. 
  Ammunition (30/120), light, loading 
  Koyumi, repeating 
  375 gp 
  1d6 piercing 
  4 lb. 
  Ammunition (15/60), light, loading, special 
  Oyumi (Heavy crossbow) 
  50 gp 
  1d10 piercing 
  18 lb. 
  Ammunition (100/400), heavy, loading,  
     two-handed 
  Oyumi, repeating 
  250 gp 
  1d10 piercing 
  20 lb. 
  Ammunition (50/200), heavy, loading,  
     special, two-handed 
   
  Sword, Shang Gou (hook sword). This weapon is 
  the length of a traditional sword, but the end of the 
  blade is curved over into a sharp-pointed hook. An 
  outward-facing crescent is set over the handle to 
  guard the hand and to help blocking, trapping, and 
  slashing. Only the back of the blade, including the 
  outer edge of the hook, is sharpened. 
  Sword, Shikomizue. This covert weapon appears 
  to be nothing more than a staff until the handle is 
  separated from the haft, drawing forth a deadly sword 
  blade. 
  While the sword is sheathed, the weapon can be 
  used as a quarterstaff. Separated, the empty scabbard 
  can be used as a club and is often wielded in the 
  offhand. 
  Sword, Wakizashi. A sword with a long handle 
  and a short, high-quality blade. The wakizashi is 
  traditionally a weapon that represents the noble 
  warrior caste; commoners are forbidden to bear such 
  weapons, particularly when paired with a katana. 
  Tanko. This armor consists of untreated iron 
  plates bound together with leather thongs. This is the 
  name for the foot soldier’s version; when worn by 
  mounted soldiers, the armor is called “keiko.” 
  Taiko. A generic style of drum built in various 
  sizes and for various uses. 
  Tekko. A short handle with a rounded hand 
  guard. The hand guard has several knobby 
  protrusions for striking. 
  Tekkokagi. A set of long claws that attaches to the 
  back of the hand by way of a pair of oval-shaped grips. 
  This weapon requires an action to put on or remove. 
  Once on, the weapon cannot be disarmed. 
  Tessen. An iron fan, or war fan, comes in two 
  forms. One is a butterfly-shaped sheet of metal with a 
  handle underneath, used to deflect enemy attacks. The 
  
   
  114 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  other form is a true folding fan that has heavy iron 
  ridges and other components, allowing it to be used as 
  a defensive weapon. 
  The subtler version of a tessen costs twice the 
  listed price. It appears to be nothing more than an 
  ordinary fan, perhaps slightly oversized, unless the 
  item is handled or scrutinized from a very close 
  distance. 
  Tonfa. This short club has a perpendicular 
  handle near one end. If wielded as a pair, the user is 
  considered to be using two defensive weapons. 
  Wielded singly, the defensive property does not apply. 
  Tsuchibu. A flute made of baked clay, globular in 
  shape like an ocarina.  
  Yawara. This small, blunt handle extends no more 
  than an inch beyond the hand gripping it. The yawara 
  is used to enhance the user’s hand strikes. 
   
  TOOLS—MUSICAL INSTRUMENTS 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Hichiriki (double-reed flute) 
  3 gp 
  1 lb. 
   
  Mukkuri (bamboo idiophone) 
  2 gp 
  1/2 lb. 
  Horagai (conch shell horn) 
  20 gp 
  2 lb. 
   
  Otsuzumi (hand drum) 
  11 gp 
  2 lb. 
  Hotchiku (vertical bamboo flute) 
  1 gp 
  2 lb. 
   
  Ryuteki (transverse bamboo flute) 
  3 gp 
  1 lb. 
  Hyoshigi (wooden clappers) 
  4 gp 
  1 lb. 
   
  Sekkin (lithophone table) 
  20 gp 
  15 lb. 
  Kangura suzu (multi-tiered bells) 
  35 gp 
  8 lb. 
   
  Sho (multi-pipe mouth organ) 
  40 gp 
  1/2 lb. 
  Kokiriki (string of wooden blades) 
  7 gp 
  1 lb. 
   
  Taiko (great drum) 
  3 gp 
  4 lb. 
  Mokugyo (woodblock and striker) 
  8 gp 
  1 lb. 
   
  Tsuchibu (globular clay flute) 
  6 gp 
  1/2 lb. 
   
  AGE OF SAIL 
  This list brings tall sailing ships of various size, 
  suitable for advanced maritime campaigns. Such ships 
  historically bore a variety of cannons, so this list pairs 
  well with the (advanced) Firearms exotic list. 
   
  HISTORICAL NAMING 
  Naming conventions for ships are used quite loosely 
  in this section. The chart below is intended to show a 
  progression of ships, from largest to smallest. Vague 
  categories are applied, with regimented distinctions 
  between them, but historically these terms referred to 
  many variations and sizes of ship, some of them 
  interchangeably. Because of the variability in ship 
  design within each class, do not rely on this list as a 
  source for historically accurate ship types! 
   
  WATERBORNE VEHICLES 
  If you have proficiency with “vehicle (water),” you 
  can add your proficiency bonus to any check you make 
  to 
  control 
  waterborne 
  vehicles 
  in 
  difficult 
  circumstances. The normal operation of waterborne 
  vehicles does not require ability checks, but piloting 
  anything other than a launch also requires a crew of 
  trained sailors to manage. Ships sailing beyond sight 
  of the land also require that the driver or a crew 
  member can read charts and make use of navigator’s 
  tools. 
  The parenthetical number following the name of 
  each vehicle indicates the ship’s capacity for carrying 
  siege equipment. If the campaign setting does not 
  include the development of gunpowder, these indicate 
  the number of ballistae the ship can mount. If 
  gunpowder exists in the campaign, the number 
  indicates cannon mounts. Most of these weapons are 
  mounted in broadside position, half on each side of the 
  ship. The remainder (depending on the size of the 
  vessel) can be mounted at the prow or stern. 
   
  DESCRIPTIONS 
  Age of Sail vessel descriptions are provided below. 
  Ship of the Line (any). Men o’ war are large, 
  multi-deck ships capable of carrying hundreds of 
  people. They are built to project national power upon 
  the high seas. All ships of the line are built to sling a 
  staggering weight of cannon shot, slugging it out with 
  other ships of the line during fleet actions. 
  Unrated Ship (any). Unrated ships do not have 
  the military designates that determine the roles of navy 
  vessels. 
  Unrated Ship, Brig. A brig is a fast, square-sailed 
  ship. It requires a relatively large crew to operate. 
  
   
  115 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  Unrated Ship, Launch. A launch is a swift boat 
  with ten oars. Larger ships carry launches to ferry 
  passengers and equipment between the ship and the 
  shore. Launches also serve as life boats. 
  Unrated Ship, Lugger. A small sailing ship, 
  sometimes carried aboard larger ships and deployed 
  for scouting or actions in shallow waters. 
  Unrated Ship, Sloop. A very fast, versatile ship, 
  typically long and low on the water. 
  Warship (any). These frigates are built for war 
  with multiple decks. They are still small enough to be 
  moved by oars, but large enough to take place in major 
  engagements. In fleet actions, frigates serve the role of 
  support ships. 
   
  VEHICLES (WATERBORNE) 
  Cargo 
   
   
  Damage 
   Item 
  Cost 
  Speed 
  Crew 
  Passengers 
  (tons) 
  AC 
  HP 
  Threshold 
  Ship of the line 
   
   
   
   
   
   
   
   
     1st rate man o’ war (95) 
  320,000 gp 
  12 mph 
  400 
  200 
  150 
  15 
  850 
  20 
     2nd rate man o’ war (80) 
  200,000 gp 
  12 mph 
  300 
  150 
  135 
  15 
  750 
  20 
     3rd rate man o’ war (65) 
  125,000 gp 
  13 mph 
  200 
  100 
  120 
  15 
  650 
  20 
  Warship 
   
   
   
   
   
   
   
   
     4th rate frigate (50) 
  65,000 gp 
  13 mph 
  150 
  75 
  80 
  15 
  500 
  15 
     5th rate frigate (35) 
  35,000 gp 
  13 mph 
  120 
  60 
  65 
  15 
  400 
  15 
     6th rate frigate (20) 
  28,000 gp 
  13 mph 
  90 
  45 
  50 
  15 
  300 
  15 
  Unrated ship 
   
   
   
   
   
   
   
   
     Sloop (16) 
  30,000 gp 
  14 mph 
  30 
  65 
  75 
  15 
  120 
  12 
     Brig (14) 
  12,000 gp 
  13 mph 
  40 
  40 
  100 
  15 
  200 
  15 
     Lugger (1) 
  850 gp 
  10 mph 
  3 
  20 
  1/2 
  15 
  110 
  10 
     Launch (0) 
  180 gp 
  3 mph 
  11 
  1 
  1/2 
  12 
  85 
  — 
   
  DOUBLE WEAPONS 
  Double weapons appeared in previous editions but are 
  not standard to the Fifth Edition. These historically-
  dubious implements are presented here to lend an air 
  of high-fantasy or bizarre novelty to your game world. 
   
  DOUBLE WEAPON CHART 
  A double weapon has two ends, a primary and a 
  secondary. If the ends do not have the same damage 
  characteristics and weapon properties, they are shown 
  on the chart with two lines, the first line detailing the 
  primary end. 
  Some double weapons are the very same weapons 
  found on other equipment lists. If your game uses the 
  Double Weapons exotic list, use these weapon rules 
  when characters wield them as double weapons. 
  Italicized weapons on this list also belong to the 
  Adventures in the Orient native list. The DM might 
  decide that these double weapons are not available in 
  your campaign (or that only these double weapons are 
  available). 
   
  DOUBLE WEAPON FIGHTING 
  All double weapons have the two-weapon property in 
  addition to those on the chart. When you take the 
  Attack action and attack with the primary end of a 
  double weapon, you can use a bonus action to attack 
  with the secondary end. Unless you have the Two-
  Weapon Fighting class feature, you don’t add your 
  ability modifier to the damage of attacks that use the 
  secondary end, unless it is negative. 
  A character that can make multiple melee attacks 
  with the Attack action, such as with the Extra Attack 
  or Horde Breaker class features, can choose which end 
  of the weapon to make each additional attack with, so 
  long as the first attack is made with the primary end. 
  A double weapon is treated as two distinct 
  weapons for the purposes of magical enchantment or 
  being targeted by weapon-affecting spells. 
   
  DESCRIPTIONS 
  Double weapon descriptions are provided below. 
  Dire Flail. A second chain-and-flail head extends 
  from the butt of this flail. 
  
   
  116 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  MARTIAL MELEE WEAPONS (DOUBLE WEAPONS) 
   Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Chijiriki 
  18 gp 
  1d6 piercing 
  3 lb. 
  Reach 
   
  — 
  1d6 bludgeoning 
  — 
  Disarming, reach 
  Dire flail 
  20 gp 
  1d6 bludgeoning 
  4 lb. 
  Tripping 
  Double axe 
  20 gp 
  1d8 slashing 
  7 lb. 
  — 
  Double hammer 
  30 gp 
  1d8 bludgeoning 
  4 lb. 
  — 
  Double scimitar 
  50 gp 
  1d6 slashing 
  5 lb. 
  Finesse 
  Double spear 
  4 gp 
  1d6 piercing 
  5 lb. 
  Thrown (20/60) 
  Getsugasan (monk’s spade) 
  25 gp 
  1d8 piercing 
  6 lb. 
  Heavy, reach 
   
  — 
  1d8 slashing 
  — 
  Heavy, reach 
  Gyrspike 
  30 gp 
  1d8 slashing 
  5 lb. 
  — 
   
  — 
  1d4 bludgeoning 
  — 
  Tripping 
  Gythka 
  25 gp 
  1d8 slashing 
  4 lb. 
  — 
  Hooked hammer 
  20 gp 
  1d8 bludgeoning 
  6 lb. 
  — 
   
  — 
  1d4 piercing 
  — 
  Tripping 
  Kusarigama 
  6 gp 
  1d4 bludgeoning 
  4 lb. 
  Disarming, reach, special 
   
  — 
  1d4 piercing 
  — 
  Tripping 
  Kyoketsushoge 
  5 gp 
  1d4 bludgeoning 
  4 lb. 
  Reach, special, tripping 
   
  — 
  1d4 slashing 
  — 
  Disarming 
  Lajatang 
  25 gp 
  1d8 slashing 
  4 lb.  — 
  Meteor hammer 
  21 gp 
  1d8 bludgeoning 
  12 lb. 
  Heavy, reach, tripping 
  Quarterstaff (bo) 
  2 sp 
  1d6 bludgeoning 
  4 lb. 
  This is a simple weapon 
  Spear, weighted 
  7 gp 
  1d6 piercing 
  4 lb. 
  Thrown (15/45) 
   
  — 
  1d6 bludgeoning 
  — 
  Thrown (15/45) 
  Spiked chain 
  45 gp 
  1d6 piercing 
  4 lb. 
  Disarming, heavy, reach, tripping 
  Swallow (dire falcata) 
  36 gp 
  1d6+1 slashing 
  8 lb. 
  Heavy, high-critical 
  Two-bladed sword 
  30 gp 
  1d8 slashing 
  5 lb. 
  — 
  Urgrosh 
  20 gp 
  1d8 slashing 
  6 lb. 
  Deadly, heavy 
   
  — 
  1d6 piercing 
  — 
  Heavy 
   
  Double Axe. A battle axe with a second head at 
  the butt of the haft. 
  Double Hammer. A warhammer with an 
  elongated handle and a hammer head at each end. 
  Double Scimitar. A long-handled scimitar with a 
  second blade at the end. The second blade curves the 
  opposite direction as the primary blade. 
  Double Spear. A shaft with a point at each end. 
  Gyrspike. A long-handled sword with a short 
  chain and spiked ball attached to the handle. 
  Hooked Hammer. This long-handled war pick 
  has a hammer head at the opposite end of the handle. 
  Swallow. Similar in configuration to a double 
  scimitar, the swallow uses two opposite falcata blades. 
  Two-Bladed Sword. This weapon looks like two 
  longswords adjoined at the hilts, their blades pointed 
  opposite directions. Most versions have a long handle 
  between the two blades. 
  Urgrosh. This heavy waraxe has a sharp spear 
  point at the butt of the handle. 
   
  EXTRA POLEARMS 
  The polearm is the mark of a true soldier. While 
  swords are equally common in war, they are also 
  commonly worn by adventurers, nobles at court, and 
  even fortunate free citizens. The polearm, however, is 
  only trained by military organizations; its function is 
  not suited to casual use. If you see someone carrying a 
  polearm, you will instantly know that the wielder is 
  someone with professional military experience. 
  
   
  117 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  MARTIAL MELEE WEAPONS (EXTRA POLEARMS) 
   Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Ahlspiess 
  6 gp 
  1d8 piercing 
  15 lb. 
  Breach, heavy, reach, two-handed 
  Bardiche 
  15 gp 
  1d8+1 slashing 
  6 lb. 
  Heavy, reach, two-handed 
  Bill 
  25 gp 
  1d8 piercing 
  5 lb. 
  Alternate (S), heavy, reach, tripping, two-handed 
  Boar spear 
  10 gp 
  1d8 piercing 
  5 lb. 
  Defensive, heavy, reach, two-handed 
  Brandistock 
  12 gp 
  1d6+1 piercing 
  5 lb. 
  Disarming, reach, two-handed 
  Demi lune 
  15 gp 
  1d6+1 piercing 
  6 lb. 
  Alternate (S), deadly, reach, two-handed 
  Earspoon 
  15 gp 
  1d8 piercing 
  6 lb. 
  Defensive, heavy, high-critical, reach, two-handed 
  Fauchard 
  10 gp 
  2d4 piercing 
  9 lb. 
  Alternate (S), reach, two-handed 
  Guisarme 
  12 gp 
  1d8 slashing 
  5 lb. 
  Heavy, high-critical, reach, tripping, two-handed 
  Longspear 
  4 gp 
  1d10 piercing 
  9 lb. 
  Heavy, reach, thrown (10/30), two-handed 
  Lucern hammer 
  25 gp 
  1d8 bludgeoning 
  7 lb. 
  Alternate (P), heavy, high-critical, reach, two-handed 
  Mancatcher 
  20 gp 
  1d6+1 piercing 
  7 lb. 
  Deadly, heavy, reach, special, two-handed 
  Military fork 
  15 gp 
  1d6+2 piercing 
  6 lb. 
  Disarming, heavy, reach, two-handed 
  Ox tongue 
  20 gp 
  1d8+1 piercing 
  8 lb. 
  Heavy, reach, two-handed 
  Partisan 
  32 gp 
  1d10 piercing 
  16 lb. 
  Fine, heavy, reach, two-handed 
  Poleaxe 
  15 gp 
  1d8 slashing 
  10 lb. 
  Alternate (P), deadly, heavy, high-critical, reach, two- 
     handed 
  Renseur 
  10 gp 
  1d8 piercing 
  11 lb. 
  Defensive, deadly, Heavy, reach, two-handed 
  Sovnya 
  15 gp 
  1d8 slashing 
  9 lb. 
  Alternate (P), deadly, heavy, reach, two-handed 
  Spetum 
  18 gp 
  1d8 piercing 
  7 lb. 
  Defensive, disarming, heavy, reach, two-handed 
  Spontoon 
  40 gp 
  1d8 piercing 
  6 lb. 
  Defensive, fine, heavy, reach, two-handed 
  Voulge 
  20 gp 
  1d10 slashing 
  6 lb. 
  Alternate (P), heavy, reach, two-handed 
  War scythe 
  15 gp 
  1d8 slashing 
  10 lb. 
  Deadly, heavy, high-critical, reach, two-handed 
  EARLY POLEARM TRADITIONS 
  One of the quirky hallmarks of the early Dungeons & 
  Dragons game was a collection of exotic-sounding 
  polearms. That was at a time when the Internet did not 
  exist, 
  so 
  only 
  hardcore 
  historians 
  (including 
  wargamers) could figure out the look and function of 
  such weapons. 
  While this doubtlessly titillated Gary Gygax and 
  his contemporaries, these hyper-technical polearm 
  distinctions were a considerable source of confusion. 
  The styles of the early edition polearms were hard to 
  differentiate. Some were simply hybrids of two 
  different polearms and most were eventually done 
  away with. The Fifth Edition Player’s Handbook, for 
  example, includes only three standard polearms, and 
  two of them are, from a mechanics-standpoint, 
  perfectly indistinguishable from one another. This 
  exotic list was included to both expand character 
  options and satisfy a nostalgia for the early editions of 
  the game. 
   
  HYBRID POLEARMS 
  The guisarme is a useful, common polearm with a 
  sharp hook and a spear point. It has many variants in 
  history, including the bill-guisarme, the glaive-
  guisarme, 
  the 
  guisarme-voulge, 
  the 
  fauchard-
  guisarme, and more. However, only the guisarme 
  appears on the chart above. Where are the hybrid 
  versions so popular in the early editions of Dungeons 
  & Dragons? 
  To make a hybrid polearm, choose two polearms, 
  designate one of them as the base weapon, and connect 
  their names with a hyphen. Any polearm on this list is 
  fair game except the longspear and mancatcher. The 
  glaive, halberd, and pike (from Part 1: Armaments) 
  also qualify but other polearms from that Part do not. 
  Add to the base weapon all the weapon properties 
  of the second polearm, ignoring any duplicates. If the 
  second polearm inflicts a different type of damage 
  than the base weapon, add an instance of the alternate 
  weapon property so that it can inflict that type too. 
  
   
  118 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  The hybrid polearm weighs 1 pound more than 
  what the heavier of the two polearms normally weighs. 
  For the hybrid’s cost, add the two weapons’ costs 
  together. If the second polearm added any (non-
  duplicate) properties to the first, add another 100 gp to 
  the cost. 
  Hybrid polearms cannot be made masterwork. 
   
  DESCRIPTIONS 
  The extra polearm descriptions are provided below. 
  Ahlspiess. A polearm with a very long and thin 
  point designed to penetrate armor. 
  Bardiche. A short polearm with a wide axe head 
  at the end. 
  Bill. A short, round-ended blade tops this 
  polearm, ending it a slight hook. Bills are commonly 
  combined with other polearm designs to create hybrid 
  weapons. 
  Boar Spear. This hunting spear has a 
  perpendicular cross-bar at least one foot below the 
  point. The design is thought to prevent an impaled 
  target from approaching the wielder by moving up the 
  shaft. 
  Brandistock. A polearm with a small axe head 
  opposite a short spike. The top is spiked with a long 
  sword’s blade. 
  Demi Lune. A polearm topped with a sharpened 
  “half-moon” crescent, it’s points aimed upward. 
  Earspoon. A long-shafted polearm with a 
  socketed spear head. Two lug-wings behind the head 
  prevent over-insertion of the weapon to keep it from 
  being caught or bound inside a target’s body. 
  Fauchard. A polearm with a long blade at the top. 
  The blade curves slightly forward over its cutting 
  edge. 
  Guisarme. The short blade at the end of this 
  polearm curves dramatically over, forming a hook. 
  Longspear. A spear whose long haft is light 
  enough for throwing. 
  Lucern Hammer. A polearm with a small 
  hammer and spike combination at the head. The thin 
  spike is designed for piercing armor. 
  Mancatcher. A mancatcher is a long-hafted 
  weapon with a flexible crescent at the end. The interior 
  of the crescent is hooked, designed capture an 
  opponent’s neck and hold fast to it. 
  A mancatcher can be used to attempt a binding 
  attack. This attack has disadvantage. If the binding 
  attack is successful, the attacker has gripped the 
  opponent’s neck (or similar limb) and the opponent is 
  restrained. 
  A bound creature that has a free hand can use its 
  action to make a Strength check to free itself from the 
  weapon. The DC is 10 or the damage inflicted by the 
  mancatcher attack, whichever higher. A creature with 
  two free hands has advantage on this check. 
  Alternately, the opponent can attempt to pull 
  away, dragging the weapon with it. Unless you 
  voluntarily let go of the other end, this is an opposed 
  check of Strength (Athletics). If the creature is two or 
  more sizes larger than you, this check succeeds 
  automatically. 
  A mancatcher is not built to be easily escaped and 
  the wielder cannot voluntarily end the binding attack. 
  The wielder can do nothing else with the mancatcher 
  while a foe is caught in it. Nor can she use either of her 
  hands, unless she lets go of the weapon. 
  Military Fork. This weapon resembles a pitchfork 
  with sturdy tines set closer together. 
  Ox Tongue. A polearm topped by a long, double-
  edged blade. 
  Partisan. A polearm topped by a short, wide, 
  double-edged blade that extends from a forward-
  hooked crossguard. 
   
   
  
   
  119 | TH E CO MP RE HEN SI VE EQ UI P ME NT  M AN UA L 
   
  Poleaxe. A blunt-topped polearm with a 
  perpendicular axe head opposite a spike or hammer 
  head. 
  Renseur. A polearm topped with a long, narrow 
  blade. The blade is flanked by two smaller, angled 
  forward-facing blades or hooks. 
  Sovnya. A polearm with a slashing blade that 
  curves slightly, terminating in a sharp point. 
  Spetum. An elongated spear with backward-
  facing angled blades, designed to wound as the 
  weapon is drawn back toward the wielder. 
  Spontoon. A short-bladed polearm with a small, 
  straight crosspiece. 
  Voulge. A polearm with a broad axe-like head 
  that elongates into a spike at the top. 
  War Scythe. This long-hafted weapon has a heavy 
  blade at the end. The slightly-curved shape is designed 
  for chopping. The weapon’s name comes from the 
  resemblance of its blade to a harvesting implement. 
   
  FANTASY FLIGHT 
  The Fantasy Flight exotic list makes magical air travel 
  possible. 
  The typical form of an airship is a literal ship, one 
  of the only common structures that can survive the 
  forces of gravity pulling it from various directions as 
  the vehicle maneuvers. But these vehicles can take 
  other forms, such as hanging gondolas. Two other 
  factors are important for the DM to decide. 
  The first question to address is lift. One common 
  perception of a fantasy airship is of a naval vessel 
  suspended from a balloon, or “lift rig.” The balloon 
  contains a lighter-than-air gas, naturally or magically 
  procured. Alternately, the balloon is rigidized by 
  magic, allowing it to sustain a lighter-than-air vacuum 
  within. Other possible lift methods include magical 
  levitation, artifacts that harness and direct the innate 
  power of elementals, or wings that generate lift at high 
  speeds using complex physics. 
  The second question is propulsion. Once aloft, 
  what propels the vehicle horizontally? Do gnomish 
  contraptions spin large propellers that slice through the 
  air? Do sails fill with wind or catch ethereal currents 
  from other planes? Or does the same magic that lifts 
  the vehicle also propel it? 
  The answers to these questions have a significant 
  impact on the flavor of the game world. (It is not 
  necessary for the DM to answer both questions the 
  same way for every air-travelling race or region in the 
  campaign.) 
   
  VEHICLES (FLIGHT MACHINES) 
  Cargo 
   
   
  Damage 
   Item 
  Cost 
  Speed 
  Crew 
  Passengers 
  (tons) 
  AC 
  HP 
  Threshold 
  Airship 
  20,000 gp 
  8 mph 
  10 
  20 
  1 
  13 
  300 
  — 
  Airship, greater 
  250,000 gp 
  7 mph 
  45 
  100 
  15 
  15 
  550 
  10 
  Flying platform 
  175,000 gp 
  1 mph 
  10 
  350 
  150 
  15 
  600 
  10 
  Glider 
  210 gp 
  3 mph 
  1 
  — 
  — 
  13 
  20 
  — 
  Ornithopter 
  9,500 gp 
  8 mph 
  1 
  — 
  — 
  13 
  50 
  — 
  Ornithopter, twin 
  12,500 gp 
  7 mph 
  1 
  1 
  — 
  13 
  65 
  — 
  AIRBORNE VEHICLES 
  The new proficiency “vehicle (air)” covers the use of 
  airborne vehicles. 
  If you have proficiency with vehicle (air), you can 
  add your proficiency bonus to any check you make to 
  control airborne vehicles in difficult circumstances. 
  The normal operation of airborne vehicles does not 
  require ability checks, but an airship or flying platform 
  also requires a crew of trained areal “sailors” to 
  manage it. Depending on the nature of the lift and 
  propulsions systems used, the driver or a crew member 
  might also need magical training to direct the magics 
  involved or to control the creature(s) bound to the 
  vehicle. 
   
  DESCRIPTIONS 
  Fantasy flight vehicles are described below. 
  Airship. This vehicle is the size of a sailing ship. 
  The appearance will vary by culture and by the type of 
  magic or technology used to power the craft. Because 
  aeronautical travel often develops under the influence 
  of marine traditions and with nautical influences, the 
  shapes and features of airships tend to resemble sea 
  vessels. 
  
   
  120 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  Airship, Greater. A larger version of an airship, 
  this vehicle typically represents refinements in the 
  magical or scientific techniques of air travel. 
  Alternately, a greater airship is simply built for a 
  function that requires greater size.  
  Flying Platform. A flying platform uses the same 
  technology of magical forces that hold airships aloft, 
  but it uses dozens of instances of that method. 
  Sometimes called a “flying island,” a flying platform 
  typically stays airborne for extensive periods, 
  providing a base of operations for other flying ships. 
  Glider. A glider is an unpowered vehicle that 
  relies upon air currents to stay aloft. Once in flight, a 
  glider can only gain altitude by circling an area with 
  updrafts or by being towed higher by another flight 
  machine.  
  Ornithopter. An ornithopter is a single-person 
  version of an airship. Sometimes airships (and flying 
  platforms) carry scores of ornithopters, launching 
  them at enemy airships or ground targets to engage 
  before the mothership gets within range. An 
  ornithopter typically mounts a small siege weapon like 
  a ballista. 
  Ornithopter, Twin. This ornithopter is slightly 
  larger and sturdier than the normal version, with the 
  capacity to carry both a driver and one other 
  crewmember; a copilot, navigator, or gunner. 
   
  FIREARMS 
  This exotic list has two stages of firearm development: 
  early firearms and advanced firearms. This product 
  declines to include and expand the modern and 
  futuristic firearms from the Dungeon Master’s Guide 
  (page 268). 
  The intention in dividing this exotic list is to give 
  the DM the option to include only part of the firearms 
  list. A campaign with a classic medieval (pre-
  Renaissance) level of technology should not allow 
  players to have access to the advanced firearms. If the 
  campaign uses advanced firearms, everything in the 
  basic firearms stage is available too, although perhaps 
  less common. 
  Crafting. Crafting firearms requires tinker’s 
  tools. Crafting firearm loads requires jeweler’s tools or 
  a gun repair kit. Crafting gunpowder requires 
  alchemist’s supplies. 
   
  EARLY FIREARMS 
  Early firearms suit a medieval campaign. They are 
  unstable and unwieldly but powerful and frightening 
  on the battlefield. These weapons are not particularly 
  powerful compared to other medieval weaponry, but 
  they are notable for their ability to penetrate armor. 
  Early Firearm Use. Early firearms must be lit for 
  each shot. This requires the user to have a ready source 
  of flame and apply it to the touchhole. Usually a 
  fusilier carries a coil of slow match with one end 
  burning. In a pinch, the user might apply thin sticks, 
  their ends having been set in a low fire to become 
  embers. Alternately, if the user can cast the druidcraft, 
  produce flame, or pyrotechnics cantrip, she can do so 
  to fire the weapon as part of the same attack. 
  Early firearms use a fine powder and large, open 
  touchholes, making the weapons unreliable in humid 
  environments and worthless in the rain. 
  Early Firearm Costs. These prices assume that, 
  while available, firearms are still exotic. This early 
  stage of their development means that manufacturing 
  techniques are unrefined and dangerous, and costs 
  reflect these conditions. 
  The DM can adjust these prices if firearms have 
  been available for a significant amount of time and are 
  produced in quantities, even though the technology 
  has not progressed beyond this stage. To do so, simply 
  divide the listed costs by 5. This puts them on par with 
  the prices found in the advanced firearms stage. 
   
  VARIANT: MIXED PROFICIENCY 
  Firearms are martial weapons due in part to their rarity. 
  But historically speaking, even a lay person could 
  make efficient use of a firearm up close. This optional 
  rule applies variety in homage to the forces that drove 
  early firearms development—their ease of training and 
  operation. 
  Using this rule, a character proficient in all simple 
  weapons adds her proficiency bonus to firearms used 
  within normal range. Characters not trained in all 
  simple weapons (druids, sorcerers, and wizards) are so 
  unfamiliar with such concepts and weaponry as to not 
  benefit from this. 
  With this option, long range shooting remains the 
  province of characters trained with martial weapons or 
  the firearms expert feat; consistency at longer ranges 
  requires knowledge of bullet physics, trained attention 
  to environmental conditions, and extensive practice.  
  
   
  121 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  Because it is an analogue to pistols, characters 
  proficient with the hand crossbow (bards and rogues) 
  can add their proficiency bonuses to attacks made in 
  both range increments of a firearm that has the 
  handgun weapon property. 
   
  MARTIAL RANGED WEAPONS (EARLY FIREARMS) 
   Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Arquebus 
  250 gp 
  1d10 piercing 
  12 lb. 
  Charging (40/120), fouling, loading, two-handed 
  Fire lance 
  150 gp 
  1d8 piercing 
  7 lb. 
  Charging (30/90), loading, special, two-handed 
  Hand culverin 
  150 gp 
  1d10 piercing 
  8 lb. 
  Charging (30/90), loading, two-handed 
  Handgonne 
  125 gp 
  1d8 piercing 
  3 lb. 
  Charging (20/60), fouling, handgun, loading 
   
  ADVENTURING GEAR (EARLY FIREARMS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Bomb 
  150 gp 
  1 lb. 
   
  Fuse (10 feet) 
  10 gp 
  — 
  Firearm loads 
   
   
   
  Gunpowder (30 charges) 
  30 gp 
  1 lb. 
     Ball (10) 
  3 gp 
  2 lb. 
   
  Powder horn (empty) 
  5 gp 
  1 lb. 
     Fire dart (10) 
  2 gp 
  2 lb. 
   
  Powder keg (with 240 charges) 
  250 gp 
  20 lb. 
     Shot (10) 
  3 gp 
  2 lb. 
   
  Slow match (2 feet) 
  1 gp 
  — 
   
   
  ADVANCED FIREARMS 
  These firearms fit a post-medieval campaign, set in a 
  world or a region where tinkering and alchemy have 
  combined to produce reliable explosive weaponry. 
  Advanced Firearm Use. Advanced firearms use 
  flint sparkers and similar contraptions to ignite the 
  powder. They no longer need sources of flame for their 
  use. This, combined with advances in gunpowder 
  composition, make the weapons more portable and not 
  significantly affected by rain. 
  Advanced Firearm Costs. These prices assume a 
  reasonable availability of firearms and associated 
  equipment. They allow firearms to appear in the hands 
  of player characters with reasonably frequency. 
  If firearms are available but exotic, only crafted in 
  faraway places and imported at great expense, 
  multiply all prices by 5. (The prices in the Dungeon 
  Master’s Guide assume such rarity; they appear at 5 
  times the costs given in this product.) 
  Advanced Firearm Types. Advanced firearms are 
  divided into three types based on barrel construction. 
  Several example weapons are presented for each 
  firearm type, from very small to very large. 
  Open bore weapons have smooth barrel interiors. 
  These are the most commonly used firearms. An open 
  bore weapon is reliable using both ball and shot loads. 
  The interiors of rifled bore barrels have helical 
  grooves to impart spin to ball ammunition. Controlled 
  spin prevents tumbling, which improves the missile’s 
  flight characteristics. The precision of a rifled barrel 
  combines well with the range and accuracy of ball 
  ammunition. [Continued below…] 
  
   
  122 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  MARTIAL RANGED WEAPONS (ADVANCED FIREARMS) 
   Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Open bore 
   
   
   
   
     Pocket pistol 
  25 gp 
  1d8 piercing 
  2 lb. 
  Charging (20/60), fouling, handgun, light, loading 
     Pistol 
  50 gp 
  1d10 piercing 
  3 lb. 
  Charging (30/90), fouling, handgun, light, loading 
     Musketoon 
  75 gp 
  1d10 piercing 
  7 lb. 
  Charging (40/120), fouling, loading, two-handed 
     Nock gun 
  300 gp 
  3d10 piercing 
  15 lb. 
  Charging (30/90), fouling, heavy, loading, two-handed 
     Musket 
  100 gp 
  1d12 piercing 
  10 lb. 
  Charging (40/120), fouling, heavy, loading, two-handed 
     Long gun 
  150 gp 
  1d12 piercing 
  12 lb. 
  Charging (50/150), fouling, heavy, loading, two-handed 
  Rifled bore 
   
   
   
   
     Serpent 
  75 gp 
  1d10 piercing 
  3 lb. 
  Charging (40/120), fouling, handgun, light, loading 
     Carbine 
  100 gp 
  1d10 piercing 
  7 lb. 
  Charging (50/150), fouling, loading, two-handed 
     Rifle 
  150 gp 
  1d12 piercing 
  10 lb. 
  Charging (50/150), fouling, heavy, loading, two-handed 
     Asp 
  200 gp 
  1d12 piercing 
  12 lb. 
  Charging (65/190), fouling, heavy, loading, two-handed 
  Wide bore 
   
   
   
   
     Dragon 
  50 gp 
  1d10 piercing 
  3 lb. 
  Charging (15/45), handgun, light, loading 
     Blunderbuss 
  75 gp 
  1d10 piercing 
  7 lb. 
  Charging (20/60), loading, two-handed 
     Coach gun 
  150 gp 
  2d10 piercing 
  11 lb. 
  Charging (15/45), heavy, loading, two-handed 
     Fowling piece 
  100 gp 
  1d12 piercing 
  10 lb. 
  Charging (20/60), heavy, loading, two-handed 
     Hydra 
  150 gp 
  1d12 piercing 
  12 lb. 
  Charging (25/75), heavy, loading, two-handed 
   
  SIEGE EQUIPMENT (ADVANCED FIREARMS) 
   
   
   Item 
  Cost 
  Shot 
  Attack 
  Range 
    Damage 
  AC 
  HP 
  Size 
  Field gun 
   
   
   
   
   
   
   
   
     Demi-cannon 
  2,000 gp 
  12 lb. 
  + 6 
  350/1,400 
  5d10 bludgeoning 
  19 
  60 
  Large 
     Howitzer 
  3,000 gp 
  18 lb. 
  + 6 
  500/2,000 
  7d10 bludgeoning 
  19 
  50 
  Large 
     Mortar 
  6,000 gp 
  42 lb. 
  + 5 
  800/3,200 
  12d10 bludgeoning 
  19 
  125 
   
  Huge 
     Ordinance rifle 
  1,250 gp 
  6 lb. 
  + 7 
  75/300 
  3d10 bludgeoning 
  17 
  25 
  Medium 
  Ship’s gun 
   
   
   
   
   
   
   
   
     Carronade 
  6,500 gp 
  32 lb. 
  + 5 
  300/1,200 
  10d10 bludgeoning 
  19 
  75 
  Large 
     Cannon 
  3,500 gp 
  24 lb. 
  + 6 
  600/2,400 
  8d10 bludgeoning 
  19 
  75 
  Large 
     Culverin 
  600 gp 
  4 lb. 
  + 6 
  50/200 
  2d10 bludgeoning 
  15 
  15 
  Small 
     Long nine 
  3,000 gp 
  9 lb. 
  + 7 
  750/3,000 
  4d10 bludgeoning 
  19 
  50 
  Large 
   
  ADVENTURING GEAR (ADVANCED FIREARMS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Bayonet 
  3 gp 
  1 lb. 
   
  Gunpowder (30 charges) 
  6 gp 
  1 lb. 
  Bomb 
  30 gp 
  1 lb. 
   
  Petard 
  50 gp 
  4 lb. 
  Firearm loads 
   
   
   
  Powder horn (empty) 
  1 gp 
  1 lb. 
     Ball (10) 
  6 sp 
  2 lb. 
   
  Powder keg (with 240 charges) 
  50 gp 
  20 lb. 
     Ball, cartridge (10) 
  1 gp 
  2 lb. 
   
  Weapon attachments 
   
   
     Shot (10) 
  6 sp 
  2 lb. 
   
     Aiming lenses 
  100 gp 
  +1 lb. 
     Shot, cartridge (10) 
  1 gp 
  2 lb. 
   
     Second barrel 
  50 gp 
  +2 lb. 
  Fuse (10 feet) 
  2 sp 
  — 
   
     Second barrel, hand gun 
  25 gp 
  +1 lb. 
  
   
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  TOOLS (ADVANCED FIREARMS) 
   Item 
  Cost 
  Weight 
  Artisan’s tools 
   
   
     Gun repair kit 
  10 gp 
  2 lb. 
   
   
  VARIANT:  
  FIREARMS EXPERT (NEW FEAT) 
  Having practiced extensively with firearms of 
  various sorts, you gain the following benefits: 
   
  ❖ You are proficient with all firearms and with 
  gun repair kits. 
   
  ❖ Being within 5 feet of a hostile creature doesn’t 
  impose disadvantage on your ranged attack 
  rolls with firearms, even those without the 
  handgun weapon property. 
   
  ❖ If your firearm has multiple barrels, you can 
  reload two barrels with standard loads and 
  powder using a single action. Alternately, you 
  can reload two barrels of an advanced firearm 
  with pre-made cartridges using a single bonus 
  action. 
   
  ❖ When you use the Attack action and attack 
  with a one-handed weapon, you can use a 
  bonus action to attack with a loaded firearm 
  you are holding in your other hand if it has the 
  hand gun weapon property. 
   
   
  Wide bore barrels are easy to load and use, and 
  forgiving of poorly-measured weights of shot or 
  powder. Such firearms are not subject to the fouling 
  property but have reduced overall ranges. A wide bore 
  firearm works well with shot ammunition, allowing 
  the pellets to spread at a very close range. 
   
  SIEGE GUNS 
  Siege guns are divided into two types. Field guns 
  typically move with an army, pulled by teams of 
  horses. Ship’s guns are less mobile, mounted on a ship 
  or a fortification. The distinction is mostly traditional 
  as weapons from either type, with some mounting 
  modifications, can be used in either capacity. 
  Like all siege equipment, siege guns are immune 
  to poison and psychic damage. 
  The ammunition required to fire a siege gun costs 
  2 gp per pound of the shot’s weight, which includes 
  the cost of gunpowder. 
  Unless using the following variant rule, a siege 
  gun normally requires one action to load, one action to 
  aim, and one action to fire, just as with other siege 
  weapons. 
   
  VARIANT: SLOW FIRING 
  Using this variant, firing times depend on gun teams 
  working in unison to operate their weapons. This 
  variant is particularly suited to ponderous siege 
  warfare or ship battles in the age of sail. 
  With this rule, siege guns require 250 rounds of 
  labor to prepare and fire. The work can be split among 
  as many as 5 gunners, allowing the gun to fire at a rate 
  of once every 5 minutes (every 50 rounds). This 
  contemplates unseasoned crew members performing 
  the operation. Professional, trained gun crews (skilled 
  hirelings) each provide double the labor output. This 
  means a siege gun fully crewed by trained gunners will 
  fire, at fastest, once every 2½ minutes (25 rounds). 
  A siege gun previously prepared for use can be 
  fired by a lone gunner using a single action. 
   
  DESCRIPTIONS 
  Firearms and their accessories are described below. 
  Arquebus. An early firearm, the first sort to be 
  mass produced for military use. This long-range gun 
  has a wooden stock. The stock often has a hook to 
  brace the weapon over a castle’s battlements or a 
  fixture to mount it on top of a bracing staff. 
  Asp. An extra-long, rifled-bore firearm used for 
  accurate shooting over great distances. 
  Bayonet. This narrow metal spike is designed for 
  attachment to the end of a two-handed advanced 
  firearm. 
  This can be affixed or removed as an action. The 
  attached bayonet is an improvised two-handed weapon 
  that inflicts 1d6 piercing damage in melee. The 
  wielder may add her proficiency bonus to attacks if she 
  is proficient with spears. Used on its own, the 
  unattached bayonet makes a convincing but awkward 
  dagger. In this form, the improvised weapon inflicts 
  1d4 piercing damage and can benefit from proficiency 
  as though it were a dagger. 
  
   
  124 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  Blunderbuss. This short, wide-bore weapon is a 
  favorite of firearms users. The weapon’s size makes it 
  convenient and easy to use in close proximity. 
  Bomb. A bomb is a mass of gunpowder, packed 
  into a hard shell pierced by a fuse. As an action, a 
  character can light a bomb and throw it to a point up 
  to 60 feet away. Each creature within 5 feet of that 
  point takes 3d6 fire damage (or half with a DC 12 
  Dexterity saving throw). Alternately, the fuse can be 
  lit at a length allowing detonation to occur up to 10 
  rounds later. 
  Carbine. A carbine is a lightweight version of a 
  rifle. It has a shorter barrel for ease of use and 
  portability. 
  Coach Gun. This wide bore weapon has three 
  barrels that fire simultaneously, consuming triple the 
  normal shot and powder. Reduce the damage to 1d10 
  piercing if fired with only one or two barrels loaded. 
  Dragon. A wide-bore handgun often used for 
  peppering close enemies. Dragons are common 
  firearms for horse soldiers, giving rise to the name 
  “dragoon.” 
  Field Gun (any). Field guns are siege weapons 
  mounted on mobile platforms, typically supported by 
  two large wheels and a wooden “tail” section. They 
  are typically towed by a team of two or four horses. 
  Field Gun, Demi-Cannon. The most common 
  field piece, this mid-level weapon fires a reliable load 
  using a relatively low quantity of gunpowder. 
  Field Gun, Howitzer. Larger than a demi-
  cannon, this field gun throws a heavy ball. 
  Field Gun, Mortar. Unlike other field guns, a 
  mortal is mounted on a heavy frame, much like a ship’s 
  gun. Tiny carriage wheels allow the weapon to be 
  oriented. A mortar is typically transported via wagon. 
  A mortal can use indirect fire, shooting over 
  obstacles like hills and castle walls. Indirect fire 
  prevents the use of many types of cover. 
  Field Gun, Ordinance Rifle. This lightweight 
  weapon can be pulled by a single horse. It is highly 
  accurate, with exceptional range, though less 
  powerful than other field guns. 
  Firearm Load, Ball. Ball loads are simple lead 
  spheres covered in small dimples and sized to the 
  approximate caliber of the weapon they are meant for. 
  Ball loads apply the breach (2) property to 
  weapons they are fired from. Advanced firearms from 
  the rifled barrel category instead receive breach (3). 
  Using ball ammunition also increases both the 
  weapon’s range increments by a distance equal to the 
  weapon’s normal range increment. Loads not in 
  cartridge form include the weight of paper or cloth 
  wadding strips. 
  Firearm Load, Cartridge (Ball or Shot). Firearm 
  ammunition can be purchased in simple load form or 
  in cartridge form. Cartridges are paper packets 
  containing both powder and bullets, which are easier 
  to carry and faster to load. 
  Recharging a firearm barrel using a pre-made 
  cartridge requires only a bonus action. 
  Firearm Load, Fire Dart. Sometimes called a 
  “musket arrow,” this short sturdy dart is propelled by 
  gunpowder from a fire lance. 
  Firearm Load, Shot. Shot loads each represent a 
  collection of tiny, round pellets that spread out as they 
  leave the muzzle. 
  Shot loads apply the blast property to weapons 
  they are fired from. Loads not in cartridge form 
  include the weight of paper or cloth wadding strips. 
  Fire Lance. The fire lance is an early firearm. It 
  consists of a heavy tube, closed at one end. The 
  weapon is charged as normal and loaded with a fire 
  dart. The tube comes attached to a short, light stave 
  for improved aim and handling. 
  The lance can instead be attached to any long-
  hafted weapon like a quarterstaff or polearm. 
  Fowling Piece. This wide-boar long arm is 
  commonly used for hunting foul. 
  Fuse. Fuse is a type of heavy string treated with 
  a gunpowder concoction. 
  When lit, it burns at a slow, reliable pace (about 1 
  foot per minute). Fuse can be tied onto the existing 
  fuses of bombs, petards, and similar explosives to 
  lengthen their burn times. Or it can be used for simple 
  arson, to ignite other flammable objects after a set 
  time. 
  Gunpowder. Gunpowder is formed into bombs or 
  is used to propel bullets out of firearms. It is sold in 
  water-resistant containers, typically powder horns or 
  small wooden kegs. 
  Setting fire to a charge or two of gunpowder 
  causes it to flare for 1 round, shedding bright light in a 
  30-foot radius and dim light for an additional 30 feet. 
  Setting fire to a tightly-packed weight of gunpowder 
  causes an explosion, affecting creatures in a 10-foot 
  radius. A DC 12 Dexterity saving throw reduces 
  damage to half. A pound of gunpowder, as contained 
  in a powder horn, inflicts 3d6 fire damage when it 
  
   
  125 | TH E CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  explodes. Setting fire to eight pounds of gunpowder, 
  as within a powder keg, inflicts 7d6 fire damage. 
  Gunpowder is destroyed when introduced to 
  water; the saltpeter content dissolves so that drying the 
  powder will not restore it. Gunpowder stored in a 
  powder horn or powder keg is sufficiently sealed as to 
  avoid being damaged for about ten minutes of 
  submersion. Submerging a loaded firearm fouls the 
  weapon, even if it does not have the fouling weapon 
  property. 
  Gun Repair Kit.  This set of artisan’s tools has 
  tampions, ball pullers, and special cloths and 
  solutions used to clean firearms. It also includes molds 
  and trim cutters for making lead balls, as well as the 
  templates, shears, and crimps needed to form paper 
  cartridges. 
  If a proficient character spends fifteen minutes 
  using a gun repair kit to “maintain” a firearm during a 
  short or long rest, within the next 24 hours, the firearm 
  ignores the next fouling result it suffers when a natural 
  1 is rolled for an attack. 
  Hand Culverin. An early firearm consisting of a 
  short tube mounted at the end of a metal rod or against 
  a long, wooden handle. 
  Handgonne. A shorter version of the hand 
  culverin, sized for use with one hand. 
  Hydra. The long barrel of this wide-bore weapon 
  flares outward at its end. A hydra is most commonly 
  used for delivering a cloud of shot ammunition at 
  distant targets. 
  Long Gun. A long-barrel version of the common 
  musket, this weapon is suitable for hunting as well as 
  warfare. 
  Musket. The standard-issue weapon of firearm-
  wielding militaries, this open bore long arm is very 
  reliable in battle. 
  Musketoon. A shorter version of the musket, used 
  for hunting or household defense. 
  Nock Gun. A nock gun is a long arm with five 
  smooth-bore barrels arranged in a cluster, all of 
  which fire simultaneously. The weapon is very 
  expensive and time-consuming to use at full effect. 
  Reduce the weapon’s damage to 2d10 piercing if 
  fired with only three or four barrels loaded, or 1d10 
  piercing if fired with only one or two barrels loaded. 
  Petard. This steel plate has a flat bomb on one 
  side of it and a pair of folding legs attached to the 
  other. 
  A petard takes one action to unfold and lean 
  against a door or wall, and a second action to ignite. 
  The included fuse can be lit to burn for any period up 
  to 1 minute. Upon detonation, the petard inflicts 7d6 
  damage on any creature or object in contact with it. A 
  typical door has 18 hit points. If the door suffers 
  damage equal to or exceeding its hit points, the door is 
  blown to flinders. In the case of a wall, a 5-foot square 
  section is blown open. A petard ignores the damage 
  threshold of a normal wall or door. 
  Pistol. A standard sized handgun of simple, open-
  bore construction. 
  Pocket Pistol. This small pistol is easily 
  concealed. It can be carried in a pocket with little 
  chance to be noticed. 
  Apply disadvantage to Wisdom (Perception) 
  checks to find or notice the weapon if carried in a 
  hidden fashion. 
   Rifle. An expensive, medium to long-range 
  firearm with a rifled bore. 
  Powder Horn. A hollow horn, typically from a 
  cow or similar beast, used to carry gunpowder. The 
  stopper in the larger end can be opened to fill the 
  powder horn, while the stopper in the narrow end is 
  used to dispense contained gunpowder. A powder horn 
  is typically carried by a long strap worn over the 
  shoulder, keeping it handy for quick use. 
  A horn (with gunpowder) is required to charge a 
  firearm, unless using cartridges. A powder horn can 
  hold powder sufficient for 30 shots. Powder stored in 
  a horn is better-protected than powder in cartridge 
  form; it will stay dry even if the horn is completely 
  submerged. 
  Powder Keg. A small cask of gunpowder. This is 
  the typical method by which large amounts of 
  gunpowder are stored and transported. 
  Serpent. Longer than a standard rifle, this long 
  arm is made for incredible accuracy at the longest 
  ranges. 
  Ship’s Gun (any). Ship’s guns are siege weapons 
  mounted on squat, heavy frames, typically equipped 
  with small, sturdy carriage wheels suitable for 
  absorbing recoil. 
  Ship’s Gun, Carronade. This massive gun is 
  designed to fire a murderous weight of shot over a 
  short distance. At its longest range, the barrel requires 
  a significant upward tilt and the shot flies in a 
  pronounced arc. 
  
   
  126 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  A carronade can use indirect fire at targets within 
  its long range increment, shooting over intervening 
  obstacles like other ships. Indirect fire prevents the use 
  of many types of cover. 
  Ship’s Gun, Cannon. This heavy weapon is 
  typical of cannon craftsmanship. 
  Ship’s Gun, Culverin. This small ship’s gun has 
  no mounting frame. It is attached to a swiveling pintle 
  that rests in any number of prepared positions along 
  the gunwales or on platforms among the masts. A 
  single strong crew member can lift the weapon out of 
  its position and carry it to a new one. 
  Ship’s Gun, Long Nine. This gun is longer and 
  fires a lighter load than weapons of similar weight. 
  The additional range makes long nines well-suited for 
  chase work, mounted at the fore or aft of a ship. 
  Slow Match. A coil of cord dipped in saltpeter 
  and dried so that it burns at a steady rate. Long, slow-
  burning match cords allow gunners to light early 
  firearms or siege guns while operating away from a 
  source of fire. 
  A slow match burns at a rate of 1 foot per hour. 
  Careful gunners light both ends of the match, in case 
  one end is blown out by the flash of gunpowder in the 
  pan. 
  Weapon Attachment, Aiming Lenses (any 
  advanced firearm). A set of lenses mounted on the top 
  of the weapon, aids with accuracy. These lenses are 
  usually enclosed in a tube. 
  By spending a bonus action to sight through the 
  lenses, the user’s next attack with the weapon does not 
  suffer the normal disadvantage from attacking a target 
  in its long range increment. Claiming this benefit 
  requires the user to be proficient with the weapon in 
  question and to perform no other movement or other 
  actions, bonus actions, or reactions between aiming 
  and firing. 
  Weapon Attachment, Second Barrel (any 
  advanced firearm). A second barrel is an efficient way 
  to increase the number of shots a user can make in 
  quick succession. 
  When fully loaded, a firearm with a second barrel 
  can be used for two shots before reloading. Each barrel 
  of the modified firearm is charged individually and is 
  fired individually with a separate trigger. A firearm 
  must be constructed with a second barrel; existing 
  firearms cannot have barrels added to them. Coach 
  guns and nock guns cannot have additional barrels. 
   
  MONSTER MARKETS 
  The ecology of a standard game includes a variety of 
  monsters that haunt the dark and dangerous places of 
  the world. What happens when civilized societies 
  domesticate such creatures? Many monsters are no 
  more intelligent than animals and can be trained from 
  a young age to serve as guardians, mounts, and 
  companions. Why shouldn’t there by a thriving market 
  for wyverns and griffon eggs? Why shouldn’t breeders 
  pay serious coin to characters who bring them any 
  captured monster specimens? The Monster Markets 
  exotic list is here to answer those questions. 
  This list is divided into four categories. The first 
  is for instinct-level Intelligence creatures, those 
  without real self-awareness or with very alien 
  intelligence. 
  The 
  second 
  is 
  for 
  animal-level 
  Intelligence creatures, those smart enough to be 
  trained for various duties. Many of these creatures can 
  serve as mounts. The third category is monster-level 
  Intelligence, covering creatures with Intelligence 
  scores of 4 or higher that are self-aware and capable of 
  reason. The fourth category is just for dragons. 
  Qualifications. The Monster Market exotic list 
  only contains monsters that are notably suitable for 
  certain purposes, particularly service as mounts or 
  guardians. Creatures (beasts) already noted as trade 
  goods in Part 4: Wealth, are not repeated here, nor are 
  the standard mounts described in Part 2: Gear. 
  Constructs are too varied and too personal to their 
  creators to list effectively. Other creatures are too 
  much like humanoids or simply have the wrong 
  temperament to be bought and sold. The “stat blocks” 
  of monsters listed here can be found in the Monster 
  Manual, Volo’s Guide to Monsters, and Storm King’s 
  Thunder. 
  Templates. The combat trained and exceptional 
  specimen templates described in Part 2: Gear are not 
  applicable to the monsters described in this section. 
  All monsters with Intelligence 2 or higher and entries 
  in the Saddle columns can be rider trained for an 
  additional cost equal to their base values. 
  Prices. Prices for monsters are based primarily on 
  how dangerous they are (Challenge Ratings). Some 
  creatures have ability to generate monster byproducts 
  like poison, which significantly increases their value. 
  Likewise, creatures able to serve as mounts, guardians, 
  or in other particularly useful roles are worth more 
  
   
  127 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  based on their ability to be trained. Finally, monster 
  reputations also play a role in their pricing. 
  Monsters are often hard to buy or sell; the fact that 
  monsters are marketable does not mean they are 
  common. The DM should use the rules in Part 4: 
  Wealth to determine whether a buyer or seller can be 
  found for any specific monster. 
  Selling Monsters. If player characters can capture 
  a live specimen, and can find a buyer for the monster, 
  the standard sale price is one-tenth of the market 
  values listed here. It takes a lot more overhead to store 
  and resell live creatures than it does for other used 
  adventuring gear. That translates into merchants 
  paying much less for them; profit margins are already 
  thin for most monster merchants! 
   
  INSTINCT-LEVEL INTELLIGENCE 
  These creatures either have Intelligence scores of 1 or 
  their intelligence is totally alien to humanoids. 
  These creatures lack the capacity to learn tricks or 
  be put to any useful function. Instinct-level creatures 
  are valued as simple, unwitting guardians, attacking 
  anything that gets near to them. Only by mind-
  controlling magic is such a creature capable of serving 
  as a mount. 
  Care. Creatures in this category require special 
  measures to store and transport, measures like cages or 
  tanks that will keep them isolated. Most creatures in 
  this category do not eat animal feed; they require a 
  regular diet of small creatures to sustain themselves. 
  Prices. Instinct-level monsters fetch full price as 
  adult specimens. The young or the infirm are worth 
  half the listed values; eggs and juveniles have no 
  special potential to be trained so there is no reason to 
  buy these less effective monsters. 
   
  ANIMAL-LEVEL INTELLIGENCE 
  Animals typically have Intelligence scores of 2 or 3. 
  Remarkably cunning specimens have scores as high as 
  4. Some such creatures can be trained if taken at a 
  young age while others are simply too dangerous or 
  ferocious to domesticate. 
  A creature must have an Intelligence score of 2 or 
  higher to learn how to serve as a mount. Creatures 
  suitable for mounts are indicated in the Saddle column. 
  Care. The care and maintenance of creatures in 
  this category varies based on creature type. 
  Prices. Because they can be trained to a variety of 
  tasks, eggs and juvenile versions of these creatures are 
  valued the same as full-grown versions. These prices 
  assume that the creatures are trained as mounts or 
  guard beasts. Un-trained adult specimens are worth 
  half the listed value.
  MONSTER MARKETS (INSTINCT) 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Ankheg 
  1,750 gp 
  1 
  Un. 
  2 
  Large exotic 
  30 ft. (30 ft.) 
  510 lb. 
  Carrion crawler 
  2,750 gp 
  1 
  Un. 
  2 
  Large exotic 
  30 ft. (30 ft.) 
  420 lb. 
  Flail snail 
  8,000 gp 
  3 
  Un. 
  3 
  Large exotic 
  10 ft. 
  510 lb. 
  Fungi 
   
   
   
   
   
   
   
     Gas spore 
  750 gp  
  1 
  Un. 
  ½ 
  n/a 
  0 ft. (10 ft.) 
  150 lb. 
     Shrieker 
  40 gp 
  1 
  Un. 
  0 
  n/a 
  0 ft. 
  15 lb. 
     Violet fungus 
  375 gp 
  1 
  Un. 
  ¼ 
  n/a 
  5 ft. 
  45 lb. 
  Gibbering mouther 
  1,500 gp 
  3 
  Neutral 
  2 
  n/a 
  10 ft. (10 ft.) 
  150 lb. 
  Neothelid 
  9,000 gp 
  3 
  CE 
  13 
  Gargantuan exotic 
  30 ft. 
  3,240 lb. 
  Oozes 
   
   
   
   
   
   
   
     Black pudding 
  2,750 gp 
  1 
  Un. 
  4 
  n/a 
  20 ft. (20 ft.) 
  480 lb. 
     Gelatinous cube 
  1,750 gp 
  1 
  Un. 
  2 
  n/a 
  15 ft. 
  420 lb. 
     Gray ooze 
  750 gp 
  1 
  Un. 
  ½ 
  n/a 
  10 ft. (10 ft.) 
  180 lb. 
     Ochre jelly 
  1,500 gp 
  2 
  Un. 
  2 
  n/a 
  10 ft. (10 ft.) 
  450 lb. 
  Piercer 
  750 gp 
  1 
  Un. 
  ½ 
  n/a 
  5 ft. (5 ft.) 
  150 lb. 
  Purple worm 
  20,000 gp 
  1 
  Un. 
  15 
  Gargantuan exotic 
  50 ft. (30 ft.) 
  3,360 lb. 
  Purple wormling 
  1,925 gp 
  1 
  Un. 
  2 
  Large exotic 
  20 ft. 
  480 lb. 
  
   
  128 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
   
  MONSTER MARKETS (ANIMAL) 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Basilisk 
  2,500 gp 
  2 
  Un. 
  3 
  Medium exotic 
  20 ft. 
  240 lb. 
  Bulette 
  3,500 gp 
  2 
  Un. 
  5 
  Large exotic 
  40 ft. (40 ft.) 
  570 lb. 
  Catoblepas 
  6,000 gp 
  3 
  Un. 
  5 
  Large exotic 
  30 ft. 
  570 lb. 
  Chimera 
  6,500 gp 
  3 
  Un. 
  6 
  Large exotic 
  30 ft. (60 ft.) 
  570 lb. 
  Cockatrice 
  1,250 gp 
  2 
  Un. 
  ½ 
  n/a 
  20 ft. (40 ft.) 
  90 lb. 
  Crag cat 
  1,000 gp 
  4 
  Un. 
  1 
  Large exotic 
  40 ft. 
  480 lb. 
  Darkmantle 
  1,000 gp 
  2 
  Un. 
  ½ 
  n/a 
  10 ft. (30 ft.) 
  240 lb. 
  Death dog 
  1,000 gp 
  3 
  Un. 
  1 
  Canine 
  40 ft. 
  225 lb. 
  Dinosaur 
   
   
   
   
   
   
   
     Allosaurus 
  500 gp 
  2 
  Un. 
  2 
  Large exotic 
  60 ft. 
  570 lb. 
     Ankylosaurus 
  500 gp 
  2 
  Un. 
  3 
  Huge exotic 
  30 ft. 
  1,140 lb. 
     Brontosaurus 
  1,000 gp 
  2 
  Un. 
  5 
  Gargantuan exotic 
  30 ft. 
  2,520 lb. 
     Deinonychus 
  500 gp 
  4 
  Un. 
  1 
  Medium exotic 
  40 ft. 
  225 lb. 
     Dimetrodon 
  175 gp 
  2 
  Un. 
  ¼ 
  Medium exotic 
  30 ft. (20 ft.) 
  210 lb. 
     Hadrosaurus 
  200 gp 
  2 
  Un. 
  ¼ 
  Large exotic 
  40 ft. 
  450 lb. 
     Plesiosaurus 
  850 gp 
  2 
  Un. 
  2 
  Large exotic 
  20 ft. (40 ft.) 
  540 lb. 
     Pteranodon    
  250 gp 
  2 
  Un. 
  ¼ 
  Medium exotic 
  10 ft. (60 ft.) 
  180 lb. 
     Quetzalcoatlus 
  700 gp 
  2 
  Un. 
  2 
  Huge exotic 
  10 ft. (80 ft.) 
  900 lb. 
     Stegosaurus 
  850 gp 
  2 
  Un. 
  4 
  Huge exotic 
  40 ft. 
  1,200 lb. 
     Triceratops 
  1,000 gp 
  2 
  Un. 
  5 
  Huge exotic 
  50 ft. 
  1,320 lb. 
     Tyrannosaurus rex 
  2,000 gp 
  2 
  Un. 
  8 
  Large exotic 
  50 ft. 
  1,500 lb. 
     Velociraptor 
  250 gp 
  4 
  Un. 
  ¼ 
  n/a 
  30 ft. 
  45 lb. 
  Froghemoth 
  6,000 gp 
  2 
  Un. 
  10 
  n/a 
  30 ft. (30 ft.) 
  1,380 lb. 
  Giant strider 
  1,000 gp 
  4 
  NE 
  1 
  Large exotic 
  50 ft. 
  540 lb. 
  Guard drake 
  1,500 gp 
  4 
  Un. 
  2 
  Medium exotic 
  30 ft. 
  240 lb. 
  Gorgon 
  3,500 gp 
  2 
  Un. 
  5 
  Large exotic 
  40 ft. 
  600 lb. 
  Grick 
  1,500 gp 
  3 
  Un. 
  2 
  n/a 
  30 ft. (30 ft.) 
  210 lb. 
  Griffon 
  2,750 gp 
  2 
  Un. 
  2 
  Large exotic 
  30 ft. (80 ft.) 
  540 lb. 
  Hippogriff 
  2,250 gp 
  2 
  Un. 
  1 
  Large exotic 
  40 ft. (60 ft.) 
  510 lb. 
  Hydra 
  5,000 gp 
  2 
  Un. 
  8 
  n/a 
  30 ft. (30 ft.) 
  1,200 lb. 
  Owlbear 
  2,000 gp 
  3 
  Un. 
  3 
  Large exotic 
  40 ft. 
  600 lb. 
  Roc 
  10,000 gp 
  3 
  Un. 
  11 
  Gargantuan exotic 
  20 ft. (120 ft.) 
  3,360 lb. 
  Rust monster 
  750 gp 
  2 
  Un. 
  ½ 
  Medium exotic 
  40 ft. 
  195 lb. 
  Stench kow 
  750 gp 
  2 
  Un. 
  ¼ 
  Large exotic 
  30 ft. 
  540 lb. 
  Stirge 
  1,000 gp 
  2 
  Un. 
  3 
  n/a 
  10 ft. (40 ft.) 
  30 lb. 
  Trapper 
  1,000 gp 
  2 
  Un. 
  3 
  n/a 
  10 ft. (10 ft.) 
  510 lb. 
   
  MONSTER-LEVEL INTELLIGENCE 
  Creatures with Intelligence scores of 5 or higher are 
  smarter than animals. While they can be purchased, 
  the older they are and the higher their Intelligence 
  scores, the closer their sale resembles slavery. The 
  following creatures that are well-suited for mounts or 
  guardians, despite having advanced intelligence. 
  A creature of Intelligence 5 or higher that is found 
  or purchased at a young age, trained as it matures, and 
  treated as a companion rather than a pet can become a 
  lifelong friend if the “owner” acts in conformity with 
  
   
  129 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  the creature’s alignment. Otherwise, the creature will 
  escape when doing so becomes convenient or it may 
  turn upon its “owner” at an opportune moment. 
  Mounts with Intelligence scores of 5 or higher often 
  act independently in combat. 
  Care. The care and maintenance of creatures in 
  this category varies based on creature type. 
  Prices. Only eggs and juvenile versions of these 
  creatures fetch the listed prices. Full-grown specimens 
  are too old and intelligent to be trained and are too hard 
  to keep as inventory; they cannot be bought or sold 
  except in extremely unusual circumstances. A 
  character can still find and ally with adult versions of 
  these monsters, assuming she can communicate with 
  the creature, has the correct disposition (alignment), 
  and approaches the creature correctly. 
   
  MONSTER MARKETS (MONSTERS) 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Behir 
  8,000 gp 
  7 
  NE 
  11 
  Huge exotic 
  50 ft. (40 ft.) 
  1,380 lb. 
  Blink dog 
  750 gp 
  10 
  LG 
  1/4 
  Canine 
  40 ft. 
  180 lb. 
  Displacer beast 
  2,000 gp 
  6 
  LE 
  3 
  Large exotic 
  40 ft. 
  540 lb. 
  Barghest 
  2,500 gp 
  13 
  NE 
  4 
  Canine 
  60 ft. / 30 ft. 
  570 lb. 
  Girallon 
  2,500 gp 
  5 
  Un. 
  4 
  n/a 
  40 ft. (40 ft.) 
  540 lb. 
  Hell hound 
  2,000 gp 
  6 
  LE 
  3 
  Canine 
  50 ft. 
  255 lb. 
  Leucrotta 
  2,000 gp 
  9 
  CE 
  3 
  Canine 
  50 ft. 
  540 lb. 
  Manticore 
  2,500 gp 
  7 
  LE 
  3 
  Large exotic 
  30 ft. (50 ft.) 
  510 lb. 
  Mimic 
  1,500 gp 
  5 
  Neutral 
  2 
  n/a 
  15 ft. 
  255 lb. 
  Nightmare 
  2,500 gp 
  10 
  NE 
  3 
  Large exotic 
  60 ft. (90 ft.) 
  540 lb. 
  Otyugh 
  3,000 gp 
  6 
  Neutral 
  5 
  n/a 
  30 ft. 
  480 lb. 
  Pegasus 
  2,000 gp 
  10 
  CG 
  2 
  Large exotic 
  60 ft. (90 ft.) 
  540 lb. 
  Shadow mastiff 
  1,500 gp 
  5 
  NE 
  2 
  Dog 
  40 ft. 
  240 lb. 
  Unicorn 
  4,000 gp 
  11 
  LG 
  5 
  Equine 
  50 ft. 
  540 lb. 
  Winter wolf 
  2,000 gp 
  7 
  NE 
  3 
  Canine 
  60 ft. 
  540 lb. 
  Worg 
  500 gp 
  7 
  NE 
  1/2 
  Canine 
  50 ft. 
  480 lb. 
  Wyvern 
  8,000 gp 
  5 
  Un. 
  6 
  Large exotic 
  20 ft. (80 ft.) 
  570 lb. 
  Yeth hound 
  2,500 gp 
  5 
  NE 
  4 
  Canine 
  40 ft. (40 ft.) 
  540 lb. 
   
  DRAGONS 
  Dragons are particularly troublesome monsters to 
  restrain or train. While they can serve as mounts and 
  allies when they want, their personalities are 
  incredibly forceful. Even the good-aligned dragons are 
  very self-interested (particularly treasure-focused). A 
  humanoid “owner” can quickly find herself relegated 
  to the sidekick roll, even if she raises the dragon from 
  a hatchling.  
  For these reasons, dragons fall outside of the type 
  of creatures that would normally be put in this exotic 
  list. Nonetheless, dragons are included because they 
  hold such a prominent role in such a wide variety of 
  traditional fantasy stories. 
  Care. Dragons are hard to manage or provide care 
  for. A dragon’s tendency to build a permanent lair 
  makes adventuring with a dragon very impractical. 
  The effect its lair has on a surrounding region also 
  makes it difficult to live near civilization. These 
  factors make having a dragon ally somewhat 
  troublesome for an adventurer, often just a short-term 
  affair. 
  Prices. Dragon eggs fetch the same cost as young-
  category dragons. While dragons cannot be truly 
  trained, acquiring one at the stage of an egg gives the 
  “owner” the best possible chance to befriend the 
  creature before it becomes too dangerous. Prices for 
  dragons of young age and older are mostly theoretical. 
  A dragon is too proud to be the subject of commerce, 
  but certain rare artifacts might bring a dragon under a 
  humanoid’s dominion. 
   
  
   
  130 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  MONSTER MARKETS (CHROMATIC DRAGONS) 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Black 
   
   
   
   
   
   
   
     Ancient 
  155,000 gp 
  16 
  CE 
  21 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,240 lb. 
     Adult 
  60,000 gp 
  14 
  CE 
  14 
  Huge exotic 
  40 ft. (40 ft.) 
  1,380 lb. 
     Young 
  19,000 gp 
  12 
  CE 
  7 
  Large exotic 
  40 ft. (40 ft.) 
  570 lb. 
     Wyrmling 
  6,000 gp 
  10 
  CE 
  2 
  Medium exotic 
  30 ft. (30 ft.) 
  225 lb. 
  Blue 
   
   
   
   
   
   
   
     Ancient 
  230,000 gp 
  18 
  LE 
  24 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,480 lb. 
     Adult 
  70,000 gp 
  16 
  LE 
  16 
  Huge exotic 
  40 ft. (30 ft.) 
  1,740 lb. 
     Young 
  25,000 gp 
  14 
  LE 
  9 
  Large exotic 
  40 ft. (20 ft.) 
  630 lb. 
     Wyrmling 
  8,000 gp 
  12 
  LE 
  3 
  Medium exotic 
  30 ft. (15 ft.) 
  255 lb. 
  Green 
   
   
   
   
   
   
   
     Ancient 
  180,000 gp 
  20 
  LE 
  22 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,240 lb. 
     Adult 
  65,000 gp 
  18 
  LE 
  15 
  Huge exotic 
  40 ft. (40 ft.) 
  1,380 lb. 
     Young 
  22,000 gp 
  16 
  LE 
  8 
  Large exotic 
  40 ft. (40 ft.) 
  570 lb. 
     Wyrmling 
  6,000 gp 
  14 
  LE 
  2 
  Medium exotic 
  30 ft. (30 ft.) 
  225 lb. 
  Red 
   
   
   
   
   
   
   
     Ancient 
  230,000 gp 
  18 
  CE 
  24 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,600 lb. 
     Adult 
  75,000 gp 
  16 
  CE 
  17 
  Huge exotic 
  40 ft. (40 ft.) 
  1,620 lb. 
     Young 
  28,000 gp 
  14 
  CE 
  10 
  Large exotic 
  40 ft. (40 ft.) 
  690 lb. 
     Wyrmling 
  10,000 gp 
  12 
  CE 
  4 
  Medium exotic 
  30 ft. (30 ft.) 
  275 lb. 
  White 
   
   
   
   
   
   
   
     Ancient 
  130,000 gp 
  10 
  CE 
  20 
  Gargantuan exotic 
  40 ft. (40/40 ft.) 
  3,120 lb. 
     Adult 
  55,000 gp 
  8 
  CE 
  13 
  Huge exotic 
  40 ft. (30/40 ft.) 
  1,320 lb. 
     Young 
  16,000 gp 
  6 
  CE 
  6 
  Large exotic 
  40 ft. (20/40 ft.) 
  540 lb. 
     Wyrmling 
  6,000 gp 
  5 
  CE 
  2 
  Medium exotic 
  30 ft. (15/30 ft.) 
  210 lb. 
  MONSTER MARKETS (METALLIC DRAGONS, PART 1) 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Brass 
   
   
   
   
   
   
   
     Ancient 
  130,000 gp 
  16 
  CG 
  20 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,240 lb. 
     Adult 
  55,000 gp 
  14 
  CG 
  13 
  Huge exotic 
  40 ft. (30 ft.) 
  1,380 lb. 
     Young 
  16,000 gp 
  12 
  CG 
  6 
  Large exotic 
  40 ft. (20 ft.) 
  570 lb. 
     Wyrmling 
  4,000 gp 
  10 
  CG 
  1 
  Medium exotic 
  30 ft. (15 ft.) 
  225 lb. 
  Bronze 
   
   
   
   
   
   
   
     Ancient 
  180,000 gp 
  18 
  LG 
  22 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,480 lb. 
     Adult 
  55,000 gp 
  16 
  LG 
  13 
  Huge exotic 
  40 ft. (40 ft.) 
  1,500 lb. 
     Young 
  22,000 gp 
  14 
  LG 
  8 
  Large exotic 
  40 ft. (40 ft.) 
  630 lb. 
     Wyrmling 
  6,000 gp 
  12 
  LG 
  2 
  Medium exotic 
  30 ft. (30 ft.) 
  255 lb. 
  Copper 
   
   
   
   
   
   
   
     Ancient 
  155,000 gp 
  20 
  CG 
  21 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,240 lb. 
     Adult 
  60,000 gp 
  18 
  CG 
  14 
  Huge exotic 
  40 ft. (40 ft.) 
  1,380 lb. 
     Young 
  19,000 gp 
  16 
  CG 
  7 
  Large exotic 
  40 ft. (40 ft.) 
  570 lb. 
     Wyrmling 
  4,000 gp 
  14 
  CG 
  1 
  Medium exotic 
  30 ft. (30 ft.) 
  225 lb. 
  
   
  131 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  MONSTER MARKETS (METALLIC DRAGONS, PART 2) 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Gold 
   
   
   
   
   
   
   
     Ancient 
  230,000 gp 
  18 
  LG 
  24 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,600 lb. 
     Adult 
  75,000 gp 
  16 
  LG 
  17 
  Huge exotic 
  40 ft. (40 ft.) 
  1,620 lb. 
     Young 
  28,000 gp 
  16 
  LG 
  10 
  Large exotic 
  40 ft. (40 ft.) 
  690 lb. 
     Wyrmling 
  8,000 gp 
  14 
  LG 
  3 
  Medium exotic 
  30 ft. (30 ft.) 
  275 lb. 
  Silver 
   
   
   
   
   
   
   
     Ancient 
  205,000 gp 
  18 
  LG 
  23 
  Gargantuan exotic 
  40 ft. 
  3,600 lb. 
     Adult 
  70,000 gp 
  16 
  LG 
  16 
  Huge exotic 
  40 ft. 
  1,620 lb. 
     Young 
  25,000 gp 
  14 
  LG 
  9 
  Large exotic 
  40 ft. 
  690 lb. 
     Wyrmling 
  6,000 gp 
  12 
  LG 
  2 
  Medium exotic 
  30 ft. 
  275 lb. 
   
  If your campaign uses the variant rule Dragons as 
  Innate Spellcasters, double the listed costs for adult 
  and ancient versions. 
  Speed. All dragons have a flying speed that is 
  double the rate of their normal speed. (Fly speed is 
  omitted from these charts.) Based on type, dragons 
  may also have climbing, burrowing, or swimming 
  speeds. 
   
  VILLAGE MARKET 
  This exotic list describes equipment from a village of 
  no more than 1,000 residents. Unlike other exotic lists, 
  which have the purpose of adding new equipment, this 
  list restricts items to a basic array. Therefore, each 
  item category is given with a list of items that are 
  available, rather than charts of new gear. 
  The available equipment tends to be only the most 
  common and low-value items, not the full range of 
  options available in this product or in the Player’s 
  Handbook. 
   
  USING THIS LIST 
  This exotic list can serve several intended functions. 
  Native List. Village Market can be used to restrict 
  characters to a small array of starting equipment, 
  suitable for beginning a campaign in a small town. The 
  remoteness and the low population means that few 
  people will have need of adventuring gear, so a limited 
  variety will be available at the town’s small shops or 
  directly from locals. For this option, the array of armor 
  and weapons in this list replaces the standard armor 
  and weapons lists, just as with any other native list. 
  Additional List. If the DM uses another native list 
  to enforce a non-Eurocentric equipment availability, 
  such as the Adventures in the Orient exotic list, she 
  might decide that she also wants a basic set of 
  Eurocentric fantasy medieval equipment available too. 
  Perhaps there is a small but significant crossover of 
  cultures. This works just like adding any exotic list; 
  the items on the Village Market list become available 
  in addition to any others already designated. 
  Shopping. The most anticipated use of this list is 
  to restrict what characters can purchase or have access 
  to when they encounter a remote village of few 
  inhabitants. In this case, weapons and armor should 
  have no more than 1d4 – 1 of each type available. 
  Anything rare, particularly weapons and armor, is 
  probably not purchased from a store but from a 
  villager who used to adventure and is willing to sell 
  the item. Inquiring with a shopkeeper is often all that 
  is needed to determine if someone in such a small 
  village has such an item for sale. 
   
  AVAILABILITY 
  In addition to the new weapons listed below, the 
  following are available through this list. If an item is 
  followed by a parenthetical cost, use this price for 
  purchasing instead of the standard one. (This does not 
  affect the resale price of such goods.) 
  Trade Goods (Dry Goods). All 
  Expenses. All except wealthy and aristocratic 
  Spellcasting Services. Cantrip, level 1, level 2 
  Armor. Banded mail (100 gp), brigandine (50 gp), 
  chain shirt (75 gp), hide, layered furs, leather, leather 
  scale, padded, ring mail (50 gp), shield (15 gp), scale 
  mail (75 gp) 
  Weapons. Basic whip, club, crook, dagger, flail, 
  greatclub, hatchet, light crossbow (50 gp), light 
  
   
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  hammer, longbow (100 gp), longsword (30 gp), mace 
  (10 gp), machete, maul, net, scythe, shortsword (20 
  gp), sickle, shortbow, short spear, sling, slungshot, 
  spear (2 gp), wooden stake 
  Adventuring Gear (General). Bedroll, bell, 
  blanket, block and tackle, caltrops (bag of 20), candle, 
  chalk, cold weather clothes, common clothes, 
  crowbar, fire kit, fishing tackle, hammer, hempen 
  rope, hunting trap, hooded lantern, iron spikes, ladder, 
  lamp, mess kit, miner’s pick, oil, peasant clothes, pole, 
  raiment repair kit, rations, robes, saw, shovel, slate 
  board, sledge hammer, snow shoes or skis, soap, string 
  or twine, tinderbox, torch, traveler’s clothes, two-
  person tent, whetstone 
  Adventuring Gear (Containers). All except 
  hidden compartment and lockbox 
  Adventuring Gear (Ammunition). Broad-tip 
  crossbow bolts, flight arrows, leaden sling bullets, 
  sheaf arrows, steel needles, stone sling bullets 
  Adventuring 
  Gear 
  (Ammunition). 
  Amulet, 
  component pouch, holy water, potion of healing, sprig 
  of mistletoe, staff, totem, wooden staff 
  Tools (Artisan’s Tools). All except alchemist’s 
  supplies, 
  calligrapher’s 
  supplies, 
  cartographer’s 
  supplies, glassblower’s tools, jeweler’s tools, tattoo 
  artist’s tools 
  Tools (Gaming Sets). All 
  Tools (Musical Instruments). Birdpipes, drum, 
  flute, hand drum, horn, pan flute, shawm, songhorn 
  Tools (Miscellaneous Tools). Herbalism kit 
   
  MARTIAL MELEE WEAPONS (VILLAGE MARKET) 
   Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Machete 
  1 gp 
  1d4 slashing 
  2 lb. 
  — 
  Pitchfork 
  5 sp 
  1d4 piercing 
  5 lb. 
  — 
  Rake 
  3 sp 
  1d3 piercing 
  4 lb. 
  — 
  Shears 
  8 sp 
  1d3 piercing 
  1 lb. 
  Alternate (S) 
  Shovel 
  5 sp 
  1d3 slashing 
  4 lb. 
  Alternate (B) 
  DESCRIPTIONS 
  Village Market weapons are essentially farm 
  implements used as improvised weapons. 
  Machete. A short, sword-like slashing tool used 
  for clearing dense vegetation. 
  Pitchfork. A long-hafted weapon with thin 
  prongs, vaguely resembling a trident, suitable for 
  lifting hay and straw. 
  Rake. A long-hafted weapon with hooked tines at 
  the end, used for smoothing or cultivating crop fields. 
  Shears. These large scissors can be wielding as a 
  piercing weapon. Alternately, the joint can be 
  unfastened, producing two weapons that resemble 
  single-bladed knives with awkward handles. 
  Shovel. A medium-hafted digging tool consisting 
  of a broad, slightly rounded blade, suitable for 
  scooping earth. 
    
   
   
   
  
   
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  PART 4: WEALTH
  This Part talks about various aspects of character 
  wealth. It talks about wealth generally, its forms, and 
  how to manage and carry lots of it. 
   
  MATERIAL ASSETS 
  Material assets constitute the most basic form of 
  equipment. They can be expended to meet a present 
  need for goods and services or for expenses like bridge 
  tolls and taxation. Material assets can also be reserved 
  to meet future needs if they can be effectively carried 
  and exchanged. Nonmaterial assets tend to be more 
  portable but less spendable. 
   
  COINAGE 
  Coins are minted in various denominations, their value 
  nominally based on the value of their metals. The 
  “gold standard” in Dungeons & Dragons is, 
  unironically, the gold piece. 
   
  STANDARD EXCHANGE RATES 
   Coin 
  sp 
  gp 
  pp 
  Iron (ip) 
  1/50 
  1/500 
  1/5,000 
  Copper (cp) 
  1/10 
  1/100 
  1/1,000 
  Silver (sp) 
  1 
  1/10 
  1/100 
  Electrum (ep) 
  5 
  1/2 
  1/20 
  Gold (gp) 
  10 
  1 
  1/10 
  Mithral (mp) 
  20 
  2 
  1/5 
  Adamantine (ap) 
  50 
  5 
  1/2 
  Platinum (pp) 
  100 
  10 
  1 
   
  Because these coins are valued based on their 
  contained metals, their worth is almost universally 
  consistent, regardless of origin. Various markets might 
  devalue foreign currency based on the current political 
  climate; the coins of one realm might be worthless in 
  the neighboring realm due to ongoing warfare, or they 
  might require exchanging for local money with a 
  certain percentage removed as a service fee. 
   
  STANDARD COINS 
  The three common coins are the gold piece, the silver 
  piece, and the copper piece. Uncommon coins include 
  the platinum piece and the electrum piece. Rare coins 
  include the adamantine piece, the mithral piece, and 
  the iron piece. 
  Iron coins are only used in poor societies with 
  very weak economies. Adamantine and mithral are 
  only used in closed societies where these materials are 
  relatively accessible, such as dwarven citadels. 
  DM’s Corner. Adamantine and mithral ratings 
  here are derived from the suggested values for 
  adamantine and mithral armor in the Dungeon 
  Master’s Guide. If you are used to the higher implied 
  value of prior editions, feel free to adjust these 
  numbers. For higher values, try multiplying the worth 
  of each by x10. That puts mithral at double the value 
  of platinum and adamantine at five times the value. 
  However, the value progression listed above follows a 
  logical order and approximates existing Fifth Edition 
  item values, so take care when deviating. If you want 
  these two metals to be more valuable, it might be 
  enough to simply say they aren’t available as coins, or 
  that the coin versions are made with alloys or 
  unrefined material. 
   
  REPRESENTATIVE CURRENCIES 
  Not all nations or societies trade in coinage with innate 
  material value. Advanced economies often use 
  currency that represents a portion of the national 
  treasury or that otherwise has value based on the 
  economy. For ease of translation, currency holds 
  equivalent value to standard coins, unless the DM 
  determines that fluctuating currency value is a part of 
  her story. 
  Representative currency tends to be minted from 
  common metals that are not themselves of significant 
  value. If metals are rare in the game world, alternate 
  materials like ceramic can be used for minting. If the 
  campaign’s available level of tinkering has advanced 
  to the point of printing presses, money might be issued 
  in the form of printed paper. 
  Societies that use representative currency go to 
  great lengths to avoid forgery. Minting and printing 
  often include subtle or complex counter-counterfeiting 
  techniques. Detecting fake money could be a matter of 
  skilled (or even magical) examination performed by 
  
   
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  merchants. Societies that use representative currency 
  punish counterfeiting with death. 
   
  ALTERNATE CURRENCIES 
  Some game worlds use different basic currencies, 
  things other than coins. Perhaps valuable metals are 
  hard to acquire. Maybe some other convenient things 
  have been used since the beginning of time and no one 
  ever thought to use coins. Or maybe the gods have 
  dictated what works as currency and none can gainsay 
  them. 
  As examples, certain rare seashells might be used 
  in an undersea kingdom that has no mining traditions. 
  A society ruled by necromancers might trade glass 
  beads to which are bound minor souls; all merchants 
  are trained to identify the power of the souls, which 
  corresponds to different denominations. On a harsh 
  desert world, wizards may have learned the secrets of 
  converting water (in standard measurements) into 
  small gelatinous blobs of various sizes, which can later 
  be turned back into water. 
  Whatever the case, the new currency should be 
  portable, identifiable as roughly equivalent to other 
  alike pieces (interchangeable), and should probably 
  have an innate value based either on material rarity or 
  a value based on a useful function of the item other 
  than commerce. 
   
  COIN NAMES 
  Even though players almost universally refer to money 
  by its material name, i.e., a “gold piece” or “silver 
  piece,” characters should not. Most nations have their 
  own names for coins of each denomination. Following 
  are some example coin names from real-world 
  locations and times. These are available for the DM to 
  borrow, or she can make up her own: 
  Aaureus, argenteus, dahekan, dong, daric, 
  denarius, dinar, drachma, dram, dupondius, elymais, 
  escudo, farthing, florin, franc, guilder, kartez, groat, 
  lira, mark, metica, penny, peseta, peso, potin, prutah, 
  qiran, rial, rigsdaler, ruble, rupee, ryo, scudo, sestarius, 
  sheqel, shilling, sigloi, stater, sucre, tael, talent, 
  tetradrachma, tremissis, zaire, zuz. 
  It is a good idea to research the coins of a 
  historical nation to find a set of consistent coin names. 
  To make your set unique, switch up a few to name 
  them after important rulers or the gods. As an example, 
  pages 20-21 of the Dungeon Master’s Guide give a full  
  TRADE GOODS (BEASTS) 
   Value 
  Goods 
  1 cp 
  Frog or rat, or spider 
  2 cp 
  Cat or chicken 
  5 cp 
  Lizard, quipper, or turtle 
  1 sp 
  Bat, crab, or octopus 
  5 sp 
  Raven or scorpion 
  1 gp 
  Goat, owl, songbird, or weasel 
  2 gp 
  Hyena, jackal, poisonous snake, or sheep 
  3 gp 
  Baboon, common dog, giant crab, giant 
  rat, pig, or deer 
  4 gp 
  Badger, giant fire beetle, giant sea horse, 
  untrained donkey, or untrained mule 
  5 gp 
  Ape, boar, giant frog, small parrot, 
  vulture, or wolf 
  10 gp 
  Constrictor snake, cow, elk, giant 
  centipede, giant goat, giant weasel, or 
  giant wolf spider 
  12 gp 
  Crocodile, eagle, or untrained mastiff 
  15 gp 
  Axe beak, giant badger, giant bat, giant 
  spider, hawk, ox, untrained pony, or yak 
  20 gp 
  Black bear or giant wasp 
  25 gp 
  Giant poisonous snake, untrained camel, 
  or untrained draft horse 
  35 gp 
  Blood hawk, brown bear, large parrot, or 
  untrained riding horse 
  50 gp 
  Almiraj, 
  giant 
  hyena, 
  giant 
  toad, 
  panther, or untrained riding horse 
  75 gp 
  Dire wolf, giant eagle, giant octopus, 
  giant owl, giant vulture, lion, reef shark, 
  or tiger 
  100 gp 
  Giant constrictor snake, flying monkey, 
  giant 
  elk, 
  untrained 
  elephant, 
  or 
  untrained giant lizard 
  125 gp 
  Untrained flying snake 
  150 gp 
  Untrained giant seahorse 
  200 gp 
  Giant boar, hunter shark, polar bear, or 
  saber-toothed tiger 
  250 gp 
  Giant 
  scorpion, 
  killer 
  whale, 
  or 
  rhinoceros 
  500 gp 
  Giant ape, giant crocodile, giant shark, or 
  mammoth 
  800 gp 
  Hulking crab 
   
  description of coins for the Forgotten Realms 
  campaign setting. 
  
   
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  TRADE GOODS 
  Money is only used by those of middling wealth. The 
  very poor and the very rich exchange trade goods 
  instead. When there is no coin to be had, or when 
  barter is simply more convenient, people commit 
  commerce by exchanging items with static, widely-
  accepted and understood values. 
  For an urchin on the street, trade goods might 
  consist of captured rats or collected scrap iron, the key 
  to acquiring a hot bowl of soup. For a poor farmer, this 
  might mean trading wheat and livestock for a few 
  luxury items. On the other end of the spectrum, a 
  guild-sanctioned master merchant’s trade goods might 
  include platinum trade bars exchanged for huge 
  shipments of raw textiles. For the nobility, trading 
  hunting birds or exotic beasts is a matter of fashion as 
  well as expedience. 
   
  TRADE GOODS (DRY GOODS) 
   Value 
  Goods 
  1 cp 
  1 lb. of wheat 
  2 cp 
  1 lb. of beans, cheese, flour, potatoes, or 
  turnips; per board ft. of unusual lumber 
  5 cp 
  1 lb. of coffee, salt, or sugar 
  1 sp 
  1 sq. yd. of canvas or per board ft. of rare 
  lumber 
  5 sp 
  1 lb. of cooking herbs or tobacco or 1 sq. 
  yd. of cotton cloth 
  1 gp 
  1 lb. of cooking spices, ginger, or honey 
  2 gp 
  1 lb. of cinnamon, pepper, wool, or per 
  board ft. of exotic lumber, or 1 common 
  pelt (beaver or wolf) 
  3 gp 
  1 lb. of cloves or 1 uncommon pelt (fox 
  or mink) 
  5 gp 
  1 sq. yd. of linen or 1 rare pelt (ermine or 
  seal) 
  10 gp 
  1 sq. yd. of silk 
  15 gp 
  1 lb. of chocolate or saffron 
   
  BEASTS 
  From the common and domestic, to the wild and 
  exotic, the market for animals varies greatly based on 
  the accepted purpose of each creature and its 
  geographical rarity. Of all the trade goods, beasts have 
  the greatest variance in value. 
  Animals on this chart are assumed to be young 
  enough to train. For beasts that have common uses as 
  trained specimens, halve the value of an older 
  specimen that is beyond its functional training age or 
  useful lifespan. Otherwise the price is consistent, 
  regardless of age. Despite being beasts, vermin 
  (snakes, insects, and arachnids) tend not to be used as 
  trade goods except in less-civilized societies or foreign 
  regions like the Underdark. 
  For any animal valued based on edibility, like a 
  crab or a hulking crab, dead versions are valued 
  equally to live versions, so long as they are fresh. 
   
  DRY GOODS 
  These common household items are in demand 
  everywhere; moving large quantities of them is what 
  keeps many merchants in business. 
   
  TRADE GOODS (GEMSTONES) 
   Value 
  Goods 
  10 gp 
  Azurite, banded agate, blue quartz, 
  eye agate, hematite, lapis lazuli, 
  malachite, moss agate, obsidian, 
  rhodochrosite, tiger eye, or turquoise 
  50 gp 
  Bloodstone, carnelian, chalcedony, 
  chrysoprase, 
  citrine, 
  jasper, 
  moonstone, onyx, quartz, sardonyx, 
  star rose quartz, or zircon 
  100 gp 
  Amber, amethyst, chrysoberyl, coral, 
  garnet, jade, jet, pearl spinel, or 
  tourmaline 
  500 gp 
  Alexandrite, aquamarine, black pearl, 
  blue spinel, peridot, or topaz 
  1,000 gp 
  Black opal, blue sapphire, emerald, 
  fire opal, opal, star ruby, star sapphire, 
  or yellow sapphire 
  5,000 gp 
  Black sapphire, diamond, jacinth, or 
  ruby 
   
  GEMSTONES 
  Gemstones of standard weights and cuts are extremely 
  fungible, and are sometimes used by the very wealthy 
  in the place of coins. Halve the value of a “small” 
  version of any gem and double the value of a “large” 
  version. A “giant” version will fetch ten times the 
  listed value. If a gem is raw—not cut, polished, or 
  
   
  136 | TH E CO MP RE HEN SI VE EQ UI P ME NT  M AN UA L 
   
  otherwise treated to enhance its luster—halve its 
  value. 
  DM’s Corner. Loose gemstones should not have 
  appreciable weight unless carried in bulk. When it 
  does matter, weights can be difficult to calculate; the 
  Dungeon Master’s Guide does not provide official 
  weights for the gems it lists, nor would a standard 
  gemstone of one type normally be equivalent in weight 
  to another. As an abstract system, simply assume that 
  200 “standard” gemstones weigh 1 pound, as do 100 
  “large” versions or 20 “giant” versions. 
   
   
  SLAVES AS TRADE GOODS 
  Many evil races and societies, like the drow of the 
  Underdark, trade in slaves. Most slavers prefer to 
  own members of their own race, but some trade in 
  a variety of races that are less civilized or less 
  technologically-developed. 
  Slaves are used for labor, status, consumption, 
  ritual sacrifices, and other, viler purposes. Their 
  values vary widely by race, health, age, training, 
  innate capabilities, and that slaver society’s exact 
  proclivities. It is difficult to create a baseline value 
  for slaves due to these many variables. 
  For this reason, and because the commercial 
  aspect of slavery is rarely a fun focus for a 
  roleplaying game, this product does not include 
  values for using sapient beings as trade goods. It’s 
  usually better for the game to keep those numbers 
  abstract. 
   
   
  TRADE BARS 
  A common alternative to coins, trade bars exist in 
  various weights, typically one pound each. (The values 
  on the chart here are for one-pound bars.) Unlike 
  coins, trade bars tend to be readily accepted across vast 
  political and geographical expanses, at least among 
  merchants. Trade bars are important to regular high-
  level commerce because they exist without the 
  political implications carried by minting; there are no 
  marks of origin to offend the peoples of one nation or 
  another. A merchant who deals in trade bars typically 
  keeps a merchant’s scale on hand to test the weight of 
  exchanged trade bars. 
   
  TRADE GOODS (TRADE BARS, 1-LB.) 
   Value 
  Goods 
   
   Value 
  Goods 
  1 sp 
  Iron 
   
    50 gp 
  Gold 
  5 sp 
  Copper 
   
  100 gp 
  Mithral 
  5 gp 
  Silver 
   
  250 gp 
  Adamantine 
  25 gp 
  Electrum 
   
  500 gp 
  Platinum 
   
  MISCELLANEOUS 
  Certain other materials are like trade goods but do not 
  hold the same value. Craft components sell for half the 
  amount they would be purchased for. 
   
  CRAFT COMPONENTS 
  This category of wealth covers unfinished materials 
  suitable for crafting specific items. The value of a craft 
  component is half the value of the item that can be 
  crafted from it. Such components could be sold for half 
  that amount or instead crafted (with the right tools) 
  into whatever whole product the components are 
  suitable for. 
   
  For example, after raiding the alchemy lab in an 
  abandoned wizard’s tower, the party finds enough 
  leftover ingredients and materials to craft one flask of 
  alchemical fire. (These materials are specific to this 
  single product.) The craft component is worth 25 gp 
  (half the value of a flask of alchemical fire) when it 
  comes to offsetting the material cost of crafting 
  alchemical fire, but if unfinished will sell for only 12 
  gp and 5 sp. With five days of work using alchemist’s 
  tools, the ingredients could be turned into a completed 
  flask of alchemist’s fire, ready to use (or to sell for 25 
  gp). 
  Alternately, the DM could rule that certain craft 
  components are applicable to a variety of potential 
  products. For example, the DM might say there are 
  unfinished blade “blanks” in a treasure pile amounting 
  to a certain value, and that these craft components can 
  be made into any type of sword or a bladed weapon of 
  similar size. 
   
  SALE PRICES 
  Selling treasure is an abstract process in Fifth Edition 
  Dungeons & Dragons. Gone are the cumbersome 
  concepts of appraising and haggling, which only 
  served to randomize the bottom-line value of treasure. 
  
   
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  VARIANT: COMPONENTS BY USEFULNESS 
  This rule allows more variety in the value of 
  components for certain crafts. This is particularly 
  useful for craft components that are gathered in the 
  wild, like the plants that can be useful with an 
  herbalism kit or poisoner’s kit. 
  With this variant, craft components for a 
  crafting type come in three varieties: those specific 
  to a single product, those specific to a small range 
  of products, and those rare components that are 
  useful for any product craft-able by the associated 
  artisan’s tools. In the latter two cases, the Dungeon 
  Master can determine that the components are 
  useable for certain items in different crafting 
  disciplines, like a noxious herb that can be used in 
  any alchemical, herbal, or poisonous concoction. 
  Such items make for rare treasure indeed! 
  Using this rule, item-specific craft components 
  can be sold for one-eighth of the item’s market 
  value. Specific-list craft components can be sold for 
  one-quarter, and perfectly generic components can 
  be sold for one-half. A component that transcends 
  a single type of artisan’s tools doubles these sale 
  values. Weights for such materials are left to the 
  Dungeon Master. 
   
  VARIANT: UNIVERSAL ALCHEMY 
  This example of the above rule provides absolute 
  flexibility to using craft components for alchemist’s 
  tools. 
  Universal alchemy ingredients weigh 1 pound 
  and take up about one quart of space for every 50 
  gp spent. Universal ingredients count as craft 
  components for making any alchemical brew. As 
  normal, half the standard price of the item crafted 
  is deducted from the universal components when 
  creating the product. As “perfectly generic” craft 
  components, universal alchemy components can be 
  resold for half their purchase value. 
  This rule can be used as a template to apply to 
  simplify the craft components for other tools like 
  herbalism kits. 
   
   
   
   
  Instead, there are now four categories of sell value 
  described in the Player’s Handbook: 
   
  MONSTER ARMAMENTS (VALUE x0) 
  Weapons and armor pieces used by monsters are rarely 
  good enough to sell. This prevents parties from looting 
  absolutely everything, walking around like poorly 
  maintained arsenals. It also relieves the DM from 
  having to contemplate mundane monster equipment 
  values when building encounters and balancing 
  treasure. Monster equipment has no resale value. 
   
  STANDARD EQUIPMENT (VALUE x1/2) 
  Undamaged weapons, armor, and other equipment 
  fetch half their sale price when sold at market. DMs 
  balancing treasure can consider mundane items, 
  particularly found in bulk, as “loot” valued at half the 
  items’ standard cost. 
   
  INHERENT-VALUE GOODS (VALUE x1) 
  Art objects, jewelry, and trade goods sell for their full 
  noted values. Such items are already listed at their 
  salable (or tradable) values. So completely static are 
  the prices for these items that they are often used in the 
  place of currency. 
   
   
  
   
  138 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  MAGIC ITEMS (VALUE x?) 
  Magic items are very valuable assets. Although the 
  Player’s Handbook maintains that their value is “far 
  beyond simple gold,” the guidelines of the Dungeon 
  Master’s Guide suggest that they are readily ratable in 
  gold pieces, and that some of them are relatively 
  cheap. Three uncommon magic items, at the maximum 
  suggested value, could be had for the same price as a 
  single suit of mundane plate armor. 
  Magic items normally sell for half their purchase 
  costs. (The standard rules for finding a buyer suggest 
  that this value may fluctuate, going as high one and 
  one-half times the value, or as low as one-tenth of the 
  value.) Alternately, because they are the type of things 
  that interest the very wealthy or important in society, 
  magic items can sometimes be traded for rights or 
  favors, or they can be gifted in the hopes of gaining 
  renown. 
  If using the standardized item prices in Part 6, the 
  Dungeon Master may prefer to make magic items sell 
  for their full listed values. 
   
  FINDING BUYERS 
  The only obstacle the Fifth Edition provides for selling 
  treasure is the availability of a buyer. The Player’s 
  Handbook repeatedly emphasizes the need. 
   
  AUTOMATIC BUYERS 
  For ease of play, it is suggested that buyers can be 
  automatically found in communities of certain sizes. 
  This system is a nice alternative, particularly for 
  campaigns that don’t use downtime actions or where 
  downtime rarely seems to appear. 
  This table suggests the maximum value of any 
  single item that can be sold or traded in variously-sized 
  population centers. This chart does not distinguish the 
  type of item sold, only its ultimate value. 
   
  BUYING POWER BY POPULATION 
   Type 
  Population 
  Max Value 
  Small village 
   Up to 300 
  150 gp 
  Village 
  Up to 1,000 
  500 gp 
  Town 
  Up to 6,000 
  3,000 gp 
  Large town 
  Up to 12,000 
  6,000 gp 
  City 
  Up to 25,000 
  12,500 gp 
  Major city 
  Beyond 25,000 
  Any value 
   
  While some sales might be possible in smaller 
  locations, they might require the buyer’s life savings. 
  This type of exchange can be harmful; if the buyer 
  makes a great profit, she might find her local economy 
  has just come unhinged by the influx of wealth. 
   
  SEEKING BUYERS 
  The official version of these rules is titled “Selling 
  Magic Items” (Dungeon Master’s Guide page 129) but 
  this system can be used for selling other valuable 
  assets like powerful doses of poison or deeds to land. 
  This system relies upon the concept of downtime. 
  It treats downtime days as a commodity; someone 
  seeking a buyer must “pay” varied amounts of days for 
  each search conducted. This can get cumbersome, but 
  it is rare that players need to find a buyer for something 
  so valuable as a magic ring or a certificate granting the 
  right to take lumber in the king’s woods. 
   
  SELLING A MAGIC ITEM 
   Sale Total 
  Buyer Result 
  20 or lower 
  1/10 of the base price 
  21–40 
  1/4 of the base price (or a shady 
  buyer offering 1/2) 
  41–80 
  1/2 the base price (or a shady 
  buyer offering full price) 
  81–90 
  Full base price 
  91 or higher 
  A shady buyer offering 1½ the 
  base price, no questions asked 
   
  Step One. For each item to be sold, the seeker 
  attempts a DC 20 Intelligence (Investigation) check. If 
  another seeker is assisting, also spending her 
  downtime days, apply advantage to the check. Buyers 
  for multiple items can be sought at the same time, their 
  search times happening concurrently with no 
  additional cost in downtime days. Roll for each search 
  separately, and track the times spent separately but 
  concurrently. This might require you to reference a 
  calendar to keep track of the expenditures. 
  Failure on the check indicates no buyer is found 
  and 10 days are used up in the search. Success 
  indicates that a buyer is found, and a variable number 
  of days were used in the search. The number of days 
  is 1d4 for a common magic item, 1d6 for an 
  uncommon, 1d8 for a rare, and 1d10 days for a very 
  rare magic item. For the sale of things that are not 
  
   
  139 | T HE  CO MPR EH ENS I VE EQ UI P ME NT  M AN UA L 
   
  magic items, approximate their values to magic items 
  to determine how long a successful search takes. 
  Step Two. If a buyer is found, the next step is to 
  set the price. Generate a sale total and compare it to 
  the chart below. A sale total is the sum of three values. 
  These include a Charisma (Persuasion) check result, a 
  percentile dice roll, and an item rarity modifier. Item 
  rarity modifiers are +10 for common items, +0 for 
  uncommon items, –10 for rare items, –20 for very rare 
  items, and –30 for legendary items. Again, if the thing 
  being sold is not a magic item, approximate its rarity 
  and value to determine an item rarity modifier. 
   
  DM’S CORNER: HAGGLING 
  Take care when using this random system. There’s a 
  good reason that appraisal and haggling aren’t made a 
  big deal of; selling treasure is not very entertaining. 
  Once you go down that road, will merchants begin to 
  charge exchange fees to convert gems to coins or 
  service fees for handling sales of objects of art? 
  Sometimes it does serve the story for characters 
  not to know the true value of something they’ve 
  acquired or to have to hunt for a buyer and haggle over 
  a price. Even so, make use of this system sparingly, 
  even if a character elects to take proficiency with an 
  appraiser’s tools. If you can’t articulate why you’re 
  rolling for a buyer, switch to the automatic buyer 
  system described above or simply let the players sell 
  the item without interference. 
   
  FINDING SELLERS 
  Sometimes players need to find a seller instead of a 
  buyer. Maybe they are looking for a magic item or an 
  illegal poison. Whatever the case, this system is not 
  intended to allow players access to anything they 
  want; instead, the DM should specifically decide if the 
  item is available before allowing them to seek a seller. 
  To find a seller, use the same system described 
  above for finding a buyer of magic items. If the item 
  is illegal, the Intelligence (Investigation) check suffers 
  disadvantage unless the seeker speaks thieves’ cant. 
  The DM can remove this disadvantage under other 
  miscellaneous circumstances too; perhaps if the seeker 
  has the Criminal Contact background feature. 
  Again, this system should not be allowed unless 
  the DM is fully comfortable letting the sought item 
  into her campaign. It is also perfectly reasonable for 
  the DM to limit this application to various rarities, 
  perhaps only to uncommon magic items, cheap 
  poisons, and the like. 
   
  BUYING A MAGIC ITEM 
   Buy Total 
  Buyer Result 
  20 or lower 
  10 times the base price 
  21–40 
  4 times the base price (or a shady 
  seller offering 2 times) 
  41–80 
  2 times the base price (or a shady 
  seller offering normal price) 
  81–90 
  Normal base price 
  91 or higher 
  A shady seller offering at 3/4 of 
  base price, no questions asked 
   
  MAGIC SELLING PARTIES 
  A magic selling party is an event where a collection of 
  magic items is for sale by one or more wealthy owners. 
  Magic items are so expensive that these opportunities 
  to buy must be found by ingratiating oneself into the 
  upper crust of society in a place no smaller than a large 
  town. Because these items are held by wealthy 
  socialites, bargains are not subject to as much risk as 
  when finding items sold by those of less repute. 
  This search requires setting a schedule of 
  important high-society events to attend, requiring 5 
  downtime days and 100 gp of expenditures. This cost 
  includes a wealthy lifestyle for the affected time. For 
  every additional 5 downtime days and 100 gp spent to 
  enhance and lengthen the seeker’s social calendar, a 
  +1 bonus will apply on the following roll, to a 
  maximum of +10 following a 55-day schedule. 
  Once the seeker has schmoozed enough high-
  society types (at the end of this social schedule) she 
  can make her bid to get invited to a magic market. The 
  seeker rolls Charisma (Persuasion). In a high-magic 
  campaign, add a +10 bonus to this roll. In a low-magic 
  campaign, apply a –10 penalty to it. If the result is 1 or 
  higher, the character is invited to a private social event 
  where magic items are for sale. The higher the roll, the 
  better the party and the rarer the magic items available. 
  A very influential character, one that makes 
  waves in wealthy social circles, can try to arrange for 
  the owner of a specific magic item to be at a party, 
  willing to sell. If the Dungeon Master determines that 
  the item sough is suitable to the campaign, it will be 
  available if the check result is high enough for the 
  item’s rarity: 10+ (common), 15+ (uncommon), 20+ 
  (rare), 25+ (very rare), or 30+ (legendary). 
  
   
  140 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  MAGIC PARTY ITEMS 
   Check 
  Available to Buy 
  1–5 
  1d6 rolls, Magic Item Table A 
  6–10 
  1d4 rolls, Magic Item Table B 
  11–15 
  1d4 rolls, Magic Item Table C 
  16–20 
  1d4 rolls, Magic Item Table D 
  21–25 
  1d4 rolls, Magic Item Table E 
  26–30 
  1d4 rolls, Magic Item Table F 
  31–35 
  1d4 rolls, Magic Item Table G 
  36–40 
  1d4 rolls, Magic Item Table H 
  41+ 
  1d4 rolls, Magic Item Table I 
   
  The Magic Item Tables are found on pages 144 to 
  149 of the Dungeon Master’s Guide. 
  DM’s Corner. These rules flavor the additional 
  options for finding magic items described in 
  Xanathar’s Guide to Everything. As a rule, applicable 
  to any part of this section, do not make a magic item 
  available if the rarity would exceed what characters 
  should get according to their level. (See Part 6, below.) 
   
  NON-MATERIAL ASSETS 
  Non-material assets must also be mentioned here, as 
  they can be extremely valuable. The Dungeon 
  Master’s Guide calls these “Marks of Prestige.” 
  Some of these assets can be traded, but their value 
  in use or in trade varies wildly, often based on the 
  holder’s imagination and ingratiation. 
   
  LETTERS OF RECOMMENDATION 
  An influential person or organization will often show 
  its favor by granting a letter of introduction (or letter 
  of recommendation). This finely-calligraphed letter is 
  probably offered in an ornate scroll case or leather 
  folio. It is marked with a signature, seal, or coded 
  message that confirms its authenticity. 
  A letter is typically only valuable in a way that 
  reflects the importance of the person who wrote it; a 
  noble’s favor probably has no value in a neighboring 
  kingdom. If a letter is used frivolously, used too often, 
  or otherwise used to the writer’s detriment, a 
  messenger might come to revoke it. 
  A letter of recommendation usually names the 
  intended bearer(s) and provides a brief description to 
  prevent it from being transferred or stolen. Selling or 
  trading such an item constitutes a fraud, typically with 
  dire results. Likewise, forging such a letter is a risky 
  prospect; while potentially profitable, the use of letters 
  of recommendation is usually noted with formal 
  observation or record-keeping, and they will be 
  investigated if suspicious. 
  Here are some common letters and their effects. 
  Declaration of Authority. This letter typically 
  conveys the authority of an important person, 
  instructing and allowing the bearer to act as the 
  issuer’s agent in a limited capacity. For example, the 
  bearer might be empowered to negotiate a certain 
  border dispute on behalf of the duke. Such letters 
  typically come with a mandate to act as well as the 
  authority to do so. They are distinguished from similar 
  letters in that they are very narrow in scope. 
  A particularly gruesome form of this letter comes 
  from a ruler and obliges the bearer to hunt and kill a 
  named person, perhaps a political enemy or a spy in 
  the court. This letter might come from a ruler who 
  wants the target killed, or granted as a favor to a bearer 
  who wants to kill the target. Such letters are expected 
  to be shown only if the bearer is caught and has no 
  other option. 
  Hospitality. A letter of hospitality allows the 
  bearer to command room and board at any public inn 
  or eatery within the affected region. The owner may 
  record these expenses and pass them along to the 
  letter’s issuer to receive repayment, but often the cost 
  is not worth the effort. Ingratiating business owners 
  may find it commercially useful to host a famous or 
  well-regarded patron. Repayment is more commonly 
  sought if the bearer is requiring several days of 
  support, and the establishment’s owner may well 
  follow up with a complaint to the issuer if the bearer 
  imposes herself for much longer. 
  Indulgence. This letter is granted by a religious 
  authority and can be used to demand forgiveness for a 
  religious or moral crime, typically the “victimless” 
  sort, or to demand a favor from a member of the 
  faithful. The letter might specify the exact crime, or it 
  might be open ended. Such letters typically have no 
  influence on civil authorities, but carry great weight to 
  the followers of that religion. 
   An indulgence is often used to preemptively 
  protect the faithful from the moral weight of certain 
  duties. When sought out sincerely and issued with the 
  proper authority, such a letter can act as preemptive 
  forgiveness or divine intercession for a cleric or 
  paladin. For example, a paladin who breaks an 
  important oath to go undercover and rescue a group of 
  
   
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  innocents may seek out an indulgence from the master 
  of her order to salve her conscience and prevent her 
  being an “oathbreaker” in a mystical sense. A cleric 
  may have to make a bargain with the clergy of an 
  opposing faith for the good of his congregation, and an 
  indulgence would grant him the confidence of 
  knowing that a higher authority within the religion 
  approved of the act; any divine retribution is likely to 
  befall on the issuer, rather than the bearer of the 
  indulgence. 
  Letter of Marque. This letter grants license to the 
  bearer, a private citizen, to act as a military agent of 
  the issuer. The bearer may enter enemy territory, 
  attack military and commercial interests, and 
  personally profit thereby. If captured, the law of 
  nations probably requires that the bearer be treated as 
  a prisoner of war rather than a brigand or pirate. A 
  letter of marque can only be given by a person who 
  governs an area and has the authority to make war. It 
  is only useful during a time of war. 
  Noble’s Favor. This letter explains that the bearer 
  holds the favor of the undersigned noble. The bearer, 
  and any companions, might receive preferential 
  treatment by showing the letter. It can open doors and 
  grant access to parties and people who would 
  otherwise only associate with the nobility. It can also 
  be used to clear up “misunderstandings” with local 
  authorities who would normally not take the bearer at 
  her word. The value of this letter depends on the 
  importance of the noble who granted it. Some people 
  may react poorly to a letter from a noble based on 
  politics or past grudges; showing a noble’s favor can 
  occasionally get the opposite of the desired reaction! 
  Trade Option. Granted by a trading conglomerate 
  or merchant’s guild, this letter allows the bearer to buy 
  and sell goods at standard rates, even when these rates 
  might otherwise be unfavorable due to regional 
  shortages, fluctuations in the market, or the presumed 
  foreignness of the bearer. 
  Warrant. A ruler so well trusts the bearer as to 
  grant her broad investigative and policing powers. A 
  warrant is proof against retribution or prosecution for 
  any offense given or minor crimes committed in the 
  course of the bearer’s investigations. It requires all 
  citizens to cooperate with the bearer’s inquiries, under 
  penalty law for failure to do so. The bearer of a warrant 
  may also carry weapons in places where normally 
  disallowed, like in the presence of the issuing monarch 
  or in a city or district where weapons are forbidden. 
  This is an appropriate reward for characters who 
  have repeatedly aided a kingdom by foiling criminal 
  enterprises or intrigues. 
  A “lesser warrant” is a weaker version of this 
  letter that grants only the right to bear weapons where 
  they are otherwise forbidden. 
   
  MEDALS 
  Typically fashioned in intricate forms using precious 
  materials, 
  medals 
  are 
  symbols 
  of 
  favor 
  or 
  accomplishment granted by a ruler. They are meant to 
  be worn prominently. 
  A medal can provide the wearer with a certain 
  measure of respect. Members of the realm to which the 
  medal applies are likely to recognize the medal and its 
  meaning. Under the right circumstances, this can give 
  a character certain social advantages. For example, a 
  member of the royal army who recognizes a military 
  medal may approach the wearer with a better starting 
  attitude in a social interaction. (See page 244-245 of 
  the Dungeon Master’s Guide.) 
  A medal sometimes comes with a degree of 
  military, religious, or civil authority. A medal in such 
  cases can act as a letter of recommendation, after a 
  fashion. For example, a medal in the shape of a star or 
  shield is commonly associated with the bearer of a 
  warrant, signaling that authority to everyone around 
  without the wearer having to present the paperwork. A 
  special pin indicating a lesser warrant could serve as a 
  functional device to let the city watch know the wearer 
  has the right to carry weapons in public. 
  A medal can typically be sold for 10 to 50 gp, at 
  least for its material value, but wearing an unearned 
  medal is often crime. 
   
  TITLES 
  Rules can dispense titles, as can many nobles or lesser 
  authorities within a government. A title usually comes 
  with a grant of land, if it is a noble title in a feudal 
  system, but it can instead by the type to merely convey 
  the status and authority of a political or military 
  position. Political and military positions often grant 
  the same benefits as a letter of recommendation, but 
  without having to show the paper. Having a title also 
  means the character’s identity is widely known. 
  Noble titles come with grants of authority, 
  nobility, lands, strongholds, or royal stipends. They 
  typically come packaged with these and other rights, 
  
   
  142 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  but are subject to removal at the whim of the 
  sovereign. Lands and strongholds are discussed in Part 
  7: Investments. 
  A character can hold multiple titles. Some titles 
  can be inherited by the holder’s heirs. Some titles 
  come with actual duties. Failure to attend to such 
  duties, or acting in a manner not befitting such a title, 
  can result in it being revoked, along with any 
  authority, benefits, or lands that go with it. 
   
  RIGHTS 
  Rights are typically granted by the maker of the right, 
  or its previous holder, often in written form. A right 
  typically flows from a letter of recommendation, from 
  being awarded a medal, from a possessory interest in 
  certain land, or from a title.  
  Rights typically flow from a ruler, but they might 
  simply be granted by the owner of the thing over which 
  the right is granted. For example, a deed is normally 
  the written expression of a right to possess and use 
  land, given by the sovereign. Such writings can 
  describe other rights; a lease is a secondary right to 
  possess and use land, given by a deed-holder. A 
  license is a right to possess and use items, or to operate 
  as a franchise or under the banner of a known entity. 
  Mercantile rights can be very important, often 
  acquired as part of a business investment. These might 
  let the bearer move inventory along shipping lanes, 
  trade in select markets, or buy and sell assets regulated 
  by the crown. These rights typically have upkeep costs 
  in the form of annual taxation or dues owed to a 
  trading guild. 
  Feudal rights often come with titles. They allow 
  the grantee to build a stronghold on select land, raise 
  armies, and tax the peasants living in the bearer’s 
  territory. These rights typically require payment of 
  taxes upward to higher-ranked nobles or royals, and to 
  keep knights or soldiers employed that can be called 
  upon for service by those nobles or royals. 
  Rights can also come in the form of allowances, 
  perhaps to break certain laws or even to worship 
  certain gods. They are often very campaign-specific. 
   
  FAVORS 
  Favors are less spendable than rights and are harder to 
  evaluate the worth of. Characters themselves often 
  owe favors to others, debts which can be called in at 
  unexpected times or in uncontemplated ways. 
  Players should keep track of favors (due and 
  owed) along two axes: who owes (or is owed) the 
  favor, and what it is owed for. If the king owes you a 
  favor for saving his life in heroic fashion, that is worth 
  quite a bit. If he owes you for returning his fifth-
  favorite horse, which you found running wild near the 
  castle, that is worth much less. Of course, demanding 
  that the king return (or “cash out”) a favor of any 
  magnitude is a politically risky tactic. 
  The more important the person who owes the 
  favor, the more valuable it is, but the more mercurial a 
  result you can expect. Very important people often fail 
  to grasp the true value of money and land, their daily 
  attentions being drawn to matters of state or religion.  
  Nobles often return favors in ways that they 
  themselves appreciate, such as the lauding of praises 
  and acknowledgement, grants of privileges related to 
  political power, or bestowal of lofty-sounding titles 
  that otherwise have no associated benefits. While 
  these will not fill an adventurer’s pockets, they might 
  help her renown. 
  Favors held against skilled persons can be very 
  valuable for adventurers. Particularly when such 
  persons cannot afford a monetary repayment, they 
  might craft items for the character (if provided 
  materials), train the characters in skill or weapon 
  proficiencies (given sufficient time), or otherwise use 
  their time on the characters’ behalf without 
  compensation. 
   
  RENOWN 
  Interconnected with rights and favors is the concept of 
  renown. This is a system that abstracts the standing of 
  a character (or an adventuring party) with certain 
  organizations. It works equally well with national 
  governments, religious organizations, and similar 
  institutions. 
  Renown often plays a role in the value of favors 
  as they are cashed in. And having greater renown than 
  someone you owe can provide the social leverage 
  needed to return favors in unusual or inequitable ways. 
  Renown is also a ready prerequisite for rights or 
  letters of recommendation. The granter of a right is 
  associating with the receiver of the right, and few 
  important people want to associate with people who 
  have bad reputations. Conversely, having a high 
  applicable renown makes it easy for a right to be 
  granted, such as the right to build a stronghold. 
  
   
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  The optional rules for renown are found on pages 
  22-23 of the Dungeon Master’s Guide. Renown is not 
  a necessary system, and not required in the 
  contemplation of rights and favors. The DM can 
  abstract it to determine how effectively rights and 
  favors can be leveraged with various groups. 
  Additional rules for renown are provided in Part 7: 
  Investments. 
   
  TIME AS TREASURE 
  Along with gold and magic items, “days off” function 
  like “treasure” awarded by the Dungeon Master. Free 
  time means breathing room for the characters, a few 
  days to do their own thing instead of having to chase 
  down the story. 
   
  DOWNTIME 
  Time is usually measured in downtime days. It can be 
  provided between adventures, or during lulls within 
  adventures. Each downtime day represents a potential 
  wealth amount that characters can earn from crafts or 
  professions. In lieu of converting them to wealth, 
  characters can use these days for other advantageous 
  activities like training a new proficiency or 
  researching a new spell. 
  There is no guideline for how many downtime 
  days a Dungeon Master should award, despite the 
  inherent value. Too many downtime days will allow 
  the characters to generate excessive wealth, while too 
  few will prevent them from crafting or accessing 
  various other options available in downtime. Often, 
  the pacing of the story will control whether the 
  characters get any downtime or how many days they 
  get when they do. 
  Even when downtime might be available, some 
  players will have no interest in downtime activities. 
  Downtime rules call for lifestyle expenses and other 
  bookkeeping that players might not want to deal with. 
  On the other hand, some players might be very 
  interested in downtime. It is up to the Dungeon Master 
  to make sure it’s available in reasonable quantities 
  when the players want it, or to dispose of it entirely 
  when they don’t. 
  DM’s Corner. If using the rules for rivals and 
  complications from Xanathar’s Guide to Everything, 
  be aware of the reduced value of downtime days 
  awarded. The reduction is based on the number of 
  rivals, as well as their assets and activities. Value is 
  reduced if the player characters cannot use downtime 
  actions for fear of interference or attack. 
   
  EXPENSES 
  What could be more exciting in a game of Dungeons 
  & Dragons than charting downtime expenses? These 
  rules cover the cost of food, lodging, and various 
  services like getting equipment repaired. 
  DM’s Corner. Many of these expenses are tied to 
  the economy of downtime days, the time that (in some 
  campaigns) takes place during adventures. They exist 
  in part to balance the income of characters practicing 
  a trade; their function is not simply to add accounting. 
  Many campaigns either don’t use downtime (their 
  adventures tend to run back-to-back) or won’t want to 
  keep track of petty incomes and outlays. This is fine. 
  But if your campaign does have downtime, and it does 
  add income for the regular artisanal or professional 
  activities during downtime days, remember to balance 
  that income against certain expenses. A person’s cost 
  of living typically consumes half of his or her normal 
  income. 
   
  LIFESTYLES 
  The official rules provide seven levels of lifestyle 
  quality, each with an associated daily cost. 
  To use these rules, choose a lifestyle level to live 
  at, and pay in advance to cover it. Lifestyle costs can 
  be paid daily, or they can be paid a week or a month in 
  advance. Ideally, the DM predetermines how many 
  downtime days will pass until the next adventure and 
  calls for expense payments based on that number. 
  A character proficient in the Survival skill or 
  possessing the Wanderer background feature can live 
  in the wilderness, sustaining a “poor” lifestyle without 
  paying for it, so long as the land offers berries, small 
  game, water, and so forth. 
  Lifestyle choices have no set mechanics that 
  affect the game. But the DM may create consequences 
  in the form of downtime encounters or plot twists 
  related to lifestyles. The lower the cost of your 
  accommodations, the greater your risk of interacting 
  with people who are poor, covetous, diseased, exiled, 
  or otherwise dangerous to you. The higher your cost 
  of living, the greater your chance of interacting with 
  the cream of society, the movers-and-shakers who 
  might try to enmesh you in their political intrigues. 
  
   
  144 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  LIFESTYLE EXPENSES 
   Lifestyle 
  Price/Day 
  Wretched 
  — 
  Squalid 
  1 sp 
  Poor 
  2 sp 
  Modest 
  1 gp 
  Comfortable 
  2 gp 
  Wealthy 
  4 gp 
  Aristocratic 
  10 gp minimum 
   
  DESCRIPTIONS 
  These descriptions also apply to the individual 
  components of lifestyles, priced in the sections below. 
  The nature of meals, boarding, and stabling are of the 
  same type, even when acquired piecemeal. 
  Aristocratic. Living among the very well-to-do 
  allows you to rub elbows with the elites of society. 
  Your food and lodging are top-notch. Servants are 
  available to attend your every need. Your clothing is 
  the cutting edge of fashion. This lifestyle is 
  appropriate for politicians, guild leaders, high priests, 
  and nobles. 
  Comfortable. Your accommodations allow you to 
  easily maintain your clothing and equipment, keeping 
  them in good repair and proper appearance. You may 
  have your own cottage or other living area. This 
  lifestyle is appropriate for merchants, skilled 
  tradespeople, and military officers. 
  Modest. You can afford to live in a part of town 
  where violence is not common. Your living conditions 
  are clean, but simple. This lifestyle is appropriate for 
  soldiers with families, laborers, students, priests, and 
  hedge wizards. 
  Poor. A stable option, this lifestyle provides the 
  bare necessities for civilized society. Your threadbare 
  clothing still betrays your status as one of the poor 
  inhabitants of the area, but you are not kicked out of 
  shops or denied the protection of the law. This lifestyle 
  is appropriate for unskilled laborers, street venders 
  and peddlers, thieves, and mercenaries. 
  Squalid. This lifestyle provides the most basic 
  form of shelter, a hut, a boarding closet, or a 
  temporary shelter run by a local temple. The food is 
  barely palatable and hardly nutritious. This lifestyle is 
  appropriate for successful street gangs and other 
  unfortunates. 
  Wealthy. 
  This 
  lifestyle 
  includes 
  spacious 
  accommodations in a good part of town, with a healthy 
  (or even excessive) diet. It includes the security and 
  comforts available only to those with significant 
  wealth. This lifestyle is appropriate for successful 
  merchants, favored servants of nobles, or the owners 
  of successful businesses. 
  Wretched. A wretched lifestyle has no associated 
  cost. The character must beg, scavenge garbage, or 
  otherwise provide her own food from anything freely 
  available. Without a home, the character is exposed to 
  myriad dangers associated with the poorest elements 
  of society. This lifestyle is appropriate for beggars. 
   
  FOOD, DRINK, AND LODGING 
  Characters paying for days of lifestyle have food, 
  drink, and lodging included; the following need not be 
  bought separately. 
   
  DESCRIPTIONS 
  Food, drink, and lodging are described below. 
  Ale. A sweet, full-bodied beer balanced with 
  fermented gruit or hops. 
  Banquet. A bountiful, multi-course meal suitable 
  for a noble’s table. 
  Bread. A baked mix of flour and water. Bread is a 
  nearly-universal food staple. 
  Cheese. A congealed, solid byproduct of milkfat. 
  Meat. Meat cooked and ready for eating. 
  A chunk is a cut of meat suitable for a single meal, 
  while a flank is a portion of the animal equivalent to 
  15 cuts. 
  Pastry (any). Pastries are flaky, baked bread 
  pieces containing cheese, fruit, or meat. 
  Spirits. An alcoholic beverage created by 
  distillation and fermentation, usually followed by a set 
  period of aging. The removal of diluting components 
  like water gives spirits a high alcoholic content by 
  volume. 
  Stew. A watery meal of stewed meat and 
  vegetables, served out of a common pot or cauldron, 
  typically one that simmers over a fire all day (or all 
  week, depending on the quality). 
  Wine. A common type of alcohol made from 
  grapes with little or no additives. The better the 
  production and the longer the aging, the more 
  expensive a bottle of wine will be. Wine is sometimes 
  made from different fruits, rice, or other sources. 
   
  
   
  145 | TH E CO MPR E HENS I VE EQ UI P ME NT  M AN UA L 
   
  FOOD AND DRINK 
   Item 
  Cost 
  Ale 
   
     Mug 
  4 cp 
     Gallon 
  2 sp 
     Keg 
  2 gp 
  Banquet (per person) 
  10 gp 
  Bread, half loaf 
  1 cp 
  Bread, loaf 
  2 cp 
  Cheese, hunk 
  1 sp 
  Cheese, wheel 
  1 gp 
  Meat, chunk 
  3 sp 
  Meat, flank 
  3 gp 
  Pastry, fruit of cheese 
  2 sp 
  Pastry, meat 
  4 sp 
  Spirits 
   
     Common (flask) 
  1 gp 
     Aged (flask) 
  10 gp 
     Premium (flask) 
  50 gp 
  Stew, bowl 
  2 cp 
  Wine 
   
     Common (pitcher) 
  2 sp 
     Fine (bottle) 
  10 gp 
     Exceptional (bottle) 
  100 gp 
   
   
  ROOM AND BOARD 
   Item 
  Cost 
  Inn stay (per day) 
   
     Squalid 
  7 cp 
     Poor 
  1 sp 
     Modest 
  5 sp 
     Comfortable 
  8 sp 
     Wealthy 
  2 gp 
     Aristocratic 
  4 gp 
  Meals (per day) 
   
     Squalid 
  3 cp 
     Poor 
  6 cp 
     Modest 
  3 sp 
     Comfortable 
  5 sp 
     Wealthy 
  8 sp 
     Aristocratic 
  2 gp 
  Stabling (per day) 
   
     Poor 
  5 cp 
     Comfortable 
  5 sp 
     Aristocratic 
  2 gp 
  SERVICES 
  The pay shown on the chart is a minimum; some expert 
  hirelings require more. 
   
  DESCRIPTIONS 
  Services are described below. 
  Coach Cab. A coach is a passenger cart with 
  flexible suspension, designed to provide a smooth, 
  comfortable ride for passengers. A “coach-and-four” 
  or a “coach-and-six” are descriptions that include the 
  number of horses (or similar animals) pull the vehicle. 
  Hireling, Skilled. Skilled hirelings have training 
  with 
  weapons 
  or 
  tools, 
  including 
  artisans, 
  mercenaries, scribes, and so on. 
  Skilled hirelings typically have proficiency with a 
  type of tool and a score of 14 in the related ability. 
  Skilled hirelings have the “stat blocks” of commoners. 
  Soldiers instead use the details for bandit, guard, or 
  tribal warrior. (See pages 343-350 of the Monster 
  Manual.) 
  Hireling, 
  Untrained. 
  Untrained 
  hirelings 
  perform menial work without noteworthy skill. These 
  include laborers, maids, porters, and similar workers. 
  Untrained hirelings have the “stat blocks” of 
  commoners. (See page 345 of the Monster Manual.) 
  Hireling, Long-Term (any). Long-term hirelings 
  are those to whom you give steady work. You take 
  these people into your household or bring them along 
  on your adventures. 
  Long-term hirelings receive less pay because the 
  work is steady and because you are expected to see to 
  their room and board. If you do not supply these 
  things, double the cost of the hireling’s services. 
  Messenger. Messengers are familiar with the 
  area they work in and pride themselves on being able 
  to deliver messages quickly and to the right recipient. 
  They are suitably dressed to avoid trouble and to get 
  into places were the rabble are excluded. 
  Toll, Road or Gate. A common taxation system for 
  civilized societies includes tolls for people passing 
  through confined access ways like gates, bridges, and 
  the like. Loaded wagons are typically charged an 
  additional toll. 
  Government employees like soldiers and tax 
  collectors are typically exempt from tolls, as are 
  members of the nobility and royalty. 
   
  
   
  146 | TH E CO MP RE HEN SI VE EQ UI P ME NT  M AN UA L 
   
  SERVICES 
   Service 
  Pay 
  Coach cab 
   
     Between towns 
  3 cp per mile 
     Within a city 
  1 cp 
  Hireling, long-term 
   
     Skilled (groom, guard) 
  1 gp per day 
     Untrained (porter, valet) 
  1 sp per day 
  Hireling, short-term 
   
     Skilled (physiker, researcher) 
  2 gp per day 
     Untrained (laborer) 
  2 sp per day 
  Messenger 
  2 cp per mile 
  Road or gate toll 
  1 cp 
  Ship’s passage 
   
     Ferry crossing 
  4 cp 
     Passenger vessel 
  1 sp per mile 
     Shipping vessel 
  1 cp per mile 
   
  Ship’s Passage, Ferry Crossing. Ferries can be 
  private or government run. For government ferries, 
  the fee is typically in the nature of a toll, making some 
  classes of people exempt. 
  Ship’s Passage, Passenger Vessel. On large 
  rivers or the open sea, passenger vessels follow set 
  routes between cities or other well-inhabited points. 
  Passenger vessels provide a slim measure of comfort 
  for travelers, including food. 
  Ship’s Passage, Shipping Vessel. Shipping 
  vessels often ply routes that passenger vessels do not. 
  They are sometimes chosen as transport because the 
  fare can be had for a much lower cost. Sometimes 
  these lower costs include the understanding that a 
  passenger will work alongside the crew. The 
  accommodations aboard a shipping vessel are often 
  cramped and miserable. 
   
  SPELLCASTING SERVICES 
  Spellcasters are usually not transactional with their 
  magic. Nonetheless, it is possible to hire magical 
  services under the right circumstances. 
  Availability. The expected availability of a 
  spellcaster varies based on the local population. (See 
  also the Buying Power by Population chart, above.) 
  Cantrips and 1st-level spells are available in most 
  small villages, but a larger village is needed for a 2nd-
  level spell. Towns of various sizes will probably have 
  spellcasters able to manage 3rd-level and 4th-level 
  spells. Anything higher-level almost always requires 
  looking for the service in a city of some size, or 
  perhaps following a lead to an isolated wizard’s tower 
  or druid’s hermitage. Sometimes a spellcaster with 
  greater capabilities chooses to reside in a place with a 
  low population. These anti-social spellcasters tend not 
  to make themselves available for such services but, if 
  you can find one, they might be cajoled into providing 
  a spell. 
  Cost and Multiplier. The Pay column on the chart 
  below indicates the minimum price that spellcasters 
  charge for their services. The formula used here, 
  adopted from the Adventurers League system, is the 
  square of the spell’s level, multiplied by 10. For 
  example, 4 squared is 16, multiplied by 10 is 160. A 
  fourth-level spell thus costs 160 gp to have cast. This 
  value does not contemplate the additional expense of 
  costly material components. 
  The multiplier indicates a general rarity for the 
  spell’s level. If characters don’t have time to seek out 
  the best price, perhaps needing spells cast the same 
  day, multiply the base cost in the Pay column by up to 
  the indicated multiplier number. Spellcasters don’t 
  like to be rushed and are often willing to inflate their 
  costs to whatever the market will bear. This multiplier 
  can also be applied for various other reasons. Perhaps 
  the person seeking spellcasting services annoys the 
  spellcaster, or the spellcaster normally keeps his 
  services to members of a specific race or religion. 
  There are any number of reasons that such a markup 
  could apply; the Pay column simply represents an 
  ideal cost derived from ideal circumstances. 
   
  SPELLCASTING SERVICES 
   Spell Slot 
  Pay 
  Multiplier 
  Availability  
  Cantrip 
  2 gp 
   x1 to x2 
  Small village 
  Level 1 
  10 gp 
  x1 to x2 
  Small village 
  Level 2 
  40 gp 
  x1 to x3 
  Village 
  Level 3 
  90 gp 
  x1 to x3 
  Town 
  Level 4 
  160 gp 
  x1 to x4 
   Large town 
  Level 5 
  250 gp 
  x1 to x4 
  City 
  Level 6 
  360 gp 
  x1 to x5 
  City 
  Level 7 
  420 gp 
  x1 to x5 
  Major city 
  Level 8 
  720 gp 
  x1 to x5 
  Major city 
  Level 9 
  810 gp 
  x1 to x6 
  Major city 
   
  Material 
  Components. 
  It 
  is 
  typical 
  for 
  spellcasters to use their own material components. 
  
   
  147 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  This ensures that the components are on hand when 
  needed, and are of the right type and quality for the 
  spell to succeed. If a spell requires a costly material 
  component, the person receiving the service must bear 
  the cost. This is in addition to the basic price of the 
  spellcasting service based on the spell’s level. When 
  looking for spellcasting services, it’s no good bringing 
  your own material components; a spellcaster that 
  makes her casting commercially-available has already 
  invested in the components and won’t look kindly on 
  you trying to reduce the expected fees that way. 
  If a costly material component is not used up in 
  the casting, the customer must pay one-tenth of the 
  component’s value. For example, the 100 gp pearl 
  required for an identify spell is reusable, so the caster 
  charges only one-tenth (10 gp) of its acquisition price. 
  After a while, the spellcaster may recoup the 
  investment cost of having such a component on hand, 
  and might eventually turn a small profit on it. 
  If the material component is one that is consumed 
  in the casting, the customer must pay double the 
  component’s value. For example, the 500 gp value in 
  diamonds needed for a raise dead spell would require 
  the buyer to lay out double the expense (1,000 gp). 
  Casters who market their spells invest serious coin to 
  acquire these components, tying up that wealth until 
  the right customer comes along. They expect to be 
  compensated for holding onto these expensive 
  inventories, having them ready at a moment’s notice. 
  Gratis Spellcasting. Some spellcasters will 
  perform these services without collecting the price on 
  the Pay column. This often means a local cleric who 
  uses spells to support and assist a congregation. A 
  member of a faith who finds the right temple can 
  expect to receive low-level spellcasting assistance for 
  free, the only cost being the basic value of any costly 
  material components consumed in the casting. Many 
  clerics see this sort of thing as their duty and don’t 
  mind supplicants who supply their own material 
  components. Some clerics also see this as a great 
  opportunity to proselytize, not restricting their services 
  to worshipers of their own deity. 
  Another way to get free spellcasting is to perform 
  tasks or quests for the spellcaster. This is a 
  particularly-appropriate exchange when the spell 
  needed is a high level and the characters are too low 
  level to afford it. For example, if a low-level party 
  needs a member raised from the dead, they might need 
  to go on a quest to repay the cleric who casts the spell. 
  (In this case, the cleric might cast the spell first, on 
  condition that the party complete the quest, taking this 
  “payment” after casting so they have better odds of 
  success.) 
  Wish Spells. Because there is a 33% chance that a 
  spellcaster casting wish will never be able to cast the 
  spell again, this spell is essentially unavailable for 
  purchase through spellcasting services. This “finality 
  effect” does not apply when duplicating other spells, 
  so a spellcaster might be hired to cast wish with the 
  spell-duplication functionality. This might be useful 
  when only a wizard is available for hire and the party 
  needs a cleric spell cast. Otherwise, the party could 
  simply pay the lower cost to have the lower level spell 
  cast directly. 
   
  MAINTENANCE COSTS 
  Among the most notable expenses are the extensive 
  maintenance costs for properties, garrisons, and 
  businesses. 
  A small chart in the Dungeon Master’s Guide on 
  page 127 reflects costs for structural maintenance. But 
  normally, such facilities produce more income or tax 
  revenues than their maintenance costs, so this chart is 
  only showing half of the picture. 
  Properties and other investments, including their 
  maintenance costs and returns, are more fully 
  addressed in Part 7: Investments. 
   
  STARTING WEALTH 
  This section addresses starting wealth for characters 
  made higher than 1st level. Poling data indicates that 
  more than half of campaigns start at higher level. 
  Although most such campaigns begin in the range of 
  2nd to 3rd level, there is still a significant number that 
  start even higher. 
  Naturally, the question of starting equipment is 
  important in such cases. Likewise, when a new player 
  joins an existing campaign, or an old player makes a 
  new character, a rational system of starting wealth is 
  required if these new characters come in at a level 
  higher than 1st. 
   
  EXISTING SYSTEMS 
  Prior editions had robust systems and uniform charts 
  for starting wealth by level. From this wealth, magic 
  
   
  148 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  items could be purchased. The Fifth Edition takes a 
  different approach. The Dungeon Master’s Guide 
  envisions four “tiers” of character power and, for new 
  characters above 1st level, it provides a chart that 
  separates wealth and magic items. 
  Because this additional wealth cannot be spent on 
  more magic items, readers are left wondering what 
  else a starting character could buy with such gold. The 
  starting equipment systems in the Player’s Handbook 
  already tend to ensure that characters have enough 
  equipment to get by. 
  The chart on page 38 of the Dungeon Master’s 
  Guide has problems, but those can be ignored if your 
  whole campaign (every player character) is beginning 
  at the same level. Your characters will be relatively 
  balanced against one another and, if they are too weak 
  to face the challenges of the game, the Dungeon 
  Master can reduce those challenges to suit. 
   
   
  A NOTE ON STARTING  
  EQUIPMENT AT FIRST LEVEL 
  The Player’s Handbook provides two methods by 
  which to generate “starting equipment” at 1st level. 
  Neither system is described as optional, meaning 
  each player will choose which method to use unless 
  the DM mandates one over the other. 
  The “class-and-background” method wins the 
  Wraith Wright official endorsement for two 
  reasons. First, characters are guaranteed to have the 
  right starting equipment for their class features to 
  function and to fulfill their expected party roles. 
  Second, backgrounds often provide interesting, 
  flavorful items that cannot be purchased from the 
  equipment lists. 
  If players want to roll the bones for the starting-
  wealth-by-class method, we recommend that DMs 
  allow them to still get their background’s non-
  valued flavor items for free. From the Player’s 
  Handbook backgrounds, such items include a 
  prayer book or prayer wheel, vestments, tools of a 
  con, the favor of an admirer, a letter of introduction 
  from a guild, notes of studies or prayers, a scroll of 
  pedigree, a hunting or war trophy, a letter from a 
  dead colleague, a lucky charm, an insignia of rank, 
  a small knife, a map of a city, and a pet mouse. 
   
   
  But the chart fails utterly where new characters 
  enter an existing campaign. Existing characters will 
  likely have wealth and magic items (at least) 
  conforming with the guidelines on page 37. Those 
  treasures will significantly exceed what is held by new 
  characters made with the chart on page 38. A new 
  character with this system can feel unfairly down-
  powered, and it can be a detriment to the party if not 
  suitably-equipped to face the same challenges. 
  Moreover, the breaks at each tier are problematic. 
  Imagine a situation where a new character is made at 
  level 10 (+525-750 gp and no magic items). Another 
  player joins the game only one level later and makes 
  his new character at level 11 (+5,250-7,500 gp and 2 
  uncommon magic items). By coming in one level later, 
  the character many times as wealthy as the early one. 
  The chart makes abrupt jumps at each of the tiers, 
  lacking 
  a 
  smooth 
  and 
  useful 
  level-by-level 
  progression. 
  For the above reasons, we do not recommend that 
  DMs use the chart on page 38! Instead, this Part 
  provides a more-nuanced chart for new characters 
  above 1st level. Large jumps still exist between each 
  tier, but these are mitigated somewhat by distributing 
  wealth unevenly through each tier’s levels. 
   
  WEALTH BEYOND FIRST LEVEL 
  The following chart provides wealth for individual 
  characters made higher than 1st level. A newly-made 
  character adds the wealth listed in the chart, and may 
  buy mundane or magical equipment with it. 
  The listed magic item instances show the 
  maximum number of items by rarity that a character 
  may purchase. (A character may forego a higher rarity 
  to buy a lower-rarity item to fill that slot, but not vice-
  versa.) 
  Minor magic items can be purchased without 
  restriction; these include consumable items, common-
  rated items, and any permanent magic items found on 
  Magic Item Tables A through E. (See the Dungeon 
  Master’s Guide, pages 144-145.) 
   
  RESTRICTIONS TO MAGIC ITEMS 
  If one of the character’s chart-given magic items has 
  an additional value based on material or special 
  features, as explained in Part 6, wealth from this chart 
  must be used to cover that added value. 
  
   
  149 | T HE  CO MPR EH ENS I VE EQ UI P ME NT  M AN UA L 
   
  Additionally, certain magic items are not 
  available to starting characters, either as chart-given 
  items or as wealth-purchased items. These magic 
  items are listed in the sidebar here. 
   
  STARTING TREASURE BY LEVEL 
  Level 
  Wealth 
  Magic 
    1st (Tier 1) 
  0 gp 
  — 
    2nd 
  15 gp 
  — 
    3rd 
  45 gp 
  — 
    4th 
  135 gp 
  1 UN 
    5th (Tier 2) 
  325 gp 
  1 UN 
    6th 
  1,265 gp 
  1 UN 
    7th 
  2,390 gp 
  2 UN 
    8th 
  3,765 gp 
  2 UN 
    9th 
  5,515 gp 
  2 UN 
  10th 
  7,765 gp 
  2 UN, 1 RA 
  11th (Tier 3) 
  10,390 gp 
  2 UN, 1 RA 
  12th 
  16,015 gp 
  2 UN, 1 RA 
  13th 
  23,515 gp 
  2 UN, 1 RA 
  14th 
  31,015 gp 
  2 UN, 1 RA, 1 VR 
  15th 
  40,390 gp 
  2 UN, 1 RA, 1 VR 
  16th 
  51,640 gp 
  2 UN, 1 RA, 1 VR 
  17th (Tier 4) 
  62,890 gp 
  2 UN, 1 RA, 1 VR 
  18th 
  162,890 gp 
  2 UN, 1 RA, 1 VR, 1 LE 
  19th 
  262,890 gp 
  2 UN, 1 RA, 1 VR, 1 LE 
  20th 
  387,890 gp 
  2 UN, 1 RA, 1 VR, 1 LE 
   
  FEATURE-DEPENDENT OPTIONS 
  Some class features require wealth expenditures to 
  fully realize their potential, particularly wizards and 
  any character proficient with medium or heavy armor. 
  To effectuate the intended versatility of a wizard’s 
  spellbook, allow that character to add additional 
  starting spells to it at a cost of 100 gp per spell level 
  (double the normal price of adding a found spell to a 
  spellbook). These spells can be of any level for which 
  the wizard can prepare spells. No more than 2 
  additional spells per wizard class level should be 
  added this way. 
  To allow classes that need expensive armor to 
  realize the potential of their armor proficiencies, the 
  DM may provide any mundane suit of armor from the 
  armor table in Part 1 instead of a chart-given 
  uncommon magic item. This suit is mechanically 
  identical to a normal suit of armor, but is probably old, 
  battered, or otherwise shabby in appearance.  
   
  RESTRICTED MAGIC ITEMS 
  When players get to select their own magic items, 
  problematic combinations too often crop up, 
  particularly with any items that provide exploitable 
  numerical bonuses. 
  Exploitation in this sense means gaining an 
  unfair advantage during character creation or 
  stacking bonuses to break out of the balanced 
  ranges intended by the game. 
  For these reasons, characters may not start with 
  an amulet of health, belt of giant strength, gauntlets 
  of ogre power, headband of intellect, or any similar 
  ability-setting items. These are too potent when 
  combined with character-creation ability decisions. 
  For example, a new barbarian puts a score of 
  8 in Strength, counting on a belt of hill giant 
  strength to replace that 8 with a 21. The advantage 
  works out to +6 on to hit, damage, and other 
  Strength-based rolls, and it improves encumbrance 
  calculations. Having such a low Strength, despite it 
  being her most important ability, allows the new 
  character to put much better numbers in her other 
  abilities. This sort of nonsensical arrangement, 
  building with the knowledge of what items can be 
  purchased, is not be allowed. 
  Neither may characters start with multiple 
  magic items that add to Armor Class or to all saving 
  throws, unless those bonuses are incompatible. 
  Such combinations are described later in this Part, 
  with characters approaching an untouchable 30 
  Armor Class. 
  Characters may not start with more than one 
  item that stores spells or spell slots, or that restores 
  or provides additional spell slots to the user. A 
  spellcaster’s daily slots are intended to balance her 
  casting between cantrips and higher-level spells 
  within the span of various rest periods. Imagine a 
  sorcerer with a whole necklace of pearls of power, 
  casting as many 3rd-level spells (quickened or 
  twinned) as she wants during every encounter, or 
  infinitely feeding her sorcery point pool. 
  Each of these limitations can be overcome with 
  explicit permission of the DM, who can moderate 
  whether any individual item or combination of 
  items is unbalancing. 
   
  
   
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  Alternately, the armor comes with strings 
  attached, like association with a demanding noble 
  patron or membership in a knightly order that imposes 
  strict behavioral standards. 
   
  OPTION: WHOLE PARTY TREASURE 
  When a completely new campaign begins, with all 
  characters starting together at a level higher than 1st, 
  the Dungeon Master might choose to forego normal 
  starting treasure in favor of this option. 
  The Dungeon Master in this scenario pools all the 
  wealth and starting magic items for all the characters 
  and makes one list of it. The players or their characters 
  then select from the list in turn, or through some other 
  fair system, to divide the pile of treasure. 
  This option is particularly suitable for certain 
  kinds of campaigns. For example, the characters begin 
  as professional gladiators until, one fateful day, they 
  are ordered to go on an important mission in service to 
  the city. The lord mayor escorts the characters to a 
  treasure room where they may outfit themselves as 
  desired before embarking. 
  This sort of system avoids many of the pitfalls that 
  come with players choosing their own equipment and 
  magic items for their new high-level characters. 
   
  OPTION: LARGE SHARED ITEMS 
  New campaigns often begin with a unifying factor for 
  the player characters. And often this takes the form of 
  some shared thing that might otherwise cost a lot of 
  wealth to obtain. 
  For example, the characters lead a band of merry 
  men in the king’s forest, stealing from the rich to give 
  to the poor. They already have a small band of military 
  hirelings, fully financed, along with some safehouses 
  and a fortification deep in the forest. Similarly, the 
  characters might own a ship from which they operate 
  their privateering enterprise and employ a trained 
  crew. Perhaps the characters begin as powerful 
  merchants and their allies, and they begin the 
  campaign with a large merchant inventory for various 
  story reasons. 
  Whatever the nature of the shared item or items, 
  the Dungeon Master can simply award ownership of it 
  to the group without any cost, or can reduce each 
  character’s starting gold to compensate. The method 
  used should probably depend on the nature of the item; 
  the merry men or the privateers have set goals that 
  require them to make use of the items in question. 
  These should not call for starting wealth reductions. 
  On the other hand, with a bit of work, the powerful 
  merchants could liquidate their inventory and directly 
  bolster their own wealth. In this case, a shared 
  reduction of starting wealth is appropriate. 
   
  TREASURE DISTRIBUTION 
  This final asks the question, how much gold should 
  players get as treasure as they level? How many magic 
  items? These difficulties have long haunted Dungeon 
  Masters, regardless of experience level, from new 
  fledgling storytellers to seasoned, expert world-
  smiths. 
  How many DMs, a year into a campaign, have 
  discovered that the characters are relatively poor? That 
  few magic items or other material rewards were 
  distributed? Conversely, how many DMs discovered 
  that wealth had accidentally become inconsequential 
  in a campaign; that there is very little the player 
  characters can’t afford? (Old-timer DMs will probably 
  admit to making both errors, perhaps repeatedly.) 
  Somewhere between these extremes, there is a happy 
  medium, and finding that balance can be harder than it 
  initially appears. 
  With the publication of Xanathar’s Guide to 
  Everything, the Fifth Edition now offers a better 
  explanation of the magic item distribution rates hinted 
  at on page 37 of the Dungeon Master’s Guide. As for 
  wealth, almost no guidance is available for DMs. 
  Regardless of distribution rates used, the game 
  tries to insulate its balance points against too much 
  treasure, allowing it to operate within a broad range. It 
  limits characters to three attunements and provides a 
  lower range of numerical bonuses for items that affect 
  rolls. Selling excess magic items for a mountain of 
  gold, or finding an excess of gold in a game, does not 
  unbalance play because there are no gold expenditures 
  readily-available that increase character power. 
  The Fifth Edition works hard to remove the 
  impact of treasure on the game, but it only succeeded 
  in widening the range of treasure that will not break it. 
  Too little treasure still prevents some characters from 
  fully utilizing their class features, and it puts 
  characters at a severe disadvantage while fighting 
  certain creatures and in other situations. Too much 
  treasure (and too much of the wrong kind) still puts 
  characters at too great of an advantage against 
  
   
  151 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  monsters and can create balance disparities within the 
  party. 
   
  RATES OF DISTRIBUTION 
  This system is inspired by the one used in prior 
  editions of Dungeons & Dragons, but it is designed 
  with purposeful flexibility. 
  These treasure bundles can be an enormously 
  helpful guideline, so long as the Dungeon Master does 
  not feel constrained by their contents and knows how 
  to raise or lower their values based on the party’s 
  actions. Clever and heroic deeds call for greater 
  rewards, while significant bungling might bypass an 
  opportunity to find some of the treasure. Tips for 
  flexible implementation are given later in this section. 
   
  OFFICIAL RATES 
  The Dungeon Master’s Guide provides several 
  reference points for interpreting its intended rates of 
  treasure distribution. These are reinforced by the 
  charts in Xanathar’s Guide to Everything, which 
  finally separates what are (mostly) consumable 
  “minor” magic items from permanent “major” magic 
  items. 
  Although the final numbers are not stated 
  explicitly, we can see the pattern by comparing the tier 
  descriptions for treasure on page 37, the chart for new 
  character items on page 38, and the hoard roll charts 
  on pages 137-138. These have been painstakingly 
  analyzed, here at Wraith Wright Publishing, and out 
  on the Internet. The fact that these points relate to one 
  another with relative precision shows the Fifth 
  Edition’s purposeful design to have a specific treasure 
  distribution rate. The core material is philosophically 
  consistent about this treasure rate, right down to the 
  flavor text in the Dungeon Master’s Guide describing 
  magical items as extremely rare. 
  However, the official published adventure books 
  blow these numbers out of the water. An in-depth 
  analysis of all Fifth Edition adventures published to-
  date shows a wealth and magic item distribution rate 
  more consistent with prior editions (assuming players 
  are diligent and collecting most of it). Not only are 
  treasure rates doubled or tripled, but characters often 
  get access to magic items of a too-high rarity either 
  one or two whole tiers early. DMs should be on guard 
  to regulate what comes out of the official adventure 
  books; once players accept those treasure rates as the 
  standard, rather than the numbers in the Dungeon 
  Master’s Guide and Xanathar’s Guide to Everything, 
  suddenly there is too much gold and the official magic 
  item value ranges begin to look very small. 
   
  CALCULATING TREASURE 
  The treasure bundle system is designed for DMs that 
  want a solid baseline for treasure distribution—it may 
  not suit the play style of all DMs or groups. It borrows 
  from prior editions to ensure wealth consistency with 
  flexibility, fairness, and game balance. 
  A treasure bundle is a collection of treasure 
  designed to be found or earned by the player characters 
  all at once. It is designed ahead of time so that the DM 
  doesn’t have to roll on charts or spend time imagining 
  forms of treasure while the players wait to hear what 
  they’ve found. 
  Dividing treasure into bundles also helps the DM 
  calculate treasure values and distribute it with ease. 
  Bundles aren’t divided by encounter; most monsters 
  have no treasure whatsoever, while other encounters 
  might provide pieces of a single bundle or multiple 
  bundles at once. Bundles might be found in a 
  monster’s layer, or perhaps given by a noble as a 
  reward for rescuing his grandson, while other 
  challenges do not receive such rewards. 
  Over the course of each character level, the party 
  should find 4 to 7 wealth-related bundles and might 
  find a couple of magic items. The standard number of 
  bundles is 5 per level, but characters, through poor or 
  exceptional play, should earn fewer or more bundles. 
  For each party level, the Dungeon Master should have 
  5 bundles written out ahead of time, and perhaps a 
  couple of spare bundles in case of exceptional player 
  results. 
   
  WEALTH BUNDLES 
  To get the true wealth value of each bundle, multiply 
  the gp number in the wealth column by the number of 
  party members (the number of characters that will get 
  an ostensibly-fair split of the treasure). 
  For example, five 11th level characters should 
  collect treasure valued at about 11,250 gp in each 
  bundle, doing so about five times before reaching 12th 
  level (a total of 56,250 gp). 
  If characters in the party are different levels, use 
  the average of their levels for this calculation. 
   
  
   
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  TREASURE VALUES 
   Party Level 
  Bundle 
  Magic Items 
    1st (Tier 1) 
  6 gp 
  ¼ UN 
    2nd 
  12 gp 
  — 
    3rd 
  36 gp 
  ¼ UN 
    4th 
  76 gp 
  — 
    5th (Tier 2) 
  375 gp 
  ¼ UN 
    6th 
  450 gp 
  ¼ RA 
    7th 
  550 gp 
  ¼ UN 
    8th 
  700 gp 
  ¼ RA 
    9th 
  900 gp 
  ¼ UN 
  10th 
  1,050 gp 
  ¼ RA 
  11th (Tier 3) 
  2,250 gp 
  ¼ UN, ¼ VR 
  12th 
  3,000 gp 
  ¼ RA 
  13th 
  3,000 gp 
  ¼ UN, ¼ VR 
  14th 
  3,750 gp 
  ¼ RA 
  15th 
  4,500 gp 
  ¼ UN, ¼ VR 
  16th 
  4,500 gp 
  ¼ RA, ¼ LE 
  17th (Tier 4) 
  40,000 gp 
  ¼ UN, ¼ VR 
  18th 
  40,000 gp 
  ¼ RA, ¼ LE 
  19th 
  50,000 gp 
  ¼ UN, ¼ VR 
  20th (per 30,000 XP) 
  30,000 gp 
  ¼ UN, ¼ LE 
   
   
  WEALTH MATH 
  A character that saved every gp in her share for 
  levels 1 through 19 (an impossible task) would have 
  775,780 gp as she hit level 20. This figure is based 
  on average results of the hoard rolls in the Dungeon 
  Master’s Guide (pages 136-139). 
  Each table has an anticipated number of times 
  a party will roll on it (page 133). The average 
  wealth roll for each table was multiplied by its 
  anticipated number of rolls and divided by four, the 
  number of party members contemplated in those 
  rules. 
  The result for each tier was distributed across 
  each level within it, using a ratio to match each 
  level’s XP requirement, rounding off to whole-gp 
  figures. The ratio of gp to XP earned is 2:20 in the 
  first tier, 5:20 in the second tier, 15:20 in the third 
  tier, and 100:20 in the fourth tier. 
  That standard per-level wealth gain was then 
  divided by five, splitting it among the average 
  number of treasure bundles earned at each level. 
   
  MAGIC ITEMS 
  In addition to five wealth bundles, a magic item or two 
  might also be among the treasure. Multiply any ¼ 
  magic item value indicated at a level by the number of 
  party members (the number of characters that will get 
  an ostensibly-fair split of the treasure). At the level 
  where that value reaches a whole number, one magic 
  item of the indicated rarity will also be among the 
  treasure for that level. Carry forward any remainder 
  values. 
  For example, six 1st level characters should reach 
  a total uncommon magic item value of 1½ during 1st 
  level, meaning one uncommon magic item is among 
  their treasure. The remaining ½ uncommon value 
  carries forward. Nothing is added during 2nd level. At 
  3rd level, the six characters accrue another 1½ 
  uncommon magic item value, for a total of 2 with their 
  prior remainder. The party finds two uncommon 
  magic items during their 3rd level, and has no 
  remainder value to carry forward. 
   
  LEVEL 20 TREASURE 
  Characters at 20th level continue to earn treasure. The 
  party finds a level’s worth of bundles for every 30,000 
  experience points they earn above 355,000. 
  The party also calculates additional magic items 
  at those intervals. When the party reaches at least 1 
  legendary item per member, exchange future-
  indicated LE fractions (and any remainder) for VR 
  fractions. When the party reaches at least 1 legendary 
  and 2 very rare items per member, exchange future-
  indicated VR fractions (and any remainder) for R 
  fractions. 
   
  STOCKING THE TREASURE CHART 
  For ideal results, the DM should make a “treasure 
  chart” of each character level at the start of the 
  campaign, each level having five “bundle” lines, a 
  couple of “magic item” lines, and maybe a couple of 
  spare bundles charted in case of exceptional play. 
  (Keep these latter bundles separate from the others.) 
  On each bundle line, the DM should write in 
  treasure with a wealth value based on the chart and the 
  number of players. If one bundle goes a bit over, toss 
  the remainder into one of the coin bundles. Likewise, 
  if a bundle goes over a bit, subtract the difference from 
  one of the coin bundles. 
  
   
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  On the magic item lines, the DM should write in 
  any magic items that will be discovered within that 
  level. These results are again based on the chart and 
  the number of players. 
   
  WEALTH BUNDLES 
  For a balance of items, consider using (2) coin 
  bundles, (1) simple magic bundle, (1) objects of art 
  bundle, and (1) mundane object bundle. 
  Bundles should probably be themed to make their 
  treasure seem like a logical collection of items based 
  on the setting and their owners. To help you quickly 
  find suitable items for each bundle, you can consult the 
  treasure charts in this Part. 
  Coins. fill two bundles with “money,” like coins, 
  gemstones, trade bars, and other lightweight highly-
  fungible assets. These should be easy for the party to 
  carry and readily spendable. 
  Coins should be described colorfully where 
  possible. “Loose” coins usually come in purses (tiny 
  pouches with no weight or value beyond their 
  contents), tied together with strings looped through the 
  coins’ center holes, or kept together by some other 
  simple method. The coins themselves should indicate 
  where and when they were minted, sometimes 
  providing a bit of history to the treasure. Most coins 
  should be local in origin, but you can mix things up by 
  making some coins foreign or ancient in origin. Where 
  the source of the coins doesn’t matter, mix in some 
  trade bars. 
  Letters of credit are also good coin alternatives. 
  Their value may depend on what banking house or 
  financial account they are drawn on. Letters of credit 
  are worth a fraction of their face values unless 
  redeemed at the appropriate financial institutions. 
  Some letters could be for accounts that are overdrawn, 
  or they could be expired, reducing their worth or 
  making them entirely worthless. A truly ancient letter 
  of credit will have no value except to historians. When 
  placing such objects, use their true values to fill the 
  wealth bundle, not the amount written on these letters. 
  Simple Magic. Fill one bundle with potions, 
  scrolls, magical ammunition, or any other magic item 
  that is useable once (or a limited number of times) 
  before being completely and permanently expended. 
  This includes limited-use magic items like a necklace 
  of fireballs. It also includes wands if your campaign 
  uses the rule variant: Wands That Don’t Recharge. In 
  addition, you may occasionally include common-rated 
  permanent (“simple”) magic items in this bundle. 
  Simple magic items include all non-consumable 
  common-rated magic items, such as those that only 
  have special properties (see Part 6), as well as the 
  following “minor” magic items: alchemy jug, bag of 
  devouring, bag of holding, cap of water breathing, 
  chime of opening, cloak of the manta ray, decanter of 
  endless water, driftglobe, eyes of minute seeing, 
  folding boat, goggles of night, helm of comprehend 
  languages, Heward’s handy haversack, horseshoes of 
  speed, immovable rod, lantern of revealing, mariner’s 
  armor, periapt of health, portable hole, ring of 
  swimming, robe of useful items, rope of climbing, 
  saddle of the cavalier, sending stones, wand of magic 
  detection, wand of secrets. Permanent magic items in 
  this category should be dispensed rarely, but should 
  not interfere with the distribution rate for normal 
  (“major”) magic items. 
  Be mindful of party levels when selecting item 
  rarity. Do not place consumables that are rare until the 
  party reaches level 5, or very rare until the party 
  reaches level 11, or legendary until the party reaches 
  level 17. 
  Be particularly careful not to exceed the one-
  bundle value of simple magic items if you use the 
  essentia rules found in the next Part. Each character 
  should find, on average 20 simple magic items in the 
  course of reaching 20th level. 
  If your party has a wizard, be sure to place at least 
  one or two wizard spell scrolls, at least one at the 
  highest spell level the wizard can prepare. Without 
  these occasional spellbook additions, the intended 
  versatility of that class feature suffers. Finding another 
  wizard’s spellbook is a great alternative to scrolls. 
  Objects of Art. Place objects of art in one bundle. 
  This category covers an endless variety of objects, 
  from sculptures and paintings with value based only 
  on the talent and popularity of the artist, to jewelry and 
  other objects manufactured from inherently-precious 
  materials. 
  Some art objects, like jewelry, are easy to carry. 
  Others, like a set of gilded antique chairs, are harder to 
  carry away. Provide a range of items with variable 
  portability; don’t always make these too easy or too 
  hard to carry home and cash in. 
  A list of example objects of art from the Dungeon 
  Master’s Guide is provided below. 
  
   
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  Mundane Objects. Use the final bundle to include 
  mundane items into this final one bundle.  
  Armor, weapons, tools, and various non-precious 
  trade goods make up the content, so long as they’re 
  worth hauling home to sell. Remember that mundane 
  objects sell for half cost, so build this bundle up to 
  double its normal value in mundane goods. Treat 
  masterwork or ornamented items as trade goods, worth 
  full value when stocking treasure bundles. 
  Characters proficient with medium and heavy 
  armor will not achieve the full potential of these class 
  features without obtaining expensive suits of armor. 
  Considering placing such suits when the party is 
  between 4th and 6th level, even if their values would 
  take up multiple bundles or would displace future 
  levels’ bundles. Alternately, count a good suit of 
  expensive armor as the equivalent of an uncommon 
  magic item. 
  Mundane objects should be relatively portable; 
  eight bleating goats, a 200-pound cask of oil, and a 
  troubadour’s wardrobe of colorful costumes are 
  valuable things, but they might leave your players 
  wondering why they still play in your campaign. 
  If the players are wholly bent toward commercial 
  endeavors, like running a large mercantile business or 
  collecting taxes as important landholders, treasure 
  bundles can be awarded in very different forms. 
  Instead of dividing treasure among coins, art objects, 
  and the like, you can award it as rising bank balances, 
  notes of debt, and accounts receivable. 
   
  EXAMPLE OBJECTS OF ART 
  While the other categories of equipment are fully 
  explained and priced in other Parts of this product, 
  objects of art are not. Following are some standard 
  objects from the Dungeon Master’s Guide to place in 
  treasure bundles or to inspire you to create your own. 
  These are provided here so you don’t have to pick up 
  another reference book when making treasure bundles. 
  Each object of art is grouped alphabetically with items 
  of like value. 
  25 gp. Black velvet mask stitched with silver 
  thread, carved bone statuette, cloth-of-gold vestments, 
  copper chalice with silver filigree, embroidered silk 
  handkerchief, gold locket with painted portrait inside, 
  pair of engraved bone dice, silver ewer, small gold 
  bracelet, small mirror set in a painted wooden frame 
  250 gp. Box of turquoise animal figures, brass 
  mug with jade inlay, bronze crown, carved ivory 
  statuette, gold bird cage with electrum filigree, gold 
  ring set with bloodstones, large gold bracelet, large 
  well-made tapestry, silk robe with gold embroidery, 
  silver necklace with a gemstone pendant 
  750 gp. Bottle stopper cork embossed with gold 
  leaf and set with amethysts, carved harp of exotic 
  wood with ivory inlay and zircon gems, ceremonial 
  electrum dagger with a black pearl in the pommel, gold 
  dragon comb set with red garnets as eyes, obsidian 
  statuette with gold fittings and inlay, silver and gold 
  brooch, painted gold war mask, silver chalice set with 
  moonstones, silver-pated steel longsword with jet set 
  in hilt, small gold idol 
  2,500 gp. A necklace string of small pink pearls, 
  embroidered glove set with jewel chips, embroidered 
  silk and velvet mantle set with numerous moonstones, 
  eye patch with a mock eye set in blue sapphire and 
  moonstone, fine gold chain set with a fire opal, gold 
  circlet set with four aquamarines, gold music box, 
  jeweled anklet, old masterpiece painting, platinum 
  bracelet set with a sapphire 
  7,500 gp. Bejeweled ivory drinking horn with 
  gold filigree, gold cup set with emeralds, gold jewelry 
  box with platinum filigree, jade game board with solid 
  gold playing pieces, jeweled gold crown, jeweled 
  platinum ring, painted gold child’s sarcophagus, small 
  gold statuette set with rubies 
  In addition to these examples, the ornamentation 
  rules in Part 1 can be used to turn a variety of useful 
  armaments and equipment into objects of art. 
   
  MAGIC ITEMS 
  Half the magic items you place for your party should 
  be generically-applicable, at least somewhat useful to 
  more than one member of the party. The other half 
  should be tailored to specific characters, either usable 
  only by that character, or to a better effect by that 
  character. This is not hard to do; an attentive DM 
  knows what items would be useful to each character in 
  the game. 
  The previous edition suggested that Dungeon 
  Masters poll their players to find out what magic items 
  they wanted to find. This approach (and “tailoring” in 
  general) got a poor reception. Players like to think 
  they’re earning their magic items through adventure, 
  discovery, and good fortune, not having them handed 
  
   
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  out in exactly the form desired. Therefore, direct 
  player inquiries should be avoided when using the 
  bundles distribution method lest the players acquire a 
  sense of inevitability to the magic items they find. To 
  avoid that appearance, make sure that most tailored 
  items are not exactly to the specifications that a 
  character might wish. A dwarf that favors a battle axe 
  might get along just as well with a new magical 
  warhammer. 
  About every eighth or tenth magic item that a 
  party encounters should have a curse or some sort of 
  serious quirk or drawback to it. Without tracking this, 
  it is easy to go through an entire campaign and not 
  remember to include such staples of Dungeons & 
  Dragons as a sword of vengeance or the old bag of 
  devouring! 
  Except for cursed items, the Dungeon Master 
  should take care to avoid placing magic items that 
  have little or no use to the party, unless there is a 
  specific, story-driven reason. After all, if you give an 
  item that no one can use, have you really given a magic 
  item at all? Or is it just an expensive paperweight? 
   
   
   
   
   
  SAMPLE TREASURE CHART (PARTIAL) 
  This sample chart is for the first level of a party of 
  five characters. 
   
  LEVEL ONE (30 GP PER BUNDLE): 
  - Coins (34): A sack of 18 gp, a stack of 6 ep, a 
  string of 27 sp, a purse of 30 cp, one azurite (10 
  gp) 
  - Coins (15): Three silver trade bars (5 gp each) 
  - Magic (50): A potion of healing 
  - Art (25): A gold locket with painted portrait 
  inside (25 gp) 
  - Mundane (26): Calligrapher’s tools (5 gp) and 
  three additional vials of bright purple ink (5 gp 
  each) within a velvet-lined box (5 sp), thirty 
  sheets of clean paper (1 sp each) in a scroll box 
  (25 sp) 
  - Uncommon: A +1 morning star, with ¼ UN 
  remainder 
    
   
  GIVING TREASURE 
  This segment talks about the circumstances that can 
  change the distribution of treasure. Running the 
  bundle system is quite simple; only managing the vital 
  deviations requires the DM’s careful attention. 
   
  WEALTH BUNDLES AND MAGIC ITEMS 
  If the DM already knows the number and nature of the 
  encounters a party will face, she can determine how 
  the party will acquire each bundle. Otherwise, the DM 
  may consult her campaign’s treasure chart and select 
  bundles (or parts of bundles) and magic items ad-hoc 
  as players search monster layers, execute heists, or get 
  rewards from the king. 
  Often characters meet their experience or 
  milestone requirements after dramatically changing 
  plans or otherwise foiling the DM’s attempt to give out 
  some treasure in a timely, measured manner. The 
  nature of bundles allows the DM to easily catch up if 
  she forgets or is unable to dispense bundles within the 
  applicable level. Characters don’t have to get 
  everything on the treasure chart that the DM wishes to 
  give before they go to the next level. 
  The suggested number of treasure bundles per 
  character level is 5 (a “baseline”), but the party should 
  earn up to 1 less or 2 more in any given level, based 
  on their own actions. For particularly-notable deeds or 
  failures, the DM can also adjust the number or nature 
  of magic items discovered. 
   
  TREASURE GAINS 
  Sometimes the characters acquire additional bits of 
  treasure, often things not planned by the Dungeon 
  Master and not on the five bundles of the treasure 
  chart. 
  Allowing a gain to exceed what is on the chart 
  encourages the utilized treasure-collecting method. 
  Likewise, not rewarding an attempted gain will instead 
  discourage that specific behavior. 
  All gains made within a level should be recorded 
  by the DM to ensure that total values are no higher 
  than twice the wealth value of that level’s treasure 
  bundles. 
  Here are the primary ways treasure gains occur, 
  and the recommended ways to handle them, whether 
  you wish to encourage them or not. 
  
   
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  Earned Reward. Earned rewards should be the 
  most common deviations from the treasure chart. They 
  occur when characters go above and beyond what is 
  expected, using bravery, cunning, or just excellent 
  dice-rolling, to earn rewards the DM would not 
  normally have provided. Earned rewards (and earned 
  deficits, described in the next section) are critical for 
  tying treasure to player deservedness. Without these, 
  treasure rewards will feel too automatic or predestined 
  to satisfy the players’ sense of reward. 
  Investment income is one example of earned 
  rewards. Successful business ventures should earn 
  rewards that exceed the treasure chart. Otherwise, why 
  would anyone bother? The various degrees of 
  deviation are discussed more in Part 7: Investments. 
  At the same time, investments should not be allowed 
  to exceed the chart by so much as to unbalance the 
  game. After that point, it’s likely that the focus of the 
  game has shifted into whatever activity is causing the 
  additional gains. For example, if the characters’ 
  investments are so lucrative as to exceed the suggested 
  limitation for bundle gains, the characters have 
  probably stopped adventuring to focus on banking. 
  The DM should therefore strike future rewards from 
  the treasure chart to balance; the characters start 
  getting normal game rewards, doing so by investment 
  instead of adventure. 
  Whatever their form, earned rewards should flow 
  from competence and diligence, heroism and risk. But 
  they should not become commonplace. Even if the 
  players are constantly playing well, you should only 
  reward the very best instances of play. 
  Scraping. Scraping is any distracting activity that 
  intends to scrape every ounce of “treasure” out of the 
  game. When players spend all their time thoroughly 
  searching every corner of every room in the dungeon, 
  or stopping to collect every fallen enemy’s weapons 
  and armor to drag back to town for sale, the focus of 
  the game shifts from fast-paced adventure to slow-
  paced logistics and unnecessary dice rolls. (To reduce 
  scraping, the Players Handbook provides that 
  “weapons and armor used by monsters are rarely in 
  good enough condition to sell.”) 
  Some games encourage scraping. Historically, 
  published Dungeons & Dragons adventures hid 
  important treasures in places characters would not 
  normally think to look. This created the tradition of 
  rolling checks to search every nook and cranny, every 
  deep ravine or icy riverbed, despite there being no 
  rational basis for treasure to be there. If your players 
  truly enjoy scraping, you can decide when and where 
  to lay additional treasure and what means are needed 
  to collect it or carry it back to town. (You can often 
  recognize a scraping party by the mules or wagons 
  they bring to the dungeon, intending to haul away even 
  the cheap, goblin-made furniture.) 
  If you wish to discourage scraping, do not reward 
  searching random locations at all, let alone providing 
  gains from the treasure chart. (And make sure that 
  local merchants have no desire to buy things like 
  battered equipment, used furniture, or chunks of wolf 
  meat.) Conversely, where a thorough search is a 
  rational activity, perhaps in response to clues, feel free 
  to reward the characters with something valuable. As 
  a quick guide, a find of incidental treasure should be 
  no more valuable than the level-appropriate Wealth 
  rating on the Treasure Bundles chart, above. This 
  deviation from the treasure chart rewards successful 
  rolling and proper interpretation of environmental 
  signals. But it should not be successful very often. 
  (Nor should permanent magic items be awarded so 
  fickly.) 
  Stealing. Like scraping, stealing is an activity 
  traditionally encouraged through the various editions 
  of Dungeons & Dragons. But it is also one that 
  distracts from the game and defies the Dungeon 
  Master’s usual plan for treasure. 
  Stealing often takes the form of pickpocketing. A 
  random person’s incidental possessions should rarely 
  include more than a few silver pieces in a “purse” (a 
  tiny pouch with no weight or value of its own). Purses 
  should also include random tidbits like a handful of 
  ammunition pieces, a few small mundane items, 
  personal letters, or anything else likely to be found in 
  pockets. Roll on the charts in Part 5: Trinkets, for 
  additional inspirations. (Picking every pocket in the 
  market is another form of scraping.) 
  Stealing becomes problematic when the plunder 
  is an important magic item. Sometimes a powerful 
  NPC ally will possess a legendary magic item, one you 
  did not intend the characters to possesses. Or perhaps 
  an important temple houses some powerful religious 
  relic in its halls, the pride of the whole city. However, 
  against all odds, through a series of clever, lucky, or 
  brutal maneuvers, the characters manage to take the 
  magic item. If the item can be kept by the party without 
  being too disruptive or unbalancing, the DM should 
  strike a magic item of the same rarity from a later 
  
   
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  position on the treasure chart. If it is unbalancing or 
  maybe just because it is of a rarity for which the 
  characters are not high enough level, it can be removed 
  from the party’s grasp using the methods described in 
  the next section. Alternately, the magic item’s powers 
  can be diminished or negated by various quirks or 
  requirements that the party cannot (yet) fulfil. 
  Possessing the item might also attract additional 
  danger comparable to what would be involved with 
  finding such an item in the normal way. 
  If the DM wishes to encourage or reward stealing 
  from NPCs, the DM should feel free to apply no 
  penalties or additional risks due to the players’ daring 
  or ingenuity, and let them have their ill-gotten loot as 
  an addition beyond the treasure chart. A good DM will 
  recognize when such an acquisition was a significant 
  and fun part of the story, to be rewarded rather than 
  diminished. 
  Story Treasure. Treasure that the party acquires 
  that is dictated by important story events can 
  sometimes be disruptive to the game. This often 
  happens when utilizing pre-made adventures. For 
  example, Curse of Strad provides your party with 
  legendary magic items (albeit it weak ones) while they 
  are still within the first two tiers of character power. 
  Some such items are necessary for the advancement of 
  the story, but the characters might be left over-
  powered if they play those same characters beyond the 
  end of the adventure. 
  As with stealing powerful magic items, if the item 
  is of a rarity for which the characters are not high 
  enough level, it can be removed from the party’s grasp 
  using the methods described later or the magic item’s 
  powers can be diminished or negated when its story-
  need has concluded. If the item is not too disruptive or 
  unbalancing for the party to keep, the DM should 
  simply strike a magic item of the same rarity from a 
  later position on the treasure chart. In this way, certain 
  unique magic items, particularly weapons, can become 
  “signature” items for characters, carried the rest of 
  their careers. 
  When the story treasure is a massive amount of 
  wealth, perhaps because the characters recovered the 
  king’s stolen treasure but then kept it for themselves, 
  it is best to use a couple of the treasure loss techniques 
  described below before eventually striking enough of 
  the treasure chart’s lower wealth bundles to get the 
  characters’ treasure back toward the baseline. Of 
  course, if some imbalance was particularly earned due 
  to clever play, feel free to allow the characters to keep 
  a greater measure of it. Whatever the case, wealth 
  reductions toward the baseline should be spread out 
  over time, perhaps several levels, so as not to create 
  the impression of “balancing” or invalidating the 
  party’s victories. 
   
   
   
  TREASURE LOSSES 
  Sometimes the characters get too much treasure; for 
  whatever reason, they end up with a great surplus of 
  wealth or magic items. This section talks about simple, 
  organic ways to diminish a too-potent advantage on 
  the treasure front. It also talks about reducing baseline 
  treasure rewards based on party failures. 
  The first question the DM must ask is whether the 
  excess treasure should be removed or left in place. The 
  game is designed so that a surplus of magic items will 
  not break it. (The balance will not break down within 
  a certain range of magic item distribution.) This 
  resilience allows the Fifth Edition to boast that a DM 
  can fairly apply her own rate of magic item 
  distribution, although that claim fails when the rate 
  goes above or below certain points. 
  Likewise, having essentially nothing to spend 
  excess wealth on in the core rules means that character 
  
   
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  power is not disrupted by too much treasure. (Even 
  when magic items can be purchased, the costs and item 
  availability are explicitly DM-controlled.) 
  Moreover, the problem of magic items isn’t 
  always too many, it’s often the wrong combination. 
  Certain of the game’s balancing points can be thrown 
  off with the wrong equipment. (Some of these the DM 
  will not notice until the characters already have the 
  wrong combination in-hand, thus these rules address 
  diminishing previously-given rewards.) Particularly 
  treacherous terrain includes any items that give 
  numerical bonuses. Armor Class ratings, to-hit 
  bonuses, saving throw modifiers, and DCs for all types 
  of rolls are carefully balanced within this edition.  
  Particularly, the bounded Armor Class of the Fifth 
  Edition is subject to disruption. A character wearing 
  armor +3 (legendary) and using a shield +3 (very rare) 
  can have an Armor Class as high as 26. Throw on a 
  ring of protection (rare) and a cloak of protection 
  (uncommon), and the value jumps to 28. This doesn’t 
  count additional character-specific features like the 
  Defense Fighting Style or a shield of faith spell. 
  If the Dungeon Master allowed the party to get 
  these items, perhaps believing that the players would 
  spread out the wealth instead of putting everything on 
  their “tank-like” fighter, this might be a time to employ 
  some treasure loss mechanisms to restore the balance 
  of the bounded accuracy system. However, if different 
  characters each wore only one of the items, the effect 
  of too many items (or too-powerful items) might not 
  be unbalancing and might not call for any magic item 
  removal. These analyses tend to be fact-specific and 
  cannot all be avoided by DM foresight. 
  When deciding whether existing treasure should 
  be reduced, one of the most important questions to ask 
  is whether it has made other treasures worthless. 
  Having the legendary sword means the fighter no 
  longer cares about most other magic items. If she has 
  17 more levels of advancement ahead of her in the 
  campaign, that can be disincentivizing. Likewise, 
  having a vault of endless gold means that characters 
  lose all sense of material worth, putting them out of 
  touch with how the rest of the world operates and 
  approaches problems. These issues rob the DM of 
  important character motivators, the enticement of 
  future gains and the satisfaction that comes with 
  achieving them. 
  Earned Deficits. The other techniques in this list 
  are used to remove treasure that was improvidently 
  rewarded. But this technique is different. It exists 
  because of the notion that treasure bundles and magic 
  item finds are not guaranteed rewards. The treasure 
  chart exists so the DM doesn’t have to continually 
  calculate the balance of existing treasure in the party 
  each time she goes to distribute new treasure. (Doing 
  that would also discount the times where players 
  earned the right to have less or more treasure than 
  expected.) Nothing says the characters must accrue 
  everything on the chart. When the characters operate 
  particularly poorly, miss multiple or obvious clues, or 
  simply refuse to correctly perform the tasks that would 
  otherwise be rewarded, the DM should feel free to 
  reduce the value of a bundle, or to strike off a whole 
  bundle or magic item instead of distributing it. 
  For example, the characters agree to bust a ring of 
  bandits operating out of the nearby forest. They 
  discover that the mayor has been in on the operation 
  the whole time, tipping off the bandits and collecting 
  half of their take. Fearing political reprisal, the 
  characters decide not to confront the mayor, despite 
  their good alignments. The town is safe again (and 
  experience points or milestones thus earned) but the 
  party does not get the cut of ill-gotten plunder that the 
  mayor stored in his basement. The DM strikes a whole 
  bundle of gold coins from the treasure chart for that 
  level. 
  Foregoing treasure can often come with other 
  rewards. Sometimes a gain of reputation or influence 
  might occur instead of treasure bundles. If the bandit-
  busting party reported the mayor to the religious 
  authorities and left them the simple task of bringing 
  the mayor to justice (and collecting his ill-gotten 
  gains), the characters might find themselves in the 
  favor of that temple despite being poorer than the DM 
  expected. If the party did nothing about the mayor, the 
  mayor may see them as potential allies who are owed 
  an important favor. See the Miscellaneous Assets 
  section of Part 4 for more ideas about non-material 
  rewards. 
  Importantly, poor results on Wisdom (Perception) 
  or Dexterity (thieves’ tools) checks, the failure to 
  decipher a treasure map, or other disasters of the dice 
  might also lead to the reduction of a treasure bundle. 
  It is important to enforce that the characters’ own 
  successes and failures are what drives their rewards, 
  and to let players know that such rolls are not 
  meaningless. However, luck-based results (poor 
  rolling) should not be used too frequently or to reduce 
  
   
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  treasure too much. It is usually better to reward good 
  rolls than punish bad ones. This reduction is best left 
  to wealth bundles—the extreme step of striking off a 
  permanent magic item should be based on player 
  decisions rather than a few die rolls. 
  Chart Balance. The easiest way to balance having 
  given out excess treasure, whether intentional or 
  unintentional, is to simply mark off an equal value of 
  gains for later levels from your treasure chart. Did the 
  players get an extra magic item because they let an 
  NPC ally die in battle, hoping to get his enchanted 
  armor off him? Simply mark off the next magic item 
  the party would have found of the equivalent rarity. In 
  this way, keeping a treasure chart is an incredibly 
  useful system, not just to distribute treasure in a 
  balanced way, but to cure imbalances that naturally 
  occur. Without a point of reference, a DM will find 
  that it is nearly impossible to keep track and 
  accordingly reduce a treasure award as it is being 
  crafted later. This is particularly easy to do with wealth 
  bundles, since the amount of gold given at each level 
  in the higher tiers is much greater than what is found 
  in the previous tiers. The wealth-to-earned-XP ratio is 
  50 times higher in the 4th tier than it is in the first! 
  Chart balancing is a great way to use published 
  adventure modules designed by others. Instead of 
  changing where magic items are found, or changing 
  the treasure these adventures award, the DM can 
  maintain balance by simply crossing off equivalent 
  wealth and magic items from the treasure chart. Only 
  when the chart is being fully depleted at its levels will 
  the DM need to reign in what the published adventure 
  is providing. Likewise, an adventure that gives too 
  little treasure will be evident by the remaining wealth 
  and magic items on the treasure chart. If this is the 
  case, the DM can easily add in some or all the leftovers 
  from the chart to keep things fair, particularly if the 
  party is playing well. 
  This technique is also appropriate if a player 
  character dies, leaving her equipment to the party. 
  Either the replacement character should come in with 
  no equipment, trusting the new party to equip her, or it 
  should come in fully-equipped and the old character’s 
  gear should be divided up and offset by striking 
  equivalent treasure from later in the chart. This 
  prevents a series of new characters from being an 
  endless source of additional wealth and magic items 
  for the party. 
  Chart balancing, striking later rewards off the 
  treasure chart, only works if excess treasure has not yet 
  become a problem. A reduction later is often enough 
  to take care of a similar increase now, but sometimes 
  the DM must take more immediate balancing actions. 
  This is particularly true when a glut of treasure is 
  demotivating the players. 
  Diminished Magic. A quick-and-easy way to 
  reduce the excess of magic items or the power of 
  magic items held by characters of too low levels, is to 
  reduce the power of the item. 
  For example, the party destroys Count Strahd von 
  Zarovich and escapes Barovia (see the Curse of Strahd 
  adventure book). Now they have a handful of 
  legendary items, which rarity they should not be using 
  for another 7 to 10 levels. The DM can reduce the 
  power of these items to bring them in line with rare 
  magic items (they’re already very close, much lower 
  in power than standard legendary items), saying that 
  their legendary powers were tied to the realm they 
  were found in. This works for almost all legendary 
  magic items (and artifacts) that are story-provided, and 
  it also works for items acquired in other ways. 
  Incompatibility is another way to reduce magic 
  item power, particularly items that give numerical 
  bonuses. If the party in our Armor Class-stacking 
  example above surprised the DM by putting all the 
  magic items on one character, it is a simple matter to 
  rule that the bonuses provided by these items (or all 
  magic items) are not cumulative. “Incompatibility” 
  can also apply between an item and a certain character 
  who wants to use it. Perhaps an NPC’s artifact only 
  works for members of her bloodline, thus foiling the 
  characters’ dastardly intentions for it. 
  Adding new power to an item seems counter-
  productive to this goal, but it can work. If the new 
  magic necklace turns out to be sentient, and it won’t 
  let its powers function under many circumstances, the 
  DM is positioned to allow or prevent overpowered 
  effects on a case-by-case basis. Similarly, a character 
  might discover that certain powers or + ratings of a 
  magic item will only function for characters of a 
  specific power level, reputation, religious rank, or 
  other mutable restricting factor. This can bring the 
  item back into balance and allow the item to grow in 
  power as the character grows to be worthy of it. 
  If the question is one of too many magic items, 
  hidden curses or side-effects (like the Possessive 
  special feature), can work to diminish the owning 
  
   
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  character’s inventory of other magic items. Perhaps 
  one item demands the periodic consumption of 
  essentia or the sacrifice of other magical items, and 
  will lose its power if the owner does not comply. 
  The Tax. Taxation, guild dues, upkeep costs for 
  fortifications and similar properties, the cost of 
  diamonds to raise trusted retainers from the dead, and 
  other unexpected expenses can serve to diminish 
  unintended excesses of party wealth. 
  Such direct methods should be used carefully. 
  Players will notice if these costs come due exactly 
  when they get their excess treasure. It is usually better 
  to have a debt growing or simmering in the 
  background just in case of such an error, a debt that 
  can keep getting put off until the characters find 
  themselves with too much wealth. Then, having heard 
  of their amazing good fortune, the debt holder 
  suddenly decides to press her claim and pressure the 
  characters to settle the debt now, even in part. Perhaps 
  the bank calls in the mortgage on a beloved ally’s 
  farm, and the characters decide to pay the loan. Or 
  perhaps they loan the ally enough to pay the bank, 
  letting the ally yearly pay the party small portions of 
  the loan. By holding such a debt, the characters 
  theoretically still own an asset of the stated amount, 
  but the DM now controls the rate at which the players 
  can access it. 
  Another form of the tax is when the rightful owner 
  of the treasure (or anyone who disputes ownership) 
  comes to collect. If an item was stolen from an NPC 
  (or taken from an allied NPC’s corpse after a battle), 
  the item’s true owner or the NPC’s heirs might come 
  looking for it, and they might enlist the aid of local 
  authorities to enforce their claim. If the party found 
  great wealth in the bandit camp, the clergy might press 
  them to distribute a certain amount back to the local 
  peasants from which it was originally stolen, and 
  failure to do so might earn a reputation as just another 
  band of thieves, hunted or hassled by the authorities. 
  When using this technique to reduce wealth, never 
  make the taxed amount the same as the treasure the 
  party just found; doing that makes it look like they 
  never actually found anything, and it degrades the 
  sense of agency and reward that most players desire. 
  The Trade. With this option, the characters 
  participate in their own reduction of treasure. Once the 
  characters accrue too much wealth, or a valuable 
  magic item, a commercial opportunity shows itself 
  that wasn’t previously available. 
  Too much gold? Well, that ship the characters 
  wanted to purchase as a home base just happened to 
  go on sale. It’s a once-in-a-lifetime opportunity, and 
  the characters can convert their wealth into something 
  that isn’t overpowering them and doesn’t diminish 
  their desire for future treasure. In fact, the ship might 
  need additional repairs and upkeep, motivating 
  additional adventuring. 
  When converting wealth to magic items or vice 
  versa, the opportunity that presents itself often comes 
  at a steep price. The wizard that can cast the enchant 
  magic item spell, described in Part 6, wants a steep fee 
  in addition to the material costs. It’s a small price to 
  pay since he’s the only one who knows how to make 
  this special magic item. This might mean double or 
  triple the standard price for an equivalent magic item. 
  Likewise, the young noblewoman willing to pay 
  good money for that unbalancing magic item, despite 
  its now-evident flaws, only wants to put the item in a 
  museum. She’s not worried about the item’s curse, but 
  she’s not going to pay the full price because of it. She 
  knows no one else wants to buy. 
  The simplest form of the trade is exchanging an 
  item for cold, hard cash. You can reduce the value of 
  an item at its sale point by limiting the number of 
  people willing to pay full price. An object of art that 
  has no use except for its sale value might only get 
  offers for half its worth, or even less. The players are 
  left to decide if they want cash or if they want to hold 
  on to it, waiting for a better buyer. And while they’re 
  holding the item, its value is not disrupting the 
  economy of your game. 
  DM Confession. Most players will understand if 
  the DM admits that the treasure award had a negative 
  impact on the game and informs the players that some 
  changes will be made. Many players will have already 
  noticed they are receiving an unfair advantage if their 
  characters have something too potent. Most players 
  prefer a balanced game (although some will not). 
  After a DM confession, the Dungeon Master can 
  simply remove the item from play with no in-game 
  explanation, or she can employ one of the other 
  techniques described on this list, using the DM 
  confession to reduce any sense of arbitrary punishment 
  the players might feel because of the loss. 
  A DM confession is not a necessary tool. But it is 
  a useful one, particularly for new DMs with 
  understanding players. Even if a DM uses a removal 
  technique with no explanation, preferring to keep it 
  
   
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  “organic,” she can later employ a DM confession if the 
  players complain that the loss was orchestrated to 
  depower the party. 
   
   
   
  
   
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  PART 5: TRINKETS
  A trinket is a character-building device, something 
  that sparks the imagination and helps bring a character 
  to life by enriching its history. 
   
  USING THIS CHART 
  The chart below presents 300 trinkets, over half of 
  which are completely new. While trinkets are included 
  from the Player’s Handbook and Curse of Strahd, 
  some modifications were made. 
  Notably, some of the “joke” items, like Michael 
  Jackson’s sequined glove, were removed or altered. 
  These particularly carried the baggage of real-world 
  popular culture, which can inhibit the player from 
  using the trinket for its inspirational value. 
  Also removed were references to specific races or 
  monsters; some DMs run games that don’t have 
  dragons or elves. A player that rolls a trinket that 
  depicts a creature (or is a part of a creature) should 
  decide exactly what race or monster is implicated 
  based on those available in the campaign world. 
   
  ALTERNATE USES 
  The DM can use the trinket chart to help stock a room 
  in a dungeon or spice up the loot in a creature’s 
  pockets. Anywhere that might have “stuff” could be 
  served by a roll on the chart, from the king’s bedside 
  table to the rubbish heap behind the castle. 
   
  SELECTIVE USES 
  To facilitate trinket selection for campaigns set in non-
  standard game worlds, the chart is arranged to allow 
  some control over trinket results. 
   
  NORMAL CAMPAIGN 
  Normal campaigns provide the widest array of 
  possible trinkets. Most players will simply roll 3d100. 
   
  HIGH FANTASY 
  Where clockwork devices or magic items are 
  common, and fantastical doodads are the order of the 
  day, roll 2d100 + 100. The “tinker” trinkets and 
  magical effects are placed in the top 100 options. 
  PRIMITIVE FANTASY 
  Where technology and formal magic are rare, perhaps 
  a goblinoid society or metal-poor world, roll 2d100 for 
  your trinket. The first 100 trinkets particularly are the 
  type that won’t offend such a campaign setting. 
   
   
  VARIANT: PLAYER’S CHOICE OF RANGE 
  Even in normal campaign worlds, the DM may opt 
  to let players narrow the range for their trinket rolls: 
   
  • 
  For a “primitive fantasy” trinket, roll 1d100. 
  • 
  For a “standard” trinket, roll 1d100 + 100. 
  • 
  For a “high fantasy” trinket, roll 1d100 + 200. 
   
   
  ALTERNATIVES 
  As an alternative to these limited dice rolls, the DM 
  may allow players to alter trinkets to conform with the 
  campaign requirements. For example, a result of a 
  silver spoon that feels warm to the touch could, in a 
  game world where magic effects are rare, become just 
  a silver spoon with no other effect. In a game world 
  where metal is rare, the spoon could be made of bone.  
  DM’s Corner. A truly effective trinket challenges 
  a player to build a story for it that enhances her 
  character background. If you let players alter their 
  trinkets too much (or choose trinkets instead of rolling 
  for them), you risk your players narrowing the trinket 
  to fit into the character’s existing story rather than 
  expanding the story to encompass the trinket. A trinket 
  that conforms to the player’s narrow, preexisting 
  notion of her character isn’t doing its job. 
   
  NEW TRINKETS 
  If you’ve already played in quite a few campaigns in 
  the Fifth Edition, you’ve probably seen many of the 
  normal trinkets already, in the possession of your own 
  character or other players’ characters. 
  If you want to ensure that rolls produce new 
  trinkets, round down your roll result if the number is 
  odd. (The even-numbered trinkets tend to be the new 
  ones.) 
   
  
   
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  TRINKETS (PART 1) PRIMITIVE FANTASY 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  001 
  A mummified hand 
   
  028 
  The feathery crest taken from a helmet 
  002 
  A clay tablet identifying a personal debt to a 
  local noble 
   
  029 
  A lizard’s bony talon hanging from a plain 
  leather necklace 
  003 
  A dead beetle the size of plum 
   
  030 
  A tiny box containing bright fishing lures 
  004 
  A ceramic bead necklace 
   
  031 
  A set of bone pipes 
  005 
  A small box filled with different-sized 
  buttons 
   
  032 
  A woolen winter blanket that once belonged to 
  a close friend 
  006 
  A set of gaming tokens with the faces 
  scratched off 
   
  033 
  A mosaic tile with a multicolored, glazed surface 
  007 
  A pair of knucklebones, each shows a skull 
  symbol on the face that should show “6” 
   
  034 
  A dried or pressed flower of a unique variety; 
  the type is unknown in your area 
  008 
  A scarlet crest from a military helmet 
   
  035 
  A vest with one hundred tiny pockets 
  009 
  A rope necklace from which dangles four 
  mummified fingers 
   
  036 
  A necklace strung with small sharp teeth, about 
  the size of a cat’s 
  010 
  A pair of infant’s sandals 
   
  037 
  A vial of what looks like blood 
  011 
  A glass eye 
   
  038 
  A tiny, white-leafed vine planted in a glass vial 
  012 
  A belt with a hidden interior pouch that is 
  sewn shut 
   
  039 
  An empty glass vial that smells of perfume when 
  opened 
  013 
  A large tooth from an unknown beast 
   
  040 
  A diagram of the plantings in a complex garden 
  014 
  A one-pound carved marble monster 
   
  041 
  A scrap of cloth from an old banner 
  015 
  A bright green feather 
   
  042 
  A tiny wooden harp 
  016 
  A petrified insect 
   
  043 
  A petrified mouse 
  017 
  A pyramid of sticky black incense that smells 
  very bad 
   
  044 
  Six glass coins with square holes in their centers 
  018 
  A vial of lubricating oil that smells like honey 
   
  045 
  An executioner’s hood 
  019 
  A tiny chest that opens from the top or from 
  the bottom 
   
  046 
  A miniature lizard carved from flint; its body can 
  be struck with steel to create sparks 
  020 
  A perfectly round, perfectly smooth stone 
   
  047 
  A glass vial filled with nail clippings 
  021 
  A 1-inch cube, each side painted a different 
  color 
   
  048 
  A tiny box of delicious spices that can’t be 
  identified 
  022 
  A pouch of tiny stone idols 
   
  049 
  A pouch made of flesh, with a sinew drawstring 
  023 
  A small packet filled with pink dust 
   
  050 
  The dried-up poison gland of a poisonous beast 
  024 
  A short scepter, the sigil of a former 
  townmaster’s authority 
   
  051 
  A black pirate flag adorned with a skull-and-
  crossbones from a “dragon” or another beast 
  025 
  The shell of an egg painted with scenes of 
  misery in disturbing detail 
   
  052 
  An iron coin that can be shown to prove 
  membership in a secret organization 
  026 
  An intricate ebony coat button 
   
  053 
  Pallid gloves crafted with ivory fingernails 
  027 
  A pair of old socks 
   
  054 
  Seven small, multicolored glass marbles 
   
   
   
   
  
   
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  TRINKETS (PART 2) PRIMITIVE FANTASY 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  055 
  A switch or other implement that was used 
  to discipline you as a child 
   
  078 
  A map tattooed on an old piece of human skin, 
  rolled tightly and stored in a scroll tube 
  056 
  A decorative ceramic plate 
   
  079 
  A small wooden statuette of a smug child 
  057 
  An old little doll made from a dark, dense 
  wood and missing a hand and a foot 
   
  080 
  A letter in child’s script, promising revenge on a 
  foster parent and signed in blood 
  058 
  A leather case (pouch) holding 20 intricately-
  carved leaden sling bullets 
   
  081 
  A glass jar containing a weird bit of flesh floating 
  in pickling fluid 
  059 
  Dice made from the knuckles of a notorious 
  charlatan 
   
  082 
  An eyepatch that seems to be designed for 
  wearing over the middle of the forehead 
  060 
  A set of high-quality steel sewing needles 
   
  083 
  A single caltrop made from bone 
  061 
  A mummified bird claw 
   
  084 
  A comb carved from seashell 
  062 
  A woven sun hat that doubles as a basket 
   
  085 
  An old divination card bearing your likeness 
  063 
  An urn containing the ashes of a hero or a 
  politician (or a hero politician) 
   
  086 
  A quiver with a cap that, when closed, keeps the 
  contents dry even while submerged 
  064 
  The shattered pieces of a small jade statue 
   
  087 
  An alabaster mask 
  065 
  A dead insect or unidentifiable winged 
  creature inside a clear glass bottle 
   
  088 
  A wooden practice sword with the carved 
  autograph of a famous gladiator 
  066 
  A 10-foot string, incrementally-knotted for 
  use as a measuring tool 
   
  089 
  A small cloth doll with sewn-on features, 
  skewered with needles 
  067 
  A military patch or other rank insignia from a 
  lost legionnaire 
   
  090 
  A sharpened hovel with twenty-six notches 
  carved along the handle. 
  068 
  A note of thanks from an unknown person 
   
  091 
  A tiny cage with no door 
  069 
  An ancient arrow or crossbow bolt of 
  delicate design 
   
  092 
  A flute on which every note played sounds the 
  same 
  070 
  A journal recording every lie that the original 
  owner ever spoke, from small white lies to 
  grand fabrications 
   
  093 
  A bag containing forty-seven humanoid teeth, 
  one of which is rotten, the rest of which seem to 
  have been removed while healthy 
  071 
  A knife that belonged to a relative 
   
  094 
  The first half of the best novel you’ve ever read 
  072 
  A receipt itemizing a wealthy noble’s dowry 
   
  095 
  An old chess piece made from glass 
  073 
  A fan that, when unfolded, shows a sleeping 
  dog 
   
  096 
  Two heavy iron boot inserts designed to protect 
  against caltrops 
  074 
  A one-pound iron trade bar. On the back is 
  carved “The king’s ransom.” 
   
  097 
  Two wooden toy soldiers, one with a missing 
  head 
  075 
  A candle that can’t be lit  
   
  098 
  A doll built for a shaman’s ritualistic purposes 
  076 
  A wood carving knife with an intricately 
  carved wooden handle 
   
  099 
  A whistle made from gold-colored wood or bone 
  077 
  A multicolored disk made of stone, clay, or a 
  similar material 
   
  100 
  A sturdy, ten-foot chain made of copper rather 
  than iron 
   
   
   
   
   
  
   
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  TRINKETS (PART 3) STANDARD CAMPAIGN 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  101 
  A gold coin minted in an unknown land 
   
  128 
  An old leather-bound ledger from a brothel  
  102 
  A book of pleasant memories written by 
  someone who was suffering memory loss 
   
  129 
  An ornate scabbard that fits no blade you have 
  found so far 
  103 
  An empty wine bottle of a very rare and 
  expensive vintage 
   
  130 
  A merchant’s scale designed to give bias to one 
  side, about five percent 
  104 
  A religious icon with a hidden compartment 
   
  131 
  Nails from the coffin of a murderer  
  105 
  A brass orb etched with strange runes 
   
  132 
  A horseshoe bent into an odd shape  
  106 
  The signet of a banished noble 
   
  133 
  A ring of keys for forgotten locks 
  107 
  A blank book that refuse to hold ink, chalk, 
  graphite, or any other substance or marking 
   
  134 
  A sealed envelope marked as containing the last 
  will and testament of a fallen soldier 
  108 
  A metal drinking flask, beautifully engraved 
   
  135 
  A flag from a ship lost at sea  
  109 
  A silver spoon with an M engraved on the 
  handle 
   
  136 
  A taxidermized cat with a collar and tag that says 
  “familiar” 
  110 
  A tiny, gruesome box containing dozens of 
  fingernails taken from humanoids 
   
  137 
  A book that tells the story of a legendary hero’s 
  rise and fall, with the last chapter missing 
  111 
  A diary written in a language you don’t know 
   
  138 
  A bracelet-sized chain, its links made of many 
  different non-precious metals 
  112 
  2 electrum coins minted by a usurper before 
  her demise, illegal to use as currency 
   
  139 
  A small, worn book of children’s nursery rhymes 
  113 
  The deed for a parcel of land in a realm 
  unknown to you 
   
  140 
  An exceptional-quality horse bridle, its leather 
  components tooled with intricate designs 
  114 
  A book-sized case displaying 22 pinned 
  butterflies of exotic origin 
   
  141 
  An empty silver snuffbox bearing an inscription 
  on the surface that says “dreams” 
  115 
  A tiny silver icon of a raven 
   
  142 
  An old bridal veil 
  116 
  A set of intricate schematics for large, 
  elegant siege weapons 
   
  143 
  Half of a floorplan for a temple, castle, or some 
  other structure 
  117 
  A silver badge in the shape of a five-pointed 
  star 
   
  144 
  A hound’s collar with a metal tag; only you can 
  read the inscription 
  118 
  A bloody canvas pouch, the type of which is 
  carried only by the royal dispatch service 
   
  145 
  A bronze pentacle with an etching of a rat’s head 
  in its center 
  119 
  An old key 
   
  146 
  The baron’s missing signet ring 
  120 
  A book of lore containing entirely wrong 
  information 
   
  147 
  A wolf’s head wrought in silver that is also a 
  whistle 
  121 
  A hilt from a broken sword 
   
  148 
  A lady’s decorated parasol 
  122 
  A receipt for purchase of a child-size coffin 
   
  149 
  A key to the family crypt 
  123 
  A silver skull the size of a coin 
   
  150 
  The unopened letter from your dying father  
  124 
  A flamboyant hat that is not in fashion 
   
  151 
  An unfinished painting on rolled canvas 
  125 
  A four-leaf clover pressed inside a book 
  discussing manners and etiquette 
   
  152 
  A pouch made of intricate lace folds out into a 
  beautiful shawl 
  126 
  A gold tooth 
   
  153 
  A fancy monogramed ink pen made of electrum 
  127 
  A receipt of deposit to a foreign city 
   
  154 
  A cameo with the profile’s face scratched away 
   
   
   
  
   
  166 | THE  CO MPR EH ENS I VE EQ UI P ME NT  M AN UA L 
   
  TRINKETS (PART 4) STANDARD CAMPAIGN 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  155 
  A small box of old ink pens, their tips worn to 
  useless nubbins 
   
  178 
  A tiny silver bell without a clapper. The bell has 
  a tiny loop, allowing it to be strung on a string. 
  156 
  A necklace formed of the interlinked holy 
  symbols of a dozen deities 
   
  179 
  Half a copper icon of clasped hands; the right 
  hand was given to a childhood friend 
  157 
  An unfinished weapon pommel crafted for a 
  royal heir prior to the child’s untimely death 
   
  180 
  Half a copper icon of clasped hands; the left 
  hand was given to a childhood friend 
  158 
  An indecipherable treasure map 
   
  181 
  A note from a secret admirer 
  159 
  A glass cylinder, open at each end. When 
  placed over a candle, the flicker of distorted 
  light casts shadows of moving creatures 
   
  182 
  A purple handkerchief embroidered with the 
  name of a powerful archmage or otherworldly 
  being 
  160 
  A rabbit’s foot 
   
  183 
  A silver ring with empty gem settings 
  161 
  An invitation to a party where a murder 
  happened 
   
  184 
  A tiny sketch portrait of an ugly person or 
  creature 
  162 
  A cameo carved in the likeness of a hideous 
  person 
   
  185 
  A weightless decoy purse that appears to bulge 
  with coins but cannot be opened 
  163 
  A string of multicolored ceramic beads 
   
  186 
  A diary with seven missing pages 
  164 
  A winter coat stolen from a dying soldier 
   
  187 
  A scroll bearing an earnest marriage proposal 
  165 
  A felt scarf with fine, lightweight chainmail 
  sewn in, covering one side 
   
  188 
  An iron holy symbol devoted to an unknown god 
  166 
  A set of silverware used by a king for his last 
  meal 
   
  189 
  A wooden block with an ornately carved face 
  designed to serve as an ink stamp 
  167 
  A set of bronze scissors shaped like two 
  feathered wings crossing themselves 
   
  190 
  A brooch of ornate design made from an 
  unknown, bluish metal 
  168 
  A gold monocle frame without the lens 
   
  191 
  A well-worn loincloth 
  169 
  An ornate saw with no teeth on the blade 
   
  192 
  A wig from someone executed by beheading 
  170 
  A crystal knob from a door 
   
  193 
  A taxidermized bird 
  171 
  The laces from a corset or similar type of 
  clothing 
   
  194 
  A picture you drew as a child of your imaginary 
  friend 
  172 
  A fragment of a beautiful song, written as 
  musical notes on two pieces of parchment 
   
  195 
  A list of innocuous ingredients with notes on 
  how to make a poison from them 
  173 
  A dead sibling’s military medals 
   
  196 
  Clothes stolen from a scarecrow 
  174 
  A teacup from a child’s tea set, stained with 
  blood 
   
  197 
  A small door plaque engraved with a family 
  name 
  175 
  A set of glass spheres designed to cause 
  fishing line to float on a watery surface 
   
  198 
  A spinning top carved with four faces: happy, 
  sad, wrathful, and dead 
  176 
  A hand mirror backed with a bronze 
  depiction of a monster 
   
  199 
  A pair of boots made with unbelievably good 
  quality, the envy of any noble 
  177 
  A mold for pouring 1-pound silver trade bars 
   
  200 
  The necklace of a sibling who died on the day 
  you were born 
   
   
   
   
  
   
  167 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  TRINKETS (PART 5) HIGH FANTASY 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  201 
  A jar of pickled tongues 
   
  225 
  A one-of-a-kind crystal goblet 
  202 
  An ivory bell with a silver interior lining 
   
  226 
  A bottle of invisible ink readable only at sunset  
  203 
  An urn with the ashes of a dead relative 
   
  227 
  An ivory ring that makes you invisible to sheep 
  204 
  A set of six brass buttons taken from an 
  unknown piece of clothing 
   
  228 
  A pocket watch that runs backward for an hour 
  every midnight 
  205 
  A lepidopterist’s box filled with dead moths 
  with skull-like patterns on their wings 
   
  229 
  An iron coin that makes you feel slightly happy 
  when you squeeze it tightly 
  206 
  A black wooden pipe that creates puffs of 
  smoke that look like skulls 
   
  230 
  A wineskin that refills when interred with a dead 
  person for a night 
  207 
  The prosthetic hook or wooden hand of a 
  notorious pirate or outlaw 
   
  231 
  A complex hour glass that counts down various 
  times: 1 minute, 1 hour, 8 hours, and 1 day 
  208 
  A gemstone that looks like a lump of coal 
  when examined by anyone but you 
   
  232 
  A spyglass that always shows the world suffering 
  a terrible storm 
  209 
  A silver-haired wig  
   
  233 
  A history book written in a long-lost language 
  210 
  A compass that points to the user’s nearest 
  blood relative 
   
  234 
  A lantern with a black candle that never runs out 
  and that burns with green flame 
  211 
  A 1-pound egg with a bright red shell 
   
  235 
  A golden walnut 
  212 
  A magnifying glass that only magnifies dirt; 
  everything else is blurry 
   
  236 
  A little black book that records your dreams, and 
  yours alone, when you sleep 
  213 
  A nightcap that, when worn, gives you 
  pleasant dreams 
   
  237 
  A bouquet of funerary flowers that always looks 
  and smells fresh 
  214 
  A flask that refills with a pint of oil every 
  sunrise. The oil burns with a terrible stench. 
   
  238 
  Porcelain doll’s head that always seems to be 
  looking at you 
  215 
  A 1-ounce block of an unknown material 
   
  239 
  A ring that gives the wearer fresh breath 
  216 
  An anatomical diagram of the inside of a 
  monster with detailed notes 
   
  240 
  A broken pendent of a fantastic beast that’s 
  always cold to the touch 
  217 
  A giant glass eye 
   
  241 
  A 2-inch gold wire coiled around a finger bone 
  218 
  A piece of crystal that glows in moonlight 
   
  242 
  A tiny spool of black thread that never runs out 
  219 
  A ceramic lamp that once held a djinni  
   
  243 
  A 1-ounce bottle of gold-colored ink 
  220 
  A metal can that has no opening but sounds 
  as if it is filled with liquid, sand, spiders, or 
  broken glass (your choice) 
   
  244 
  A pocket-sized picture of a landscape that 
  depicts tomorrow’s weather. It reads correctly 
  only half of the time.  
  221 
  A pouch of black sand that radiates warmth 
   
  245 
  A pouch containing fancy scented soap bars 
  222 
  A glass jar containing lard with a label that 
  reads, “Griffon Grease” 
   
  246 
  A tiny clockwork figurine of a dancer that’s 
  missing a gear and doesn’t work 
  223 
  An inkwell that makes one a little nauseous 
  when staring at it 
   
  247 
  An itchy bedroll that keeps the user warm while 
  sleeping, even in the coldest weather 
  224 
  A lock that opens when blood is dripped in its 
  keyhole 
   
  248 
  A small locked box that hums a lovely melody at 
  night but you always forget it in the morning 
  249 
  A tiny brass cube, always cold as ice, useful 
  for chilling drinks 
   
  275 
  An immortal candle, one that can be used 
  repeatedly but never burns down 
  250 
  A small mirror that shows a much older 
  version of the viewer 
   
  276 
  A birdcage into which small birds fly but once 
  inside never eat or leave 
  
   
  168 | T HE  CO MPR EH ENS I VE EQ UI P ME NT  M AN UA L 
   
  TRINKETS (PART 6) HIGH FANTASY 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  251 
  A jar containing a tiny frog that, if removed, 
  reappears in the jar within a week. 
   
  277 
  A hooded lantern with an internal sparker that 
  can light its oil without an outside fire source 
  252 
  A vial of black liquid labeled “unholy water” 
   
  278 
  An unusually heavy hangman’s noose 
  253 
  A tiny glass jar with an unidentifiable brown 
  lump of dried material stuck to the bottom. 
  The label reads “demon heart.” 
   
  279 
  A 10-foot string that can be strung across empty 
  air; the string will hover as placed until pulled 
  down by even a slight weight  
  254 
  A vial of perfume, the scent of which only 
  certain creatures can detect 
   
  280 
  A small idol of a nightmarish creature that gives 
  you unsettling dreams when you sleep near it 
  255 
  A silver teardrop earring made from a real 
  teardrop 
   
  281 
  A satchel that preserves contained food, 
  keeping it fresh for up to three weeks 
  256 
  A needle that never bends 
   
  282 
  An enormous scale, perhaps from a giant lizard 
  257 
  An ink pen with an internal ink well that 
  never runs out. The pen is engraved with a 
  name in an unknown language. 
   
  283 
  A tiny wooden sphere that, when dropped on 
  the ground, wakes every sleeping creature 
  within 20 feet 
  258 
  A ledger that changes each time it is read 
   
  284 
  A glass orb filled with moving smoke 
  259 
  A wooden box that holds a living worm with 
  a head on each end of its body 
   
  285 
  A bronze laurel that gleams even in the weakest 
  light 
  260 
  A bit of folded cloth that, when unfolded, 
  turns into a stylish cap 
   
  286 
  A tiny tinker-built music box that plays a song 
  you dimly remember from your childhood 
  261 
  A glove with a prosthetic finger replacement 
  that closes when the other fingers close 
   
  287 
  A packet of purple dust that that instantly dries 
  small objects it is sprinkled over 
  262 
  A sheet of parchment upon which is drawn a 
  complex mechanical contraption 
   
  288 
  A shard of obsidian that always feels warm to 
  the touch 
  263 
  A tiny padlock that opens when the right 
  sequence of numbered dials is displayed 
   
  289 
  A chain of with links made of different non-
  precious metals and alloys 
  264 
  A brass ring that never tarnishes  
   
  290 
  A small, weightless stone block  
  265 
  A child apprentice’s spellbook containing 
  incomplete notes about cantrips 
   
  291 
  An invitation to a séance for an unknown future 
  date; only the dead may attend 
  266 
  An electrum top that, when dipped in ink, 
  draws beautiful patterns as it spins 
   
  292 
  A rectangular metal device with two tiny metal 
  cups on one end that throws sparks when wet 
  267 
  A cog or gear from an intricate machine 
   
  293 
  A hand puppet with articulating facial features 
  268 
  A pipe that blows bubbles 
   
  294 
  A mechanical canary inside a tinker’s lamp 
  269 
  A clockwork bumblebee that buzzes and 
  flops about when wound and released 
   
  295 
  A jar of spices that make consumers of affected 
  food feel nauseous two hours later 
  270 
  A walking cane with an iron ferule that 
  strikes sparks on stone 
   
  296 
  A tiny mechanical crab or spider that moves 
  about when it’s not being observed 
  271 
  Several scales from a suit of armor that look 
  iridescent, like mother of pearl 
   
  297 
  A pair of spectacles once owned by a woman 
  who was killed by a lightning strike 
  272 
  A tin of exceptionally-bright boot polish 
   
  298 
  A glove that hums softly while worn outdoors 
  273 
  A jack-in-the-box that weeps salty tears 
  when it opens  
   
  299 
  A ring that feels warm while potions are active 
  on the wearer 
  274 
  A music box that plays by itself whenever  
  someone holding it dances 
   
  300 
  A glass orb filled with water, in which swims a  
  clockwork goldfish 
  
   
  169 | T HE  CO MPR EH ENSI VE EQ UI P ME NT  M AN UA L 
   
  PART 6: MAGIC ITEMS
  This Part is entirely optional. It is intended for use by 
  Dungeon Masters. This Part focuses on magic items’ 
  value and interchangeability after they are acquired. It 
  provides precise values and it talks about methods to 
  construct, deconstruct, and otherwise alter magic 
  items. The final section adds a wealth of new special 
  features to better individualize magic items. 
   
  THE CLOSED ITEM SYSTEM 
  These rules keep magic items within a closed system. 
  A closed system expands only at a set rate. Any 
  intrusion into the system beyond its expected growth 
  requires a balancing expulsion from the system. This 
  philosophy allows the party to gain new, specific 
  magic items that they are willing to work for according 
  to the Dungeon Master’s requirements, while keeping 
  their total magic items to a regulated rate of growth. 
  Astronomical prices for magic items are the 
  product of a game where (A) magic items can be 
  purchased or crafted with gold, and (B) gold is not 
  formally limited or regulated. Likewise, time, another 
  unregulated asset, is required in high quantities to craft 
  magic items, but this can only hope to deter crafting, 
  not balance it. Because the levels of a party’s wealth 
  and free time are unknowable to the rules designer, 
  being effectively unlimited, these two costs are set 
  very high, up in the stratosphere of mere imagination. 
  For example, Xanathar’s Guide to Everything 
  suggests that creating a one-use spell scroll of mass 
  heal (level 9) might require a quarter-million gold 
  pieces and 240 days of work. That’s five times the cost 
  to craft a permanent legendary-rated magic item. 
  That’s half what it cost to build the emperor’s palace! 
  That’s a third of the amount of gold a character should 
  see across her entire 20 levels of adventuring! For that 
  cost, there is no need to get the scroll—you could pay 
  a handful of high-level clerics to follow you your 
  whole career and cast that spell at your every whim. 
  As far as time goes, that system is a vast 
  improvement over the Dungeon Master’s Guide, 
  which suggests a whopping 10,000 days (27 years) to 
  craft such a scroll. This is beyond the adventuring 
  lifespan of most characters. The system creates an 
  illusion of player-made magic items, but sets costs that 
  are typically insurmountable. While common or 
  uncommon items can be made within the suggested 
  spans, rare is the campaign that allows enough 
  downtime for a rare magic item, and almost no 
  campaigns provide enough time for a very rare or 
  legendary creation. 
  A closed system addresses this problem 
  succinctly. It keeps the party’s two treasure metrics 
  (wealth and magic items) in separate tracks, as the 
  game strongly suggest. Astronomical costs are no 
  longer required for balance, even if the wealth track is 
  potentially infinite, because there is no effective 
  crossover of wealth into magic items. The Dungeon 
  Master can adhere to the original magic item value 
  ranges in the Dungeon Master’s Guide (or the more-
  precise costs in this supplement) without fear that the 
  party will buy 10 of everything. Even when using the 
  measured distribution methods of the prior Part, this 
  separation insulates the campaign from unexpected 
  windfalls or errors in wealth calculations. 
  Using a closed system means magic items cannot 
  be purchased unless part of the Dungeon Master’s 
  normal plan for distribution. Beside this, characters 
  can transmute random or mismatched magic items into 
  ones more suitable to their class features and personal 
  preferences. The cost exchanged is two-for-one, but 
  this does not really reduce value; players will likely 
  select items that better synergize with their character 
  sheets, improving the potency of their item collections. 
   
  ESSENTIA AND SEEDS  
  This closed system allows transmutations of magic 
  items into others only within the limits set by the 
  Dungeon Master. These limits take the form of 
  essentia and seeds, two new concepts, influenced 
  heavily by several prior editions. Essentia is a magical 
  substance created by destroying magic items. Seeds 
  are exotic components that shape the power of essentia 
  into the form of specific magical items. 
   
  ESSENTIA 
  Essentia is created by destroying magic items using 
  methods like the disenchant magic item spell. It is the 
  marrow of magic items, the vital life force required for 
  
   
  170 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  their creation and continued function. The techniques 
  for creating raw essentia in other ways were lost long 
  ago. 
  Essentia is a dark brown mass of pulpy fibers that 
  cling together in physic-defying ways. This material 
  resembles wet wood pulp but is dry to the touch. 
  Sometimes tiny tufts of the material will break off a 
  mass of essentia and float away in a non-existent 
  breeze. For safe storage, spellcasters will diffuse the 
  fibers into a container of water. Essentia is typically 
  carried in one-pound flasks, each holding up to 1,000 
  gp in essentia value. The material can be easily 
  identified by its unique smell, like ozone. 
  Wealthy spellcasters sometimes trade essentia 
  with one another in exchange for important favors. But 
  they almost never sell it. The substance remains 
  incredibly difficult to acquire without destroying a 
  magic item; it is found rarely, and only then in very 
  valuable treasure hoards. Essentia can be detected by 
  such spells as detect magic, but it shows no specific 
  school of magic. 
   
   
  VARIANT: MAGIC BREWS 
  Common-rated potions (the potion of healing and 
  potion of climbing) are considered “quasi-magical” 
  items. These can be crafted either with normal 
  magical methods, or they can be created with 
  mundane methods, even by non-spellcasters.  
  Likewise, the brews and poisons that can be 
  created with alchemist’s supplies, herbalism kits, 
  and poisoner’s kits are quasi-magical. These too 
  can be crafted mundanely, or by magical means as 
  common-rated magic items. This means that 
  mundane or truly magic versions are both available, 
  each with the same effect, except that a magic 
  version could be faster to make but will not function 
  within an area of antimagic. 
  For example, if you find an antitoxin or potion 
  of healing, the Dungeon Master will determine if it 
  was created with an herbalism kit using mundane 
  means or by a spellcaster with the enchant magic 
  item spell. Usually, the difference is obvious; an 
  antitoxin made mundanely looks like a dark liquid 
  with a foul smell, while a magical antitoxin might 
  be a clear liquid, or one made of visibly-magical 
  material. 
   
  Essentia has several functions. First and most 
  importantly, it is an ingredient to the creation of 
  magical items. A magic item crafter must incorporate 
  an amount of essentia into her process, the value of 
  which equals the full value, or half the value, of the 
  item being built, depending on techniques and 
  outcomes. Details for this process are described below. 
  Second, essentia can be used in the place of costly 
  spell components that are expended when casting 
  spells. For example, a raise dead spell requires a 
  diamond worth at least 500 gp, which the spell 
  consumes. The spellcaster could expend essentia in 
  place of the diamond or to make up the difference in 
  value if she only had a smaller diamond on hand. 
  Because essentia is so valuable, this function of the 
  magical pulp is rarely employed. For example, a cleric 
  needing to raise someone from the dead right away, 
  but having no diamonds nearby, might choose to 
  disenchant a magic item to make use of its essentia. 
  This function of essentia works for any spell with 
  costly, consumed components. It does not work for 
  spells whose costly components are not consumed. 
  Essentia in the right amounts can also be mixed 
  with ink to duplicate the effects of “rare ink,” and is 
  used to create spell scrolls or to scribe spells into a 
  wizard’s spellbook. The amount of essentia within the 
  ink must be worth at least 50 gp per level of the spell 
  to be inscribed. 
  Because essentia is detectable as magic, there are 
  many other uses to which it can be put. An amount 
  mixed with lacquer and coating a wooden box might 
  foil a detect magic spell, masking the magic of 
  contained items, so long as the essentia used was 
  costlier than the value of any single item within. A trail 
  of essentia could be left through a forest, sprinkled too 
  lightly to notice with the naked eye, but clear to 
  someone using detect magic. Additional uses, and 
  their exact parameters, are left to the Dungeon Master. 
   
  SEEDS 
  The Dungeon Master’s Guide instructs that a magic 
  item may require special materials or locations for 
  crafting. Just as a spell might need a material 
  component—a mundane items whose essential nature 
  helps a spellcaster conjure and shape the magic of a 
  spell—so too does a seed help an artificer conjure and 
  shape the magic for her creation. 
  
   
  171 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  Every magic item requires a seed to create, except 
  for spell scrolls and certain potions. Unlike most spell 
  components, which are purchased in a comprehensive 
  pouch, seeds tend to be difficult to acquire. 
  When acquired, a seed had some tangible physical 
  form, or it is held representationally in some sort of 
  container, or it is a location where all enchantment 
  must take place to infuse certain properties. Once the 
  seed’s power is transferred into an object to create a 
  magical item, the seed became a formless essence 
  within the magic item, the “spirit” that defines it power 
  and direction. (Its physical form remains, but unable 
  to be used as a seed in future creation.) A seed is also 
  the foundation for a sentient item’s temperament or the 
  personality behind an item’s minor properties and 
  quirks. The proclivities of such items reflect the pieces 
  from which they were fashioned. A seed that required 
  evil deeds to harvest gives an evil mien or alignment. 
  Seeds take many forms. Usually, they are not 
  “magical” and cannot be distinguish by detect magic 
  spells. The one thing common to all seeds is that they 
  need some level of challenge to acquire. The rarer the 
  magic item to be crafted, the harder it will be to find 
  the right seed, although seeds gathered from evil deeds 
  or sources tend are a little easier to acquire. 
  When characters wish to create magic items, the 
  DM decides the nature of the seed required. This 
  information is contained in a formula. (See below.) 
  Sometimes an outlay of gold is all that is needed to buy 
  such a seed. Sometimes a journey to the neighboring 
  city, handled in downtime, is the only requirement. 
  But more often, the crafter will need to go somewhere 
  distant and do something dangerous to get a seed. As 
  with finding a magic item by delving into a monster’s 
  layer, crafting a magic item probably requires a similar 
  level of risk-to-reward. The DM should also allow the 
  character to seek out one of several seed options for 
  the same item. This is particularly important when 
  describing esoteric or non-concrete items to collect. 
  The seed used has deep implications for the flavor or 
  special features of the new magic item, so the player 
  should have some choice in the matter. 
  The exact form of a seed must match key 
  parameters of the item; not just the magical effect, but 
  also its shape. Such conformity is decided by the 
  Dungeon Master. This requirement explains why some 
  magical effects are limited to certain forms. A 
  different form would be possible with a different seed, 
  but only a few seeds are well known among arcanists 
  and arcanists. A character intending to craft a magic 
  item can automatically determine what seeds would be 
  suitable if the creation is a standard magic item or the 
  creator possesses a formula. (See below, or page 141 
  of the Dungeon Master’s Guide.) 
   
  SAMPLE MAGIC ITEM SEEDS 
   Rarity 
  Example 
  Common 
  An uncommon type of fur, as from 
  a wolf; sweat from the artificer’s 
  brow, collected while working in a 
  garden; moss taken from a temple 
  roof 
  Uncommon 
  Rainwater collected in a silver 
  basin on the night of the full 
  moon; oak leaves from a tree that 
  grows over a grave; the signet ring 
  of some minor-ranked noble; a 
  laboratory or library where great 
  learning takes place 
  Rare 
  The ashes of a very valuable 
  painting; mushrooms from a faerie 
  ring; a bone from your distant 
  ancestor; the site of a recent ritual 
  sacrifice of a sentient being 
  Very Rare 
  The blood of a hanged person who 
  was sentenced and executed but 
  innocent of the crime; a flower 
  that grows only in the distant and 
  treacherous fire swamp; the teeth 
  of a powerful beholder; a platform 
  built of rare materials high above 
  sea level and etched with runes 
  Legendary 
  The petals of a rare cactus that 
  flowers only once in a decade; 
  roots of a rhyme tree which grows 
  only in the haunted forest from 
  which no one returns; ore from 
  the heart of a volcano; the forge of 
  a primordial creature located in a 
  deep fissure in the ocean floor 
  Artifact (for  
     illustrative 
     purposes) 
  The tears of an ancient dragon; 
  the brain of a creature that will 
  become extinct when you kill it; 
  the severed voice of a powerful 
  emperor 
  
   
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  For example, an oathbow is always a longbow 
  (Dungeon Master’s Guide, page 183). It is never any 
  other type of bow. If someone wanted to make a 
  shortbow into a version of this magic item, a different 
  seed would be required, one not commonly known to 
  magic item crafters. Discovering the right seed might 
  require a significant amount of exploration, research, 
  or invention. 
  If the seed requires defeating a monster, the 
  challenge rating (CR) of the creature should adhere to 
  this range: 1-3 (common item), 4-8 (uncommon item), 
  9-12 (rare item), 13-18 (very rare item), 19+ 
  (legendary item). 
  If the Dungeon Master that does not wish to 
  regulate what magic items the party turns its essentia 
  into, she can make seeds for standard magic items 
  available from local spellcasters for a nominal price, 
  or otherwise make seeds easy to acquire. This still 
  allows the DM to impose special seed requirements if 
  a character wishes to create a magic item that varies 
  from the standard options. 
   
  FORMULAS 
  The very first requirement for crafting a magic item is 
  acquiring a formula. Spellcasters do not automatically 
  intuit the complex methodology of stuffing magical 
  power into mundane items and producing specific 
  results. Controlling access to formulas is another way 
  the Dungeon Master can control what magic items the 
  party has access to. 
  A formula imparts the various techniques needed 
  for a specific magic item. A formula is a cross between 
  ritual directions and the notes for a science 
  experiment. It is usually written in a book or on a loose 
  sheet of parchment, often accompanied by complex 
  diagrams. When not in a book, formulas are typically 
  kept safe in protective scroll cases. 
  Importantly, a formula describes at least one, but 
  typically several, seed options. Two formulas for the 
  same item can have a great deal of variance in the 
  methods and materials used; just like seeds, the nature 
  of the formula, or the deeds needed to follow its 
  instructions, can have an impact on the flavor and 
  special features of the resulting magic item. 
  A formula, particularly one not created from 
  scratch, may or may not include minor properties or 
  quirks. This is determined by the Dungeon Master, and 
  may affect the value of the formula. 
  Alternately, the Dungeon Master may allow that 
  minor properties and quirks themselves have their own 
  distinct formulas, a combination of these with a 
  normal formula allows the spellcaster to customize the 
  craft of a magic item. (Purposefully adding quirks to 
  an item is useful because these reduce the amount of 
  essentia needed for an item’s creation.) An item with 
  only minor properties or quirks is a common-rated 
  magic item. 
  Depending on the rarity of magic items in your 
  game world, formulas can be purchased from certain 
  sellers, experts in their fields, or they can be found as 
  treasure. A formula typically has double the value of 
  the magic item it provides directions for crafting. 
  While not magical itself, the formula can be used to 
  combine essentia and seeds to make the magic item in 
  question, doing so as often as time and resources 
  allow. 
  A formula might be discovered in a hoard in the 
  place of a magic item. Or it could be pieced together 
  from multiple discoveries using downtime activity for 
  research. Sometimes these notes or activities simply 
  give the ability to craft the sought formula with 
  calligrapher’s tools, using the normal crafting rules. 
  The copying or creation of formulas might be 
  beyond the ability of player characters, particularly 
  legendary formulas. Remember that the default setting 
  makes these techniques rare, essentially nonextinct. 
   
  NEW SPELLS FOR MAGIC ITEMS 
  The following 1st-level spells make use of the seeds 
  and essentia system to manipulate magic items. They 
  are particularly useful in campaigns that do not 
  provide years of downtime so cannot use the optional 
  magic item crafting rules in the Dungeon Master’s 
  Guide or Xanathar’s Guide to Everything. 
  These spells can be learned or prepared by any 
  spellcaster, but not automatically. They represent one 
  set of methodologies for creating and manipulating 
  magic items. At the Dungeon Master’s option, these 
  spell effects can be produced (as if they were not 
  spells) by spellcasters with the ritual casting feature. 
  To keep these systems rare or mysterious, the 
  Dungeon Master may restrict them to non-player 
  characters. Alternately, the Dungeon Master might 
  only allow access to the Brew Healing Potion or 
  Scribe Spell Scroll spells, designating them as using 
  different, more common techniques. 
  
   
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  Another approach to limit these spells is to 
  prevent them ever being learned or known by a caster, 
  while distributing a limited number of them on spell 
  scrolls, just as many instances of these effects as the 
  Dungeon Master desires. In this case, whichever 
  classes the Dungeon Master wants can cast the spells 
  as though they were available on that caster’s class 
  spell list. 
   
  BREW HEALING POTION 
  1st-level transmutation (ritual) 
  Casting Time: 4 hours 
  Range: Touch 
  Components: M (rare herbs valued at up to 5 gp) 
  Duration: Instantaneous 
   
  You cast this spell to infuse healing power into the 
  contents of a small container, a liquid or salve that will 
  take on curative properties and become a potion of 
  healing. 
  You must have proficiency with an herbalism kit 
  and construct the target substance out of the material 
  components. Alternately, you must have a spell that 
  heals hit points known or prepared during the casting 
  of this spell on a target item. In the latter case, you do 
  not need any proficiency to get the material 
  components to mix sufficiently for the item. 
  After the first casting of this spell, the material 
  components are subsumed into the object, which is 
  then detectable as magic. Often the potion has no 
  curative benefits after just one casting. To finish the 
  magic item, this spell must be cast repeatedly until the 
  total value of the rare herbs expended equals half the 
  market value of the healing potion. Each individual 
  spellcaster can only cast this spell on the same item 
  once per day, but multiple casters can contribute to 
  speed up the process. Additional casters must have 
  proficiency with herbalism kits or have a spell that 
  heals hit points known or prepared while casting. 
  With a spell slot of sufficient level (see below), 
  this spell can add rare herbs to enhance an existing 
  healing potion, turning it into a more potent version. 
  Use the same process of enchantment described above, 
  but subtract the item’s existing value from the total 
  value of the rare herbs required for the item’s new 
  rating. The resulting healing potion must be of a type 
  that the spell slot’s level can affect. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can spend up to 
  25 gp worth of rare herbs with each casting and you 
  can create a potion of healing or greater healing. 
  When you use a spell slot of 6th level or higher, you 
  can spend up to 100 gp worth of rare herbs with each 
  casting and can create potions of healing, greater 
  healing, and superior healing.  When you use a 9th 
  level spell slot, you can spend up to 1,000 gp worth of 
  rare herbs with each casting and can create potions of 
  healing, greater healing, superior healing, and 
  supreme healing. 
  When you use spell slots of higher levels, you can 
  split the rare herbs of this spell into multiple targets 
  with each casting. This allows you to brew multiple 
  potions at a time, and potions of various potencies. 
  Additional Options. A character can already 
  create potions of healing just like any mundane crafts. 
  This requires an herbalism kit, the right amount of 
  ingredients, and no magic whatsoever. Because 
  Xanathar’s Guide to Everything suggests simpler 
  methodologies for creating healing potions; the 
  Dungeon Master may allow healing potions of any 
  rarity to be crafted with this same mundane method. 
  This allows a direct transfer of wealth to magic items; 
  it would potentially spoil the separation of the party’s 
  two treasure tracks, were healing potions not so 
  innocuous. Regardless, this choice is left to the DM. 
   
  DISENCHANT MAGIC ITEM 
  1st-level transmutation (ritual) 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
   
  You maintain contact with the target common or 
  uncommon magic item for the duration of the spell’s 
  casting, at the end of which its magic is destroyed, 
  along with its seed, turning it into a quantity of 
  essentia equal to half the magic item’s value. The 
  pulpy, magical substance appears on the ground at 
  your feet or in one or more indicated containers on 
  your person at the spell’s completion. The physical 
  form of the item remains unharmed but is now 
  completely non-magical. 
  When calculating essentia, do not count an item’s 
  additional value based on its physical form, like the 
  
   
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  cost of plate armor or the gold value of a magical 
  crown. Only the base magic item value, plus the value 
  added by special features, affects the resulting amount 
  of essentia. 
  This spell cannot recover essentia from any magic 
  item that did not use essentia in its crafting. This 
  typically applies to quasi-magical items, healing 
  potions, and some artifacts. 
  If this spell is used on a sentient magic item, the 
  magic item has the option to cause the spell to fail, 
  depending on its own interests or whims. 
  This spell will not work on an item that has a 
  mystical connection with a creature, whether by 
  attunement, the bond of a warlock’s pact weapon, the 
  magic of an active curse, or some similar effect. The 
  connection must be severed before the spell can have 
  any effect. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can affect a rare 
  magic item. When you use a spell slot of 6th level or 
  higher, you can affect a very rare magic item. When 
  you use a 9th level spell slot, you can affect a 
  legendary magic item. 
   
  ENCHANT MAGIC ITEM 
  1st-level transmutation (ritual) 
  Casting Time: 4 hours 
  Range: Touch 
  Components: V, S, M (essentia worth up to 5 gp, 
  which the spell consumes) 
  Duration: Instantaneous 
   
  You cast this spell to infuse power into a mundane 
  object with the intent of creating a common or 
  uncommon magical item. You must begin with an 
  appropriate mundane object as the target and the right 
  formula and seed to define the resulting magic. These 
  parameters are determined by the Dungeon Master on 
  a case-by-case basis. 
  You must also be able to cast any spells that the 
  item produces (or that it replicates in a way that is 
  nearly identical to spells). You must have these “item 
  spells” known or prepared at the same time you cast 
  this spell. If the item spells have material components, 
  these must be used in the first casting of this spell as 
  well. If the item has the charge-capacity or the natural 
  ability to use the spell more than once per day, 
  multiply any necessary costly consumed components 
  by the number of possible daily uses, or 10, whichever 
  is lower. If an item is consumed after only one use, you 
  need only use enough costly consumed components 
  for a single casting. These components are additional 
  to that of the enchant magic item spell. 
  After the first casting of this spell, the seed and 
  any material components are subsumed into the object, 
  which is then detectable as magic. Usually such an 
  item has no magical capabilities or effects after one 
  casting. To finish the magic item, this spell must be 
  cast repeatedly until the total value of the essentia 
  expended equals the value of the magic item. Each 
  individual spellcaster can only cast this spell on the 
  same item once per day, but multiple casters can 
  contribute to speed up the process. 
  If the mundane item this spell targets is being 
  crafted from raw components (perhaps using the 
  crafting rules), this spell can be cast on the materials 
  even before the mundane object is fully constructed, 
  so long as the seed is present at the first casting. 
  Simultaneous crafting and enchanting is a revered 
  method for creating magic items, particularly among 
  artisanal races like dwarves. 
  With a spell slot of sufficient level (see below), 
  this spell can instead be used to increase the power of 
  an existing magic item. The item must be one that has 
  a variable numerical bonus, with a current rating less 
  than +3. Use the same process of enchantment 
  described above, but subtract the item’s existing value 
  from the total value of the essentia required for the 
  item’s new rating. The resulting rarity must be one that 
  the spell slot’s level can affect. 
  This spell does not normally give a magic item 
  any magical special features or sentience. However, at 
  the Dungeon Master’s discretion, a specific formula or 
  particularly rare seed may allow a magic item to gain 
  one or more useful special features or sentience. If 
  these have associated values, the total amount of 
  essentia required for the enchantment is likewise 
  increased. 
  For any of these processes, do not count an item’s 
  additional value based on its physical form, like the 
  cost of plate armor or the gold value of magical crown. 
  Only the base magic item value, plus the value added 
  by special features or effects, determines the required 
  amount of essentia. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can spend up to 
  25 gp worth of essentia with each casting and you can 
  
   
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  create or affect a rare magic item. When you use a spell 
  slot of 6th level or higher, you can spend up to 250 gp 
  worth of essentia with each casting and you can create 
  or affect a very rare magic item. When you use a 9th 
  level spell slot, you can spend up to 2,500 gp worth of 
  essentia with each casting and you can create or affect 
  a legendary magic item. 
   
  REPAIR ENCHANTMENT 
  1st-level transmutation (ritual) 
  Casting Time: 4 hours 
  Range: Touch 
  Components: V, S, M (essentia worth up to 10 gp, 
  which the spell consumes) 
  Duration: Instantaneous 
   
  You can use this spell to repair the enchantment of a 
  common or uncommon magic item whose magic has 
  been destroyed. The item’s physical form must have 
  survived or been repaired, and the Dungeon Master 
  must determine that the item’s seed was not destroyed, 
  as happens with the disenchant magic item spell. 
  After a single casting, the object is once more 
  detectable as magic. Usually, a single casting is not 
  enough to allow any of the item’s magical effects to 
  work yet. To finish the repair, this spell must be cast 
  repeatedly until the total value of the essentia 
  expended equals half the value of the magic item. Each 
  individual spellcaster can only cast this spell on the 
  same item once per day, but multiple casters can 
  contribute to speed up the process. 
  For this calculation, do not count an item’s 
  additional value based on its physical form, like the 
  cost of plate armor or the gold value of a magical 
  crown. Only the base magic item value, plus the value 
  added by special features, affects the required amount 
  of essentia. 
  Alternately, this spell can repair (remove) one or 
  more quirks from a common or uncommon item, so 
  long as the Dungeon Master does not rule that the 
  quirk is essential to the item’s function. The cost in 
  essentia is 10 times the value reduction for the quirk. 
  (See the expanded special features section, below.) 
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can spend up to 
  50 gp worth of essentia with each casting and you can 
  repair a rare magic item or remove its quirks. When 
  you use a spell slot of 6th level or higher, you can 
  spend up to 500 gp worth of essentia with each casting 
  and you can repair a very rare magic or remove its 
  quirks. When you use a 9th level spell slot, you can 
  spend up to 5,000 gp worth of essentia with each 
  casting and you can repair a legendary magic item or 
  remove its quirks. 
   
  SCRIBE SPELL SCROLL 
  1st-level transmutation (ritual) 
  Casting Time: 4 hours 
  Range: Touch 
  Components: V, M (essentia-infused ink valued at up  
  to 5 gp) 
  Duration: Instantaneous 
   
  You cast this spell to create a spell scroll of a cantrip 
  or 1st-level spell. Spell scrolls are not properly magic 
  items; their method of creation is completely divorced 
  from that of other magic items. Instead, they are spells 
  partially-cast and hung in time with mystic rites, 
  bound to a physical object. A spellcaster with the 
  potential to cast the hung spell may read the written 
  symbols of unbinding to unleash the stored magic.  
  You must have proficiency with the Arcana skill 
  and target a single sheet of parchment, using a pen to 
  write mystic symbols with the rare ink component. 
  You must also have the spell to be scribed known 
  or prepared at the same time you cast this spell, and 
  the scribed spell’s material components are added to 
  the casting of this spell. If a costly material component 
  is normally consumed in casting the scribed spell, you 
  need only expend it during the first casting of this spell 
  to affect a single target. 
  After the first casting of this spell, the rare ink is 
  absorbed into the parchment, which is then detectable 
  as magic. Often the spell scroll is not complete in one 
  casting. To finish it, this spell must be cast repeatedly 
  until the total value of the essentia-infused ink 
  expended equals half the market value of the spell 
  scroll, not counting increases for costly material 
  components. Unlike other items, a spell scroll cannot 
  be collaborated on to hasten its creation process. 
  At Higher Levels. When you cast this spell with a 
  higher-level spell slot, you can create a spell scroll 
  scribing a spell of the same level. Alternately, you can 
  create a lower-level spell scroll more quickly, taking 
  advantage of the ability to spend more essentia-
  infused ink at a time with higher-level spell slots. As a 
  
   
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  third option, you can create a lower-level spell scroll 
  but infuse it with the power of the spell slot used. 
  This latter option treats the resulting spell scroll in 
  all ways as having a level that matches the spell slot 
  used, not the spell’s level, including for the scroll’s 
  save DC and attack bonus, as well as any modified 
  effects within the spell’s description that may result 
  from using a higher spell slot. This also raises the 
  essentia-infused ink requirement to match the level of 
  the spell slot used. Once you begin scribing a scroll 
  with a higher spell slot, you must finish by using spell 
  slots of levels at least as high. Spell scrolls made with 
  spell slots of higher levels may still be transcribed into 
  a wizard’s spell book; transcription costs the same 50 
  gp per level of the spell (not the spell slot). 
  By casting this spell with a spell slot higher than 
  1st level, you can spend more essentia-infused ink, as 
  follows: 2nd-level (10 gp), 3rd-level (25 gp), 4th-level 
  (40 gp), 5th-level (65 gp), 6th-level (180 gp), 7th-level 
  (210 gp), 8th-level (360 gp), 9th-level (675 gp). 
  When you use spell slots of higher levels, you can 
  split the writing to cover multiple parchments with 
  each casting. This allows you to scribe multiple spell 
  scrolls at a time, and scroll spells of various potencies. 
  Additional 
  Options. 
  Xanathar’s 
  Guide 
  to 
  Everything suggests simpler methodologies for scroll 
  spells than the normal item creation techniques, but 
  that allows a direct transfer of gold to magic items, 
  spoiling the separation of the party’s two treasure 
  tracks. At the Dungeon Master’s option, the essentia-
  infused ink used for spell scrolls can be replaced with 
  normal rare ink, the type that can be purchased from 
  shops. If doing so, consider using the higher costs per 
  spell scroll given in Xanathar’s Guide to Everything. 
   
  TRANSFER ENCHANTMENT 
  1st-level transmutation (ritual) 
  Casting Time: 1 hour 
  Range: Touch 
  Components: V, S, M (essentia worth 25 gp, which  
  the spell consumes) 
  Duration: Instantaneous 
   
  For the duration of the spell’s casting, you maintain 
  contact with an uncommon magic item. You also 
  maintain contact with a mundane item into which you 
  wish to transfer the magic item’s power and seed. At 
  the end of the spell, the magic is transferred, making 
  the target item magical and leaving the previously-
  magical item unharmed but non-magical. 
  Because of the peculiarities of seeds, the physical 
  form of the new item is somewhat restricted. It must 
  be one that matches the original if a form is suggested 
  by the name or by other parameters of the magic item’s 
  description. For example, the magic of a shabby old 
  cloak of protection could be transferred into the 
  exquisitely-made cape or mantle that is your symbol 
  of office, but it could not be transferred into a belt. 
  Magic item effects that are flexible allow for more 
  differences in the new item. For example, the 
  description of armor of resistance says it can apply to 
  any kind of armor, so you could shift its enchantment 
  from a suit of studded leather to a suit of half plate with 
  no difficulty. 
  In rare instances, the Dungeon Master may allow 
  you to transfer an enchantment to a wholly different 
  (or otherwise disallowed) physical form. Doing this 
  requires the discovery and use of a new seed, one 
  previously unknown to magical artificers. 
  If using the Rare-Material Armor variant rule (see 
  below), adamantine armor and mithral armor derive 
  their effects from mundane material, and are thus 
  unaffected by this spell.  
  If used on an item that has special features, this 
  spell transfers each effect that is attributable to 
  magical power, but not the portions of special features 
  that simply describe the magic item’s original physical 
  form or history. 
  If this spell is used on a sentient magic item, the 
  magic item has the option to cause the spell to fail, 
  depending on its own interests or whims. 
  This spell will not work on an item that has a 
  mystical connection to with a creature, whether by 
  attunement, the bond of a warlock’s pact weapon, or 
  some similar effect. The connection must be severed 
  before the spell can have any effect. 
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can transfer the 
  enchantment of a rare magic item. The material 
  component for this rarity is essentia worth 125 gp. 
  When you use a spell slot of 6th level or higher, you 
  can transfer the enchantment of a very rare magic item. 
  The material component for this rarity is essentia 
  worth 1,250 gp. When you use a 9th level spell slot, 
  you can transfer the enchantment of a legendary magic 
  item. The material component for this rarity is essentia 
  worth 12,500 gp. 
  
   
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  VARIANT: RARE-MATERIAL ARMOR 
  In all prior editions, adamantine armor and mithral 
  armor were mundane items with special properties 
  derived from the rare metals of which they were 
  constructed. 
  With this rule, adamantine armor and mithral 
  armor are treated as magical only for dispensing 
  them as treasure. They are otherwise completely 
  mundane. They will not indicate to the detect magic 
  spell unless they have other magical enchantments 
  on them (something now allowed by this variant). 
  Under this option, adamantine armor and 
  mithral armor do not require magic techniques to 
  craft. They require only their rare metal 
  components, valued at half the cost of these items 
  as provided in the next section. Due to rarity, some 
  crafters may have to pay several times this value to 
  acquire the metals. 
  Just as essentia requirements prevent the 
  simple exchange of gold for magic items, so too 
  should the inaccessibility of these rare metals 
  prevent the ready exchange of gold for mithral or 
  adamantine from which to make weapons or armor. 
  The Dungeon Master may relax this requirement in 
  places where these materials are commonplace. 
   
   
  PHYSICAL ALTERATION 
  You found a magical bronze shield carved with the 
  face of a leering demon. You want to use the magic 
  item, but the appearance doesn’t suit your goodly 
  clerical demeanor, nor is there room to properly 
  emboss the emblem of your holy symbol upon it! Can 
  you just… grind the demon face flat? How much 
  alteration or damage to a magic item will destroy its 
  power? 
  Most magical items will allow some minor 
  alterations. The two changeable factors to consider are 
  shape and veneer. Alterations on either scale might be 
  limited by the nature of the magic item’s seed, or 
  simply by the physical integrity of the item itself. 
  These restrictions are determined by the Dungeon 
  Master or by the magic item’s own limitations to form, 
  found in its description. 
   
   
   
  VARIANT: BLACK ARROW 
  In Tolkien lore, Bard of Laketown owned an 
  excellent (perhaps magical) arrow, forged by Thrór, 
  son of Dáin, King under the Mountain. Despite 
  many uses, Bard never lost this arrow, and it served 
  him faithfully, even against a dragon. 
  These rules follow a similar concept; magical 
  ammunition, instead of becoming nonmagical after 
  being fired, remains magical. Contrary to the terms 
  of the ammunition weapon property, all these 
  ammunition pieces can be found and reused after 
  the battle. 
  When using this rule, double the value of 
  affected magic ammunition because it is no longer 
  a “consumable” item. 
  The Dungeon Master may apply this rule 
  selectively to some ammunition and withhold it 
  from others. It should not be combined with effects 
  that require the ammunition to be destroyed upon 
  use, like the cruel weapon property. The difference 
  between 
  consumable 
  and 
  non-consumable 
  ammunition is apparent when the item is identified. 
   
   
  SHAPE 
  Shape is the general form of a magic item. An item’s 
  shape must generally remain unaltered, though it can 
  be resized or have small modifications. A belt must 
  remain a belt, not a bracer. A breastplate must remain 
  a breastplate, not incorporated into a larger suit of plate 
  armor. So long as the item remains generally intact, 
  and most of its major components remain, the magic 
  should remain unharmed. 
  For example, if it doesn’t already resize itself 
  magically, a suit of magical armor made for a dwarf 
  might have the interior padding replaced, the straps 
  altered, or other adjustments made to fit a gnome. (See 
  the Variant: Equipment Sizes sidebar in Part 1 for 
  suggested costs for such an enterprise.) 
  Freestanding magical gemstones are particularly 
  adaptable, and can usually be set into jewelry or to 
  adorn armor or weapons without damage. Despite a 
  great alteration in overall shape, the luster and gravitas 
  of a gemstone sets it noticeably apart from the 
  combined item. At the DM’s discretion, certain other 
  magic items might likewise be adaptable to significant 
  changes in overall shape. 
  
   
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  VENEER 
  These alterations are done by painting, engraving, 
  embossing, gem-encrusting, spike-attaching, and the 
  like, or by removing such decorations. Alterations to 
  veneer almost never disrupt the magic of an item, 
  unless the item’s veneer has a specific purpose 
  intertwined with its magic, or the veneer is somehow 
  dependent on the limitations of the seed itself. 
  For example, an evil item might be built so that 
  decorating it with good-affiliated holy symbols will 
  interfere with its power. Likewise, a sentient magic 
  item might reject a new coloration as a defiance of its 
  identity and cease allowing its powers to function. 
   
  DETERMINING LIMITATIONS 
  A DC 15 Intelligence (Arcana) check, made after 
  examining the item for an hour, is usually sufficient to 
  determine the limits of alteration that a magic item will 
  bear. The DM should make this roll in secret; a failure 
  will yield a false result as to the degree of alteration 
  permitted. Because of the importance and rarity of 
  magic items, a wise owner might try to get several 
  second opinions from other skilled arcanists before 
  making any sort of change. 
   
  MAGIC ITEM VALUES 
  This section assigns reasonable, individualized values 
  to the magic items that appear in the official, published 
  Fifth Edition game materials. 
   
  VALUATION RANGES 
  Each magic item fits into a broad valuation category. 
  The chart below combines two charts found in the 
  Dungeon Master’s Guide, providing the general power 
  level, costs, and restrictions on items of each type. 
  In this product, each item is priced individually 
  using rarity ranges as base-lines. However, these 
  prices are not restricted by their rarities—rarity is only 
  one of two factors by which magic items are rated. 
  Pricing is more faithful to the power of an item, as 
  calculated by a categorizing system developed in-
  studio at Wraith Wright Productions. This system also 
  reflects, the second official rating factor, the 
  stratification of magic items in the magic item tables. 
  While artifacts are charted in this product, they are 
  valuable beyond any mundane wealth rating. They are 
  not assigned prices in the official materials or in this 
  product. Artifacts should only enter the game for 
  specific story reasons and should typically have a 
  limited function outside the confines of story-based 
  applications, or a limited time that they spend in the 
  player characters’ hands. 
   
  ADDITIONAL COSTS 
  Some magic items are version of expensive mundane 
  items, like intricate coin armor or rare firearms. A suit 
  of +1 plate armor is far more valuable than a suit of 
  +1 leather armor, so why should magical plate and 
  magical leather cost the same? 
  The Dungeon Master’s Guide simply pushes +1 
  plate into a higher rarity category on the magic tables. 
  The Comprehensive Equipment Guide tries to take a 
  more nuanced approach, something needed when 
  suppling valuation for all types of +1 armor. The 
  remedy for the plate/leather disparity is to simply add 
  the mundane value of the item to the value of an 
  enchanted version to determine its final value. 
  Because mundane item values within a certain 
  range are too minor to quibble over, you may wish to 
  do this only if the item’s value is above 50 gp. 
  However, avoid this if the magic applied to the item is 
  itself already quite cheap; you don’t want an item to 
  be made cheaper by applying a tiny magic effect to it.
   
   
  RARITY, VALUE, POWER, AND MINIMUM CHARACTER LEVEL 
   Rarity 
  Rating 
  Value Range 
  Max Bonus 
  Max Spell 
  Min Character 
  Common (CO) 
  Minor 
  [1] – 100 gp 
  – 
  1st level 
  1st level 
  Uncommon (UN) 
  Major or minor 
  101 – 500 gp 
  +1 
  3rd level 
  1st level 
  Rare (RA) 
  Major or minor 
  501 – 5,000 gp 
  +2 
  6th level 
  5th level 
  Very Rare (VR) 
  Major or minor 
  5,001 – 50,000 gp 
  +3 
  8th level 
  11th level 
  Legendary (LE) 
  Major or minor 
  50,001 – [250,000] gp 
  +4 
  9th level 
  17th level 
  Artifact (AR) 
  Major 
  Priceless (n/a) 
  +4 
  9th level 
  n/a 
  
   
  179 | TH E CO MP RE HEN SI VE EQ UI P ME NT  M AN UA L 
   
   
  THE SECRET SYSTEM 
  Fifth Edition Dungeons & Dragons has two 
  systems of power and value for magic items, one 
  shown and one not. 
  The first, visible system is the set of value 
  ranges provided for items by rarity. Rarity should 
  reflect power, and thus cost. As expected, the value 
  ranges increase as rarity increases. But a close 
  examination reveals that items are not well-
  classified within their rarities based on power. 
  Equivalent items like the ring of protection and 
  cloak of protection are in different rarity categories. 
  Sometimes weaker items like a frost brand (+1d6 
  damage) are rarer than more powerful ones like a 
  flame tongue (+2d6 damage). Rarity, it would 
  seem, means just that… how rare the item is. There 
  is a correlation with power, but it is not exact. 
  The second system, the “secret” one, is hidden 
  in the stratification of the magic item tables in the 
  Dungeon Master’s Guide. The nine tables separate 
  items by escalating value categories and by “minor” 
  and “major” categories. Minor items (Tables A 
  through E) represent consumable items and a 
  handful of permanent items of low power. Major 
  items (Tables F through I) give normal, permanent 
  items. The stratification of these charts by power 
  deviates from rarity ratings. 
  Any attempt to give precise values to magic 
  items, as this product does, must be aware of (and 
  work within) both overlapping systems. Prices 
  cannot simultaneously conform to rarity and power. 
   
   
  Added Costs. Certain special features applied to 
  magic items are so useful or powerful as to be worth 
  an additional increase in cost. The expanded rules for 
  magic item special features (below) addresses these 
  added costs in detail. If a magic item has additional 
  powers or benefits that are not represented in these 
  rules, the Dungeon Master should feel free to modify 
  the overall value of the magic item to suit. 
  A permanent item that only has minor powers or 
  quirks is a common-rated magic item. Regardless of 
  the balance of costs, such an item has a minimum 
  value of 50 gp. For example, a magic item with a 
  minor power rated at 15 gp and a quirk rated at -75 gp 
  would normally apply a -60 gp modifier to the item’s 
  overall cost. However, since these are the item’s only 
  magical effects, it would be a common-rated magic 
  item, valued at the minimum cost of 50 gp. An item is 
  still considered common-rated if it costs more than 
  100 gp, so long as it has only minor powers and quirks. 
  Sentience. This alone does not generally increase 
  the value of a magic item; although having an extra set 
  of “eyes” (or other senses) to keep watch at night can 
  be valuable, the potential for conflicts more than 
  makes up for the added value. However, if the 
  sentience has some additional power that can be 
  brought to the wielder’s aid, the Dungeon Master 
  should feel free to modify the item’s value 
  accordingly. 
  Scrolls. For spell scroll costs, remember to add 
  the value of any costly material components that the 
  spell needs to consume; these are “baked in” to the 
  scroll at creation so that the spellcaster does not need 
  them on hand to use the scroll. 
   
  CHART VALUES 
  The charts below set base prices for each standard 
  magic item, to be modified as described above. Each 
  chart addresses one tier of rarity. 
  Prices. The Fifth Edition has multiple official 
  examples of exact values for certain magic items. 
  However, these are not meant to be “true” values; they 
  conflict with one another, with the values in the 
  Dungeon Master’s Guide, and with values used in 
  Adventure League games. As a result, it is best not to 
  rely on any official price examples. 
  The following prices are pegged to functionality 
  and work within the original ranges given in the 
  Dungeon Master’s Guide. Their costs are internally 
  consistent with one another; using a closed system for 
  magic items, their costs remain reasonable regardless 
  of the amount of gold a party has. If any value is 
  “wrong” for your group, feel free to adjust it to match 
  the usefulness your players will get from it. 
  Key. Magic items include those from the Dungeon 
  Master’s Guide and other sources. Other books are 
  noted as follows: Lost Mines of Phandelver [LMoP], 
  Hoard of the Dragon Queen [HotDQ], The Rise of 
  Tiamat [[TRoT]], Prince of the Apocalypse [PotA], 
  Out of the Abyss [OotA], Curse of Strahd [CoS], Tomb 
  of 
  Annihilation 
  [ToA], 
  Xanathar’s 
  Guide 
  to 
  Everything [XGtE]. 
   
  
   
  180 | TH E CO MP RE HEN SI VE EQ UI P ME NT  M AN UA L 
   
  CONSUMABLE MAGIC ITEMS (BY RARITY) 
   Item 
  Value 
   
   Item 
  Value 
  Common (level 1+) 
   
   
     Potion of gaseous form 
  150 gp 
     Arrow of walloping [XGtE] 
  15 gp 
   
     Potion of heroism 
  200 gp 
     Bead of nourishment [XGtE] 
  6 gp 
   
     Potion of invulnerability 
  1,500 gp 
     Bead of refreshment [XGtE] 
  2 gp 
   
     Potion of mind control, beast [TotYP] 
  640 gp 
     Candle of the deep [XGtE] 
  1 gp 
   
     Potion of mind control, humanoid [TotYP] 
  1,000 gp 
     Perfume of bewitching [XGtE] 
  50 gp 
   
     Potion of mind reading 
  100 gp 
     Pot of awakening [XGtE] 
  25 gp 
   
     Potion of superior healing 
  500 gp 
  Uncommon (level 1+) 
   
   
     Quaal’s feather token, anchor 
  200 gp 
     Ammunition, +1 
  25 gp 
   
     Quaal’s feather token, bird 
  270 gp 
     Bottled breath [PotA] 
  160 gp 
   
     Quaal’s feather token, fan 
  110 gp 
     Dust of disappearance 
  30 gp per use 
   
     Quaal’s feather token, swan boat 
  165 gp 
     Dust of dryness 
  75 gp per use 
   
     Quaal’s feather token, tree 
  75 gp 
     Dust of sneezing and choking 
  110 gp per use 
   
     Quaal’s feather token, whip 
  110 gp 
     Keoghtom’s ointment 
  200 gp per use 
   
     Scroll of protection, any 
  250 gp 
     Oil of slipperiness 
  150 gp 
   
     Spell scroll, 4th-level 
  320+ gp 
     Philter of love 
  75 gp 
   
     Spell scroll, 5th-level 
  500+ gp 
     Potion of animal friendship 
  75 gp 
   
  Very rare (level 11+) 
   
     Potion of fire breath 
  100 gp 
   
     Ammunition, +3 
  2,500 gp 
     Potion of greater healing 
  150 gp 
   
     Arrow of slaying, any 
  7,505 gp 
     Potion of giant strength, hill 
  150 gp 
   
     Candle of invocation 
  550 gp 
     Potion of growth 
  100 gp 
   
     Nolzur’s marvelous pigments 
  525 gp 
     Potion of poison 
  150 gp 
   
     Oil of sharpness 
  2,600 gp 
     Potion of resistance 
  150 gp 
   
     Potion of flying 
  1350 gp 
     Potion of water breathing 
  150 gp 
   
     Potion of giant strength, cloud 
  550 gp 
     Seeker dart 
  55 gp 
   
     Potion of invisibility 
  210 gp 
     Spell scroll, 2nd-level 
  55+ gp 
   
     Potion of longevity 
  4,800 gp 
     Spell scroll, 3rd-level 
  135+ gp 
   
     Potion of mind control, monster [TotYP] 
  7,200 gp 
     Storm Boomerang [PotA] 
  65 gp 
   
     Potion of speed 
  370 gp 
  Rare (level 5+) 
   
   
     Potion of supreme healing 
  950 gp 
     Ammunition, +2 
  250 gp 
   
     Potion of vitality 
  1,100 gp 
     Bead of force 
  500 gp 
   
     Spell scroll, 6th-level 
  1,800+ gp 
     Elixir of health 
  150 gp 
   
     Spell scroll, 7th-level 
  2,100+ gp 
     Necklace of fireballs 
  270 gp per bead 
   
     Spell scroll, 8th-level 
  3,600+ gp 
     Oil of etherealness 
  1,500 gp 
   
  Legendary (level 17+) 
   
     Potion of clairvoyance 
  150 gp 
   
     Potion of giant size [SKT] 
  7,600 gp 
     Potion of diminution 
  100 gp 
   
     Potion of giant strength, storm 
  950 gp 
     Potion of giant strength, fire 
  500 gp 
   
     Sovereign glue 
  1,000 gp 
     Potion of giant strength, frost 
  200 gp 
   
     Spell scroll, 9th-level 
  8,100+ gp 
     Potion of giant strength, stone 
  200 gp 
   
     Universal solvent 
  1,000 gp 
   
  All consumable magic items (on the chart above) are “minor” magic items, as are any below noted with an asterisk 
  (*). For details, see the Secret System sidebar on the previous page and the wealth distribution rules in Part 4. 
   
   
  
   
  181 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
   
  MAGIC ITEMS (UNCOMMON, PART 1) 
   Item 
  Value 
   
   Item 
  Value 
  Adamantine armor 
  300 gp 
   
  Mask of the beast [ToA] 
  60 gp 
  Alchemy jug* 
  125 gp 
   
  Medallion of thoughts 
  165 gp 
  Amulet of proof against  
     detection and location 
  350 gp 
   
  Mithral armor 
  270 gp 
  Bag of holding* 
  400 gp 
   
  Necklace of adaptation 
  200 gp 
  Bag of tricks 
  425 gp 
   
  Night caller [TotYP] 
  1,350 gp 
  Balance of harmony [TotYP] 
  100 gp 
   
  Pearl of power 
  500 gp 
  Balloon pack [PotA] 
  30 gp 
   
  Periapt of health* 
  105 gp 
  Blood spear [CoS] 
  410 gp 
   
  Periapt of wound closure 
  150 gp 
  Boots of elvenkind 
  115 gp 
   
  Pipes of haunting 
  165 gp 
  Boots of striding and springing 
  105 gp 
   
  Pipes of the sewers 
  120 gp 
  Boots of the winterlands 
  750 gp 
   
  Piwafwi [OotA] 
  105 gp 
  Bracers of archery 
  400 gp 
   
  Quiver of Ehlonna 
  350 gp 
  Brooch of shielding 
  200 gp 
   
  Ring of jumping 
  150 gp 
  Broom of flying 
  1,350 gp 
   
  Ring of mind shielding 
  300 gp 
  Cap of water breathing* 
  250 gp 
   
  Ring of swimming* 
  125 gp 
  Circlet of blasting 
  110 gp 
   
  Ring of warmth 
  115 gp 
  Cloak of elvenkind 
  165 gp 
   
  Ring of water walking 
  175 gp 
  Cloak of protection 
  1,300 gp 
   
  Robe of serpents [SKT] 
  10 gp per serpent 
  Cloak of the manta ray* 
  950 gp 
   
  Robe of useful items* 
  10 gp per item 
  Decanter of endless water* 
  435 gp 
   
  Rod of the pact keeper, +1 
  300 gp 
  Deck of illusions 
  7 gp per card 
   
  Rope of climbing* 
  110 gp 
  Driftglobe* 
  215 gp 
   
  Saddle of the cavalier* 
  105 gp 
  Elemental gem 
  1,000 gp 
   
  Sending stones* 
  210 gp 
  Eversmoking bottle 
  250 gp 
   
  Sentinel shield 
  200 gp 
  Eyes of charming 
  60 gp 
   
  Shatterspike [TotYP] 
  450 gp 
  Eyes of minute seeing* 
  100 gp 
   
  Shield, +1 
  225 gp 
  Eyes of the eagle 
  150 gp 
   
  Slippers of spider climbing 
  115 gp 
  Figurine of wondrous  
     power, silver raven 
  55 gp 
   
  Spell gem 
   
  Gauntlets of ogre power 
  1,500 gp 
   
     Obsidian [OotA] 
  50 gp 
  Gem of brightness 
  300 gp 
   
     Lapis Lazuli [OotA] 
  100 gp 
  Gloves of missile snaring 
  250 gp 
   
  Staff of the adder 
  350 gp 
  Gloves of swimming and climbing 
  150 gp 
   
  Staff of the python 
  250 gp 
  Gloves of thievery 
  100 gp 
   
  Stone of good luck (luckstone) 
  1,500 gp 
  Goggles of night* 
  220 gp 
   
  Stone of ill luck [TotYP] 
  50 gp 
  Hat of disguise 
  200 gp 
   
  Sword of vengeance 
  450 gp 
  Headband of intellect 
  1,500 gp 
   
  Trident of fish command 
  530 gp 
  Helm of comprehending languages* 
  200 gp 
   
  Wand of entangle [TotYP] 
  225 gp 
  Helm of telepathy 
  1,210 gp 
   
  Wand of magic detection* 
  115 gp 
  Immovable rod* 
  175 gp 
   
  Wand of magic missiles 
  175 gp 
  Insignia of claws [HotDQ] 
  300 gp 
   
  Wand of secrets* 
  115 gp 
   
  
   
  182 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
   
  MAGIC ITEMS (UNCOMMON, PART 2) 
  Instrument of the bard 
   
   
  Wand of the war mage, +1 
  350 gp 
     Doss lute 
  900 gp 
   
  Wand of web 
  225 gp 
     Fochlucan bandore 
  570 gp 
   
  Weapon, +1 
  250 gp 
     Mac-Fuirmidh cittern 
  560 gp 
   
  Weapon of warning 
  275 gp 
  Javelin of lightning 
  160 gp 
   
  Wind fan 
  110 gp 
  Lantern of revealing* 
  220 gp 
   
  Winged boots 
  400 gp 
  Mariner’s armor* 
  150 gp 
   
  Wingwear [PotA] 
  135 gp 
   
  MAGIC ITEMS (RARE, PART 1) 
   Item 
  Value 
   
   Item 
  Value 
  Amulet of health 
  1,500 gp 
   
  Figurine of wondrous power 
   
  Amulet of protection from turning [TotYP] 
  4,600 gp 
   
     Bronze griffon 
  905 gp 
  Armor, +1 
  525 gp 
   
     Ebony fly 
  605 gp 
  Armor of resistance 
  600 gp 
   
     Golden lion 
  1,510 gp 
  Armor of vulnerability 
  4,500 gp 
   
     Ivory goats 
  3,000 gp 
  Arrow-catching shield 
  1,575 gp 
   
     Marble elephant 
  905 gp 
  Bag of beans 
  505 gp 
   
     Onyx dog 
  505 gp 
  Banner of the krig rune [SKT] 
  4,500 gp 
   
     Serpentine owl 
  505 gp 
  Belt of dwarvenkind 
  3,545 gp 
   
  Flame tongue 
  4,525 gp 
  Belt of giant strength, hill giant 
  5,000 gp 
   
  Folding boat* 
  840 gp 
  Berserker axe 
  1325 gp 
   
  Gavel of the venn rune [SKT] 
  950 gp 
  Blod stone [SKT] 
  2,200 gp (+5,000 gp gem) 
   
  Gem of seeing 
  1,080 gp 
  Boots of levitation 
  200 gp 
   
  Ghost lantern [ToA] 
  1,200 gp 
  Boots of speed 
  550 gp 
   
  Giant slayer 
  750 gp 
  Bowl of commanding water elementals 
  1,000 gp 
   
  Glamoured studded leather 
  725 gp 
  Bracers of defense 
  5,000 gp 
   
  Gulthias staff [CoS] 
  560 gp 
  Brazier of commanding fire elementals 
  1,000 gp 
   
  Hell hound cloak [TotYP] 
  3,250 gp 
  Cape of the mountebank 
  640 gp 
   
  Helm of teleportation 
  3,150 gp 
  Censer of controlling air elementals 
  1,000 gp 
   
  Heward’s handy haversack* 
  350 gp 
  Chime of opening* 
  550 gp 
   
  Horn of blasting 
  540 gp 
  Claws of the umber hulk [PotA] 
  3,200 gp 
   
  Horn of Valhalla, brass 
  2,700 gp 
  Claw of the wyrm rune [SKT] 
  4,200 gp 
   
  Horn of Valhalla, silver 
  1,890 gp 
  Cloak of displacement 
  3,300 gp 
   
  Horseshoes of speed* 
  550 gp 
  Cloak of the bat 
  3,120 gp 
   
  Instrument of the bard 
   
  Cube of force 
  4,200 gp 
   
     Canaith mandolin 
  1,094 gp 
  Daern’s instant fortress 
  4,100 gp 
   
     Cli lyre 
  2,010 gp 
  Dagger of venom 
  525 gp 
   
  Ioun stone 
   
  Dimensional shackles 
  2,000 gp 
   
     Awareness 
  750 gp 
  Dragon slayer 
  1,250 gp 
   
     Protection 
  850 gp 
  Dragontooth dagger [TRoT] 
  5,675 gp 
   
     Reserve 
  1,000 gp 
  Eagle whistle [TotYP] 
  405 gp 
   
     Sustenance 
  200 gp 
  Elven chain 
  625 gp 
   
  Iron bands of Bilarro 
  3,300 gp 
   
  
   
  183 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  MAGIC ITEMS (RARE, PART 2) 
   Item 
  Value 
   
   Item 
  Value 
  Loadstone [TotYP] 
  50 gp (+150 gp gem) 
   
  Scorpion armor [ToA] 
  850 gp (+1,500 gp plate) 
  Opal of the ild rune [SKT] 
  2,720 gp 
   
  Shield, +2 
  2,250 gp 
  Orb of the stein rune [SKT] 
  1,070 gp 
   
  Shield of missile attraction 
  2,200 gp 
  Periapt of proof against poison 
  2,400 gp 
   
  Spell gem 
   
  Piwafwi of fire resistance [OotA] 
  705 gp 
   
     Quartz [OotA] 
  550 gp 
  Portable hole* 
  3,000 gp 
   
     Bloodstone [OotA] 
  1,350 gp 
  Ring of animal influence 
  950 gp 
   
  Spider staff [LMoP] 
  715 gp 
  Ring of evasion 
  2,700 gp 
   
  Staff of defense [LMoP] 
  1,100 gp 
  Ring of feather falling 
  75 gp 
   
  Staff of charming 
  1,200 gp 
  Ring of free action 
  3,200 gp 
   
  Staff of healing 
  1,800 gp 
  Ring of protection 
  1,300 gp 
   
  Staff of swarming insects 
  1,890 gp 
  Ring of resistance 
  600 gp 
   
  Staff of the woodlands 
  5,000 gp 
  Mace of disruption 
  800 gp 
   
  Staff of withering 
  110 gp 
  Mace of smiting 
  825 gp 
   
  Stonespeaker crystal [OotA] 
  550 gp 
  Mace of terror 
  860 gp 
   
  Stone of controlling earth elementals 
  1,000 gp 
  Mantle of spell resistance 
  2,500 gp 
   
  Sun blade 
  4,500 gp 
  Mirror of the past [TotYP] 
  3,800 gp 
   
  Sword of life stealing 
  1,050 gp 
  Necklace of prayer beads 
  0 gp (+additional beads) 
   
  Sword of wounding 
  1,450 gp 
     Bless bead (per bead) 
  +20 gp 
   
  Tentacle rod 
  1,100 gp 
     Curing bead (per bead) 
  +110 gp 
   
  Vicious weapon 
  275 gp 
     Favor bead (per bead) 
  +1,000 gp 
   
  Wand of binding 
  1,550 gp 
     Smiting bead (per bead) 
  +110 gp 
   
  Wand of enemy detection 
  770 gp 
     Summons bead (per bead) 
  +2,600 gp 
   
  Wand of fear 
  950 gp 
     Wind walking bead (per bead) 
  +2,600 gp 
   
  Wand of fireballs 
  1,490 gp 
  Ring of spell storing 
  5,000 gp 
   
  Wand of lightning bolts 
  1,490 gp 
  Ring of the ram 
  810 gp 
   
  Wand of paralysis 
  5,000 gp 
  Ring of x-ray vision 
  2,400 gp 
   
  Wand of the war mage, +2 
  2,600 gp 
  Robe of eyes 
  1,480 gp 
   
  Wand of viscid globes [OotA] 
  3,300 gp 
  Robe of summer [TotYP] 
  750 gp 
   
  Wand of winter [HotDQ] 
  940 gp 
  Rod of rulership 
  600 gp 
   
  Wand of wonder 
  810 gp 
  Rod of the pact keeper, +2 
  3,000 gp 
   
  Weapon, +2 
  2,500 gp 
  Rod of the Vonindod [SKT] 
  550 gp 
   
  Weird tank [PotA] 
  1,600 gp 
  Rope of entanglement 
  2,200 gp 
   
  Wings of flying 
  2,450 gp 
  Saint Markovia’s thighbone [CoS] 
  650 gp 
   
   
   
   
  CHART DEVIATIONS 
  Deviations in price-to-rarity occur because these 
  prices track to the usefulness of items instead of their 
  true rarities. While the calculated values for various 
  effects are informed by the categories they belong to, 
  there is no way to make every price match both the 
  item’s usefulness and its rarity category. For example, 
  some items have identical, or near-identical effects. 
  The horn of Valhalla comes in three rarities. All 
  versions summon berserkers (CR 2 creatures) but in 
  slightly different quantities. Each progressively-more 
  potent horn simply summons, on average, three more 
  berserkers at a time. Because the effects are so similar, 
  these items have similar costs, despite being spread 
  across the rare, very rare, and legendary item 
  categories. 
   
  
   
  184 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
   
  MAGIC ITEMS (VERY RARE, PART 1) 
   Item 
  Value 
   
   Item 
  Value 
  Amulet of the black skull [ToA] 
  7,200 gp 
   
  Manual of bodily health 
  48,000 gp 
  Amulet of the planes 
  42,000 gp 
   
  Manual of gainful exercise 
  48,000 gp 
  Animated shield 
  5,250 gp 
   
  Manual of golems 
  6,000 gp 
  Armor, +2 
  5,250 gp 
   
  Manual of quickness of action 
  48,000 gp 
  Bag of devouring* 
  150 gp 
   
  Mirror of life trapping 
  50,000 gp 
  Belt of giant strength 
   
   
  Navigation orb [SKT] 
  35,000 gp 
     Fire giant 
  25,000 gp 
   
  Nine lives stealer 
  38,950 gp 
     Frost giant 
  10,000 gp 
   
  Oathbow 
  8,730 gp 
     Stone giant 
  10,000 gp 
   
  Pennant of the vind rune [SKT] 
  610 gp 
  Bracelet of rock magic [TotYP] 
  9,560 gp 
   
  Ring of regeneration 
  12,000 gp 
  Carpet of flying 
  5,500 gp 
   
  Ring of shooting stars 
  1,260 gp 
  Cloak of arachnida 
  2,400 gp 
   
  Ring of telekinesis 
  10,000 gp 
  Conch of teleportation [SKT] 
  36,000 gp 
   
  Robe of scintillating colors 
  5,100 gp 
  Crystal ball 
  10,000 gp 
   
  Robe of stars 
  20,140 gp 
  Dancing sword 
  5,300 gp 
   
  Rod of absorption 
  22,000 gp 
  Demon armor 
  325 gp 
   
  Rod of alertness 
  14,900 gp 
  Devastation orb [PotA] 
  7,200 gp 
   
  Rod of security 
  21,000 gp 
  Dragon scale mail 
  5,275 gp 
   
  Rod of the pact keeper, +3 
  30,000 gp 
  Dwarven plate 
  5,400 gp 
   
  Scimitar of speed 
  7,750 gp 
  Dwarven thrower 
  27,950 gp 
   
  Shard of the ise rune [SKT] 
  1,890 gp 
  Efreeti bottle 
  16,660 gp 
   
  Shield, +3 
  22,500 gp 
  Figurine of wondrous  
     power, obsidian steed 
  1,280 gp 
   
  Spear of backbiting [TotYP] 
  5,250 gp 
  Frost brand 
  5,150 gp 
   
  Spell gem 
   
  Helm of brilliance 
  5,250 gp 
   
     Amber [OotA] 
  3,200 gp 
     Diamond (per gem) 
  +6,300 gp 
   
     Jade [OotA] 
  5,000 gp 
     Fire opal (per gem) 
  +405 gp 
   
     Topaz [OotA] 
  18,000 gp 
     Opal (per gem) 
  +405 gp 
   
  Spellguard shield 
  7,000 gp 
     Ruby (per gem) 
  +906 gp 
   
  Staff of fire 
  5,040 gp 
  Horn of Valhalla, bronze 
  3,780 gp 
   
  Staff of frost 
  13,430 gp 
  Horseshoes of a zephyr 
  6,000 gp 
   
  Staff of power 
  49,850 gp 
  Ingot of the skold rune [SKT] 
  1,150 gp 
   
  Staff of striking 
  26,500 gp 
  Instrument of the bard, Anstruth harp 
  12,300 gp 
   
  Staff of thunder and lightning 
  3,650 gp 
  Ioun stone 
   
   
  Sword of sharpness 
  1,675 gp 
     Absorption 
  8,000 gp 
   
  Tome of clear thought 
  48,000 gp 
     Agility 
  5,600 gp 
   
  Tome of leadership and influence 
  48,000 gp 
     Fortitude 
  5,600 gp 
   
  Tome of understanding 
  48,000 gp 
     Insight 
  5,600 gp 
   
  Wand of polymorph 
  2,160 gp 
     Intellect 
  5,600 gp 
   
  Wand of the war mage, +3 
  25,100 gp 
     Leadership 
  5,600 gp 
   
  Weapon, +3 
  25,000 gp 
     Strength 
  5,600 gp 
   
   
   
   
   
  
   
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  MAGIC ITEMS (LEGENDARY) 
   Item 
  Value 
   
   Item 
  Value 
  Apparatus of Kwalish 
  55,000 gp 
   
  Korolnor scepter [SKT] 
  34,060 gp 
  Armor, +3 
  52,500 gp 
   
  Lost crown of Besilmer [PotA] 
  4,400 gp 
  Armor of invulnerability 
  11,600 gp 
   
  Luck blade 
  50,050 gp 
  Belt of giant strength, cloud giant 
  55,000 gp 
   
  Moonblade 
  Varies based on effects 
  Belt of giant strength, storm giant 
  95,000 gp 
   
  Orcsplitter [PotA] 
  5,300 gp 
  Blackrazor 
  225,000 gp 
   
  Plate armor of etherealness 
  52,000 gp 
  Bookmark [ToA] 
  26,430 gp 
   
  Ring of djinni summoning 
  28,800 gp 
  Cloak of invisibility 
  6,400 gp 
   
  Ring of elemental command 
   
  Crystal ball 
   
   
     Air 
  9,570 gp 
     +Mind reading 
  12,200 gp 
   
     Earth 
  8,450 gp 
     +Telepathy 
  12,500 gp 
   
     Fire 
  5,570 gp 
     +True-seeing 
  17,200 gp 
   
     Water 
  10,780 gp 
  Cubic gate 
  61,200 gp 
   
  Ring of invisibility 
  1,100 gp 
  Dawnbringer [OotA] 
  4,750 gp 
   
  Ring of spell turning 
  4,500 gp 
  Deck of many things 
  100,000 gp 
   
  Ring of three wishes 
  48,600 gp 
  Defender 
  51,250 gp 
   
  Robe of the archmagi 
  70,000 gp 
  Dragon mask, black [HotDQ] 
  16,850 gp 
   
  Rod of lordly might 
  31,295 gp 
  Efreeti chain 
  76,600 gp 
   
  Rod of resurrection 
  25,200 gp 
  Elemental weapons 
   
   
  Scarab of protection 
  7,900 gp 
     Drown [PotA] 
  7,750 gp 
   
  Spell gem 
   
     Ironfang [PotA] 
  10,900 gp 
   
     Star ruby [OotA] 
  21,000 gp 
     Tinderstrike [PotA] 
  12,900 gp 
   
     Ruby [OotA] 
  36,000 gp 
     Windvane [PotA] 
  10,850 gp 
   
     Diamond [OotA] 
  81,000 gp 
  Gurt’s greataxe [PotA] 
  810 gp 
   
  Sphere of annihilation 
  75,000 gp 
  Hammer of thunderbolts 
  89,550 gp 
   
  Staff of the magi 
  109,950 gp 
  Hazirawn [HotDQ] 
  27,500 gp 
   
  Sunsword [CoS] 
  4,700 gp 
  Holy avenger 
  101,500 gp 
   
  Sword of answering 
  55,000 gp 
  Holy symbol of ravenkind [CoS] 
  17,200 gp 
   
  Talisman of pure good 
  177,850 gp 
  Horn of Valhalla, iron 
  4,590 gp 
   
  Talisman of the sphere 
  15,000 gp 
  Icon of Ravenloft [CoS] 
  4590 gp 
   
  Talisman of ultimate evil 
  169,750 gp 
  Instrument of the bard, Ollamh harp 
  12,540 gp 
   
  Tome of the stilled tongue 
  2,500 gp 
  Ioun stone 
   
   
  Vorpal sword 
  65,500 gp 
     Greater absorption 
  30,000 gp 
   
  Wave 
  64,000 gp 
     Mastery 
  10,000 gp 
   
  Waythe [TotYP] 
  1,495 gp 
     Regeneration 
  2,640 gp 
   
  Well of many worlds 
  200,000 gp 
  Iron flask 
  60,500 gp 
   
  Whelm 
  52,500 gp 
   
  In further examining price deviations from rarity 
  ratings, note that consumable (single-use) magic item 
  values are often significantly less than multi-use or 
  constant-effect effects, particularly as their rarities 
  increase. Consumables therefore have costs lower than 
  their assigned rarities would suggest, usually lower 
  than that of a similar permanent item. 
  Spell duplication is another common source of 
  deviation. Items that duplicate spell effects, or allow 
  the user to cast spells, are costed based on the level of 
  the spell, the number of times the effect is usable per 
  day, any restrictions on who can use it, any 
  enhancement or reduction of the effect compared to 
  the standard spell, whether there is a particularly-high 
  
   
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  saving throw DC, and a host of other factors. These 
  factors are applied consistently across all items to give 
  uniform costs relative to actual value, meaning that 
  some item prices fall outside their rarity categories.  
  This problem is particularly true of legendary 
  magic items. Although most come close, very few of 
  the incredibly-scarce items have powers sufficient 
  justify costing over 50,000 gp. Many are comparable 
  in power only to rare or very rare items. This proves 
  the minor/major (magic Item chart) rating system to be 
  superior to the rarity rating system for gauging value. 
  For example, the legendary ring of invisibility 
  only duplicates a 2nd-level spell, despite being usable 
  by non-spellcasters and functioning any number of 
  times per day for any duration. While the item is 
  incredibly rare, it is listed in the legendary item 
  category for 1,100 gp, not 50,000+ gp. 
  In the opposite direction, some items’ powers are 
  too potent to fit the value of their rarity categories. For 
  example, uncommon magic items typically provide 
  only a small (+1 or +2) numerical advantage to one or 
  two types of roll. However, the uncommon gauntlets 
  of ogre power can far-exceed this, situationally 
  granting up to +6 or higher, and doing so for every roll 
  that includes Strength. 
  In each case where price falls outside rarity range, 
  rarity still functions in its literal sense, to make some 
  items rarer than others. The legendary iron horn of 
  Valhalla remains much rarer than the uncommon 
  silver horn of Valhalla, and it shouldn’t normally be 
  accessible to the player characters until they reach 
  17th level. 
  Level restrictions play an important role in rarity 
  balance. Look at the cloak of protection and the ring 
  of protection, which fall into different rarity 
  categories. Even where these have similar effects, the 
  fact that one object is rarer than the other serves to 
  keep the party from acquiring and combining certain 
  items until they can access the higher-level rarity 
  category. For example, a character may acquire a +1 
  shield before a suit of +1 armor, preventing these 
  cumulative pluses from applying at 1st level. 
   
  SPECIAL FEATURES 
  Special features are the individual traits that serve to 
  give each magic item a unique feel and range of 
  capabilities. This is a powerful tool to keep magic 
  items from feeling dull or commonplace. 
   
   
  SPECIAL FEATURE OPTIONS 
  Non-consumable magic items can have special 
  features. The more an item has, the more unique its 
  flavor. 
   
  NUMBER OF SPECIAL FEATURES 
  Not every item should have a special feature from each 
  of these four categories. Some should have less or 
  none. Some might have more than one special feature 
  in one or more of the categories. 
  The DM can randomly determine an item’s 
  features, or can select them herself, or a combination 
  of the two. The higher the item’s rarity category, the 
  more likely it is to have a special feature in each 
  category. However, lower rarity items particularly risk 
  making magic items commonplace, so each should 
  have at least one special feature. 
   
  BRINGING IT ALL TOGETHER 
  The hardest part of using special features, and the most 
  rewarding part, is getting each feature to fit into a 
  unified theme. Whatever method of special feature 
  selection, the DM should use some creativity to ensure 
  that all of them work together in a unifying manner; 
  
   
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  these extra peculiarities should give the item a logical 
  and interesting flavor, not a disparate or incongruous 
  one. 
  While fully possible, it can be challenging to meld 
  some of the roll results. A DM should not feel 
  obligated to adhere to roll results, or even to roll at all. 
  If a feature doesn’t make sense, roll again, select 
  something else, or just don’t have a special feature 
  from that category. In fact, rolling should probably 
  only be done if the DM is not already inspired, and the 
  DM should switch to just selecting features as soon as 
  she gets an idea for the item’s theme. 
   
  SPECIAL FEATURE PRICES 
  Special properties and quirks are too useful or harmful 
  to be considered incidental to the item’s normal value. 
  Where a special property or quirk has a parenthetical 
  value listed, positive or negative, add or subtract that 
  amount directly from the value of the magic item. 
   
  IDENTIFYING FEATURES WITH LORE 
  Magic item identification, whether by the identify spell 
  or by a focused examination during a short rest, reveals 
  only the item’s properties and how to use them. 
  However, the item’s special features typically remain 
  obscure short of casting a legend lore spell. 
  This system allows characters to identify the 
  special features of magic items with only a cursory 
  examination, allowing quick recognition of its general 
  details. 
  The following rules call upon Intelligence-based 
  “lore” checks. Because bards have traditionally been 
  the purveyors of such rumors and folk lore, a character 
  with the Magical Secrets or Additional Magical 
  Secrets class feature has advantage on any of these lore 
  rolls. 
   
  ARCANA (FIRST ROLL) 
  The Player’s Handbook describes this skill as the one 
  covering lore about magic items. An arcana roll is 
  therefore the first roll made when using this system. 
  To assess a magic item, a character that scrutinizes it 
  (even for a moment) makes an Intelligence (Arcana) 
  check against a difficulty of 15 to determine the nature 
  and scope of all the item’s special features. This check 
  also determines whether an item is cursed, something 
  that normal identification methods will not reveal. 
  If this standard check fails, some information 
  might be gleaned from an alternate source of lore, 
  using the same DC. A character should only get one 
  additional check, choosing one of the following 
  Intelligence-based skills that the DM decides are 
  applicable: 
   
  HISTORY 
  This check can reveal an item’s special feature(s) from 
  the history chart. This roll might also reveal the creator 
  or intended user if the item is something of historic 
  significance. 
   
  INVESTIGATION 
  This check can reveal any special feature, so long as 
  there is a physical detail to the item that suggests it. 
  For example, this skill might interpret an abstract 
  etching on the item to be a hint to a minor property’s 
  activation command phrase, or instructions for a 
  sinister ritual to use the item in, or the unique signature 
  of the item’s creator. 
   
  NATURE 
  This check can explain features related to druidic 
  magic or origins, a creator race in tune with nature 
  (like elves), or quirks that effect or replicate natural 
  phenomenon. 
   
  RELIGION 
  This check can reveal any of the item’s special features 
  that are directly related to religion or the divine. This 
  applies if the item was created by a deity, produces 
  divine magic, has a history of religious significance, 
  or the like. 
   
  NEW SPECIAL FEATURES 
  The following charts expand the special features found 
  on pages 142-143 of the Dungeon Master’s Guide, 
  from 60 options to 400 options. Additionally, these 
  new features are more nuanced, many providing more 
  than one option or effect. These can be used as 
  inspiration to create more special features of any given 
  type. 
   
   
   
  
   
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  WHO CREATED IT? 
  This chart describes the origins of magic items, 
  typically their creators or intended users. Usually these 
  are the same, but sometimes they are not. Sometimes 
  both the creator and intended user are known, 
  sometimes only one or neither is discernable. 
  Although magic items can come from many 
  sources, some are more prevalent than others. The 
  chart below gives a hundred options, but each should 
  not be equally represented. Rather than randomly 
  rolling a source, it is recommended that the Dungeon 
  Master choose one that will make sense for the 
  campaign and inspire the rest of the item’s features. 
  When in doubt, the source is probably related to the 
  prior holder of the item, the most prevalent intelligent 
  race or creatures in the region, or the most magically-
  gifted race or creatures in the region. 
  Generic. The first entries are of various classes, 
  vocations, political positions, or even states of health. 
  They are assumed to be of whatever race or subrace of 
  intelligent creatures dominates the area. For many 
  campaigns, this will mean humans. 
  If the campaign’s focus is not on lands dominated 
  by humans, use something more appropriate. For 
  example, a campaign that takes place in the depths of 
  a high elven empire would have more items that were 
  made for and by high elves, so an entry of “Arcanist” 
  would refer to a high elf arcanist. 
  If the Dungeon Master finds the following 
  categories to be too simplistic, she can use the various 
  roles and states suggested here to expand upon the 
  details for any of the chart’s later entries. 
  Civilized Humanoid. The next choices include 
  humanoids of societies with levels of culture and 
  civilization like humans. These are the other races 
  typically suitable for player characters, regardless of 
  social proclivities. These intermingle with humans and 
  with each other in many fantasy settings, as will their 
  magic items, but most worlds assume they will not 
  dominate the landscapes that player characters interact 
  with as humans do. 
  Monstrous Humanoid. These entries represent 
  the humanoids that are not the typical allies of 
  civilized humanoids. They might be quite hostile, or 
  they might be neutral and simply have very few 
  intersections of commerce and culture. 
  Items from these creatures stand out when 
  wielded by player characters. An orc’s weapon will be 
  overlarge and crudely-crafted. A merfolk’s armor will 
  be made of foreign materials collected from below the 
  waves. While such items may look out of place, they 
  are well enough suited for any humanoid. 
  Other Creature. These are either non-humanoid 
  creatures, or are much larger or smaller than humans. 
  Most magic items that player characters will find were 
  made for or by humanoids of some kind, thus having 
  sizes and shapes suitable to be worn, wielded, carried, 
  and otherwise manipulated by player character races. 
  However, creatures of other sizes and shapes are often 
  perfectly capable of creating magic items. 
  When such items can be used by players, they 
  have sometimes been made for the creature’s own use 
  but are adaptable to humanoids. For example, a ki-rin 
  might craft a narrow metal band to be worn on its horn. 
  This item might fit a humanoid as a normal ring or a 
  bracelet, depending on its size. A cloud giant might 
  craft a suit of armor that magically resizes itself to the 
  person who attunes it. 
  More often, magic items made by these creatures 
  were crafted for humanoid allies or servants. For 
  example, an aboleth might favor its most powerful 
  slave champions with psionic weapons to aid them in 
  conquering drylanders. A sphynx might craft a divine 
  item as a reward for a humanoid who completes a great 
  quest, resolves an epic conflict, or answers a riddle for 
  the ages. 
  The Planes. The final entries represent the 
  various planes other than the Material Plane. These 
  refer to the generic planes described in the Dungeon 
  Master’s Guide. The Dungeon Master should feel free 
  to adapt these to any planes, sub-planes, or other 
  mystical realms unique to her campaign. 
  Items of the planes can be made by or for any race 
  or creatures that would dwell there. Their makeup and 
  purposes typically reflect the plane rather that the 
  creator. For example, a halberd associated with the 
  Plane of Fire might have been built for the elite 
  soldiers of various races that guard the Charcoal 
  Palace in the City of Brass. This allows the physical 
  makeup to resemble a weapon associated with azer, 
  even though the azer were not the creators or intended 
  wielders. 
  Items with this feature might also be crafted 
  directly by a unique denizen of the plane, a deity, 
  elemental lord, or similar immortal. The planes are 
  described on pages 46-68 of the DMG.
  
   
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  WHO CREATED IT OR WAS INTENDED TO USE IT? (PART 1) 
  d100 
   Creator or Intended User 
   
  Generic 
  001 
  Arcanist. The item was created by or for an order of spellcasters and bears the order’s symbol or various 
  runes of power. The order may be a secret society, a public group with a good or bad reputation, or a 
  government agency or ruling body. 
  002 
  Champion. The item was made for an important champion of some group. This could be the best fighter 
  in a noble’s stable of gladiators, the head of a knightly order, or it could be the queen’s executioner or 
  her champion for trials of combat. Alternately, a champion could represent a group in a non-martial 
  capacity, like the legal advocate for an alliance of merchants. The appearance of the item will reflect the 
  nature of this champion’s advocacy. 
  003 
  Clergy. The item was created to serve the needs of a religious administration. Note that the 
  administrators are not necessarily the “faithful” of a religion, but serve their own bureaucratic goals 
  within the context of their religious offices. Clerical items tend to be ostentatious expressions indicating 
  the importance or rank of the bearer. 
  004 
  Entertainer. A well-regarded entertainer or group of entertainers were once the intended users of this 
  item. Wealthy patrons or nobles, perhaps of the infatuated variety, might finance such a creation. Items 
  of this nature are always flashy or lustrous, intended to impress. 
  005 
  Hunter. This item was built for an important hunter. In a primitive society, this might be a hunter of the 
  mundane variety who provides food for her kinfolk. More likely, it is a hunter of spies, religious 
  dissidents, escaped slaves, or some other dangerous role backed by affluent forces. Items with this 
  origin are likely to appear mundane or be disguised as other items. 
  006 
  Merchant. Merchants span a broad gamut of prosperity, some rivaling nobles in their ability to 
  command the creation of magic items. The nature of this item reflects the intentions and proclivities of 
  the merchant for which it was made. Because the merchant class tends to emulate nobility, items made 
  for its members are often ostentatious but sometimes gaudy or made with costume baubles. 
  007 
  Mystic. This was crafted for a person of solitary wisdom, one who knows various secrets and deliberates 
  upon their importance. Mystics are typically scholars, like magic-users, but just as often mundane, like 
  monks. Usually ascetic individuals, mystics tend to prefer items of plain appearance. 
  008 
  Noble. Nobles particularly desire items with a fashionable purpose and appearance. Such items tend to 
  be ones with a variety of effects, often visually-impressive, often needlessly grandiose. 
  009 
  Primitive. A society’s level of civilization or technology has little effect on its magical capabilities. Items 
  made by or for primitives serve the needs of their societies. The physical form of the item probably 
  reflects a low level of technological or artistic refinement; simple materials, uncut gems, and rough 
  crafting are common. 
  010 
  Secret Society. This item was made by or for a group that keeps itself secret. The defining characteristic 
  of this feature is the purpose for which the group clandestinely gathers and acts. The secret society may 
  be one intent on overthrowing the imperial family, foiling the slave trade in the local market, or 
  mystically drawing an ancient evil from the Far Realm into the Material Plane. 
  011 
  Scum. This broad category covers broad, underprivileged segments of society, the type that can rarely 
  afford magic. The item might have been created for a powerful master of a thieves’ guild, a peasant 
  hero who saved a wizard from drowning, or cobbler who impressed an artificer with her craft. The item 
  is either mundane-looking or overtly flamboyant, but rarely anywhere in the middle of that range. 
   
  
   
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  WHO CREATED IT OR WAS INTENDED TO USE IT? (PART 2) 
  d100 
   Creator or Intended User 
  012 
  Undead. The item was made for or by a powerful undead like a lich or vampire. This creature might 
  linger within a society, known or unknown, or be a solitary creature that exists apart from society. The 
  item incorporates imagery of death, such as bones and skulls, and it might be crafted from parts of 
  corpses. It may feel cold to the touch. 
   
  Civilized humanoid 
  013 
  Aarakocra. This feathered, winged race builds items that are light-weight and usable by flying creatures. 
  These items are often decorated with features or imagery of feathers, or incorporate aspects of the 
  plane of Elemental Air, from which many aarakocra originate. 
  014 
  Dragonborn. This item was built for or by a clan of dragonborn. Its appearance and functions typically 
  reflect the innate abilities of a specific dragonborn color: black, blue, brass, bronze, copper, gold, green, 
  red, silver, or white. 
  015 
  Dwarf (Azer). Denizens of the plane of Elemental Fire, these flame-haired dwarves are renowned for 
  their craftsmanship. Such items tend to be heat-resistant. They are often colored bronze or built with 
  some bronze components. Azer-origin items might be built to battle efreeti. 
  016 
  Dwarf (Derro). Items made for or by derro are small and often intricate. Their functions tend to serve 
  the mad aims of this race, often related to warring with other races. 
  017 
  Dwarf (Duergar). Gray dwarf magic items are often suited for life underground. They are finely-crafted 
  works, perhaps less so than those of other dwarves, but they are well-shaped none the less. Many 
  duergar items can resize themselves to be useable in a magically-enlarged state. 
  018 
  Dwarf (Hill). The item is durable and has Dwarven runes worked into its design. It might be associated 
  with a clan that would like to see it returned to some ancestral hall.  
  019 
  Dwarf (Mountain). This sturdy dwarven-crafted item might be ornamented with jewels or inlays of 
  precious metals. Mountain dwarf artisans each build their crafts to be peak-level quality relative to their 
  crafting abilities. 
  020 
  Elf (Drow). This item is black and inscribed with spiders and webs in honor of the Spider Queen. It may 
  have an evil purpose or history, used for subjugation or enslavement of others. 
  021 
  Elf (Eladrin). This elven race dwells primarily in the Feywild. Its items are often adorned with 
  moonstones or made with silver or mithral components. Decorations tend to reflect powerful features 
  of nature, like great trees and mighty rivers. 
  022 
  Elf (High). High elves prefer items with lustrous colors, often in shades of brown and green that emulate 
  wilderness settings. While the colors are reflective of a natural state, ornamentation or fashions are 
  typically suited for urban environments. 
  023 
  Elf (Wood). An item made for or by this race is probably adorned with symbols of nature: leaves, vines, 
  stars, and the like, and made of organic materials found in nature. 
  024 
  Firbolg. Firbolg items are a bit larger than those built for humans. They are simply-crafted, often crude, 
  usually making use of unrefined materials found in nature. 
  025 
  Gnome (Forest). This small item is crafted to appear ordinary, and it might look worn as if from constant 
  use or labor. When decorated, the item might have images of mushrooms, berries, pinecones, and other 
  small forest edibles, or the tiny animals who eat them, like mice, foxes, and voles. 
  026 
  Gnome (Rock). Such items incorporate tiny gears and mechanical components when they can, even if 
  these aren’t essential to the item’s function. A rock gnome item with moving parts is never built as 
  simply as it could have been, often with strange and useless additional features. 
   
   
  
   
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  WHO CREATED IT OR WAS INTENDED TO USE IT? (PART 3) 
  d100 
   Creator or Intended User 
  027 
  Gnome (Svirfneblin). Items made by or for Svirfneblin are often associated with mining. Items that are 
  not tools might be decorated or engraved to reflect mining activities. These items are frequently 
  ornamented with gemstones. 
  028 
  Goliath. Goliath society is competitive and isolated from other races. Their magic items are frequently 
  the sort that aid with survival or combat. Goliath magic items are often built larger than a normal human 
  would be comfortable handling. 
  029 
  Halfling (Lightfoot). A small, practical people, halflings tend to build and use magic items for personal 
  comfort, agricultural professions, and to improve the nature of food and drink. Lightfoot items are small 
  and well-suited to carry on long journeys. 
  030 
  Halfling (Stout). Stout halflings tend to make and use items that heighten their natural endurance. Stout 
  halflings value longsuffering character and make magic items to suit. Like other halfling items, these 
  tend to be sized for Small creatures. Armaments look slightly less threatening, as though made for 
  children. 
  031 
  Kenku. A kenku likes any item that is a beautiful, sparkling piece of treasure. When not overly glitzy, 
  magic items made for or by kenku are subtle enough to avoid notice. Above all, kenku like magic items 
  that let them fly. 
  032 
  Lizardfolk. Lizardfolk are natural crafters of crude-yet-effective tools. Their magic items tend to reflect 
  these crude qualities and materials. Items crafted for or by lizardfolk are typically made of animal hides 
  and bones, or other creature body parts. Above all, such items are rugged and utilitarian.  
  033 
  Tabaxi. Magic items built for or by tabaxi tend to be simple and unadorned. These creatures prefer 
  magic that enlightens or illuminates a mystery, or that provides new experiences. Tabaxi frequently 
  trade the magic items of their people, quickly losing interest in things that are “old” in favor of acquiring 
  things that are new. 
  034 
  Tortle. Tortles favor items that are small and easy to carry; despite their strength, their physical form 
  makes it hard to wear clothing or containers like backpacks. Unless it is a weapon or shield, a magic item 
  made for or by a tortle typically fits into a pouch. Beyond that, such items can look like any other. 
  035 
  Triton. This race’s crusade against the evil denizens of the depths causes them to prefer ornamented 
  weapons and armor, particularly those conferring a noble bearing. Decorations tend to feature undersea 
  materials like pearls, nacre, or shaped seashells rather than traditional rare metals or gemstones. 
   
  Humanoid monster 
  036 
  Celestial. Celestials beings include couatl, devas, pegai, planetars, solars, and unicorns and others. This 
  item, made for or by celestial beings, is inscribed with feathered wings, suns, and other symbols of good. 
  Fiends find the presence of such items repulsive. 
  037 
  Centaur. Centaurs use items that fit both humanoids and horses, their tops and bottoms, respectively. 
  They are particularly fond of magical horseshoes. Other items made for or by centaurs tend to celebrate 
  speed and freedom, and are often marked with symbols like arrows, lightning, and fast creatures. 
  038 
  Darkling. These dark fey creatures wear the colors of night and carry nothing that would betray their 
  presences in shadows. The only exception they allow for is weaponry; their blades come out of sheathes 
  as bright, shiny, and deadly. Like many other fey, darklings prefer their weapons to be silver or mithral, 
  rather than iron or steel. 
   
   
   
   
  
   
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  WHO CREATED IT OR WAS INTENDED TO USE IT? (PART 4) 
  d100 
   Creator or Intended User 
  039 
  Demon/Devil/Yugoloth. Demons include babau, balors, dretches, glabrezus, hezrous, mariliths, maw 
  demons, nalfeshnees, quasits, shoosuvas, and vrocks. Devils include barbed devils, bearded devils, bone 
  devils, chain devils, erinyes, horned devils, ice devils, imps, lemures, and pit fiends.  Yugoloths include 
  arcanaloths, mezzoloths, nycaloths, and ultroloths. The item is made of black iron or horn inscribed with 
  runes, and any cloth or leather components are crafted from the hide of fiends. It is warm to the touch 
  and features leering faces or vile runes engraved on its surface. Celestials find its presence repulsive. 
  040 
  Drider. Although driven quite mad, these transformed drow retain their cunning and magical 
  capabilities. They make magic items as well as many other creatures. Drider items resemble those of 
  regular drow make, but are somehow crueler in construction and intent, often barbed or adorned with 
  sharp, tiny blades in ways that make no practical sense. 
  041 
  Dryad. Dryads craft items deeply linked to natural forests. They more often bestow items on those who 
  protect their homes than use such things themselves. An item crafted by a dryad is made of natural 
  materials found near its home. 
  042 
  Githyanki/Githzerai. The gith create and use items that hone or enhance their psionic power. Githyanki 
  prefer martial items like armaments, while githzerai revere simple magic compatible with their ascetics. 
  These items often inflict psychic damage or impose mind-effecting conditions like charmed, frightened, 
  and stunned. 
  043 
  Gnoll. Gnolls make and use items of feral cruelty that reflect their demonic origins. Most are poorly-
  maintained, rough-handled, or dilapidated in appearance. The sigil of the demon lord Yeenoghu appears 
  on many gnoll-made magic items. 
  044 
  Goblin. Goblin magic manifests with that race’s cowardly, opportunistic nature as evident. Items crafted 
  for or by goblins have no art to them, only crude efficiency. Such items tend to enhance stealth, mining, 
  or groveling. Their appearance is universally shabby, unadorned and unkempt. 
  045 
  Grung. Grung magic items are rare. They take the form of things that cannot be ruined by contact with 
  the water that these creatures frequently immerse themselves in. Grung prefer weapons and tools to 
  hunt with or capture slaves. Decorative items tend to be painted with colorful natural pigments. 
  046 
  Hag. Items made by hags are typically made for others, and typically carry a curse of some kind. Most 
  such items appear to be pristine platonic versions of whatever form they take. Occasionally, the user or 
  someone around the item will get a brief whiff of some awful smell, although it won’t apparently come 
  from the magic item. A true seeing spell or similar magic reveals these items to be stained, cracked, or 
  otherwise corrupted versions of whatever forms they take. 
  047 
  Hobgoblin. Items made for or by hobgoblins tend to be armaments and typically signify rank or martial 
  prowess. Such items boast bold colors associated with the original user’s tribe. 
  048 
  Kobold. These little creatures each have a spark of magical power in them, a drop of dragon’s blood, 
  they like to say. Kobolds prefer items that require complex triggers or with traps built in for those who 
  activate them incorrectly. Above all, kobolds like items that have to do with dragons. 
  049 
  Kuo-Toa. Items made for or by this aquatic race tend to be divine in origin. This mad race has little of the 
  cunning needed for arcane crafts, and plenty of the devoutness needed for the divine. Kuo-toa don’t use 
  armor and prefer weapons of the type designed to capture, like nets. Otherwise, these magic items can 
  be any made of material that will not suffer from submersion in water. 
  050 
  Medusa. Items made by medusas tend toward the splendorous, serving as monuments to their vanity. 
  Every such item is decorative in appearance, except that none of them will be mirrored or have any sort 
  of reflective surface. 
  
   
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  WHO CREATED IT OR WAS INTENDED TO USE IT? (PART 5) 
  d100 
   Creator or Intended User 
  051 
  Merfolk/Merrow. These items are suitable for use in aquatic environs. Merfolk items are decorated 
  with scales and seashells, and are sometimes made from materials salvaged from shipwrecks, beaches, 
  and dead undersea creatures. Merrow magic items appear cruel and war-like, made of the same 
  materials but without decoration. 
  052 
  Mind-Flayer. These alien beings make items steeped in psionic power. Their effects tend toward 
  domination and enslavement of others. While having no form particular to that race, mind-flayer magic 
  items are often marked with Qualith bumps, a braille-like language that mind-flayers read (four lines at a 
  time) using their tentacles. Other creatures cannot decipher these alien meanings short of magic. 
  053 
  Orc. Like the magic items of goblinoids, orc items tend to be crudely-built. They have the martial natures 
  of hobgoblin items, but the dilapidation and poor craftsmanship of goblin items. Many bear markings of 
  tribute to Gruumsh One-Eye, a god to whom orcs give regular sacrifice. 
  054 
  Rakshasa. Magic items created for or by rakshasa tend to be anything fitting the temperament and 
  prestige of the influential people they masquerade as. These items are frequently associated with 
  illusions or shifting appearance. 
  055 
  Sahuagin. Armor and clothing are ill-suited for sahuagin. They prefer weapons of any kind and anything 
  made of a material that will not suffer from submersion in water. Some sahuagin know how to craft 
  delicate magic items that duplicate the cultural arts of aquatic elves. Sahuagin who look like aquatic 
  elves (malenti) use these items to aid in infiltrating the homes of their bitter enemies. 
  056 
  Satyr. These fey use magic items that serve their carnal, raucous natures. They crave rich experiences 
  above all, so items that have or give strong flavors or scents, have bright and colorful appearances, or 
  produce sweet sounds are common among them. 
  057 
  Thri-Kreen. Thri-kreen magic items are simple things, suitable for a nomadic lifestyle. They are often 
  crafted of, or adorned with, dasl. This crystalline substance is created by mixing thri-kreen venom with 
  various herbs. Thri-kreen sometimes use this substance in the place of metal when creating weapons, 
  giving their creations the ersatz weapon property. 
  058 
  Yuan-Ti. Because they worship a host of snake-shaped gods, yuan-ti magic items are often adorned with 
  snakes of various shapes and sizes, often concealed among images of jungle scenery. 
   
  Non-humanoid 
  059 
  Aboleth. Many of the items created by these aberrations were made in ancient times, most for the use 
  of favored humanoid thralls. These items are utterly alien in material and have weird effects. For 
  example, when seen from the corner of the eye, an item might to be moving. 
  060 
  Beholder. Beholders sometimes make magic items for their own use, but their xenophobic natures 
  mean they never employ servants or craft magic items for others. A beholder’s magic items might be 
  rings that fit over eyestalks (suitable for a humanoid to wear as a bracelet), or they might be a free-
  standing apparatus of some sort. Beholders are very intelligent and magically powerful; their magic 
  items tend to reflect a high level of skill in artificing and craft. 
  061 
  Dragon. Dragons often make magic items for themselves, but are typically too vain to make items for 
  anyone else. When they do, typical to their vanity, such items are made from the dragon’s own shed 
  scales or claws. Dragons typically have many precious metals and coins from which they can also craft 
  adorned magic items, but they tend to save such magic for themselves. 
   
   
   
  
   
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  WHO CREATED IT OR WAS INTENDED TO USE IT? (PART 6) 
  d100 
   Creator or Intended User 
  062 
  Elemental. Only the most powerful elementals have the magical arts needed to craft magic items. When 
  they do, these tend to be incredibly potent, of legendary of cataclysmic might. Elementals powerful 
  enough may be of the air, earth, fire, or water types, or of the ash, ice, magma, or ooze subtypes. 
  063 
  Faerie Dragon. The magical craft of these creatures often reveals a whimsical sense of humor. Such 
  items are often merely enchanted objects that can be found in a forest; sticks, rocks, pinecones, and the 
  like, but these might have incongruous bright colors. 
  064 
  Genie. Genies are elemental spirits, more refined and less primal than found elsewhere on this chart. 
  Items with this origin are often made for the genie’s favorite mortal slaves. These magic items often 
  have a spark of the element of which the genie is born; air for djinni, earth for dao, fire for efreeti, and 
  water for marid. 
  065 
  Giant. Many items made for giants will resize themselves for smaller humanoids. Others with this origin 
  might be made by giants for their “smallfolk” allies and servants. Hill giants do not craft magic items, 
  wholly lacking the necessary intellect to channel magical forces. Fire, frost, and stone giants each craft 
  magic items suited for battle. Cloud and storm giants make a variety of items, usually more potent than 
  can be created by their lesser kin. Giants make items that resemble or illustrate their preferred habitats. 
  066 
  Lamia. Lamia surround themselves with sycophants and might reward such creatures with magic items 
  crafted for their use. Occasionally a lamia will create a magic item to lure a goodly adventurer to its lair 
  for seduction, corruption, or consumption. Such items are often cursed. A lamia-made item will usually 
  bear a tiny, secret mark of the demon lord Graz’zt, betraying its true nature. 
  067 
  Naga. With their hordes of arcane magic and lore, naga make items that are truly frightening in power. 
  Many are directed at dominating or ruling other creatures, and items made for a bone or spirit naga’s 
  servants tend to help those servants enforce the naga’s will. A guardian naga will make items to aid its 
  servants in protecting the weak and the innocent. Naga-made items are often of the type that do not 
  require hands to use. 
  068 
  Oni. Oni covet magic items; any they manage to craft are usually kept for themselves. Oni prefer items 
  of demonic or frightening appearance, like terrifying masks. They also make items that can masquerade 
  as innocuous tools, or resized to match their various disguises. 
  069 
  Sphinx. The magic items that a sphinx guards (or allows access to after sufficient testing) are usually 
  made by gods rather than the creature itself. Although they can take any form, these items are of the 
  type that grant such important lore or mystic insight that the creator deity deems them worthy of 
  placing in a sphinx’s guardianship. 
  070 
  Treant. Some treants can harness the primeval power of the forest and channel it into the creation of 
  magic items. As they imbue the power, they grow the items as branches of their own bodies or from 
  carefully-cultivated trees. A treant-made item is always wooden in form. 
  071 
  Unicorn. Unicorns are sometimes set in place by gods to guard certain artifacts. But they are also 
  sufficiently magical and intelligent in nature to craft items on their own. These items are often gifts for 
  those who have helped the unicorn protect its territory from an evil threat. Such items almost always 
  have healing or protective properties. When used in moonlight, unicorn-made items glow with pale 
  radiance, shedding dim light in a 5-foot radius. 
  072 
  Ki-Rin. A ki-rin is a bestower of gifts and omens, some of which take the form of magical items. These 
  items are typically crafted, with the aid of the ki-rin’s servants, to serve any number of goodly causes. 
  Such items tend to sparkle or glitter with unrestrained majesty. 
   
  
   
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  WHO CREATED IT OR WAS INTENDED TO USE IT? (PART 7) 
  d100 
   Creator or Intended User 
  073 
  Neogi. Neogi build magical enhancements and items for their most useful slaves. These items are 
  marked with dyes or crafted in such a way as to indicate which neogi owns the intended bearer of the 
  item. By these signs, each neogi can identify the slaves of its betters, which it will leave in peace, or the 
  slaves of its lessers, which it may harass if it desires. 
   
  The Planes 
  074 
  Acheron. Items that hail from this realm are often made of pitted iron. They are almost always tools of 
  warfare, usually savage weapons and battle-scarred armor. This origin is well-suited to items that 
  provide temporary hit points or other short-term defenses. 
  075 
  Arborea. Items from Arborea are finely crafted, often decorated in ways that evoke a sense of strong 
  emotions. They are typically dedicated to fighting evil. An item of this origin that came from Arborea 
  within the last year gives the holder a vague sense of longing to seek out tranquil places in nature. 
  076 
  Arcadia. The magic of Arcadia is ruled by balance. Physical items are usually symmetrical in shape and 
  decoration. They often resemble regular dwarven crafts and are dedicated to the fight against evil. This 
  origin is particularly suited to items that resist fear, poison, and disease. 
  077 
  Astral. Items that come from the astral plane are often things that have been adrift untold ages in its 
  silvery void. Items in this plane do not age, so anything taken from this place might have come from any 
  era in history. Items made for use in this plane tend to assist with navigating between color pools. 
  078 
  Beastlands. This land of primal animal power produces magic that is in harmony with nature and beasts. 
  The physical forms of these items are never made from leather or animal byproducts. They are often the 
  type to protect or enhance animals, or to deal favorably with them. 
  079 
  Bytopia. Items of Bytopia reflect the unbridled fertility and productivity of the land. They are often 
  decorated with scenes of tranquil farmland or unspoiled nature, but are never made of wood or plant 
  byproducts. 
  080 
  Carceri. Magic items from this plane rarely escape it. They are often the sort that aids in survival in 
  rough climates or in conflicts with the monstrous “inmates” of that realm. Many are cobbled together 
  from broken pieces of other items and have a makeshift appearance about them. 
  081 
  Elemental Air. The item feels lightweight, as though hollow. If it’s made of fabric, it feels diaphanous. 
  White and light-blue are common colors for such items. 
  082 
  Elemental Chaos. This item blends the characteristics of two of the elemental planes, implicating the 
  plane of ash (air and fire), ice (earth and water), magma (earth and fire), or ooze (air and water). This 
  item appears as a hybrid of the two or something more precisely representing that plane. 
  083 
  Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with 
  finely polished rock. Its colors are earth tones. 
  084 
  Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of 
  flames cover its surface. Shades of red and orange are the prominent colors. 
  085 
  Elemental Water. Lustrous fish scales replace leather or cloth on this item, and metal portions are 
  instead crafted from seashells and worked coral as hard as any metal. Portions of this object are deep 
  blue or sea-green. 
  086 
  Elysium. Items from this plane are often decorated with the images of guardinals, the anthropomorphic-
  animal celestials native to this plane, or with images of the animals they resemble. The known 
  guardinals are called avorals, cervidals, equinals, leonals, lupinals, and ursinals. These items are built for 
  good purposes. Fiends feel uncomfortable touching such items. 
   
  
   
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  WHO CREATED IT OR WAS INTENDED TO USE IT? (PART 8) 
  d100 
   Creator or Intended User 
  087 
  Ethereal. Items made for use in the ethereal plane or by ethereal travelers tend to have properties that 
  allow movement through solid objects, or that can interact with such incorporeal creatures as though 
  they were solid. Such objects may produce a thin, white wisp of smoke or haze. 
  088 
  Far Realm. These items are alien, reflections of the cosmic horrors that exist beyond the multiverse. 
  They are likely found in the hands of mind-flayers and their ilk. These items are likely to have features or 
  curses relating to madness. Their shapes tend to include tentacles, eyes, or other disturbing features. 
  089 
  Feywild. This item is beautiful, infused with the glittery power of Faerie. It is a more-vibrant version of 
  whatever form it takes. Metal components gleam like silver. Wood parts are rich and lustrous. Colors are 
  intense. Merely holding the item conveys a sense of mystery and hidden power. 
  090 
  Gehenna. Items from this noxious realm rarely have helpful or curative effects. They tend to help only 
  the user and are likely to include special features or curses related to selfishness, like the Possessive 
  quirk. The physical form of such things is likely to include once-molten minerals. 
  091 
  Hades. These items are marked by misery, either in physical form or otherwise. The physical shape of 
  such a magic item inspires despair or a loss of hope, perhaps a thieves’ tools set with half the picks 
  missing, or a cracked musical instrument. 
  092 
  Limbo. Items from this plane have physical forms that defy the natural order. For example, steel is soft 
  and flexible while cloth holds a sharp cutting edge. Effects from this plane are likely to relate to fast 
  movement or teleportation. Objects that can change shape or appearance are also common. 
  093 
  Mechanus. Items wrought in the plane of clockwork precision are usually dependent upon complex 
  mechanisms, complete with tiny gears and pneumatic joints. These items are often reliable or precise, 
  helping with character rolls of various kinds. 
  094 
  Mount Celestia. Items from this realm are often celestial crafts intended to bestow blessings or 
  preserve the righteous. Objects are graceful and elegant in form, whatever their composition. 
  095 
  Negative Energy. Items from this plane are cold to the touch and dark in color. They are often 
  associated with darkness, shadows, or necrotic energy. They are never bright, and never associated with 
  healing or radiant energy. 
  096 
  Nine Hells. This object was probably crafted as part of some evil bargain, perhaps related to the original 
  owner’s soul. The secret terms of that deal may affect how or when the item’s powers can be employed. 
  Each item is associated with the ruler of one of the plane’s nine layers, currently Zariel (Avernus), 
  Dispater (Dis), Mammon (Minauros), Abriymoch (Phlegethos), Levistus (Stygia), Glasya (Malbolge), 
  Baalzebul (Maladomini), Mephistopheles (Cania), and Asmodeus (Nessus). 
  097 
  Pandemonium. Items from this plane were certainly created by mad creature of some sort. Their 
  purposes and forms are dark reflections of the madness inflicted by that plane. Often, the combination 
  of magic effects and physical item shapes are incongruous, like a knife that mends torn clothing. 
  098 
  Positive Energy. Items from this plane are warm to the touch and vibrant in color. They are often 
  associated with light, healing, or radiant energy. They are never dark, and never associated with 
  shadows or necrotic energy. 
  099 
  Shadowfell. This item is dull in coloration, shades of gray, regardless of what its colors should be. If the 
  item is already black or dark-colored, it’s tint takes on a deeper, inkier darkness. This item gives the user 
  a vague sense of apathy or dread. 
  100 
  Ysgard. Items of Ysgard are useful in battle, are tools to glorify battle, or serve as remembrances for 
  those who fell in battle. Such items are suitable to resurrection or healing magic; anything that allows a 
  hero to return to the fight. 
  
   
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  WHAT HISTORICAL DETAIL? 
  A better question for this category might be, what is 
  the item’s purpose? Historical details give the manner 
  of the item’s use, building upon the item’s creator or 
  intended user. 
  Alternately, a historical detail better describes the 
  group that made the item or for which it was made, 
  combining with the prior special feature. For example, 
  the Unicorn origin and the Archfey history together 
  tell a tale of a unicorn-made object built to serve a 
  forest-born fey alliance. These features are frequently 
  the same as character options (subclasses). 
  Finally, this list might simply provide a specific 
  incident involving the item that made history. 
  Arcane Concord. The weave of magic is divided 
  into arcane and divine methodologies for controlling 
  magical power. Arcane magic directly channels the 
  weave without the assistance of divine mediation. 
  An arcane tradition makes a great default origin 
  for this special feature; the item’s history need not be 
  any more specific than its common creation method.  
  An item with an arcane historical detail probably 
  bears arcane markings or symbols to indicate this fact. 
  It might be associated with bards, sorcerers, warlocks, 
  or wizards, or even lesser practitioners of arcane magic 
  like arcane tricksters or eldritch knights. 
  Divine Concord. This historical feature could be 
  something as simple as divine magic being used to 
  create the item, but more likely it refers to the creation 
  by a specific religion, sect, or even the direct product 
  of a deity’s blessing. 
  Such items might be associated with clerics, 
  druids, paladins, rangers, or other practitioners of 
  divine magic. 
  Baleful Origin. Banes apply either to a type of 
  creature, as defined in the Monster Manual, or to a 
  specific creature within that type. Because humanoids 
  are so varied in their purposes, places, and histories, 
  humanoids are always a specific race or humanoid 
  creature. Banes often apply to the same race or 
  creature type as the creator or intended wielder; evil 
  creatures use such tools to settle territorial disputes, 
  end civil wars, or advance other power struggles. 
  Symbol of Power. Symbols are used to 
  commemorate people or events, serve as symbols of 
  office, represent deities in religious rituals, or simply 
  as a decoration meant to adorn a place or person. 
  Great Deed. A great deed may be a heroic or 
  sinister act, typically both, depending on the side the 
  deed is viewed from. Sometimes the deed is one of 
  historic significance performed by the item’s former 
  owner. In other cases, the item is made so that no one 
  will forget the deed, for good or ill. Alternately, it may 
  be a deed that never happened; a prophesied event 
  relating to the magic item, one that has yet to occur or 
  that failed to occur when it should have. Whatever the 
  case, those who recognize the item probably expect 
  great (or terrible) deeds from the new owner. 
  Minor Event. In the span of history, these events 
  might be minor. Items made for them commemorate a 
  monarch’s birthday, a victorious border dispute, or 
  some similar event. The event can be one that occurred 
  in a long-ago place and time, unusual or odd to the 
  item’s new owner. Or it can be of local importance to 
  the campaign, really bringing home the nature of this 
  special feature. Items that commemorate minor events 
  are often ornate and expensive, used to decorate 
  important places or used for ceremonial purposes. 
  Unfulfilled Mission. This item was built for a 
  single, specific purpose that has yet to be achieved. 
  Some of these purposes are no longer relevant. For 
  example, an item has no true remaining if made a 
  thousand years ago to drive fomorians away from the 
  maker’s village, but that village was consumed by a 
  volcanic eruption many generations ago. Other 
  missions might still be relevant, and those hoping to 
  carry them out might come looking for the item. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  WHAT IS A DETAIL FROM ITS HISTORY? (PART 1) 
  d100 
    History 
   
  Arcane Concord 
  001 
  College of Lore. This item is intended to advance the political or artistic goals of the college. The goals of 
  this mostly-formal organization include collecting lore from diverse sources and proclaiming truth even 
  in the face of political opposition 
  002 
  College of Glamor. This item is intended to advance the political or artistic goals of the college. These 
  bards have strong alliances with fey patrons, sometimes forged directly in the Feywild. Most use their 
  power to gladden the downtrodden and undermine oppressors. 
  003 
  College of Swords. This item is intended to advance the political or artistic goals of the college. 
  Members of this secretive group often act as loners, using alter egos to perform nefarious, self-serving 
  deeds, or to strike at the wicked and inflict justice on the cruel and powerful. 
  004 
  College of Valor. This item is intended to advance the political or artistic goals of the college. The goals 
  of this group include gathering and preserving tales of heroism and valor, often traveling great distances 
  to find and preserve these historic tales. 
  005 
  College of Whispers. This item is intended to advance the political or artistic goals of the college. These 
  scions of intrigue use their power to collect secrets and wield them as weapons to whatever individual 
  ends they seek. 
  006 
  Divine Origin. This item was made to aid a sorcerer or a cabal of a related sorcerers. These goals are too 
  unique and varied based on the individuals to be named here. These divine-origin sorcerers held a 
  destiny related to their celestial ancestor, the identity of whom may or may not be known. 
  007 
  Draconic Origin. This item was made to aid a sorcerer or a cabal of a related sorcerers. These goals are 
  too unique and varied based on the individuals to be named here. Dragons are long lived; it is likely that 
  the one who made a pact to grant blood power to the sorcerer’s ancestor counted that sorcerer and its 
  descendants as bound by the pact. The item may still be part of the pact, subject to a dragon’s demands. 
  008 
  Shadow Origin. This item was made to aid a sorcerer or a cabal of a related sorcerers. These goals are 
  too unique and varied based on the individuals to be named here. This origin implies a still-existing 
  source for the sorcerer’s magic, a creature like the Raven Queen acting from her throne in the 
  Shadowfell and who may lead the sorcerer into its own dark goals. 
  009 
  Storm Origin. This item was made to aid a sorcerer or a cabal of a related sorcerers. These goals are too 
  unique and varied based on the individuals to be named here. The abilities of this sorcerer allowed it to 
  influence seafaring people, merchants, or navies, its purpose tied up in those affairs. 
  010 
  Wild Origin. This item was made to aid a sorcerer or a cabal of a related sorcerers. These goals are too 
  unique and varied based on the individuals to be named here. The sorcerer’s goals were probably 
  pursued intensely but then changed abruptly, which might be why it no longer possesses the item. 
  011 
  The Archfey. This item was made to serve the Archfey, an otherworldly patron from which arcane 
  power flows to its followers. This whimsical lord or lady of the fey holds secrets from the time before 
  mortal races were born. 
  012 
  The Celestial. This item was made to serve the Celestial, a creature from the higher planes that provides 
  radiant might to its arcane followers. This couatl, ki-rin, solar, or other celestial entity grants power for 
  altruistic reasons, though its followers often serve their own aims. 
  013 
  The Fiend. This item was made to serve the Fiend, an otherworldly patron and source of fiery arcane 
  power. The followers of this archdevil, demon lord, ultroloth, or yugoloth strive to achieve their patron’s 
  evil machinations. 
   
   
  
   
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  WHAT IS A DETAIL FROM ITS HISTORY? (PART 2) 
  d100 
    History 
  014 
  The Great Old One. This item was made to serve the Great Old One, an otherworldly patron, 
  incomprehensible even to the beings that draw arcane power from it. This creature lives in the space 
  beyond reality where it hordes ancient, long-lost lore. 
  015 
  The Hexblade. This item was made to serve the Hexblade, an otherworldly patron that manifests in the 
  sentient weapons used by its followers. This being gives power in the form of sharp blades and shadowy 
  magic. Some think the Hexblade to be the Raven Queen, ruling from her icy throne deep within the 
  Shadowfell, whispering directions to her many servants in the Material Plane. 
  016 
  The Undying. This item was made to serve the Undying, an otherworldly patron that reveals arcane 
  secrets to its followers. This being holds the power of life and death, extracting a heavy price from all 
  who would know its mysteries. 
  017 
  Abjurer Tradition. Wizard traditions are never unified organizations, despite a similarity of customs. 
  Abjurer goals usually relate to protecting the weak, banishing evil influences like baleful spirits, closing 
  fell portals to distant planes, and the like. 
  018 
  Bladesinger Tradition. Wizard traditions are never unified organizations, despite a similarity of customs. 
  Bladesinger goals run toward the protection of community and kin, a specific community that may not 
  be known to the item’s new owner. 
  019 
  Conjuror Tradition. Wizard traditions are never unified organizations, despite a similarity of customs. 
  Conjurors are utilitarian wizards, often motivated by greed to summon power and wealth, but 
  frequently by a curiosity to experiment with summoned materials, or a desire to defend others with 
  summoned servants. 
  020 
  Divination Tradition. Wizard traditions are never unified organizations, despite a similarity of customs. 
  A diviner’s goals for her magic items may be to aid her in discerning shifting political terrain, or scout 
  literal battlefield terrain on behalf of noble patrons. 
  021 
  Enchantment Tradition. Wizard traditions are never unified organizations, despite a similarity of 
  customs. Many enchanters are peacemakers, intent on settling important disputes, while others use 
  power to bind and subjugate the weak. 
  022 
  Evocation Tradition. Wizard traditions are never unified organizations, despite a similarity of customs. 
  Evokers seek to channel and control raw power, usually for very personal ends. Some join military 
  efforts or seek to destroy concrete threats to a region. 
  023 
  Illusion Tradition. Wizard traditions are never unified organizations, despite a similarity of customs. 
  Illusionists are subtle spellcasters, their political and research goals often indecipherable by others. The 
  purpose of this item might be no more revealed than this. 
  024 
  Necromancy Tradition. Wizard traditions are never unified organizations, despite a similarity of 
  customs. Most necromancers seek to gain knowledge and power over the dead, a goal more important 
  than exercising that power. Necromancer goals are often misunderstood, their arts taboo in many 
  societies. 
  025 
  Transmutation Tradition. Wizard traditions are never unified organizations, despite a similarity of 
  customs. Transmuters might have lofty goals, seeking to change themselves or the world around them. 
  026 
  War Tradition. Wizard traditions are never unified organizations, despite a similarity of customs. War 
  mages are typically trained in the context of large-scale, generational conflicts, their goals matching 
  whatever political or military aims are held by the side that trains them. 
   
  
   
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  WHAT IS A DETAIL FROM ITS HISTORY? (PART 3) 
  d100 
    History 
  027 
  Arcane Tricksters. Arcane tricksters typically make magic items with the intention of furthering their 
  pursuits of wealth and power, monetary and arcane alike. The purpose of the item is as varied as the 
  methods by which arcane tricksters achieve these aims. 
  028 
  Eldritch Knighthood. Like war wizards, eldritch knights focus on abjuration and evocation spells to aid in 
  war, but do so as secondarily to, or supportive of, traditional service at arms. The purpose of these 
  magic items is always to dominate the battlefield. 
   
  Divine Concord 
  029 
  Arcana Domain. Clerics of this type make items to guard arcane knowledge or to guide and shepherd 
  users of arcane power. Such items may conceal secrets or inspire spellcasters to goodly acts. 
  030 
  Death Domain. Clerics of this type are concerned with the forces of death, some to aid them, a few in 
  opposition to those fell powers. This item may have the purpose of inflicting death in a rare or 
  particularly-cruel fashion. 
  031 
  Forge Domain. Clerics of this type seek to support artisans who work with metal. This is typically for an 
  important aim, like furthering a war effort or subsidizing fine plows for the farmers of a kingdom. 
  Usually there is a higher purpose to these efforts. Items that forge domain clerics craft reflect the fruits 
  of this support, or are themselves designed to aid in them.  
  032 
  Grave Domain. Clerics of this type seek to put undead to their final rest. Items with this purpose might 
  have powers that particularly harm the undead. 
  033 
  Knowledge Domain. Clerics of this type seek to promote knowledge, protect its storehouses, and seek it 
  out from the dark places of the world. Their items share that purpose, helping the cleric in whatever 
  specific method she uses to advance those aims. 
  034 
  Life Domain. Clerics of this type promote health and vitality through healing for the sick, caring for those 
  in need, and driving back creatures of negative energy or undeath. 
  035 
  Light Domain. Clerics of this type promote ideals of rebirth, renewal, truth, vigilance, and beauty. Their 
  purpose, and that of any items they craft, is to stand vigil against the darkness, metaphorically speaking, 
  seeking to guard and enlighten righteous souls. 
  036 
  Nature Domain. Clerics of this type might guard natural places, hunting the monsters or humanoids that 
  would despoil them. They might instead have the purpose of blessing harvests or withering crops to 
  reflect the beneficence or ire of their patron deities. 
  037 
  Tempest Domain. Clerics of this type keep the flock on the path of righteousness, seeking to encourage 
  them, or perhaps just to warn them away from evil with swift justice. 
  038 
  Trickery Domain. Clerics of this type serve the under-represented forces in the world. They might 
  champion the downtrodden while mocking tyrants, puncturing the emperor’s pride, or feeding the poor 
  with an unwitting noble’s grain. 
  039 
  War Domain. Clerics of this type seek out battlefields, offering their services to whatever causes they 
  find just. They tend to have purposes in alignment with whatever military force they are serving, and 
  craft items to match. 
  040 
  Circle of Dreams. Druids of this circle seek to bring the magic of the Feywild to the natural world, in 
  dreams and reality, bringing rest, joy, and healing to the downtrodden. 
  041 
  Circle of the Land. Druids of this circle are mystics and sages who safeguard ancient knowledge and 
  rights of their orders through vast oral traditions. They tend the ancient magic sites in the wilderness 
  and practice magics to protect them. An item crafted for or by this circle is pertinent to one type of 
  terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark. 
  
   
  201 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
   
  WHAT IS A DETAIL FROM ITS HISTORY? (PART 4) 
  d100 
    History 
  042 
  Circle of the Moon. Druids of this circle seek to find enlightenment in becoming one with the beasts of 
  nature. They are fierce guardians of the wild and they enforce natural cycles, keeping predators and 
  prey in balance. 
  043 
  Circle of the Shepherd. Druids of this circle focus on protecting the beasts and fey creatures of the 
  natural world that have difficulty protecting themselves. They particularly act to prevent civilization 
  from encroaching on certain habitats to prevent threats to the population levels of these creatures. 
  044 
  Paladin’s Craft. Paladins craft magic items to pursue their noble ends and uphold righteous oaths. The 
  exact oath a paladin takes dictates the purpose of her magical crafts. Examples range from protecting 
  the innocent, to avenging them. 
  045 
  Ranger’s Craft. Rangers are silent hunters who stalk the wild places, particularly seeking to support or 
  cull (perhaps even exterminate), one or more creature types. Their items are created to serve these 
  goals in whatever method the ranger best approaches them. 
   
  Baleful Origin 
  046 
  Aberration Bane. This item was created by the foes of aberrations, generally or a precise kind. Creatures 
  of this type might recognize the item and single out the bearer as an enemy. 
  047 
  Beast Bane. This item was created by the foes of beasts, generally or a precise kind. Some creatures of 
  this type might instinctually sense the item and single out the bearer as an enemy. 
  048 
  Celestial Bane. This item was created by the foes of celestials, generally or a precise kind. Creatures of 
  this type might recognize the item and single out the bearer as an enemy. 
  049 
  Construct Bane. This item was created by the foes of constructs, generally or a precise kind. Constructs 
  will typically not recognize the item unless particularly intelligent, in which case they might single out 
  the bearer as an enemy. 
  050 
  Dragon Bane. This item was created by the foes of dragons, generally or a precise kind. Creatures of this 
  type might recognize the item and single out the bearer as an enemy. A weapon intended as the bane of 
  a precise metallic type is likely to offend all good dragons. Chromatic dragons are less considerate of 
  their fellow evil dragons. 
  051 
  Elemental Bane. This item was created by the foes of elementals, generally or a precise kind. Powerful, 
  particularly-intelligent creatures of this type might recognize the item and single out the bearer as an 
  enemy. 
  052 
  Fey Bane. This item was created by the foes of fey, generally or a precise kind. Creatures of this type 
  might recognize the item and single out the bearer as an enemy. 
  053 
  Fiend Bane. This item was created by the foes of fiends, generally or a precise kind. Creatures of this 
  type might recognize the item and single out the bearer as an enemy. 
  054 
  Giant Bane. This item was created by the foes of giants, generally or a precise kind. Creatures of an 
  affected precise type might recognize the item and single out the bearer as an enemy. An item built as 
  the bane of one type of giant is not likely to offend giants of the other types. 
  055 
  Humanoid Bane (Specific). This item was created by the foes of a precise kind of humanoid. (Humanoids 
  are too numerous and diverse for this to apply generally to all of them.) Humanoids of this type might 
  recognize the item and single out the bearer as an enemy. 
  056 
  Monstrosity Bane. This item was created by the foes of monstrosities, generally or a precise kind. 
  Creatures of this type might recognize the item and single out the bearer as an enemy. 
   
  
   
  202 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  WHAT IS A DETAIL FROM ITS HISTORY? (PART 5) 
  d100 
    History 
  057 
  Ooze Bane. This item was created by the foes of oozes, generally or a precise kind. 
  058 
  Plant Bane. This item was created by the foes of plants, generally or a precise kind. 
  059 
  Undead Bane. This item was created by the foes of undead, generally or a precise kind. Intelligent 
  undead might recognize the item and single out the bearer as an enemy. 
   
  Symbol of Power 
  060 
  Office in a Dictatorship. This item serves as a symbol of government office, a position situated at high 
  levels, or at the very the top of it. A single creature, whether a politically-powerful individual, or a 
  physically-powerful monster, dominates this society. 
  061 
  Office in a Republic. This item serves as a symbol of government office, a position situated at high 
  levels, or at the very the top of it. At some point in history, this government threw off prior leadership, 
  probably in revolt, and instituted systems and offices based on the desires of the backers of that change. 
  062 
  Office in a Magocracy. This item serves as a symbol of government office, a position situated at high 
  levels, or at the very the top of it. A magocracy is rules by magic-users at most levels of government, 
  typically of a certain sort, perhaps necromancy-practicing noble houses or a warlock cabal of a single 
  patron. 
  063 
  Office in a Monarchy. This item serves as a symbol of government office, a position situated at high 
  levels, or at the very the top of it. This item symbolizes an appointment by the monarch to a position 
  somewhere in government below the level of the crown. Alternately, it is a symbol of the monarch itself, 
  perhaps literally the crown of a kingdom. 
  064 
  Office in an Oligarchy. This item serves as a symbol of government office, a position situated at high 
  levels, or at the very the top of it. A small society or group rules this government, the item symbolizing 
  membership in that secret cabal or anointed family. 
  065 
  Office in a Plutocracy. This item serves as a symbol of government office, a position situated at high 
  levels, or at the very the top of it. A plutocracy requires that only those of a certain degree of wealth 
  may lead, often being composed of a council of equally-affluent merchants or guild masters. 
  066 
  Office in a Technocracy. This item serves as a symbol of government office, a position situated at high 
  levels, or at the very the top of it. Political office is held to high standards of scientific ability; expertise 
  and critical thinking are key to the various posts and duties within this government. 
  067 
  Office in a Theocracy. This item serves as a symbol of government office, a position situated at high 
  levels, or at the very the top of it. The government is led by the clergy of a specific religion or pantheon. 
  The item is a symbol of the government office, though it may serve a dual role as a badge of religious 
  office. 
  068 
  Prophecy (Ambiguous). This item symbolizes an important or widely-known prophecy, potentially 
  marking the user as one who supports or looks forward to it occurring. The terms of the prophecy are 
  ambiguous, but the event is highly anticipated, and its symbols are easily recognized. Such prophecies 
  often mean different things to different people. 
  069 
  Prophecy (Fulfilled). This item symbolizes an important or widely-known prophecy that has recently 
  occurred. The lead-up to the momentous event only reinforced the importance of the prophecy. The 
  bearer of this item is marked as one who anticipated the event fondly, like the coming of a new imperial 
  dynasty, or one who opposed it and seeks to reverse it. 
  070 
  Prophecy (Unfulfilled). This item symbolizes an important or widely-known prophecy. The user of this 
  item demonstrates her support for the event to occur or declares her place in it, perhaps as the hand 
  that will bring about this important change. 
  
   
  203 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
   
  WHAT IS A DETAIL FROM ITS HISTORY? (PART 6) 
  d100 
    History 
   
  Great Deed 
  071 
  Military Victory/Treacherous Massacre. The item was used in, or built to commemorate, a particularly 
  heroic or sinister deed in history. This deed ended a large or long-running military conflict, to the benefit 
  of one side and the ruin of the other. 
  072 
  Political Alliance/Betrayal of the Revolution. The item was used in, or built to commemorate, a 
  particularly heroic or sinister deed in history. A political peace was reached in this momentous event 
  between diametrically opposed philosophies. As with many compromises, the nature of this decision 
  seems deeply heroic or terribly sinister. 
  073 
  Religious Revival/Religious Persecution. The item was used in, or built to commemorate, a particularly 
  heroic or sinister deed in history. An individual or group led a great religious movement that stamped 
  out worship of other deities, or delegated them to lesser status in the territory. The individual or group 
  is revered or reviled, based on religious affiliation. 
  074 
  Sanction/Assassination. The item was used in, or built to commemorate, a particularly heroic or sinister 
  deed in history. The targeted killing of an important public figure brought massive changes to society, 
  removing an evil influence or martyring a good one. 
  075 
  Scientific Breakthrough/Death of Tradition. The item was used in, or built to commemorate, a 
  particularly heroic or sinister deed in history. Some single act of an individual artificer, alchemist, or 
  arcane researcher came to a discovery that changed the world, or at least the surrounding kingdom, 
  changing how people earn a living or subsist, and putting aside many societal traditions based on it. 
  Perhaps farmers no longer need to rush grain to market before it rots, or a major illness was cured, 
  displacing religious and medical industries that treated it. 
  076 
  Social Equality/Upheaval of the Natural Order. The item was used in, or built to commemorate, a 
  particularly heroic or sinister deed in history. Some single act of an individual or government imposed 
  sweeping change on society and the place of certain members within it. To some, this is a great event, 
  no more than the elevated group deserves. To others, it is a triumph of anarchy and a loss of societal 
  respectability. 
  077 
  Taming of Nature/Destruction of Habitat. The item was used in, or built to commemorate, a 
  particularly heroic or sinister deed in history. In this case, an individual or force finally conquered the 
  beasts or monsters of a land, opening it for settlement or making existing settlers safe once more. The 
  territory will never be the same, and civilization will quickly come to dominate it, displacing native 
  creatures, intelligent and unintelligent alike. Alternately, some non-violent method was used, like the 
  construction of a mighty dam that flooded the region or the creation of a plague that affected only the 
  enemies of the conquering group. 
   
   
   
   
   
   
   
   
   
   
  
   
  204 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  WHAT IS A DETAIL FROM ITS HISTORY? (PART 7) 
  d100 
    History 
   
  Minor Event 
  078 
  Holiday (Civil). The item was made to commemorate a civil holiday, a day of remembrance for an 
  important battle, the birthday of a renowned scholar, or any other event the society marks as 
  important. These typically relate to events that affected the public good. Civil holidays sometimes mark 
  civil duties, like the week wherein all citizens must report their taxable activities and holdings. 
  079 
  Holiday (Religious). The item was made to commemorate a religious holiday. These events are marked 
  by ceremony and ritual. This item might be an important part of those rituals or just a sign of the user’s 
  passive participation in it or observance of it. 
  080 
  Holiday (Royal). The item was made to commemorate an event like the emperor’s ascension or the 
  designation of a royal heir. These holidays are common in places where the population is very invested 
  in the person of the monarch and the royal family. 
  081 
  Holiday (Seasonal). The item was made to commemorate a seasonal shift. These are typically the oldest, 
  best observed holidays of any society. These events are often combined into religious celebrations or 
  civil observations to borrow the popularity of the seasonal holiday. 
  082 
  Birth in the Family. An item of commemoration for this event is typically reserved for the birth of a child 
  that fills an important societal position based on birth, like the eldest child as one who will inherit the 
  wealth of the noble house, or the seventh son of a seventh son who will hear the call of the Elder Song. 
  Often the item’s purpose is related to the newborn’s intended role. 
  083 
  Death in the Family. The death of a clan matriarch or a new child can set an artisan to forging an item to 
  remember the life of the deceased. Such items bear the names and the dates of important events in the 
  remembered person’s life. The quintessential purpose for such items is to be interred with the dead. In 
  some cultures, this is meant to empower the spirit of the deceased in whatever afterlife she goes to. 
  084 
  Marriage between Families. Particularly important unions of powerful or wealthy families, those that 
  birth dynasties (or hope to) might be commemorated with a magic item of this type, or the item might 
  be built as payment for part of the marriage contract. 
  085 
  Schism in the Family. Schism of this sort are often born of feuding siblings, each bent on controlling the 
  destiny and fortunes of a noble house or merchant dynasty. A schism divides a powerful political entity 
  and creates a long-lasting feud between its divisions. Such items might have a purpose of reuniting the 
  house. Or they might simply serve as vectors for one side’s revenge against, or escape from, the other. 
  086 
  Rise of a Kingdom. A kingdom is established by conquering land, usually occupied by political enemies 
  or unsuspecting denizens of that land. Most kingdoms begin small but will later grow through alliances, 
  political and marital, to become larger, unified entities. An item commemorating the kingdom’s origin, 
  or perhaps used in its founding, may speak to the pride of that kingdom after being subsumed in such a 
  merger. Secessionists might seek it out as a symbol to return the kingdom to its former independence. 
  087 
  Ruin of a Kingdom. When a kingdom is utterly destroyed, by cataclysm or war, its people slain or sold 
  into slavery, a fire of revenge or rebirth may grow in the hearts of those who loved that kingdom. From 
  this fire, magical artisans may build magic items that will return the kingdom’s former glory or will 
  encapsulate the kingdom’s power or wisdom to prevent its total loss. 
  088 
  Secession of a Kingdom. By war or by politics, governments sometimes fracture. A queen might split her 
  realm into two kingdoms, one to be ruled by each of her two children. Rarely do such divisions occur by 
  the agreement of all parties. An item that commemorates this event might symbolize a promise of 
  peace and cooperation between the divided lands. It might also be paid as part of the settlement 
  agreement or the price for one ruler to relinquish power over the disputed territory. 
  
   
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  WHAT IS A DETAIL FROM ITS HISTORY? (PART 8) 
  d100 
    History 
  089 
  Union of Kingdoms. The natural state of small kingdoms is fluid. As monarchs marry, their children 
  inherit unified realms. Military conquests or political alliances may likewise create empires, joining 
  kingdoms that once squabbled. An item that commemorates this sort of event may symbolize great 
  hope for a unified future while simultaneously symbolizing oppression to those forcefully included. 
   
  Unfulfilled Mission 
  090 
  Assassinate the Ruler. This is a strangely-common purpose for which magic items are made. The item 
  probably has effects that assist the user with infiltration, whether by stealth or by disguise, or perhaps it 
  simply aids with killing. The ruler in question might have (or might have once had) protective magics in 
  place that can only be broken by special materials or crafts, those reflected in the item’s construction. 
  091 
  Awaken the Master. One or more members of a secret cult made this item to assist in a grand ritual, 
  something intended to bring a powerful entity into the Material Plane. Perhaps the Master is an ancient 
  fiend, seeking to wreak havoc. Whatever its nature, this creature is not likely to be benevolent, given the 
  secretive nature of this item and the cult it belongs to. 
  092 
  Deliver the People from Bondage. The maker of this item hoped it would be used to free her people 
  from oppression or slavery. The item might have been built in secret, or it might have been built far 
  away from the struggle and sent there clandestinely. 
  093 
  Destroy the Edifice. Something important was built, mundane or magical, and it needed to be 
  destroyed. This item was built to aid that goal. Perhaps a strategic dam was constructed, flooding an 
  important religious site. Maybe a magical tower started spilling sickness across the land, and heroes 
  were called to tear it down. 
  094 
  Discover the Secret. This item was made to help explore a wild area, looking for a lost relic. Or perhaps 
  it was meant to assist a researcher in discovering the cure to a plague. Whatever its nature, the item 
  was meant to assist with a difficult task; not just any secret is worthy of a magic item to seek it out. 
  095 
  Forge the Alliance. The item’s purpose is to forge an alliance between two powerful factions or 
  creatures. The item may have effects that assist with diplomacy, or it may itself be an example of 
  harmonious craftsmanship of multiple types of materials. 
  096 
  Lead the Army. The court magician crafted this item to aid the kingdom’s general in leading its noble 
  army. Or maybe an evil wizard made it to equip the hobgoblin commander of her hungry goblinoid 
  army. This item is probably ostentatious or inspirational in form. 
  097 
  Protect the Asset. This item was built for the guardians of the great life-sustaining tree at the heart of 
  the empire, or perhaps for use by the king’s elite bodyguards. It might have been built to fend off a 
  prophecy that would destroy something. An item like this probably has protective effects to it. 
  098 
  Recover the Heir. A lost or kidnapped child required a perilous quest to rescue. This item was made to 
  aid with that mission. Perhaps the item has an identifying illustration, like an exact duplicate of the 
  child’s birthmark. 
  099 
  Slay the Dragon. Unlike the baneful origin, this item’s purpose is to kill an individual creature. It is 
  probably designed to work against that creature’s specific weakness. For example, a weapon made to 
  slay the night hag that lives in the heart of the neighboring swamp probably has a silvered blade. 
  100 
  Stop the Wedding. The maker of this item wanted to foil an important social event, perhaps a wedding. 
  The method of stopping the event is probably reflected in the effects and composition of the item. This 
  is an excellent feature for limited-use or charged items. 
   
  
   
  206 | TH E CO MP RE HEN SI VE EQ UI P ME NT  M AN UA L 
   
  WHAT MINOR PROPERTY? 
  Minor properties are small magical effects that either 
  give the user a utilitarian benefit, or are of no practical 
  use. Many affect the mood of the user or provide 
  unnatural motivation toward certain acts. 
  Special features that give a beneficial power 
  should be no more potent than a cantrip. Unless 
  otherwise noted, minor properties will not provide a 
  benefit cumulative with any similar effect. For any 
  special feature that gives a useful benefit, an 
  equivalent gp cost should be added to the item’s value. 
  These additions are typically +50 gp or +100 gp. By 
  costing these effects, magic item balance is improved 
  even when multiple minor properties apply, or when 
  an item has more than one. 
  Some magical effects are specific to the way the 
  user interacts with the item. To ensure that these 
  effects apply to the correct types of item, minor 
  properties are grouped into four categories. The 
  Dungeon Master is not limited to applying these 
  special features as indicated if she can rationalize how 
  the mechanics work on a different type of item. 
  Basic. These effects can apply despite the form or 
  function of the item in question. Most quirks that affect 
  mood or motivation fall into this category. 
  Apparatus. This item operates without being in 
  contact with the user, or being only in nominal contact. 
  Alternately, it is a device that is not portable despite 
  the wielder interacting directly with it during use. 
  Daern’s instant fortress, mirror of life trapping, and 
  the apparatus of Kwalish are examples. 
  Wielded. A wielded item is typically carried in a 
  “put away” state and drawn into the hand when used. 
  Weapons are prime examples, along with wands, 
  staffs, and rods. Magical ammunition is included. 
  Examples include an oathbow, a wand of polymorph, 
  and an arrow of slaying. 
  Worn. Worn items are usually worn as clothing, 
  armor, or shields. These powers often enhance or 
  protect the wearer. Worn examples include a belt of 
  giant strength, armor of invulnerability, and a shield 
  of arrow-catching. 
   
   
  WHAT MINOR PROPERTY DOES IT HAVE? (PART 1) 
  d100 
   Minor Property 
   
  Any 
  001 
  Audible. This item has 10 charges dedicated to this minor power and regains 1d6 + 4 expended charges 
  daily at dawn. (If the last of these charges is ever expended, the item has a 5% chance to lose this minor 
  property.)  As an action while contacting the item, the user can spend a charge can generate a precise 
  sound from a set of 10 similar sounds. The sounds can be heard up to 60 feet away. It could all be wolf 
  barks of different sorts, bird calls of different birds, or curse words in a foreign language. Each version of 
  this item has its own set of sounds it can produce. (50 gp) A louder version can be heard up to 500 feet 
  away. (75 gp) A more adaptable version of either minor property creates multiple, simultaneous sounds, 
  like the chorus of wolves or the music of an orchestra. A single charge creates enough sound to last 
  while the user is concentrating (+25 gp) 
  002 
  Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and 
  dim light for an additional 10 feet, or to extinguish the light. (15 gp) An alternate version provides light 
  of up to triple these radiuses but requires specific circumstances, like an object that glows brightly to 15 
  feet and dimly to another 15 feet, but only underground. (20 gp) 
  003 
  Blood Beacon. The item can be used as a spellcasting focus for sorcerer spells. The wielder can use an 
  action to cast any unknown sorcerer cantrip by making a DC 10 Intelligence (Arcana) check. If the check 
  fails, the spell fails, and the action is wasted. Such a casting cannot be attempted again until after 
  finishing a long rest. (75 gp, requires attunement by a sorcerer) 
  004 
  Clear Hearing. The item’s user can suppress the effects of the deafened condition while holding the item 
  to her ear. If the item is worn, the wearer need simply cup one ear with a hand. (50 gp) 
   
   
  
   
  207 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  WHAT MINOR PROPERTY DOES IT HAVE? (PART 2) 
  d100 
   Minor Property 
  005 
  Collapsing. With an action, the user can shrink the item to one-tenth of its normal size or return it from 
  its shrunken state. The item’s weight remains unchanged. It will not revert from a shrunken state if in an 
  area with insufficient room to do so. (50 gp) 
  006 
  Compass. The wielder can use an action to learn which way a specific direction is, usually north. This 
  could be the direction toward a specific location, from which the user may orient herself. This power 
  only functions on the Material Plane. (15 gp) A version that also works in the Feywild, Shadowlands, or 
  Border Ethereal is worth more. (+25 gp per additional plane) 
  007 
  Conscientious. When the bearer of this item contemplates or undertakes a malevolent act, the item 
  enhances pangs of conscience. The wearer gains advantage on saving throws to resist any magical 
  compulsion that would force the user to undertake such an act. (25 gp) 
  008 
  Dark Shard. The item can be used as a spellcasting focus for warlock spells. The wielder can use an 
  action to cast any unknown warlock cantrip by making a DC 10 Intelligence (Arcana) check. If the check 
  fails, the spell fails, and the action is wasted. Such a casting cannot be attempted again until after 
  finishing a long rest. (75 gp, requires attunement by a warlock) 
  009 
  Delver. While underground, the bearer of this item always knows her depth below the surface and the 
  direction to the nearest staircase, ramp, or other path leading upward. (25 gp) A stronger version can 
  determine the direction to the nearest underground planar portal if within half a mile. (100 gp) 
  010 
  Detecting. The item indicates the presence of a general creature type, or a specific member of that 
  creature type. Humanoids are too numerous and varied to be affected generally; they can only be 
  detected as specific races. The range of the effect is 120 feet, and the indicator is a glow, a sound, or a 
  smell when one or more of the offending beings are within the range. (50 gp) A version that alerts only 
  the user is available, perhaps warming to the touch or issuing a sound heard only by the user (+25 gp), 
  as is a version that extends the detection range to 180 feet (+25 gp). 
  011 
  Doppelganger. While the user maintains concentration, she can change herself to match the last person 
  she touched of the same creature type as her, like the spell alter self, affecting only appearance. She can 
  use this for 10 rounds, but the rounds do not need to be consecutive. A bonus action activates or 
  deactivates the effect. Once 10 rounds of imitation have been used, the power ceases working until the 
  user finishes a long rest. (75 gp) 
  012 
  Dormant. With an action, the user can transform this weapon or tool into a wooden object of basic 
  shape and roughly similar proportions, usually cylindrical or rectangular, or transform it back. For 
  example, a spear or fishing pole becomes a 10-foot wooden pole. A crossbow becomes narrow, 
  rectangular block of wood. A backpack (and its content) becomes a wooden cube. (35 gp) A more 
  valuable version turns into something with more detail to its form; something utilitarian but equally 
  innocuous. For example, a longsword might turn into a walking cane and vice versa. (55 gp) 
  013 
  Dread Visage. The item’s user takes on one or more dread aspects like sharp teeth or glowing red eyes. 
  (15 gp) 
  014 
  Earth Warded. The item can be used as a spellcasting focus for druid spells. The wielder can use an 
  action to cast any unknown druid cantrip by making a DC 10 Intelligence (Arcana) check. If the check 
  fails, the spell fails, and the action is wasted. Such a casting cannot be attempted again until after 
  finishing a long rest. (75 gp, requires attunement by a druid) 
   
   
   
  
   
  208 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  WHAT MINOR PROPERTY DOES IT HAVE? (PART 3) 
  d100 
   Minor Property 
  015 
  Eavesdropping. While the user maintains concentration on this effect, she can hear all speech taking 
  place within 25 feet of her as though it were spoken at normal volume right next to her. This power 
  allows the user to hear whispering as normal talk; even thick walls won’t keep her from hearing what is 
  said. The power does not allow comprehension of languages or codes not already understood. It has no 
  effect on speech that comes to the user at a volume already as loud as normal. (75 gp) 
  016 
  Enduring (Basic). This item is the sort that might normally be damaged by fire or water, but these 
  elements no longer hurt it. Clothing or other protective gear does not convey this benefit to the wearer; 
  only the item is protected. (35 gp) 
  017 
  Expression Making. This item has one humanoid facial expression associated with it. The item has 3 
  charges dedicated to this minor power and regains all its expended charges daily at dawn. (If the last of 
  these charges is ever expended, the item has a 5% chance that the associated expression changes to 
  another determined by the Dungeon Master, usually an opposite expression.) While in contact with the 
  item, the user can use an action and expend 1 charge to make a humanoid target within 30 feet take on 
  the facial expression associated with this minor power for 1 minute. The target can avoid the effect with 
  a successful DC 10 Charisma saving throw. (50 gp) 
  018 
  Expressing. This object has a face carved or painted on it. As a bonus action, the user can touch the 
  object and change its expression to portray any emotion or no emotion. (15 gp) 
  019 
  Flowering. This item has 10 charges dedicated to this minor power and regains 1d6 + 4 expended 
  charges daily at dawn. (If the last of these charge is ever expended, the item has a 5% chance to lose this 
  minor property.) As an action, the user can touch a patch of soil (or indicate one within 5 feet) and cause 
  a flower to instantly sprout there. The item has a default type it will create, unless the user specifies a 
  different flower. The flower is harmless and nonmagical; it grows or withers as normal. (35 gp) 
  020 
  Fortifying. The worn item holds the wearer together and reduces the amount of blood it loses if reduced 
  to 0 hit points. The wearer counts any death save result of 8 or 9 as a success. (50 gp) A stronger version 
  also gives resistance to all damage suffered beyond the point where the user reaches 0 hit points, 
  making her less vulnerable to the instant death rule. (100 gp) 
  021 
  Gleaming. This item always appears clean; dirt and detritus fall off within moments of coming into 
  contact with the item. (15 gp) 
  022 
  Glittery Hope. The item can be used as a spellcasting focus for bard spells. The wielder can use an action 
  to cast any unknown bard cantrip by making a DC 10 Intelligence (Arcana) check. If the check fails, the 
  spell fails, and the action is wasted. Such a casting cannot be attempted again until after finishing a long 
  rest. (75 gp, requires attunement by a bard) 
  023 
  Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t 
  incapacitated. (75 gp) A more potent version also grants the wearer a +2 bonus on any Wisdom 
  (Perception) check that, if failed, would result in the user being surprised during the first round of 
  combat. (100 gp) 
  024 
  Harmonious. Attuning this item takes only 1 minute. (50 gp) A more potent version of this item simply 
  “borrows” an attunement the user selects from among her attuned magic items. The selected item is no 
  longer considered attuned after the 1-minute attunement process for this item. It is automatically and 
  instantly re-attuned when this item is unattuned using the same 1-minute process. (100 gp) This item 
  cannot be attuned more than once within a 24-hour period. 
  025 
  Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time 
  of year, under the light of one phase of the moon, or in a special location. (15 gp) 
  
   
  209 | T HE  CO MPR EH ENS I VE EQ UI P ME NT  M AN UA L 
   
   
  WHAT MINOR PROPERTY DOES IT HAVE? (PART 4) 
  d100 
   Minor Property 
  026 
  Icon. The item can be used as a spellcasting focus for cleric spells. The wielder can use an action to cast 
  any unknown cleric cantrip by making a DC 10 Intelligence (Arcana) check. If the check fails, the spell 
  fails, and the action is wasted. Such a casting cannot be attempted again until after finishing a long rest. 
  (75 gp, requires attunement by a cleric) 
  027 
  Illusion. The item is imbued with illusion magic, allowing its bearer to alter the item’s appearance in 
  minor ways. Such alterations don’t change how the item is worn, carried, or wielded, and they have no 
  effect on its other magical properties. For example, the wearer could make a red robe appear blue, or 
  make a gold ring look like it’s made of ivory. The item reverts to its true appearance when no one is 
  carrying or wearing it. (50 gp) 
  028 
  Jinxing. The user can spend a reaction to impose a 1-point penalty on an attack roll made against her. 
  Once this effect is used, it cannot be used again until the next sunset. (25 gp) A stronger version gives 1 
  temporary hit point the item’s user if the attack fails. (75 gp) 
  029 
  Juggling. The user can place up to 3 small objects into close (1-foot) proximity with the item. The objects 
  will stay in place, hovering, until the user removes them. Viable objects weigh less than 1 pound; they 
  are things like a dagger, a potion, or a deck of cards. Usually this juggling effect only applies to one area 
  in relation to the magic item; the space at the top of a staff or the front of a breastplate. This can be a 
  useful way to hold and change tools while working on a project, or to carry something the user doesn’t 
  want to keep touching. The user can cause the objects to slowly move in place, orienting them however 
  desired. (35 gp) 
  030 
  Key. This item is a key or an item that a key is part of. Using the key has a 5% chance to open any lock. 
  Once the key’s match is found, it no longer has the potential to open any other lock. (20 gp) Alternately, 
  the item’s match has already been found and it is an important lock that has some valuable meaning or 
  use in the story. (25 gp) 
  031 
  Language. The bearer can speak and understand a specific language. (50 gp) A more potent version also 
  allows reading and writing of that language. (75 gp) 
  032 
  Lightweight. The item’s weight is reduced to no more than half its normal, within certain limits. The 
  reduction is no greater than: 3 lbs. (15 gp), 10 lbs. (45 gp), or 25 lbs. (95 gp) 
  033 
  Limited Darkvision. This lets the user see areas of darkness as dimly lit within 30 feet. (50 gp) A stronger 
  version also lets the user see areas dimly lit as brightly lit within 30 feet. (100 gp) 
  034 
  Locked. The item has a case or a collapsible portion that prevents itself from being used until unlocked. 
  The item has either a key (35 gp) or a password (70 gp) to whisper while holding it. A keyed item can be 
  picked with a successful DC 30 Dexterity (thieves’ tools) check. Either kind can be opened with a knock 
  spell. 
  035 
  Mechanaut. This item contains tiny interlocking gears that create faint whirring and clicking sounds. It 
  draws power from Mechanus, the plane of clockwork predictability. When the user makes an attack roll 
  with the item, she can forego rolling the d20 to get a 10 on the die. (50 gp) Alternately, the effect can 
  apply to any attack the user makes. (100 gp) Once used, this property can’t be used again until the next 
  dawn. 
   
   
   
   
  
   
  210 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  WHAT MINOR PROPERTY DOES IT HAVE? (PART 5) 
  d100 
   Minor Property 
  036 
  Mending. This item constantly repairs itself, offsetting the wear and tear of normal, daily use. 
  Exceptional damage cannot be repaired thusly. (15 gp) A more potent version allows the object to repair 
  itself even after reduced to 0 hit points or otherwise destroyed, so long as the pieces are held together 
  and commanded (as an action) to reknit. If any portion of the item is lost, that part can never be 
  repaired. (55 gp) 
  037 
  Mimic. This item allows the wearer to vary her voice to better mimic others. The wearer has a +2 bonus 
  to Charisma (Deception) checks to pass off her disguised voice. (50 gp) 
  038 
  Natural. Once per day, when the wearer touches a dead or malnourished mundane plant of Tiny size, 
  the plant is restored to full health, so long as it is still whole and planted. Once used, this power cannot 
  be used again until after a long rest. (25 gp) A stronger version will restore plants up to the size of full-
  grown trees. (75 gp) 
  039 
  Opposing. The item protects the user against the supernatural powers of a general creature type (100 
  gp), or a specific member of that creature type (50 gp). Humanoids are too numerous and varied to be 
  affected generally; they can only be the subject of this special property as a specific race. The user gets 
  advantage on saving throws against the affected creatures’ powers. This does not affect spellcasting, but 
  it does affect supernatural powers that duplicate spells. For example, a wearer would receive advantage 
  to saving throws against a dragon’s breath weapon and fear aura, but not its spellcasting. After this 
  power has been invoked twice, it cannot be used again until after a long rest. 
  040 
  Planar. The wearer or bearer of the item automatically passes any saving throws imposed by the 
  otherworldly qualities of a particular plane. (25 gp) Alternately, the item’s user can apply this bonus to 
  all planes of existence (100 gp) or avoid all penalties of a particular plane, not just those that require 
  saving throws (100 gp). 
  041 
  Proficiency. This weapon grants proficiency with itself to any wielder. It can be a simple weapon (50 gp) 
  or a martial weapon (100 gp). Alternately, this is a very small device or object that can be transferred 
  between weapons, stuck to one with a 10-minute process of attachment or installation. Only the item’s 
  user can detach it (as an action); the connection even survives an area of antimagic. The item’s user is 
  proficient with whatever weapon is attached to. (100 gp; this version requires attunement) 
  042 
  Projected Illusion. The item can create a harmless, illusory visual effect within 5 feet of the user while 
  the user maintains concentration. Some versions create a specific illusion like an owl familiar on the 
  user’s shoulder. (15 gp) Others produce multiple illusions of anything the user desires within the area. 
  (55 gp) If the item is a musical instrument and used by a bard, the radius is increased to 15 feet while 
  the instrument is played. (45 gp or 85 gp; these versions require attunement by a bard) 
  043 
  Proud. The item instills feelings of great pride in the user. She has advantage on saving throws to resist 
  magical compulsions that would force her to yield her pride, including surrendering or dropping her 
  weapons. (-25 gp) 
  044 
  Pyrotechnical. This item has 7 charges dedicated to this minor power and regains 1d6 + 1 expended 
  charges daily at dawn. (If the last of these charges is ever expended, the item has a 5% chance to lose 
  this minor property.)  While holding it, the user can spend an action to expend 1 charge and create a 
  harmless burst of multicolored light at a point that can be seen within 60 feet. The light is accompanied 
  by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch but lasts only 
  a second. (25 gp) A more potent version can reach a point within 120 feet, has a noise that can be heard 
  450 feet away, and spreads bright and dim light twice as far as a torch. (40 gp) 
   
   
  
   
  211 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
   
  WHAT MINOR PROPERTY DOES IT HAVE? (PART 6) 
  d100 
   Minor Property 
  045 
  Restorative. The user can spend an action to heal 1 hit point to herself or a touched target. Once used, 
  this power cannot be used again until after a long rest. (50 gp) 
  046 
  Scribing. This item has 3 charges dedicated to this minor power and regains all expended charges daily 
  at dawn. The user can write a message on a nonmagical object or surface within 30 feet by using an 
  action and spending charges. The message is up to six words long per charge. The writing is magical and 
  can be erased by a dispel magic spell. It otherwise disappears after 24 hours. (25 gp) Another version 
  provides 13 words per charge and can make faintly-glowing writing. (65 gp) 
  047 
  Secondary Sensory. This item has 10 charges dedicated to this minor power and regains 1d6 + 4 
  expended charges daily at dawn. It produces puffs or pinches of a magical substance that changes the 
  flavor or sent of a Tiny inanimate target for 1 hour. For example, an odor of a rotting bouquet of roses 
  could be covered by the smell like fresh lilacs, or a bland stew could be spiced up with pepper. The user 
  determines the flavor or scent to apply as the charge is expended. (20 gp) 
  048 
  Silent Sounds. This item has 4 charges dedicated to this minor power and regains 1d4 expended charges 
  daily at dawn. It can produce a sound audible only to a creature of the user’s choice, so long as that 
  creature is not deafened and is within 600 feet. (40 gp) A version that can be heard by up to 10 selected 
  creatures is available. (80 gp) 
  049 
  Smoker. This item puts off smoldering wisps of harmless, odorless smoke while in use. (15 gp) A version 
  that produces smoke in a controllable way is possible, allowing the user to turn the effect on or off as a 
  bonus action. (20 gp) Another version is sufficiently controllable as to create complex forms no larger 
  than 1 foot across, like animals or ships, that lose their shape and return to ordinary smoke after 1 
  minute. (35 gp) 
  050 
  Sober. This object prevents the wearer from becoming intoxicated by mundane alcoholic beverages. 
  Alternately, it is a container in which alcohol might be served, and it removes the ability of such 
  contained mundane alcohol to inflict intoxication. The device has no effect on magical liquids or any 
  harmful substances like poisons. (25 gp) 
  051 
  Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is 
  unaffected. (15 gp) Alternately, the object is made of a costly material. (Additional value determined by 
  the weight of material made from this costly component; see the Trade Bars chart in Part 4: Wealth.) 
  052 
  Sure Blood. The user can spend 1 Hit Die to end the poisoned condition on herself if it was magically-
  imposed. Once this power has been used, it cannot be used again until the next dawn. (75 gp) 
  053 
  Sure Breath. The user can spend 1 Hit Die to end the diseased condition on herself if it was magically-
  imposed. Once this power has been used, it cannot be used again until the next dawn. (50 gp) 
  054 
  Sure Joints. The user can spend 1 Hit Die to end the paralyzed condition on herself if it was magically-
  imposed. Once this power has been used, it cannot be used again until the next dawn. (75 gp) 
  055 
  Sure Sight. The user can spend 1 Hit Die to end the blinded condition on herself if it was magically-
  imposed. Once this power has been used, it cannot be used again until the next dawn. (75 gp) 
  056 
  Sweet Dreaming. The item allows the user to gain the benefits of a long rest with 1 less hour than she 
  would normally require. Neither is the user subject to the ravages of nightmares; while she does dream, 
  it will not affect her rest or her state of wakefulness the next day. (50 gp) 
   
   
   
  
   
  212 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  WHAT MINOR PROPERTY DOES IT HAVE? (PART 7) 
  d100 
   Minor Property 
  057 
  Talking. This item can be “trained” in the course of a short rest to produce up to six phrases, each no 
  longer than six words, each of which it speaks in response to a condition the user selects. The condition 
  must be an event that occurs within 5 feet of the item. Another short rest can be used to retrain the 
  item to different phrases and conditions. The item’s phrases are forgotten if it loses attunement. (70 gp, 
  requires attunement) 
  058 
  Temperature-Controlling. The bearer suffers no harm in temperatures as cold as –20 degrees or as 
  warm as 120 degrees Fahrenheit. Treat temperatures as 20 degrees milder for her. (35 gp) 
  059 
  Timekeeper. With an action, the user can learn whether it is morning, afternoon, or evening in her 
  current location. This power only functions on the Material Plane. (10 gp) A version that tells the precise 
  time is costlier (+15 gp), as is a version that also works in the Feywild, Shadowlands, or Border Ethereal. 
  (+15 gp per additional plane) 
  060 
  Unbreakable. This object of Medium size or smaller has a hardness of 10 and twice as many hit points as 
  normal (minimum 10). (75 gp) Alternately, it is an object of Tiny size like an arrow or club, which cannot 
  be broken. (100 gp) Neither of these benefits applies in an area of antimagic. 
  061 
  Unseen Stand. The user can become invisible with an action, remaining invisible for up to 1 minute so 
  long as she maintains concentration and she doesn’t move or use actions of any kind. Once this power 
  has been used, it cannot be used again until the next day at dawn. (100 gp) 
  062 
  Vermin Friend. This item has 3 charges dedicated to this minor power, all of which are regained daily at 
  dawn. The user can expend 1 charge and speak a command word to produce a bat, frog, or rat. (Monster 
  Manual pages 318, 322, or 335.) The animal appears in contact with the item and acts naturally 
  thereafter; it is not under the user’s control. It disappears after 1 hour or when reduced to 0 hit points. 
  (35 gp) 
  063 
  Waking. The user’s Wisdom (Perception) checks are not penalized due to being asleep. (50 gp) The user 
  of a more potent version can choose to wake up if any creature of Small or larger size moves next to her 
  sleeping form; she wakes instantly, as though shaken, and is not surprised if this is the first round of 
  combat. (100 gp) 
  064 
  Walloping. This melee weapon knocks prone a Medium or smaller creature when it hits, unless the 
  target succeeds on a DC 10 Strength saving throw. (100 gp) 
  065 
  War Leader. The bearer can use an action to cause her voice to carry clearly for up to 300 feet until the 
  end of the bearer’s next turn. (25 gp) A better version projects the user’s voice into the minds of all 
  persons within 300 feet who consider themselves to be under the user’s command in a military sense, 
  preventing eavesdroppers or allowing orders to be issued stealthily at night. (100 gp) 
  066 
  Waterborne. This item floats on water and other liquids. (15 gp) A stronger version also gives its bearer 
  advantage on Strength (Athletics) checks to swim. (45 gp) 
  067 
  Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the 
  item heightens the bearer’s urge to do so. The wearer gains advantage on saving throws to resist any 
  magical compulsion that would force the user to act in a selfless, gracious, or overly-beneficent way 
  toward someone else. (25 gp) 
  068 
  Wizardly. The item can be used as a spellcasting focus for wizard spells. The wielder can use an action to 
  cast any unknown wizard cantrip by making a DC 10 Intelligence (Arcana) check. If the check fails, the 
  spell fails, and the action is wasted. Such a casting cannot be attempted again until after finishing a long 
  rest. (75 gp, requires attunement by a wizard) 
   
   
  
   
  213 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
   
  WHAT MINOR PROPERTY DOES IT HAVE? (PART 8) 
  d100 
   Minor Property 
   
  Apparatus 
  069 
  Charlatan’s Device. This gaming set lets you control the outcomes you produce. A dice set comes up 
  with whatever results you want. A card deck provides whatever card you want. You automatically win 
  any “games of chance” played with this gaming set. (See Part 3.) (75 gp) 
  070 
  Prosthetic. The item replaces a finger, hand, arm, nose, eye, ear, toe, foot, leg, or other discreet portion 
  of the user’s body that is otherwise missing. While in place, the item cannot be removed by anyone 
  other than the user, and it functions in all ways as a normal body part. This magical item is one that 
  must make sense being useable while serving as a prosthesis. (25 gp) A version that takes on the 
  indiscernible appearance of a normal body part is costlier. (75 gp) 
  071 
  Stopping. This device is of a type intended to block movement, like a padlock, manacles, hunting trap, or 
  a handful (bag) of caltrops. Anyone attempting to disarm the trap, pick the lock, step past the hunting 
  trap, or safely navigate the caltrops has disadvantage on any ability check or saving throw required to 
  bypass or escape it. (75 gp) 
   
  Wielded 
  072 
  Chromatic Mess. After a successful hit with this weapon, the user may roll 1d6 and change the 
  weapon’s damage to inflict damage of the following type based on that result: 1 = acid, 2 = cold, 3 = fire, 
  4 = lightning, 5 = poison, 6 = thunder. After using this effect twice, it may not be invoked again until the 
  next dawn. (50 gp) 
  073 
  Ember. This weapon can be used to light small fires with a touch, as one might with a tinderbox. (25 gp) 
  With the stronger version, the wielder can use a bonus action to send a little tendril of flame along the 
  striking surface of the weapon. The next attack made with it that round inflicts 1 additional fire damage. 
  (75 gp) 
  074 
  Etching. The wielder can use the touch of this weapon to etch thin lines or writing onto a variety of 
  surfaces. (25 gp) With the stronger version, the wielder can use a bonus action to cause the striking 
  surface of the weapon to sweat a small amount of acid. The next attack made with it that round inflicts 
  1 additional acid damage. (75 gp) 
  075 
  Ghoul Claw. This weapon can be used to spoil food that it touches. (25 gp) With the stronger version, 
  the wielder can use a bonus action to send a creeping necrosis across the striking surface of the weapon. 
  The next attack made with it that round inflicts 1 additional necrotic damage. (75 gp) 
  076 
  Hobbling. A target hit by this weapon reduces its land speed by 5 feet the next time it tries to move 
  before the weapon wielder’s next turn. (50 gp) A stronger version affects any movement type the target 
  might have, like burrowing, climbing, flying, or swimming. (75 gp) 
  077 
  Marking. The user of this weapon may cause a glowing halo of light to appear above a target she can 
  see if she attacks it with this weapon, whether the attack hits of misses. Until the start of her next turn, 
  the halo follows the creature, indicating its approximate location even if it becomes invisible. (100 gp) 
  078 
  Sickening. Unless they are swarming, Tiny rodents and insects (CR 0) will not come within 5 feet of the 
  wielder while this weapon is in hand. (25 gp) With the stronger version, the wielder can use a bonus 
  action to cause the striking surface of the weapon to exude a drop of venom. The next attack made with 
  it that round inflicts 1 additional poison damage. (75 gp) 
   
   
   
   
  
   
  214 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  WHAT MINOR PROPERTY DOES IT HAVE? (PART 9) 
  d100 
   Minor Property 
  079 
  Silent Shriek. While the wielder has the weapon in hand, she can project any emotion a short distance; 
  any creature with Intelligence 2 or higher can sense what emotion she is trying to convey while it is 
  within 5 feet of her. (25 gp) With the stronger version, the wielder can use a bonus action to infuse the 
  striking surface of the weapon with a fragment of raw emotions. The next attack made with it that 
  round inflicts 1 additional psychic damage. (75 gp) 
  080 
  Snow Touch. The touch of this weapon can be used to chill surfaces or extinguish fires no larger than a 
  torch. (25 gp) With the stronger version, the wielder can use a bonus action to chill the striking surface 
  of the weapon. The next attack made with it that round inflicts 1 additional cold damage. (75 gp) 
  081 
  Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an 
  ancient song. (15 gp) A rarer version sings a song of warning, describing details of the foe. The user gets 
  advantage on any lore role to remember information about the target’s weaknesses. (85 gp) 
  082 
  Sound of Fury. The wielder can discharge the weapon’s built-up power to generate a loud booming 
  noise, audible to 300 feet or more. (25 gp) With the stronger version, the wielder can use a bonus action 
  to cause the striking surface of the weapon to hum with power. The next attack made with it that round 
  inflicts 1 additional thunder damage. (75 gp) 
  083 
  Sparker. The wielder can issue tiny electric arcs from this weapon, reaching to find small metal objects 
  within a five-foot area, so long as they are not concealed by more than 1 inch of dirt. (25 gp) With the 
  stronger version, the wielder can use a bonus action to build a static charge in the striking surface of the 
  weapon. The next attack made with it that round inflicts 1 additional lightning damage. (75 gp) 
  084 
  Spectral Energy. This weapon always stays clean of any dirt, blood, or other blemish. (25 gp) With the 
  stronger version, the wielder can use a bonus action to project a ripple of power over the striking 
  surface of the weapon. The next attack made with it that round inflicts 1 additional force damage. (75 
  gp) 
   
  Worn 
  085 
  Acidic Guard. Acid damage inflicted on the wearer is reduced by 1. (40 gp) 
  086 
  Billowing. Typically applied to a cloak or cape, this clothing is always in motion, always billowing as 
  though to imply a wearer in constant, dynamic motion. The effect is sufficiently subtle to avoid over-
  dramatization. This dramatic apparel has no game effects; it can be turned on and off at a whim. (15 gp) 
  087 
  Cast-Off. The item can be put on or taken off as an action. Clothing is most likely to have this effect. (15 
  gp) If the item is a suit of armor, this feature is more powerful. (100 gp) 
  088 
  Cold Guard. Cold damage inflicted on the wearer is reduced by 1. (40 gp) 
  089 
  False Tracks. This item is worn, at least in part, on the feat. With an action, the wearer can change the 
  tracks she leaves, altering the appearance of her footwear, as well as the size and a bit of the shape of 
  her tracks. Tracks created must remain humanoid. (50 gp) Alternately, the item creates tracks from 
  humanoids or beasts. (100 gp) 
  090 
  Fashion Fluid. The item’s wearer can use a bonus action to change the fashion component of the item, 
  including its style, color, and apparent quality. The item must remain essentially unchanged from its true 
  form and function, including its original weight. It does not gain any magical properties if used to 
  duplicate the appearance of a magical item. (15 gp) 
  091 
  Fire Guard. Fire damage inflicted on the wearer is reduced by 1. (40 gp) 
  092 
  Force Guard. Force damage inflicted on the wearer is reduced by 1. (40 gp) 
  093 
  Lightning Guard. Lightning damage inflicted on the wearer is reduced by 1. (40 gp) 
   
  
   
  215 | TH E CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  WHAT MINOR PROPERTY DOES IT HAVE? (PART 10) 
  d100 
   Minor Property 
  094 
  Moving. The wearer can use a bonus action to move 5 feet. (50 gp) If the wearer can already use a 
  bonus action for some sort of movement, doing so increases the distance by 5 feet. (+25 gp) The user 
  may ignore difficult terrain for this movement (+25 gp) 
  095 
  Necrotic Guard. Necrotic damage inflicted on the wearer is reduced by 1. (40 gp) 
  096 
  Poison Guard. Poison damage inflicted on the wearer is reduced by 1. (40 gp) 
  097 
  Psychic Guard. Psychic damage inflicted on the wearer is reduced by 1. (40 gp) 
  098 
  Radiant Guard. Radiant damage inflicted on the wearer is reduced by 1. (40 gp) 
  099 
  Thunder Guard. Thunder damage inflicted on the wearer is reduced by 1. (40 gp) 
  100 
  Toughening. While wearing the item, you have an Armor Class of 11 + Dexterity modifier, as though you 
  had natural armor. (50 gp) 
   
  WHAT QUIRK? 
  Like minor properties, quirks are small magical 
  effects. However, instead of being useful, these tend to 
  be detrimental, like trivial curses. 
  Any quirk applies its penalty from the moment it 
  is attuned, used, worn, or wielded, whether the user 
  remains in contact with the item or not. 
  A remove curse spell can suppress most quirks on 
  a magic item for 24 hours, unless the Dungeon Master 
  rules that the quirk is integral to the function of the 
  item. 
  To end the effects of a quirk, the user must leave 
  the item behind, and unattuned. The effects of the 
  quirk on the user end 24 hours later. A remove curse 
  spell will suppress the lingering effect for this 
  duration. 
  Generally, quirks are significant enough to 
  warrant a reduction in the value of the magic item.  
  Quirks use the same four categories as minor 
  properties: basic, apparatus, wielded, and worn, to 
  reflect the type of items they can apply to. (See Minor 
  Properties, above.) 
   
  WHAT QUIRK DOES IT HAVE? (PART 1) 
  d100 
   Quirk 
   
  Any 
  001 
  Arcane Befuddling. The user is inhibited in any magical research. She requires 2 hours to investigate the 
  properties of a magical item. Any downtime research into magic items requires double the normal 
  number of days. Although the material cost is not increased, a wizard needs twice as long to transcribe a 
  new spell into her spellbook. (-25 gp) 
  002 
  Beast Triggering. Domestic animals are uncomfortable in the user’s presence. Dogs bark at her as she 
  passes by and horses shy away from her. The user has disadvantage on Wisdom (Animal Handling) rolls 
  to interact with domestic animals. (-25 gp) A more potent version of this quirk applies even to wild 
  animals (-35 gp) 
  003 
  Binding. This item requires attunement if it was one that previously did not. If it would already require 
  attunement, it counts as two attuned items against the user’s maximum. (-100 gp) 
  004 
  Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future 
  holds. Butterflies and other harmless creatures might frolic in the item’s presence. The user has 
  disadvantage on saving throws to resist spells of the enchantment school and similar effects. (-100 gp) 
  005 
  Carnivorous. The user cannot gain sustenance from plant matter. She can only eat the jerky and cheese 
  portions of standard rations; two of them are sufficient to provide one day’s food for her. (-15 gp) 
  006 
  Confident. The item helps its bearer feel self-assured. The user has disadvantage on saving throws to 
  resist magical compulsions that would force her to attempt brave or dangerous acts. (-25 gp) 
   
  
   
  216 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  WHAT QUIRK DOES IT HAVE? (PART 2) 
  d100 
   Quirk 
  007 
  Covetous. The item’s bearer becomes obsessed with material wealth. She prefers her wealth in coin 
  form and tries to carry it with her always. The user must succeed in a DC 10 Charisma saving throw each 
  time she wishes to invest wealth or place wealth into the safe hands of a financial institution like a bank 
  or lending house. She must also make the same saving throw each time she wants to pay back a debt. 
  Failure indicates that the character refuses to part with the wealth and cannot try again for another 24 
  hours. (-35 gp) 
  008 
  Daring. The item’s bearer is overcome with adventurous feelings, leaving concerns of danger far behind. 
  The wearer suffers disadvantage on saving throws to resist any magical compulsion that would force her 
  to undertake a daring act. (-25 gp) 
  009 
  De-Fortifying. The worn item thins the user’s blood, allowing it to more easily bleed out if the wearer is 
  reduced to 0 hit points. The wearer counts any death save result of 10 as a failure. If she stabilizes 
  without healing, it takes 2d4 hours (instead of 1d4) to gain 1 hit point and become conscious. (-75 gp) 
  010 
  Directionless. The user has disadvantage on all ability checks made to determine her location, navigate 
  terrain, or avoid getting glost. (-25 gp) 
  011 
  Disagreeable. The user has disadvantage on Charisma ability and skill checks with people who otherwise 
  have a friendly starting attitude toward her. (Dungeon Master’s Guide, page 244.) (-25 gp) 
  012 
  Discordant. Attuning this item takes 8 hours and can be done during a long rest. (-25 gp) There are 
  several more potent versions of this quirk, each with added penalties. One requires a week’s worth of 
  long rests to attune. (-50 gp) Another can never be re-attuned to the same user if attunement is ever 
  lost. (-50 gp) 
  013 
  Ex Lingua. The user cannot speak or understand a language of the DM’s choice that she previous could. 
  This will not affect Common. (-50 gp) A more potent version removes the user’s ability to speak 
  Common. (-75 gp) If either version includes removing the ability to read and write the language, the cost 
  offset increases by 25 gp. Note that spell scrolls and wizard spell books are not written in a “language,” 
  and therefore cannot be excluded by this quirk. If the user un-attunes and re-attunes this item, the 
  affected language originally selected by the DM will be the same one affected for that character. 
  014 
  Ex Naturalis. If the user completes a long rest, a nearby mass of one or more living plants of a volume 
  about 1 foot-square withers and dies. The plant or plants must be currently-growing or have been 
  harvested within the last day and must be within 60 feet of the item user to be affected. The user of this 
  item may earn the ire of gardeners, farmers, druids, and others who care about the local flora. (-25 gp) 
  015 
  Fashionably-Awkward. The item’s appearance changes to match old, even offensive, fashions used in 
  whatever region it enters. Fashion-conscious people will begin social interactions with the wearer at one 
  step closer to hostile than they would otherwise. (Dungeon Master’s Guide, page 244.) (-15 gp) 
  016 
  Fell Beacon. The item will shed bright green light in a 10-foot radius and dim green light for an 
  additional 10 feet, whenever it wants. Often this occurs at annoying times. If the item is covered to 
  reduce the light, it may begin to strobe frantically, as though trying to warn of something. (-15 gp) A 
  version that shines brightly for 30 feet and dimly for another 30 feet is more annoying. (-45 gp) 
  017 
  Fell Knitting. The user is weakly affected by magical healing. At the end of her own turn in any round 
  where the user has received magical healing, she loses 1 hit point for every full 3 hit points she was 
  healed in that time. (A user healed of only 1 or 2 hit points is thus not affected.) This is not “damage” to 
  the item user; from a magical standpoint, part of the healing simply doesn’t hold together. (-100 gp) 
   
   
  
   
  217 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  WHAT QUIRK DOES IT HAVE? (PART 3) 
  d100 
   Quirk 
  018 
  Fell Locking. All opening objects that have mechanical locks, like doors, chests, and locking spellbooks, 
  lock themselves when the user is trying to open them, but only while the user is trying. If the user gives 
  up, the item unlocks itself if it was previously unlocked. In most cases, this item’s user must simply allow 
  others to open doors for her. This does not prevent the user from breaking down a door or smashing 
  open the lid of a chest. However, using a key or picking a lock will not work; the item instantly relocks 
  itself after such tools are applied. (-75 gp) 
  019 
  Fell Muttering. The item grumbles and mutters. A creature who carries the item grows paranoid and 
  distrusting of others, particularly magic-users. The item’s user must make a Wisdom saving throw 
  against a DC of 10 to allow any beneficial spell to be cast upon her. The user rolls with advantage for 
  spellcasters she has known more than a year. If the saving throw fails, the spellcaster may not target the 
  item user unless the spell could be cast on an enemy, nor consider the user an “ally” for a spell’s 
  purposes. (-75 gp) 
  020 
  Fell Seeing. The item creates a harmless but disturbing visual illusion with 5 feet of the user at random 
  times. The illusion is usually something specific, like a deadly snake that appears to be following the 
  user. (-15 gp) Other types produce multiple illusions, doing so more frequently, like a silent, swaying 
  choir composed of slaughtered children. (-35 gp) Those unused to such disturbing sights may think the 
  item user cursed or haunted by the ghosts of her terrible sins. 
  021 
  Fell Voiced. This item changes the wearer’s voice, making it sound hollow, metallic, sing-song, or 
  otherwise altering it to include any other annoying trait. This applies a –1 penalty to any Charisma check 
  the user attempts for social interactions. It can also draw unwanted attention or ridicule. (-50 gp) 
  022 
  Fleetingly-Veneered. Every round, at the start of her turn, the character loses any temporary hit points 
  she may have. This effect occurs before any other effect that would add temporary hit points at the 
  start of her turn, like a heroism spell. (-50 gp) 
  023 
  Foiling. This item affects one of the six ability scores. For any saving throw calling upon that ability, the 
  Dungeon Master may roll 1d4 and subtract the result from the saving throw roll. After the Dungeon 
  Master has used this effect, it may not be invoked again until the next dawn. (-25 gp) 
  024 
  Frail-Hearted. The user has a maximum number of hit points she can heal to from natural healing. This 
  includes, but is not limited to, automatic recovery from a long rest, Hit Dice spent during a short rest, or 
  charges of a healer’s kit applied by someone with the healer feat. The highest hit point total that a user 
  can heal to naturally is a number less than her normal hit point maximum: 1 less if this is a common 
  magic item, 3 less for an uncommon item, 6 less for a rare item, 10 less for a very rare item, and 15 less 
  for a legendary item. This has no effect on magical healing. (-80 gp) 
  025 
  Heavy. The item weighs twice as much as normal, within a certain range. An item that is normally 
  carried or worn by a Medium or Small creature gains no fewer than 10 lbs. and no more than 50 lbs. (-25 
  gp) 
  026 
  Heroic-Standing. The user cannot choose to take cover. Further, she cannot benefit from the bonuses 
  for half or three-quarter cover. (-50 gp) 
  027 
  Hungry. This item’s magical properties function only if fresh blood from a humanoid has been applied to 
  it within the past 24 hours. It needs only a drop to activate. (-10 gp). A hungrier version requires more 
  blood, and only from the user. To keep the item working, once after each long rest, the user must spend 
  a Hit Die to feed her own blood to the item rather than healing herself. (-60 gp) 
   
   
   
  
   
  218 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  WHAT QUIRK DOES IT HAVE? (PART 4) 
  d100 
   Quirk 
  028 
  Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has 
  no control over these minor alterations, which have no effect on the item’s use. The item sometimes 
  likes to mimic the appearance of other, important items just as the user leaves their presence, like the 
  king’s scepter or goods from a store shelf. (-15 gp) 
  029 
  Mien-Revealing. The user cannot conceal her feelings. Other creatures have advantage on Wisdom 
  (Insight) checks used against her, and she suffers disadvantage on Charisma (Deception) checks. (-50 gp) 
  030 
  Night-Blinding. A user with darkvision has its range halved. If the user lacks darkvision, it treats areas of 
  dim light as darkness where those areas are 30 feet or more away from her. (-75 gp) 
  031 
  Non-Threatening. The user cannot make opportunity attacks. Neither do creatures within 5 feet of her 
  suffer disadvantage on ranged attack rolls. (-100 gp) 
  032 
  Obedient. The item’s bearer is overcome with obedient tendencies. She suffers disadvantage on saving 
  throws to resist any magical compulsion. (-100 gp) 
  033 
  Over-Large. Like many magic items, this one re-sizes itself to fit its user. Unfortunately, it sizes itself to 
  be just a bit too large. Increase the item’s weight by half again. The user may look a bit ridiculous when 
  using this item. (-15 gp) 
  034 
  Planar Syncing. The user of the item has disadvantage on any saving throws imposed by the 
  otherworldly qualities of a specific plane. (-25 gp) Alternately, the penalty applies in all planes of 
  existence (-50 gp). 
  035 
  Possessive. The item demands utter loyalty; it doesn’t allow its user to attune any magical items, but it 
  does not require her to remove existing attunements. (-50 gp) A more possessive version requires the 
  user to unattuned every other magic item the user has attuned. (-75 gp) Failure to adhere to these 
  requirements means that none of this item’s magic will function for the user. 
  036 
  Poor Charisma. The user has disadvantage on Charisma checks. (-85 gp) 
  037 
  Poor Constitution. The user has disadvantage on Constitution checks and her maximum hit points are 
  reduced by 2. (-100 gp) 
  038 
  Poor Dexterity. The user has disadvantage on Dexterity checks and when she suffers falling damage, 
  treat all results of 1 on the damage dice as 2s. (-100 gp) 
  039 
  Poor Intelligence. The user has disadvantage on Intelligence checks. (-85 gp) 
  040 
  Poor Strength. The user has disadvantage on Strength checks and her Strength score is treated as 2 
  points lower for purposes of carrying capacity. (-100 gp) 
  041 
  Poor Wisdom. The user has disadvantage on Wisdom checks. (-85 gp) 
  042 
  Predicable. The item’s bearer becomes simplistic and predictable in her planning, unable or unwilling to 
  take a complex approach to most subjects. Nor can she anticipate that others will use such tactics. The 
  item user suffers disadvantage on any Wisdom (Insight) checks she makes, and others have advantage 
  on Wisdom (Insight) checks against the item user. (-50 gp) 
  043 
  Revealing. The item reveals the presence and exact location of itself and its bearer to any member of a 
  general type of creatures, or to a specific member of that creature type. Humanoids are too numerous 
  and varied to be the subject generally; only a specific race can be the subject of this effect. The range of 
  the effect is 120 feet, and the alerted creature is warned without any clues detectable by those around 
  it. (-25 gp) 
   
   
   
  
   
  219 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  WHAT QUIRK DOES IT HAVE? (PART 5) 
  d100 
   Quirk 
  044 
  Repulsive. The bearer feels a sense of distaste when in contact with the item, and continues to sense 
  discomfort while bearing it. She suffers disadvantage on all skill checks not related to physical 
  movement or skill checks attempted in combat, the two activities that tend to distract from such 
  discomforts. (-100 gp) 
  045 
  Scourging. The Dungeon Master can apply a 1-point bonus to an attack roll made against the user, 
  choosing to do so after the roll. Once the DM uses this effect, she cannot invoke it again until the next 
  sunset. (-25 gp) A stronger version inflicts 1 additional point of damage if the attack hits. (-75 gp) 
  046 
  Short Hearing. The item’s user gains the deafened condition for one round after using the item. If the 
  item is constantly “in use,” as something worn or something that provides a perpetual effect, the 
  deafness fades after 1 round of constant use. However, the item’s user still cannot hear well, imposing 
  disadvantage on Wisdom (Perception) checks related to hearing. Full deafness returns for one round if 
  the user activates a power or otherwise makes use of the item as part of an action, such as attacking 
  with an affected weapon. (-50 gp) 
  047 
  Skill-Stopped. This item penalizes the user’s attempts to use a single skill. Any time an ability check is 
  rolled for that skill, roll 1d4 and subtract that from the total result. The offset value of this quirk depends 
  on the skill affected: athletics, acrobatics, perception, or stealth (-60 gp); insight, investigation, 
  medicine, or survival (-40 gp); all others (-20 gp). 
  048 
  Sleeping. The item whispers confusing warnings to its bearer, imposing a -2 penalty to initiative. (-75 gp) 
  A more potent version also imposes a -2 penalty on any Wisdom (Perception) check that, if failed, would 
  result in the user being surprised during the first round of combat. (-100 gp) 
  049 
  Slothful. The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer 
  requires 10 hours to finish a long rest. (-25 gp) A more potent version makes the user sleep deeply as 
  well; she had disadvantage on any Wisdom (Perception) check to wake from sleep in response to 
  stimuli. (-45 gp) 
  050 
  Slow Moving. Any additional movement the user receives by spending a bonus action or reaction is 
  reduced by 5 feet. (-25 gp) A more potent version also causes the user to treat as difficult terrain all 
  terrain beyond the first 30 feet traversed in a turn. (-75 gp) 
  051 
  Soiled. This item always appears dirty and disheveled. Weapons appear to have stained blood on them. 
  Clothes include grass stains or mud. Whatever the item, it appears to be poorly kept. (-15 gp) 
  052 
  Submitting. The item makes the user vulnerable to the supernatural powers of a general creature type 
  (-50 gp), or a specific member of that creature type (-25 gp). Humanoids are too numerous and varied to 
  be affected generally; they can only be the subject of this quirk as a specific race. The user suffers 
  disadvantage on saving throws against the affected creatures’ powers. This does not affect spells, but it 
  does affect supernatural powers that duplicate spells. For example, a wearer would receive 
  disadvantage to saving throws against a dragon’s breath weapon and fear aura, but not its spellcasting. 
  053 
  Sunlight-Vulnerable. This item might function poorly (-50 gp), or partially disintegrate (-100 gp), if 
  exposed to sunlight for more than 1 minute. In its poorly-functioning state, the item imposes 
  disadvantage on attempts to use it (or gives advantage to saving throws rolled by creatures it is used to 
  target). A poorly-functioning item returns to normal after one minute out of sunlight. A partially-
  disintegrated version requires repairs before it will work again, usually half the cost as whatever 
  mundane item best resembles this magic item’s physical form. 
   
   
   
  
   
  220 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  WHAT QUIRK DOES IT HAVE? (PART 6) 
  d100 
   Quirk 
  054 
  Swearing. This item was “trained” by its maker to utter a handful of phrases based on conditions or 
  events that occur within 5 feet of it. Sometimes these phrases give useful information, provided in 
  response to certain questions. But usually they are foul curses uttered to insult or shock the listener. 
  These might be manifestations of the creator’s malignant whims, or phrases that were corrupted over 
  time with the item’s exposure to evil influences. (-15 gp) 
  055 
  Temperature-Suffering. The bearer suffers harm from exposure even in otherwise-survivable 
  temperatures. The user treats temperatures of 20 degrees Fahrenheit or lower as being below 0. She 
  treats temperatures of 80 degrees Fahrenheit or higher as being above 100. (-15 gp) 
  056 
  Unholy. The user radiates a palpable evil, regardless of alignment. She appears to be a desecrated to the 
  gaze of a paladin’s Divine Sense feature or a detect evil and good spell. Devout good creatures, 
  particularly those connected with the divine, are uncomfortable in the user’s presence. (-30 gp) 
  057 
  Unmendable. This item cannot be affected by the mending spell. Any repairs made to it cost double the 
  normal repair costs and take double the standard amount of time. (-15 gp) A more consternatious 
  version has a weak physical form, with only half its normal item hit points. (-25 gp) 
  058 
  Vulnerable to Evil or Good. This item makes the user vulnerable to a single creature type, one of the 
  following: aberrations, celestials, elementals, fey, fiends, or undead. All creatures of the indicated type 
  have advantage on attack rolls against the user of this item. The user also suffers disadvantage on all 
  saving throws to resist such creatures’ attempts to charm, frighten, or possess her. (-100 gp) 
  059 
  Water Ballast. This item sinks in liquids. It gives the user disadvantage on Strength (Athletics) checks to 
  swim at its surface, or through it unless the user is already at the sea floor. (-25 gp) 
  060 
  Weak Blood. The user has disadvantage on the first saving throw of the day that would result in her 
  receiving the poisoned condition. Once this penalty applies to a roll, it does not apply again until the 
  next dawn. (-30 gp) 
  061 
  Weak Breath. The user has disadvantage on the first saving throw of the day that would result in her 
  receiving the diseased condition. Once this penalty applies to a roll, it does not apply again until the next 
  dawn. (-25 gp) 
  062 
  Weak Concentration. The user has disadvantage on the first saving throw of the day that would result in 
  her receiving the unconscious condition. Once this penalty applies to a roll, it does not apply again until 
  the next dawn. (-25 gp) 
  063 
  Weak Courage. The user has disadvantage on the first saving throw of the day that would result in her 
  receiving the frightened condition. Once this penalty applies to a roll, it does not apply again until the 
  next dawn. (-25 gp) 
  064 
  Weak Flesh. The user has disadvantage on the first saving throw of the day that would result in her 
  receiving the petrified condition. Once this penalty applies to a roll, it does not apply again until the next 
  dawn. (-25 gp) 
  065 
  Weak Hearing. The user has disadvantage on the first saving throw of the day that would result in her 
  receiving the deafened condition. Once this penalty applies to a roll, it does not apply again until the 
  next dawn. (-25 gp) 
   
   
   
   
   
  
   
  221 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  WHAT QUIRK DOES IT HAVE? (PART 7) 
  d100 
   Quirk 
  066 
  Weak Jaw. The user has disadvantage on the first saving throw of the day that would result in her 
  receiving the stunned condition. Once this penalty applies to a roll, it does not apply again until the next 
  dawn. (-25 gp) 
  067 
  Weak Joints. The user has disadvantage on the first saving throw of the day that would result in her 
  receiving the paralyzed condition. Once this penalty applies to a roll, it does not apply again until the 
  next dawn. (-25 gp) 
  068 
  Weak Legs. The user has disadvantage on the first saving throw of the day that would result in her 
  receiving the prone condition. Once this penalty applies to a roll, it does not apply again until the next 
  dawn. (-20 gp) 
  069 
  Weak Muscles. The user has disadvantage on the first saving throw of the day that would result in her 
  receiving the restrained condition. Once this penalty applies to a roll, it does not apply again until the 
  next dawn. (-25 gp) 
  070 
  Weak Sight. The user has disadvantage on the first saving throw of the day that would result in her 
  receiving the blinded condition. Once this penalty applies to a roll, it does not apply again until the next 
  dawn. (-25 gp) 
  071 
  Weak Will. The user has disadvantage on the first saving throw of the day that would result in her 
  receiving the charmed condition. Once this penalty applies to a roll, it does not apply again until the next 
  dawn. (-25 gp) 
  072 
  Weak Wrestler. The user has disadvantage on the first saving throw or ability check of the day that 
  would result in her receiving the grappled condition. Once this penalty applies to a roll, it does not apply 
  again until the next dawn. (-30 gp) 
  073 
  Weighty Presence. This item wants its wearer to be known. Anyone following her by tracking her or 
  trailing her receives additional visual cues. These heavy footprints, eye-attracting cloak billowing, or 
  other effects help the wearer remain detectable by those intent on catching up. This quirk does not 
  affect checks for stealth where the wearer is hiding in place. (-25 gp) 
  074 
  Whisperer. The wearer cannot shout or speak in a loud voice. This means she cannot make her voice 
  heard more than 100 feet away, nor address large crowds unless they are particularly quiet and 
  respectful. (-15 gp) 
   
  Worn 
  075 
  Acidic Exposed. The wearer suffers 1 additional point of acid damage each time she suffers acid 
  damage. (-50 gp) 
  076 
  Attracting. While wearing the item, the user’s Armor Class is reduced by one point against one type of 
  damage specific to this quirk: bludgeoning, piercing, or slashing. (-50 gp) 
  077 
  Awkwardly-Strapped. The suit of armor or clothing takes ten additional minutes to put on or take off. 
  (This quirk should only apply to an item that one might want to take off or put on at strategic points.) In 
  the case of armor, this time is added to the times to don or doff it found in Part 1. (-15 gp) 
  078 
  Cold Exposed. The wearer suffers 1 additional point of cold damage each time she suffers cold damage. 
  (-60 gp) 
  079 
  Fire Exposed. The wearer suffers 1 additional point of fire damage each time she suffers fire damage.    
  (-60 gp) 
  080 
  Force Exposed. The wearer suffers 1 additional point of force damage each time she suffers force 
  damage. (-40 gp) 
   
  
   
  222 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  WHAT QUIRK DOES IT HAVE? (PART 8) 
  d100 
   Quirk 
  081 
  Lightning Exposed. The wearer suffers 1 additional point of lightning damage each time she suffers 
  lightning damage. (-60 gp) 
  082 
  Necrotic Exposed. The wearer suffers 1 additional point of necrotic damage each time she suffers 
  necrotic damage. (-50 gp) 
  083 
  Poison Exposed. The wearer suffers 1 additional point of poison damage each time she suffers poison 
  damage. (-60 gp) 
  084 
  Psychic Exposed. The wearer suffers 1 additional point of psychic damage each time she suffers psychic 
  damage. (-40 gp) 
  085 
  Radiant Exposed. The wearer suffers 1 additional point of radiant damage each time she suffers radiant 
  damage. (-40 gp) 
  086 
  Thunder Exposed. The wearer suffers 1 additional point of thunder damage each time she suffers 
  thunder damage. (-40 gp) 
   
  Wielded 
  087 
  Bard’s Lament. Whenever this weapon is used to strike a foe, it sings a song revealing the wielder’s 
  name. The longer the battle, the longer the weapon sings, going on to reveal other pieces of the 
  wielder’s identity and history, including past deeds, both heroic and ignominious. Somehow, the song is 
  never flattering, and it seems to reveal information the user would prefer to be private. (-50 gp) 
  088 
  Blighter. After each successful hit with this weapon, the user suffers 1 point of necrotic damage. After a 
  battle, roll 1d10. On a result of 10, one pound of food within 60 feet of the weapon becomes spoiled 
  and is useless. This usually means a day’s ration, but it can affect crops or other food stores. (-50 gp) 
  090 
  Burner. After each successful hit with this weapon, the user suffers 1 point of fire damage. After a 
  battle, this weapon will occasionally spark a small fire in a nearby flammable area, within 30 feet of any 
  creature (or corpse) that suffered damage from the weapon. The user must be vigilant lest a larger 
  conflagration grow from these random ignitions. (-50 gp) 
  091 
  Chromatic Biter. After each successful hit with this weapon, the user must roll 1d6 and suffer 1 point of 
  damage of the following type based on that result: 1 = acid, 2 = cold, 3 = fire, 4 = lightning, 5 = poison, 6 
  = thunder. (-50 gp) If the damage cannot be reduced or mitigated, the item is worse. (-100 gp) 
  092 
  Duplicator. If the user’s attack results in a 1 on the d20 roll to hit a creature of the same size, she takes 
  on the appearance of that creature in addition to missing it. This effect lasts for 1 round, until the start 
  of the user’s next turn. Her allies have trouble distinguishing her from her target; any attack against the 
  same creature will target the user instead during this period on a d100 roll result of 51 or higher. 
  Unfortunately, the user’s enemies seem to have no trouble distinguishing her from her target. (-75 gp) 
  093 
  Enervator. A target damaged by this weapon finds its land speed improved by 5 feet the next time it 
  tries to move before the weapon wielder’s next turn. (-50 gp) A stronger version prevents the item’s 
  user from making opportunity attacks against a damaged target if it moves out of reach before the 
  wielder’s next turn. (-100 gp) 
  094 
  Etcher. After each successful hit with this weapon, the user suffers 1 point of acid damage. Items worn 
  or carried by someone harmed by this weapon will bear the etched outlines of the weapon’s strikes. This 
  means such gear cannot be resold unless some effort is made to repair the cosmetic damage. (-50 gp) 
  095 
  Froster. After each successful hit with this weapon, the user suffers 1 point of cold damage. In areas of 
  extreme cold (Dungeon Master’s Guide, page 110), the user cannot protect herself by wearing cold 
  weather gear or similar warming techniques. (-50 gp) 
   
  
   
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  WHAT QUIRK DOES IT HAVE? (PART 9) 
  d100 
   Quirk 
  096 
  Poisoner. After each successful hit with this weapon, the user suffers 1 point of poison damage. Anyone 
  carrying the item takes 1 additional poison damage each time she suffers poison damage from any 
  source other than this weapon. (-50 gp) 
  097 
  Roarer. After each successful hit with this weapon, the user suffers 1 point of thunder damage. Once or 
  twice per day, while not in battle, this weapon will generate a loud booming noise, audible to 300 feet 
  or more. This particularly seems to occur in quiet periods or places, while the user is attempting to sleep 
  or sneak, or while in a quiet temple or library. (-50 gp) 
  098 
  Shrouder. After each successful hit with this weapon, the user suffers 1 point of force damage. Anyone 
  carrying the item takes 1 additional point of damage each time she suffers damage from any incorporeal 
  undead, including ghosts, specters, wraiths, and the like. (-50 gp) 
  099 
  Sparker. After each successful hit with this weapon, the user suffers 1 point of lightning damage. Once 
  or twice per day, while not in battle, this weapon will generate an electric arc, reaching out up to 15 feet 
  to touch a metal object or metal-clad person. This inflicts no damage, but the mild shock can be 
  alarming or offensive. It can occasionally foul attempts at diplomacy or stealth. (-50 gp) 
  100 
  Weakener. After each successful hit with this weapon, the user suffers 1 point of psychic damage. The 
  user has disadvantage on sanity checks or any saving throw to resist fear or horror. (Dungeon Master’s 
  Guide, pages 265-266.) At the Dungeon Master’s discretion, this might also apply to monstrous powers 
  that inflict madness. (-50 gp) 
   
   
   
   
   
   
  
   
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  PART 7: INVESTMENTS 
  This Part talks about how characters can use their 
  wealth to generate more treasure. It covers crafting for 
  fun and profit, market and business investments, 
  returns and maintenance costs for fortifications, the 
  building and upkeep of military forces, and more. 
   
  CRAFTS 
  The crafting rules are addressed in the Player’s 
  Handbook on page 187. To summarize, a character 
  proficient with the appropriate tools may use them to 
  craft items. The material cost is half the total value of 
  the item, and the project requires a number of eight-
  hour days of crafting equal to one-fifth of the item’s 
  standard gp value. (Items cheaper than 5 gp can be 
  manufactured in less than a day.) Multiple proficient 
  crafters can contribute to the project, reducing the time 
  requirement 
  proportionally. 
  While 
  crafting, 
  a 
  character can maintain a modest lifestyle at no cost or 
  a comfortable lifestyle at a cost of 1 gp daily. 
  The following optional rules allow Dungeon 
  Masters to add variety and alternatives to the crafting 
  process. 
   
  ALTERNATE HOURS 
  The creation system assumes that a character uses only 
  8 hours a day crafting. This option allows characters 
  to spend more time or less time daily on crafting. 
   
  PURE FOCUS 
  Providing that 8 hours are used for sleeping, eating, 
  and other personal maintenance, a character still has 8 
  available hours after a day otherwise filled with 
  crafting. A character that has nothing else to do can 
  choose to craft during this period too, working almost 
  every waking hour. Using pure focus allows a 
  character to complete 10 gp worth of effort toward the 
  completion of the project in a day. However, this 
  intense activity can be fatiguing, mentally and 
  physically. 
  A character can safely use pure focus for a number 
  of days equal to her Wisdom modifier or her 
  Constitution modifier, whichever is lower (minimum 
  of 1 day). Thereafter, the character must cease crafting 
  or return to the normal crafting rate for one day before 
  safely using pure focus again. If the character instead 
  wishes to press on with pure focus without a break, she 
  accrues one level of exhaustion per additional day of 
  pure focus. This exhaustion cannot be removed by 
  non-magical means until the character goes at least 
  one day without crafting or at the reduced crafting rate. 
   
  LIGHT WORK 
  A character can perform light work, crafting for 4 
  hours and completing only 2.5 gp worth of effort 
  toward the completion of the project that day. This 
  allows crafters to some crafting even when the 
  Dungeon Master rules that not enough time is 
  available for a full 8 hours of work. 
  Light work is particularly suited for characters 
  who are travelling or adventuring. Normal travel 
  assumes 8 hours of movement and 8 hours of sleeping, 
  eating, and other personal maintenance. This leaves 8 
  hours for standing watch, sharpening blades, grazing 
  the horses, greasing wagon wheels, and other activities 
  that adventurers perform daily. As part of this non-
  traveling, non-sleeping time, a character who has her 
  artisan’s tools and sufficient raw materials can 
  perform light work to craft. 
  To perform light work while out on the trail, a 
  character must carry with her the appropriate artisan’s 
  tools and materials. Even before it is complete, the 
  item being created has the same weight as a complete 
  version, making some projects impractical to work on 
  outside of a workshop. While adventuring (not in 
  downtime) it is easier to track passing days in the form 
  of long rests. (See the Uptime sidebar, below.) 
  For example, a dwarven fighter wants to craft a 
  glaive during her upcoming adventure. She buys the 
  raw materials needed, spending 10 gp (half the market 
  value of a glaive). These materials already weigh 6 
  pounds, the full weight of a glaive. In addition, she 
  must carry her smith’s tools with her, requiring 
  another 8 pounds in her pack. Because the market 
  value of a glaive is 20 gp, and each uptime day of 
  crafting contributes 2.5 gp toward that total, the glaive 
  requires 8 long rests before the project is complete. 
  DM’s Corner. Xanathar’s Guide to Everything 
  provides an optional rule for Dungeon Masters to 
  
   
  225 | TH E CO MP RE HEN SI VE EQ UI P ME NT  M AN UA L 
   
  allow small craft projects to occur during adventures. 
  The book suggests that a single dose of acid, 
  alchemist’s fire, antitoxin, oil, perfume, or soap could 
  be crated with alchemist’s tools as part of a long rest. 
  Likewise, a character proficient with weaver’s tools 
  can craft a whole outfit within a single long rest, and a 
  character proficient with woodcarver’s tools can craft 
  5 or 20 arrows in a short or long rest, respectively. 
  The timing suggested for such small crafts is 
  completely divorced from the cost of the product, 
  totally upending the crafting system. Use that 
  alternative only if you want to alchemical brews to be 
  made with a totally different crafting system to 
  everything else. 
   
  CRAFTING COMPONENTS 
  Every crafting project requires raw materials that cost 
  half the item’s market value. Sometimes, these craft 
  components themselves can be crafted, requiring no 
  wealth outlays for the entire project. Crafting raw 
  materials requires time and a ready source to build 
  those materials from. Some such conversions also 
  require various tools on hand. (When artisan’s tools 
  are called for, the character must possess them and be 
  proficient with them.) 
  To create craft components for an item, a 
  character must spend 2 days of work per 5 gp of the 
  finished product’s market value. This effectively 
  triples the time it takes to craft an item when doing so 
  from scratch. Crafting components is often difficult to 
  do in uptime since it is likely that the natural source of 
  raw material is less-portable, as will be the tools to 
  process it. But some activities, like gathering plants for 
  herbal brews, require nothing in the way of tools or 
  processing equipment, simply a location where the 
  right ingredients grow. 
  For example, our dwarven fighter wishes to craft 
  a glaive but she does not wish to pay for the processed 
  lumber for the haft or the blade blank to make the head. 
  Instead, she mines and smelts ore in her ancestral halls 
  below the mountain, shaping the materials to prepare 
  for the “crafting” portion of the project. For this, she 
  uses a miner’s pick, smith’s tools (with which she is 
  proficient), and her grandfather’s forge. Next, she 
  collects lumber with a saw and shapes it with 
  woodcarver’s tools to build the haft. (Because 
  woodcarver’s tools are artisan’s tools, our dwarf 
  fighter must also be proficient with them.) With a mar- 
   
  VARIANT: UPTIME ACTIVITY 
  Downtime is an important part of the Fifth Edition 
  of Dungeons & Dragons. But many campaigns 
  provide no breaks between adventures, preventing 
  players from accessing a wealth of character 
  options and opportunities. This variant system 
  allows players to access the downtime rules, even 
  while adventuring. 
  Instead of spending downtime days, characters 
  pursue “uptime” activities, anything that can be 
  done while out on the road. After traveling and 
  adventuring, sleeping and eating, and performing 
  miscellaneous related duties, characters typically 
  have about four hours available during a day, half 
  the time needed for a normal downtime activity. 
  Uptime activities are therefore half as time-
  efficient as downtime activities. For every day of 
  uptime activity, the character accrues only half a 
  day’s worth of downtime results. (For crafting, this 
  means light work.) The character must have paid all 
  associated costs and have all necessary tools, 
  materials, research books, trainers, or similar 
  resources with her while attempting uptime. 
  This system applies only to activities that could 
  be performed while on the road, activities like 
  crafting, researching, training, and gathering craft 
  components, so long as conditions are appropriate. 
  This is also an appropriate time to use the enchant 
  magic item spell described in Part 6. 
  Record uptime activities at the same time the 
  party takes a long rest. This is the usual time players 
  record healing, mark off rations, and resolve other 
  incidental bookkeeping. If the party can’t take a 
  long rest on a specific day, it is probably because 
  the characters are too busy, and such distractions 
  tend to get in the way of uptime activity as well. 
   
   
  ket value of 20 gp for a glaive, this pre-crafting 
  collection process takes 8 days. At the end of this 
  period, the character has a haft suitable for making a 
  glaive, and a blade blank of the right size for its head, 
  ready to be shaped, attached, and sharpened. 
  Unfortunately, needing to collect and process the raw 
  materials from specific places and needing to use non-
  portable tools means that this example of gathering 
  cannot be performed on the road. 
  
   
  226 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  The necessary tools and sources of materials for 
  gathering craft components are left to the Dungeon 
  Master. The DM can also rule that a character is only 
  able to manufacture some portion of the materials, and 
  must pay the gp cost to acquire the rest. These 
  percentages are also determined by the DM. 
  For example, a woodworker wants to craft 400 
  arrows as a gift for his liege lord’s soldiers, products 
  with a 20 gp total market value. The craft components 
  would normally cost half the market value (10 gp), but 
  the woodcarver wants to process them himself. The 
  DM rules that the woodworker must still pay for half 
  of the craft components because he lacks the skill, 
  tools, and raw materials needed to craft metal 
  arrowheads. The woodcarver spends 4 days cutting the 
  right tree limbs for the arrow shafts, pays 5 gp to a 
  local smith to get the arrowheads, then spends 4 more 
  days crafting the finished arrows. 
  Craft components can only be used to make a 
  particular item, determined before the gathering and 
  shaping of components begins. At the DM’s 
  discretion, very similar items of equal or lesser value 
  could also be made from them; a blade blank for a one-
  handed sword can be fashioned into almost any type 
  of one-handed sword. 
  Most craft components can be sold for half their 
  value (one-quarter of the market value for the finished 
  product). If the craft component requires no 
  specialized equipment or tool proficiency to gather, 
  and if the raw materials are readily accessible to 
  anyone, the DM can adjust this price downward to half 
  again (one-eighth of the market value for the finished 
  product). 
   
  COMMERCIAL MANUFACTURE 
  Characters often want to have items manufactured by 
  others. This means paying skilled hirelings, which cost 
  an additional 2 gp each per day of the crafting process 
  in addition to the cost of the materials. This assumes 
  the availability of a skilled hireling trained in the right 
  artisan’s tools. This might also require that the 
  character provide tools and a workspace for the 
  hireling to craft in, depending on the circumstances. 
  For example, our dwarven fighter wishes to 
  commission a glaive. She stops at a small town where 
  the local smith owns the town forge and has his own 
  tools. For four days’ hire (8 gp) and the cost of 
  materials (10 gp), this skilled artisan is willing to make 
  the product to order. After a four-day wait, the dwarf 
  has her new glaive, which cost her only 90% of the 
  market value. 
  Usually, up to two people can use the same set of 
  artisan’s tools at the same time if they are working on 
  the same project. This allows for skilled characters to 
  employ a skilled hireling to assist and speed up the 
  crafting process. For example, the dwarf wishing to 
  commission a glaive is also proficient with smith’s 
  tools. She stops at the local town and gets the smith to 
  agree that they will both work in his forge to make the 
  item. The dwarf needs only to linger long enough for 
  two days’ hire (4 gp) and provide the cost of materials 
  (10 gp), getting her new glaive for 70% of the market 
  value. 
  Under ideal circumstances, characters should be 
  able to employ multiple artisans to mass-manufacture 
  items. A skilled hireling employed on a long-term 
  basis requires only half the pay of a short-term 
  hireling, so long as the employer is providing room 
  and board. Such operations require a lot of investment. 
  This normally means a 30% profit, but there are 
  “overhead” considerations! The entrepreneur must 
  find and hire multiple artisans and must secure worker 
  lodging, workspace, and multiple sets of artisan’s 
  tools. This also requires a supply line for incoming 
  craft components or raw materials as well as 
  transportation to get the resulting products to various 
  markets. The logistical efforts include finding 
  merchants who will agree to sell those wares in their 
  shops and negotiating their cut. A great deal of wealth 
  is required up front, and most of the profit is quickly 
  eaten up in these efforts. If characters truly wish to 
  invest in mass manufacturing, the DM is encouraged 
  to simplify things with the investments rules, 
  discussed below. Otherwise the game will quickly 
  shift away from adventure to focus on the everyday 
  hassles of business ownership. 
   
  INVESTMENT 
  This section includes an expansion of the normal rules 
  for investing wealth, along with a tune-up of those 
  rules designed to simplify running them. 
   
  STRUCTURAL SYSTEMS 
  Each of the properties on the maintenance table forms 
  the basis of a business. While a property is typically 
  
   
  227 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  directed by a steward or castellan, allowing the owning 
  character to go out adventuring, the profits and losses 
  are better managed if the character sticks around to 
  direct things. 
  Where a structure includes or implies additional 
  buildings, like the area around a palace or the boarding 
  house for a shop’s workers, these costs are included in 
  the building’s construction and maintenance cost. 
   
  MONTHLY BOOKKEEPING 
  Every month, a business checks for losses or profits 
  and pays its expenses, referring to the two charts 
  below. To check for losses and profits, roll d100 and 
  add the number of downtime days the owning 
  character or characters have contributed to the hands-
  on running of the business (maximum of 30 days total 
  among all contributors). 
  If the roll result generates a maintenance cost 
  (half, full, or one-and-a-half), this must be paid out of 
  the owners’ pocket. Failure to pay immediately creates 
  a “debt” for the unpaid portion. Debts not paid 
  immediately can sometimes be wiped out or reduced 
  by exchanging favors or services to whatever source 
  or supplier owns the debt. Each debt still existing at 
  the time of the next month’s losses and profits roll 
  imposes a –10 penalty to the roll. Failure to pay off a 
  specific debt within 12 months typically ends the 
  business; properties and inventories are seized and 
  sold at auction (at half the value of the original 
  investment), debts are paid from that amount, and the 
  remainder reverts to the owner. 
   
   
  VARIANT: FLEXIBLE DOWNTIME 
  When players want to exercise downtime options, 
  and the story limits the amount of days available, 
  the Dungeon Master can use this variant to adjust 
  what can be accomplished in the time allotted. The 
  DM can allow multiple downtime activities each 
  day; two, three, or more activities that would each 
  normally take a full day. 
  Alternately, the Dungeon Master can increase 
  the number of days required for each downtime 
  activity. This can regulate results when characters 
  have too much downtime on their hands. In this 
  case, the DM should reduce the costs of lifestyles 
  proportionately. 
   
  If the roll generates a profit, this accrues 
  immediately to the owner(s), although characters 
  would be wise to keep enough of the profits on hand 
  to cover losses made in future months. 
   
  LOSSES AND PROFITS 
  d100+ 
  days 
  Result 
  01-20 
  You must pay one and a half times the 
  business’ maintenance cost for the 
  month. 
  21-30 
  You must pay the business’ full 
  maintenance cost for the month. 
  31-40 
  You must pay half the business’ 
  maintenance cost for the month. Profits 
  cover the other half. 
  41-60 
  The business covers its own 
  maintenance cost for the month. 
  61-80 
  The business covers its own 
  maintenance cost for the month. It 
  earns a profit of one-quarter the 
  maintenance cost. 
  81-90 
  The business covers its own 
  maintenance cost for the month. It 
  earns a profit of one-half the 
  maintenance cost. 
  91+ 
  The business covers its own 
  maintenance cost for the month. It 
  earns a profit of three-quarters the 
  maintenance cost. 
   
  BUSINESS COSTS 
  Private land to build on can be purchased for 100 gp 
  to 5,000 gp, or even higher. Once land is acquired, a 
  property needs significant wealth and time to build. 
  Construction may continue without direct oversight by 
  the owner, but each “day” of construction in her 
  absence requires the passage of 4 actual days. 
  If the opportunity presents itself, an available 
  property can be purchased for an amount equal to its 
  construction cost. If a property is in a run-down state, 
  the Dungeon Master will assign a percentage of ruin, 
  usually 25%, 50%, or 75%. Repairing the property 
  requires the equivalent percentage of the property’s 
  construction cost and construction time. A property 
  purchased in a run-down state will have its priced 
  reduced by the same percentage to compensate. 
  
   
  228 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  Each property is staffed by a number of hirelings, 
  including a steward who can take charge of almost 
  everything, freeing up the owner to go adventuring. 
  Hirelings’ wages are included in the property’s 
  maintenance cost. Garrison members are skilled 
  hirelings trained and equipped to fight; they use the 
  guard statistics in the Monster Manual. For every full 
  10 members of a garrison, replace one guard with a 
  veteran. 
   
  FEUDAL ENTERPRISES 
  Sometimes property is acquired as part of a feudal 
  system. Likely examples include a noble estate, 
  fortified tower, outpost, fort, keep, small castle, large 
  castle, or palace. While these enterprises can be built 
  privately, they more often represent a grant of land and 
  title from a powerful sovereign. 
  Grants of this nature typically come with a noble 
  title. Sometimes the grant is for land and permission to 
  build on it, but more often it includes lordship over an 
  existing estate or fortification. In the latter case, no 
  construction costs or times are required for the owner 
  to take up residence, but some spring cleaning might 
  be in order. Sometimes a sovereign will assign title to 
  a property that has been overrun by orcs or trolls, on 
  condition that the new lord or lady of the land can 
  secure it successfully. 
  Although these properties use the standard rules 
  for businesses, they are non-commercial in nature. 
  They earn income in the form of taxes collected from 
  the surrounding peasantry and merchant class. They 
  pay expenses in the form of upkeep for soldiers, 
  maintenance and security for the surrounding land, 
  and taxes tendered to higher-ranked nobles or royalty. 
  In the case of a failed “business” for unpaid debts 
  in the feudal system, where there has been no up-front 
  purchase of the property by the “owner,” the whole 
  enterprise simply reverts to the possession of the 
  sovereign. The original grantor will pay the 
  outstanding debts and then assign a worthier trustee to 
  manage things the future. If the owner has invested 
  construction costs, these might be lost or reimbursed 
  on the whim of the sovereign, or other things of value 
  might be given instead. Losing a business like this 
  almost always means the character is stripped of any 
  accompanying noble title. 
  TREASURE BUNDLES 
  If the Dungeon Master employs the wealth bundles 
  system from Part 4: Wealth, any business profits or 
  losses made within a character level should be limited 
  to about + or – 1 level-appropriate bundle, give or take 
  a bit, calculated as an addition or subtraction from the 
  treasure chart. 
  If the Dungeon Master wishes to further simplify 
  things, she can peg the property’s maintenance cost to 
  the half the value of a level-appropriate bundle for the 
  party. As the characters grow, the business grows and 
  expands, thus the losses and profits automatically 
  adjust accordingly. This is an excellent way to abstract 
  the process of developing and diversifying an existing 
  business. A fortified tower might grow into a keep and 
  then into a large castle. A small temple might become 
  a large one, and eventually grow into the regional hub 
  for administrators and pilgrims of that religion. A 
  roadside inn might grow in popularity, with a small 
  town springing up around it, becoming a town inn. 
  Pegging maintenance to wealth bundle values also 
  lets the Dungeon Master keep profits and losses 
  reasonable if the characters somehow acquire a 
  property that is not level-appropriate. A party of 4th-
  level characters might normally have no business 
  trying to run small castle, for which the losses and 
  profits would otherwise seem staggering to them. 
   
  DESCRIPTIONS 
  Buildings and fortifications are described below. 
  Abbey. This building complex houses members of 
  a religious order. It typically exists in a remote setting 
  and has barracks, gardens, and other facilities 
  sufficient to support several dozen monks, mystics, or 
  other residents. 
  Cottage. This building resembles a large family 
  dwelling. It has two floors and about seven separate 
  rooms. It can house a family of up to 10, or some other 
  close-knit group of people, so long as bedrooms are 
  shared. 
  Farm. A farm includes a farmhouse, like a 
  cottage, and several fields to cultivate. It also has a 
  barn, warehouse, or grain silo for housing livestock or 
  storing crops. 
   
   
   
   
  
   
  229 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  BUILDING AND MAINTENANCE COSTS 
   Property 
  Construction 
  Cost 
  Construction 
  Time 
  Maintenance 
  Cost 
  Garrison 
  Strength 
  Skilled 
  Hirelings 
  Untrained 
  Hirelings 
  Abbey 
  50,000 gp 
  400 days 
  600 gp 
  — 
  5 
  25 
  Cottage 
  50 gp 
  10 days 
  2 gp 
  — 
  — 
  — 
  Farm 
  100 gp 
  30 days 
  15 gp 
  — 
  1 
  2 
  Guildhall, town or city 
  5,000 gp 
  60 days 
  150 gp 
  — 
  5 
  3 
  Inn, rural roadside 
  400 gp 
  30 days 
  300 gp 
  4 
  1 
  10 
  Inn, town or city 
  800 gp 
  40 days 
  150 gp 
  — 
  1 
  5 
  Keep or castle 
  50,000 gp 
  400 days 
  3,000 gp 
  45 
  5 
  50 
  Lodge, hunting 
  500 gp 
  20 days 
  15 gp 
  — 
  1 
  — 
  Noble estate with manor 
  25,000 gp 
  150 days 
  300 gp 
  2 
  1 
  15 
  Outpost or fort 
  15,000 gp 
  100 days 
  1,500 gp 
  18 
  2 
  40 
  Palace or large castle 
  500,000 gp 
  1,200 days 
  12,000 gp 
  180 
  20 
  100 
  Shack 
  10 gp 
  3 days 
  0 gp 
  — 
  — 
  — 
  Shop 
  2,000 gp 
  25 days 
  60 gp 
  — 
  1 
  — 
  Temple, large 
  50,000 gp 
  400 days 
  750 gp 
  4 
  4 
  10 
  Temple, small 
  1,000 gp 
  25 days 
  30 gp 
  — 
  2 
  — 
  Tower, fortified 
  15,000 gp 
  100 days 
  750 gp 
  8 
  2 
  — 
  Trading post 
  5,000 gp 
  60 days 
  300 gp 
  — 
  4 
  2 
  Guildhall, Town or City. This nice building is 
  several stories tall. It contains offices, operational 
  facilities (like an adjacent warehouse or workhouse), 
  accounting facilities, a secure vault for wealth and 
  business records, small-but-comfortable rooms for 
  visiting guildmembers, and a variety of other things. 
  The ornamentation of a guildhall particularly reflects 
  the success and prosperity of the guild. 
  Inn, Rural Roadside. A roadside inn is an all-
  encompassing stop-off point for travelers. It includes 
  a stable for horses, a bevy of cheap rooms, a small but 
  functional kitchen, and a small assortment of drinks 
  available at the bar. 
  Inn, Town or City. This inn serves a higher fare 
  than a roadside inn. It offers no stabling, but does 
  provide a wide array of food and beverage qualities, as 
  well as rooms in various qualities. Services and 
  accommodations are more expensive not just for their 
  quality, but also because of their proximity to a 
  population center. 
  Keep or Castle. This stone building or set of 
  buildings is constructed for security and to project 
  military power over the surrounding countryside. It is 
  probably built on a high point, perhaps with natural 
  barriers protecting it, and commonly boasts a high 
  curtain wall capable of repelling a siege. 
  Lodge Hunting. This building is strategically 
  located in useful hunting grounds. It has bare 
  accommodations for a half-dozen hunters, including 
  living facilities. It also provides the tools and room 
  necessary to butcher and preserve meat, process hides, 
  and perform other tasks common to hunting. 
  Noble Estate with Manor. A noble estate serves 
  much of the same function as a keep or castle, but 
  without the military fortification. In settled lands, far 
  from the frontier, a noble estate is  
  Outpost or Fort. This construction resembles a 
  primitive castle, built mostly of wood with walls made 
  of log palisades. It otherwise includes military 
  lodgings and other logistical facilities to serve the 
  same functions. A fort or outpost is often a precursor 
  to a castle, built to be operational while a real castle is 
  constructed nearby, or simply upgraded bit-by-bit until 
  it turns into a castle. 
  Palace or Large Castle. This is a larger version of 
  a normal keep or castle. The term “palace” generally 
  denotes a lower level of military security, as a place 
  situated deep in the heart of a kingdom or empire, but 
  a great deal more luxury. 
  Shack. The simplest of buildings, this wooden 
  one-room construction provides bare shelter from the 
  
   
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  elements, a few sticks of furniture, and a single 
  fireplace or cookstove. 
  Shop. This facility is an attractive building 
  arranged to welcome customers, display wares, and 
  store excess inventory. Most shops have a small living 
  facility above them or in the back. 
  Temple, Large. A large temple is suited to the size 
  of congregation one might find a large city. There are 
  offices for clergy, a large worshiping room or hall, 
  nooks and alcoves for quiet meditation, and 
  decorations appropriate to the deity or pantheons 
  patronized. 
  Temple, Small. A smaller version of the temple, 
  this building usually has living facilities for a single 
  priest and a congregating area for a couple of dozen 
  worshipers at most. 
  Tower, Fortified. This tower is a small facility, 
  often used to project military might into distance areas 
  like mountain passes, places where conflicts are 
  unlikely, but a military force or set of watchful eyes 
  are important. Fortified towers are also a favorite with 
  reclusive wizards and the like. 
  Trading Post. A trading post is a collection of 
  shops, usually basic construction, and often erected 
  near frontier areas. These facilities usually have some 
  measure of security like a log palisade. Trading at 
  these posts is usually lucrative, often exchanging basic 
  goods for valuable frontier resources, including rare 
  furs or minerals. 
   
  OUTSIDE INVESTMENT 
  A simple form of investment requires no purchases, 
  relying upon intermediaries to handle set-up and 
  maintenance. The investing character simply provides 
  an amount of wealth to assist in the initial enterprise, 
  or re-pays a portion of set-up costs to gain access to 
  the profits. 
  The 
  Dungeon 
  Master 
  can 
  track 
  outside 
  investments abstractly, or can make rolls using the 
  structural investment systems above. In the latter case, 
  the DM should apply a consistent bonus somewhere 
  between 1 and 20 to the profits and losses roll. This 
  should reflect the strength of the investment 
  opportunity and it replaces any bonus from the 
  participation of the “owner.” Profits are usually paid 
  out at the end of the year, dispersing percentages of the 
  net gain across all 12 of the prior months. 
  A character that owns a share of a business 
  receives a percentage of the net profits equal to the 
  percentage of the initial set-up costs that she provided. 
  This ownership share, or “investment percentage,” is a 
  valuable commodity that can be traded or sold in the 
  future. 
  Savvy investors often buy shares with associated 
  terms. Depending on the exact terms of investment, a 
  character (or coalition of characters) holding shares 
  valued at a certain percentage of the set-up costs (often 
  51%), often have a say in how the business operates, 
  wresting absolute control away from the founder. Such 
  maneuvers can add intrigue to certain types of 
  campaigns. 
   
  NON-PROFIT INVESTMENT 
  Not all monetary outlays are made intending to gain a 
  profit. Sometimes characters give gifts or attempt to 
  influence others with donations. (This section does not 
  describe bribery in a commercial context—that is 
  considered a normal expense for a business.) 
   
  BUYING RENOWN 
  Renown with an organization is typically gained or 
  lost based on great deeds. But characters can also gain 
  renown with purposeful strategies designed to raise 
  their profile within the organization. The Dungeon 
  Master’s Guide suggests that incremental gains are 
  possible during downtime activity, when characters 
  “undertakes minor tasks for the organization and 
  socializes with its members.” However, organizations 
  almost universally value strategic donations just as 
  well as donated time. 
  A character (or party) wishing to gain renown 
  may donate wealth in various forms. Temples may 
  notice the giving of alms on a large scale. A small town 
  may appreciate infrastructural investments that will 
  not need to be paid back. And any organization that 
  has the potential for corruption may appreciate bribes 
  given directly to its members. 
  The amount of wealth needed to gain renown 
  within an organization depends on the giver’s current 
  rating. Typically, the cost is 50 gp multiplied by the 
  current renown rating. The Dungeon Master may 
  adjust this requirement up or down, depending on the 
  size of the organization. A small organization with few 
  assets is easier to influence, whereas a large group with 
  
   
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  plentiful resources might be less impressed by 
  monetary gifts. 
  While renown does not grant direct monetary 
  rewards, it is sometimes just as good. The perks at low 
  rank often include such things as access to reliable 
  adventure leads, a safe house, or a trader willing to 
  offer a discount on adventuring gear. At mid-rank, 
  adventurers might gain a follower, access to 
  consumable magic items, or military backup for a 
  dangerous mission. At the highest ranks, a renowned 
  party might be able to call upon a small army, take 
  custody of a rare magic item, gain access to high-level 
  spellcasting, or be able to use lower-ranked members 
  as agents to assign tasks to. 
   
  BUYING FAVORS 
  Favors are more abstract than renown and they can be 
  owed or owned by individuals or groups alike. 
  Exchanging wealth for favors requires a more strategic 
  approach than buying generalized renown. Because 
  the entire renown system constitutes optional rules, a 
  Dungeon Master who does not use them might 
  consider favors to be an easier, more-abstract 
  alternative. 
  Using wealth to get a favor is a tricky endeavor. 
  Randomly gifting wealth usually improves the 
  receiver’s attitude toward the giver and may create a 
  generalized sense of obligation corresponding to the 
  gift’s value. But the sense of obligation is easily cured 
  by a gift of equal measure or simply repaying the gift. 
  The trick to turning wealth into favors is capitalizing 
  on opportunities where an existing need for money 
  plays upon the receiver’s emotions, honor, or even his 
  life. 
  For example, a young baronet has just inherited 
  his father’s lands and titles, and the new baronet 
  discovers that taxes on the familial estate weren’t paid 
  for the last five years. At stake is the young man’s 
  noble title and the dignity of his house. A strategic gift 
  here is a good way to be owed a favor. When that favor 
  is called in, the baronet remembers what the wealth 
  provided for (the salvation of his very identity); he 
  doesn’t just remember the number of gold pieces that 
  were handed to him in a sack. 
  The Dungeon Master must determine ad hoc what 
  degree of favor results from a gift of this nature, 
  performing her own calculus to weigh the impact of 
  the specific opportunity + the wealth expended. An 
  additional discussion of favors can be found in Part 4: 
  Wealth. 
   
  CONSTRUCTION 
  The Dungeon Masters Guide suggests that player 
  characters might acquire land and fortresses after 10th 
  level, while in the “Master of the Realm” character 
  tier. This is a method for the characters to make their 
  mark on the world, which is an underlying theme to 
  this character tier. This approach reflects the general 
  expectation for early editions of Dungeons & 
  Dragons. Particularly, warrior classes would acquire 
  title, land, and a following of soldiers upon reaching 
  certain character levels. However, owning property 
  should not be inherent to warrior classes or character 
  levels, nor should every property be a fortress or 
  military outpost. 
  The advantages of having a party-owned property 
  are multiple and the benefits are useful at any level. As 
  the characters develop the location and build its 
  facilities or capabilities, the construction becomes 
  something like a character in its own right, one that is 
  shared among all the players. It can serve as a unifying 
  factor for party members that might otherwise have 
  little reason to stick together, particularly after their 
  early quests or storylines have resolved. Having a 
  shared home means characters are less likely to go 
  their own way. The location can also serve as a ready 
  source of replacement player characters if a party 
  member is lost, killed, or a player simply wants to try 
  something new; the NPCs employed in (or associated 
  with) the fortification often share interests with the 
  party and some are suitable to begin adventuring 
  careers. 
  Unlike the earlier section that describes abstract 
  rules for fortifications as investments, this section 
  drills down to the minutiae of construction projects. If 
  these rules are to be used, they should apply only to 
  one location in a campaign, a single place to which the 
  party frequently returns and spends their time, perhaps 
  using it as headquarters. It constitutes too much 
  bookkeeping to be used on any larger scale. It might 
  also fail to capture the interests of the players; a DM 
  should poll the players to see if land ownership suits 
  them, or perhaps introduce one of the starter kits to the 
  characters in the course of play and see if they have 
  any interest in using it and growing it into something 
  better. 
  
   
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  STARTER KITS 
  Starter kits are fleshed-out introductions to property 
  ownership, a description of land and how it is 
  acquired. Often, the most difficult hurdle for players 
  to explore this aspect of the game is finding a starting 
  point and determining the nature of initial investments. 
  A kit pre-defines three factors to make things easier on 
  the players. The nature of each component in a kit is 
  determined by the Dungeon Master. 
   
  THE GAIN 
  This component determines how the players get 
  ownership or use-rights to property. These are just 
  examples; the DM is free to make up her own versions 
  of how the characters might acquire ownership. 
  Grant. To begin a property-owning endeavor, the 
  Dungeon Master’s Guide proposes that land might be 
  deeded to the party by a local ruler. This is a classic 
  method to gain ownership of property. It usually 
  comes with a knighthood or some noble titles, 
  depending on its value. 
  A grant is appropriate for characters that have 
  performed great deeds and gained recognition from 
  noble or royal benefactors. Significant grants are 
  appropriate for characters in the Masters of the Realm 
  character tier (11th-16th level); the locations tend to 
  have strategic significance, the buildings tend to be 
  fortified for military use, and the political nature of the 
  grant tends to embroil the new owners in warfare and 
  court intrigue. These are factors probably not suitable 
  to lower-level campaigns or characters. 
  Inheritance. An inheritance requires nothing 
  from the players to initiate. It simply happens to one 
  of the party members; the agent of a banking house, 
  small town, or local lord finds the affected character 
  and presents her with a deed to the property. An 
  inheritance is a good way to move a party to a new 
  area, making them travel to investigate the property 
  and giving them a base to operate from once they 
  arrive. 
  Inheritance is appropriate for any type of property 
  or character level. A low-level character might inherit 
  a small farm or an inn that the party can work in their 
  downtime. For a higher-level character, the land might 
  include a noble estate and a noble title to go with it. 
  Inheritance is also useful in that characters can usually 
  walk away from it if it does not suit the players’ goals 
  or ambitions for the game. There is rarely any sense of 
  obligation involved. 
  Right of Possession. Depending on the nature of 
  local government, or if there is none, land can 
  sometimes be owned by those who move in and build 
  on it. Perhaps free land is being offered to anyone who 
  is willing to settle the wild frontier in the eastern 
  reaches of the kingdom. In some territories, like the 
  Underdark, possession of land is down to pure 
  conquest, but this ownership “right” does not include 
  any protection from others conquering the same 
  territory in return. 
  Taking by right of possession usually means the 
  land is undeveloped. Wilderness must be cleared and 
  tamed for its intended use and construction must begin 
  from scratch. Alternately, ancient ruins may provide a 
  basis for construction. In some cases, hostile natives 
  resent the idea of having new neighbors and work 
  against the party. 
  Sale. The simplest way to acquire land is to 
  purchase it. Most deeds can be bought for as little as 
  100 gp or as much as 1,000 gp, depending on the 
  location of the property. A very large property might 
  be bought for 5,000 gp or more, if it can be bought at 
  all. The presence of buildings or other fixtures 
  increases a deed’s cost accordingly. 
  In feudal societies, all land is truly owned by the 
  crown. Land “owners” simply have a right to use the 
  land for their lifetimes, a right which passes down to 
  their heirs. This persists until the sovereign revokes 
  that right or an owner dies without heir. In addition, 
  the crown allows temples and political orders to hold 
  large tracts in various locations suitable for their 
  important works. In such societies, characters may 
  lease property from a landholder such as this if they 
  have no opportunity to earn a grant from the sovereign. 
  Leases are cheaper than deeds; a 20-year right to use 
  will usually cost half the value of purchasing the land. 
   
  THE LAND 
  The next kit component is the nature and location of 
  the land, including any existing occupants. To define 
  this component, the Dungeon Master should compose 
  a brief description after contemplating the following 
  factors. 
  Size. The first thing to determine is the size of the 
  property. This basically breaks down into one of two 
  categories, personal parcels and landholder parcels. 
  
   
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  The nature of this division can have a significant 
  impact on how the property interacts with the 
  campaign. 
  Personal parcels are suitable for building a single 
  house, fortified tower, shop, temple, or the like. They 
  often include enough land to support the operation of 
  a small business, whether that’s access to a roadway 
  for an inn, proximity to the king’s forest for a 
  leatherworker that has a hunting right there, or a few 
  hills rich in minerals for a mining operation. Personal 
  parcels are often found amid other such small parcels, 
  near or within a town, city, or population center. For 
  logistical reasons, a personal parcel is unlikely to be 
  found in a remote region. In some cases, personal 
  parcels can be expanded to the size of landholder 
  parcels. 
  Landholder parcels are large enough to allow 
  subordinate residents, members of a town, farming 
  community, or similar enterprise. Landholders parcels 
  are typically the type given to noble title holders. 
  Nobles may tax the income of peasants living on their 
  land but are obliged to see to the peasants’ protection 
  and just rulership, and further obliged to give taxes to 
  the crown and maintain soldiers for the security of the 
  realm. But landholder parcels can also apply in the 
  case of private ownership, perhaps in a wilderness land 
  conquered by new owners and opened for friendly 
  settlement. 
  Landholder parcels take a lot of work and 
  authority to hold. They are usually acquired by a grant 
  but can be taken by right of conquest or similar gain. 
  Holding these properties (or growing a personal 
  property into this size) is something best reserved for 
  characters of 11th level or higher. The “Masters of the 
  Realm” tier is when characters are expected to make 
  their mark on the world and receive recognition for 
  their great deeds. See page 37 of the Dungeon 
  Master’s Guide. 
  Location. Perhaps the most important factor for a 
  piece of land is its position relative to other important 
  locations. Is the land in the capital city, thus in high 
  demand and with high value? Is it far from any major 
  roads or trade routes, thus low in value but high in 
  positional security? Land particularly rises in value as 
  it approaches population centers, the sources of 
  government, commerce, and learning. 
  Unless there is a reason for some other type of 
  property, a kit intended for the player characters to 
  build on should be have convenient positioning, if not 
  a valuable location. 
  Accessibility. Similar to the question of location 
  is the question of accessibility. While this has 
  something to do with location, it is more dependent on 
  the presence of roadways, navigable rivers, and 
  passable terrain around the property. A riverside or 
  seaside property is quite high in accessibility, 
  particularly land with its own harbor. 
  A poorly-accessible property is good for an owner 
  that values security and solitude. However, it detracts 
  from the owner’s ability to engage in commerce or 
  attract wanted neighbors (or supportive peasants for a 
  feudal property). Natural resources lose value as the 
  methods of getting them to market are costly. 
  Natural Resources. This factor indicates the 
  presence of timber, minerals, arable land, fishable 
  rivers or oceanside, or other resources that can be 
  relied upon to aid subsistence or trade. Natural 
  resources are the main source of “profits” from a land 
  investment. A range of craggy mountains above the 
  tree line, with no significant mineral resources, is a 
  desolate and valueless place indeed. 
  Most natural resources are beyond the means for 
  a party alone to access. The skills, tools, and free time 
  needed to harvest lumber, mine minerals, farm the 
  land, or fish the sea are best employed by subordinate 
  occupants. In some cases, this might mean importing 
  hirelings. If the surrounding region is also rich in the 
  same resources, such skilled hirelings are likely to be 
  more available. In feudal societies, a large landowner 
  can rely on peasants to render the property’s resources. 
  The presence of natural resources on the land 
  almost always comes with the right to harvest it. Even 
  a leaseholder can typically take timber or game from 
  the forest. Particularly when appropriate fixtures are 
  already present on the land, such rights are 
  contemplated as part of the property’s gain. The king 
  would not grant land including a hunting lodge 
  without including the right to hunt dear in the nearby 
  forest. 
  Residents. Existing residents generally come in 
  one of two categories, hostile or friendly. 
  Hostile residents can be roving monsters, 
  unwelcoming squatters, or the newly-conquered 
  citizens of a rival kingdom. In most gain scenarios, the 
  new owners are expected to clear out or pacify any 
  hostile residents. But it is possible that certain 
  unintelligent monsters could be safely avoided by the 
  
   
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  new owners who stay behind their high walls, the 
  monsters kept around to discourage trespassing. Smart 
  landowners find a way to turn hostile residents into 
  friendly ones, or at least ones they can coexist with. 
  Friendly residents include families or whole 
  villages that are obliging and useful to the new owners, 
  helping them move in and serving as sources of 
  security and support. These might instead be 
  intelligent races who can coexist on the land, like fey 
  that hide in the forests or lizardfolk that inhabit the 
  otherwise-unusable swamps. Friendly residents can 
  sometimes become hostile, based on the characters’ 
  interactions with them or with the land and its 
  resources. Felling the whole forest or draining the 
  swamp might not be appreciated by those who live 
  there. 
  In a feudal grant, friendly residents are usually the 
  landholder’s subjects, the people who will work the 
  land and provide taxes. These peasants are the source 
  of the landholder’s strength; they are the people that 
  produce taxable farming and crafting, and from whom 
  new soldiers are trained. The number and prosperity of 
  a feudal parcel’s peasantry directly correlates to the 
  landholder’s wealth and power. 
   
   
   
   
  Degradations. This refers to any problems with 
  the land. Are the cliffsides eroding into the sea? Does 
  the swamp deepen each year, eating away at the arable 
  land? Have wildfires burnt away all the forests? Is the 
  harbor too shallow for significant use? 
  In most cases, degradations simply operate to 
  decrease the value and usefulness of the land and have 
  no other effect. But they can also be opportunities to 
  improve the value of the property. Usually, time or 
  effort may remove a degradation; the forests regrow to 
  harvestable levels in a decade or so, the swamp can be 
  drained, the harbor can be dredged, or the crumbling 
  cliffside can be reinforced with engineering works. 
   
  EXISTING FIXTURES 
  In terms of property, a “fixture” usually refers to a 
  building on the property, but could also include such 
  constructions as a dam, watchtower, bridge, or 
  something similar. Pre-existing fixtures go a long way 
  toward defining the character of the land and giving 
  clues as to its best possible uses. 
  Ideally, for a personal parcel, a fixture is a generic 
  building or the intact foundation of a ruin, upon which 
  the player characters can impose their own designs for 
  growth and fortification. A fixture like the remains of 
  a saw mill on the river could suggest a relatively 
  successful use for the land. 
  For landholder parcels, existing fixtures often 
  follow the military and administrative needs of the 
  sovereign. A fortification is usually central, where the 
  landholder will reside. Bridges might have guard 
  houses for the collection of the queen’s tax on 
  travelers. A dam might manage the flow of waterways 
  and need protection and maintenance. While a 
  landholder can improve these out of her own pockets 
  or profits, they must not be neglected. 
  The Dungeon Master should include any fixtures 
  in her description of the land after contemplating the 
  following factors. It is entirely possible that a piece of 
  land has absolutely no fixtures, allowing the DM to 
  ignore these things initially. Depending on the nature 
  of the grant, the characters might be obligated to 
  construct or rebuild some fixtures, either from their 
  own resources or using a stipend from the sovereign. 
  The Homestead. Every parcel must, at its outset 
  or after some construction, have a place to house the 
  characters (or from which to run the land’s operations 
  if the characters live elsewhere). This is the parcel’s 
  
   
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  defining structure. A tall castle defines the parcel as 
  one ruled by a noble, a tyrant, or some other military 
  leader. A farmhouse means the parcel is a farmstead. 
  The Dungeon Master should take some care to 
  make any existing homestead building one that can be 
  modified or expanded to suit the characters’ taste. This 
  piece is one of the most personal land features for the 
  party and they should be given reign to remodel as 
  desired. It is also the building to which various 
  “building components” will apply. (See the following 
  section for details.) 
  Rights-Fixtures. To prevent rights of land use 
  from becoming too complex, these features, if already 
  existing, include the right to their use. Their costs or 
  required royal declarations are assumed to be included 
  in the gain. Depending on the nature of the gain, these 
  features might also require use (and maintenance) on 
  behalf of the true landholder. 
  A dam on the river means the property owner has 
  the right to take some significant measure of water 
  from the river, despite the complaints of farmers on the 
  arid land downstream. 
  A bridge, ferry dock, or tollhouse contemplates 
  the right of the landholder to collect taxes from 
  travelers, probably remitting a portion to the 
  sovereign. 
  Warehouses near the waterfront or an inn within 
  the city walls means the landholder has the right to 
  operate those respective business; any mandatory 
  guild dues or operational taxes are included in the cost 
  of maintenance. 
  A saw mill on the river carries with it the right to 
  take timber from nearby land, process it, and sell it. 
  Depending on the grant, a sovereign may demand the 
  right of first purchase for such goods, getting the 
  option to buy the lumber before it is offered for sale 
  elsewhere. 
  A fortified structure like a tower or keep means 
  the landholder has the right (and the duty, if in a feudal 
  setting) to house and equip men-at-arms. 
  Common Lodging. For landholder parcels, those 
  with subordinate residents, this means the type of 
  housing already available. The existence or expansion 
  of housing is critical to maintaining a viable, happy 
  population. 
  Common lodging at its simplest might be as little 
  as a tent camp suitable for the early operation of a 
  mine, which will eventually become a mining town 
  with permanent structures. At the other end of the scale 
  is the vast and interconnected network of buildings 
  within a century-old city, well developed and thickly 
  occupied. 
  Security Features. Security-oriented fixtures 
  include walls that surround a property, watchtowers, 
  fortified military outposts, and similar constructions. 
  They might also include “negative features” that are 
  not buildings at all but are designed to aid security, like 
  a deep dredging of the border river to create a strategic 
  barrier. 
  Security features typically require some effort to 
  garrison and maintain; they are rarely found on 
  properties owned by only an individual or adventuring 
  party. 
   
  PROPERTY COMPONENTS 
  Once the nature of the property is determined, and the 
  characters decide they want to keep (and invest in) that 
  parcel of land, these rules allow the players to modify 
  their home environment to suit their tastes and budget. 
  Note that this is not a construction sub-game or 
  village-building simulator. Only the interesting or 
  useful features are described here. Mundane 
  components like sewer systems, cottage lodgings, or 
  dining halls are purposefully omitted. 
   
  ROOMS 
  Every homestead should come furnished with enough 
  rooms and accommodations to allow the party, and 
  perhaps a few additional characters, to live there 
  without having to expand or build new features. 
  This section is only for characters that want to 
  personalize the homestead (or the surrounding 
  buildings on a landowner parcel), typically gaining 
  specific game-related benefits. If an existing building 
  does not seem to have enough free area to add or 
  modify a room, the building can simply be expanded 
  to make space. 
  If a room can be constructed as a standalone 
  building, suitable for a landholder’s parcel, the room’s 
  description will say so at its conclusion. Additional 
  types of building are described in the next section. 
  Armory (50 gp + 10 gp per set). This room holds 
  a wealth of extra simple weapons and light armor. It 
  allows non-garrison hirelings, up to the number of 
  contained armament sets, to deploy as semi-competent 
  soldiers when necessary. For these non-martial 
  
   
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  hirelings, use the cultist statistics from the Monster 
  Manual (minus the Dark Devotion feature). 
  Building: A freestanding armory is situated to arm 
  a number of non-martial residents living in various 
  portions of the parcel. Such a building costs 100 gp + 
  10 additional gp per set of armaments. 
  Barracks (25 gp). This small, simple room 
  contains ten bunks, cots, or hammocks, and space for 
  ten personal trunks or chests. Armor stands and 
  weapon racks are typical features as well. A barracks 
  is typically used to house additional soldiers, but 
  player characters used to “living rough” might enjoy 
  making use of barracks too. 
  Each barracks adds 10 to the number of soldiers 
  that can comfortably reside in the building. These 
  additional soldiers are not included in the maintenance 
  cost for the property, nor does this room increase a 
  structure’s garrison rating. 
  Building: A barracks hall is designed to house a 
  larger number of soldiers. The cost is 50 gp for the first 
  ten soldiers, and 25 gp per additional ten soldiers it can 
  house. A typical barracks hall houses about a hundred. 
  Gardens (10 gp). Gardens are typically housed in 
  a courtyard, rooftop, or along the perimeter of a 
  building or property. They can be used to grow food 
  or other plants. For adventurers, they are most often 
  used to grow the exotic herbs that are the necessary 
  components of herbalism. A cultivated garden is 
  particularly useful when arable land is not freely 
  available on the land parcel. 
  A garden is particularly useful if the characters 
  find a rare plant that the Dungeon Master determines 
  to be the necessary component for a certain herbal 
  brew. (See Part 2, above.) Cultivating the plant allows 
  the characters to harvest periodically and craft the 
  brew, though they must return home to the garden each 
  time they do so. The Dungeon Master will dictate the 
  amount of ingredients available in a garden at any 
  given time. At the Dungeon Master’s discretion, 
  maintaining an herb garden may reduce the cost for 
  ingredients to craft a variety of herbal brews. 
  Holding Cells (100 gp per cell). Cells are made 
  with iron bars, which have 19 Armor Class, 6 
  hardness, and 27 hit points. They are each made to 
  house four medium creatures or one large creature. 
  Because they are constructed to resist intentional 
  breakage by their contained creatures, cages are 
  typically immune to damage from natural attacks. 
  Additional information on the health of objects can be 
  found at page 246 of the Dungeon Master’s Guide. 
  The cell’s door comes with a lock, for which a single 
  key is provided. Without the key, a creature can pick 
  this lock with a successful DC 15 Dexterity check. 
  Building: A freestanding jailhouse can be built for 
  100 gp plus another 100 gp per contained cell. This 
  building has stout doors and thick walls, and other 
  security features suitable for maintaining prisoners. 
  Library (250 gp + 50 gp per expansion topic). 
  This room is dedicated to the save and efficient storage 
  of books. A mere collection of books does not make a 
  library in this sense; a library is a coordinated 
  collection designed to cover a range of topics 
  important to adventurers. 
  A character that researches in the library has 
  advantage on any Intelligence check to discover lore 
  within the range of the arcana, history, nature, or 
  religion skills. If the question of lore does not relate to 
  any specific skill, or it relates to a skill the researcher 
  is not proficient with, the library allows the user to 
  benefit from half her proficiency modifier, rounded 
  down. Advantage does not apply if the DC for the 
  check is higher than 15; higher DCs indicate 
  information that is too rare or esoteric to be found in 
  most reference books. 
  A library can be stocked or expanded to 
  encompass additional, more-specific topics. Examples 
  of such topics include specific trades or skills, a 
  particular deity or religion, plants of a curative variety, 
  the history of a single kingdom, or necromantic lore. 
  The covered topic is typically a small slice of what 
  would otherwise be covered by the arcana, history, 
  nature, or religion skill. While researching a question 
  of lore within an expansion topic, advantage applies to 
  the Intelligence check for a DC as high as 20. A book 
  or set of books that constitutes an expansion might be 
  found while adventuring or purchased during a trip to 
  a large city. The Dungeon Master should make sure to 
  track any expansion topics added to the library. 
  A short research attempt, about 10 minutes, tends 
  to answer only simple questions, like whether the plant 
  your cattle ate is poisonous or whose noble house that 
  red-and-gold pennant belongs to. More complex 
  questions require about eight hours (or one day of 
  downtime), as the researcher references multiple 
  sources and draws conclusions by cross-referencing. 
  Using a personal library to research in downtime is 
  simpler than doing so in a city, but the questions of 
  lore that might be answered tend to be more limited. 
  
   
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  Up to two characters can use a library to research 
  at the same time, so long as they are not researching 
  the same question of lore. 
  Building: A library building costs an additional 
  100 gp at the outset. This is about twice what a normal 
  freestanding building would cost; preservation of 
  books requires excellent insulation and environmental 
  control. Up to six characters can use a library building 
  to research at the same time, so long as none of them 
  are researching the same question of lore. 
  Secret Door or Passage (110 gp). A room can be 
  concealed behind a secret door with some additional 
  expense. Detecting and opening secret doors is 
  something discussed on pages 103-104 of the 
  Dungeon Master’s Guide. The DC for this door is 15. 
  Alternately, the DC can be raised to 20 for double the 
  construction price, or 25 for four times the 
  construction price. Secret doors are often used to hide 
  questionable areas like a necromantic laboratory or a 
  hidden holding cell. 
  A secret passage requires a door at both ends, 
  though only one of them needs to be secret. If both are 
  secret, simply pay the cost for two secret doors. 
  (Passages themselves are too incidental to cost 
  anything under this system.) If the doors at both ends 
  are secret, they need not be of the same quality. Secret 
  passages are sometimes used to create a clandestine 
  entrance to the building, to link rooms, or to provide a 
  hidden escape tunnel that exits a stone’s throw away 
  from the building. 
  Shrine (35 gp). A shrine is a small room with 
  ritual trappings and iconography dedicated to a 
  specific deity, alliance of deities, or pantheon. It has 
  room for a character to worship privately. At double 
  the cost, a shrine can be large enough for religious 
  services to be held involving a dozen participants. 
  Building: A temple costs 150 gp to construct 
  properly; the interior and exterior must be sufficiently 
  decorated to honor the deity to whom it is dedicated. 
  The true cost of a temple can be far more extravagant. 
  Depending on the wealth and piety of the builder, a 
  temple might be built and decorated using many 
  thousands of gold pieces. 
  A temple includes room for about 100 worshipers, 
  plus several offices for clergy to operate out of and 
  several utility rooms. 
  Traps (Varies). Players a may wish to construct 
  traps in their residence. This is a bad idea on several 
  levels; intelligent creatures rarely put traps anywhere 
  they regularly frequent. The chance of accidents is just 
  too high. But the particularly paranoid may throw in a 
  false door with a trap or put extra security around a 
  vault. 
  Because traps are so varied in size and 
  functionality, the Dungeon Master must determine the 
  cost for each individually. As a very lose guide, traps 
  that can be reset (reused without repairs) cost about 30 
  gp per die of damage they inflict. Traps that must be 
  rebuilt or repaired each time have a per-damage-die 
  cost 20 gp to install and 10 gp to repair. Traps that do 
  no damage count as having 1 damage die for cost 
  purposes. Traps that use poison require doses of the 
  substance to be purchased separately. (See the Viscids 
  variant rule for long-lasting poisons suable to traps, 
  described in Part 2.)  Magical traps do not follow these 
  guidelines. 
  Example traps are discussed on pages 120-123 of 
  the Dungeon Master’s Guide and on pages 113-123 of 
  Xanathar’s Guide to Everything. 
  Workshop (Variable Cost). This room is 
  designed for crafting in. A workshop is made 
  specifically for the type of crafting to be done within; 
  there is one version for each type of artisan’s tools and 
  certain miscellaneous tools. Crafting in a workshop of 
  the appropriate type allows a character to work on 
  large projects that are too large to carry around. It also 
  provides the benefits of masterwork tools, described in 
  Part 2. Up to three crafters can make use of the 
  workshop at a time. 
  The variable cost for a workshop room is as 
  follows: Alchemy Laboratory (300 gp), Brewery (240 
  gp), Calligraphy Table (220 gp), Carpentry Shop (216 
  gp), Cartography Studio (230 gp), Cobblery (210 gp), 
  Expanded Pantry (202 gp), Glassblowing Chamber 
  (260 gp), Jeweler’s Vault (250 gp), Leatherworking 
  Shop (210 gp), Mason’s Yard (220 gp), Painting 
  Atelier (220 gp), Pottery Hall (220 gp), Smithy (240 
  gp), Tattoo Parlor (230 gp), Tinkering Laboratory 
  (300 gp), Weaver’s Shop (204 gp), Woodcarving Shop 
  (202 gp), Forgery Den (230 gp), Herbalism 
  Laboratory (210 gp), Poisoner’s Retreat (300 gp). 
  Building: For a separate building dedicated to a 
  craft, one of the same name as the room, increases the 
  cost by 100 gp. Up to ten crafters can make use of a 
  freestanding workshop at a time. 
  Vault (550 gp). A vault is an armored room about 
  the size of a 10-foot cube. It is surrounded by hardened 
  metal like steel. Steel walls of this thickness have a 19 
  
   
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  Armor Class, 54 hit points in each 10-foot surface 
  area, and 12 hardness. Vaults are often hidden behind 
  secret doors and locked with multiple locks. 
  Building: A bank or freestanding vault costs 850 
  gp to construct. The storage area is about twice as large 
  as a vault room. 
   
  BUILDINGS AND OTHER FIXTURES 
  The following are suitable for construction as free-
  standing buildings on a parcel. Ancillary buildings, 
  like a stable or coach house, can be built on a personal 
  parcel, but most of these are suitable only for a 
  landholder parcel. 
  Most of these have no effect on the mechanics of 
  the game; they are provided simply to allow characters 
  to fill out their parcel if that suits their interests. In 
  many ways, a land parcel is like an additional character 
  that the players share; the more details, the more alive 
  and compelling it will be as a fixture in the game. 
  The costs given here are for “simple” or “frontier” 
  versions of buildings, built with processed lumber, 
  some stone and mortar, and various construction 
  techniques that are somewhere between “crude” and 
  “semi-refined.” For a higher quality building, add 50 
  gp to improve foundations, allow precise stonework, 
  and build with the smooth lines of expert construction. 
  Coach House (15 gp). A simple building for 
  housing vehicles, suitable for keeping wagons and 
  coaches out of the elements when not in use. A similar 
  construction adjacent to a waterway can create a 
  shelter to cover small watercraft. 
  Entertainment (80 gp). This building typically 
  takes the form of a festhall or drinking establishment. 
  More “refined” versions may include a performance 
  theater, a gallery to display crafts, or a museum of art. 
  Good Byways (25 gp). This represents good 
  roads, small bridges, docks, or other improvements 
  that allow access throughout the parcel, as well as to 
  and from it. A singe upgrade of good byways supports 
  an area that has up to 50 residents. 
  Housing (25 gp per family of five). Happy 
  residents need reliable housing. These expenditures 
  represent a set of common buildings suitable for 
  multiple families, or a collection of cottages. Families 
  need more living space than soldiers and cannot be 
  happy for long if crammed in ear-to-ear somewhere 
  like a simple barracks. 
  Industrial Complex (1,250 gp). This developed 
  area and its attending buildings are suited to the 
  advancement of a single industry, like mining and 
  smelting ore, logging and processing lumber, or 
  fishing and packing fish. A setup of this type is usually 
  needed to extract natural resources from a parcel. Each 
  such construction supports the efforts of up to 50 
  workers. 
  Market (60 gp). This construction encompasses 
  multiple shop buildings or an array of stalls in the case 
  of an open-air market. This much infrastructure 
  supports a populace of up to 200 residents, 
  contributing to their convenience and happiness. A 
  market rarely brings in the type of goods or services 
  that player characters are interested in purchasing.  
  Security Features (200 gp). This expensive 
  upgrade adds a surrounding wall, watchtowers, 
  warning bells, strategic moats, and other security 
  features. This expense is suitable for a parcel 
  containing no more than 25 residents. For every 
  additional 50 residents, or part thereof, you must pay 
  this upgrade cost again or find that there are significant 
  holes in the security. 
  To increase the level of security, perhaps 
  replacing the wooden palisades with stone walls and 
  building the watchtowers with extra height, double 
  cost of each upgrade. 
  Stables (30 gp). This structure is large enough to 
  house a dozen horses, mules, or similar creatures. 
  Alternately, this building may be constructed for 
  different types of animals, like a rookery or a goat run. 
   
  GROWING PARCELS 
  A parcel can grow in both size and population, 
  depending on the investments of time and wealth 
  provided by the owners. A personal parcel can 
  eventually 
  become 
  a 
  landholder’s 
  parcel. 
  A 
  landholder’s parcel can grow to swallow neighboring 
  territory. 
  Most growth occurs organically over time. 
  Residents have families, outsiders are drawn to the 
  presence of industry and available work, and the 
  potential residents feel that their interests are safe in 
  the care of the land’s owners. Unless the players are 
  actively trying to grow their land, taking substantial 
  steps in that direction, the Dungeon Master should 
  simply have growth occur at whatever pace she 
  desires. 
  
   
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  Some forms of growth require additional 
  adjudication, particularly if the land parcel abuts 
  another claimed parcel. This is common in cities, 
  where buildings are built closely to one another. 
  Sometimes neighboring land must be purchased. In a 
  feudal system, two barons might have a land war (or 
  feud) to resettle a boundary line or petition the 
  sovereign to make such a change official. 
   
  SHIPS COMPONENTS 
  Ships share many of the features of fortifications. They 
  can easily serve as headquarters for a band of intrepid 
  adventurers. They can be large or small, in size or 
  capability. They can be armed with siege weapons and 
  garrisoned with soldiers, or they can be simple 
  mercantile vessels. 
  Ship statistics can be found in Parts 2 and 3. 
   
  CONSTRUCTION AND MAINTENANCE 
  Ships are built mostly of the same materials with the 
  same methods as one another, just on differing scales. 
  A ship’s maintenance cost is 1% of its construction 
  cost. It’s construction time is 1 day per 150 gp of its 
  construction cost. Similarly, ship upgrades and 
  modifications are a pegged to percentage values of the 
  vessel they effect. 
  During a naval engagement, all crew members are 
  required to operate the ship. Otherwise, the crew can 
  deploy as a semi-professional fighting force of sailors 
  (bandits). These can be skilled or unskilled hirelings. 
  A military ship may also be garrisoned by marines 
  (guards) equal to its passengers rating. For every full 
  10 marines, replace one with a veteran. As all soldiers, 
  marines are skilled hirelings. Statistics for these 
  warrior types can be found in the Monster Manual. 
   
  SHIP COMPONENTS 
  Not all ships are created equally. Players looking for a 
  ship that is faster, tougher, or more agile might 
  consider adding modifications to their vessels. Each of 
  the following ship improvements must be planned, 
  built, or installed (as appropriate) by a group of skilled 
  shipwrights. Creation of anything larger than a 
  keelboat must be done by a skilled team, not 
  individuals employing the downtime crafting rules. 
  Additional Crew Quarters: This translates into 
  more space for a ship’s sailors to sleep and eat. The 
  ship may support more passengers than its base rating, 
  but its cargo capacity is decreased. For each ton of 
  cargo capacity removed, add 2 to the ship’s passenger 
  rating. Cost: 5% of base ship cost. 
  Armor Plating: By attaching metal plates to the 
  ship, the vessel’s DT increases by 5. For every 10 hp 
  of the vessel, remove any combination 2 from its 
  passenger rating or 1 from its cargo rating. If there is 
  insufficient capacity, this modification cannot be 
  added. Armor plating slows the ship by 1/2 mph. Cost: 
  30% of base ship cost. 
  Broad Rudder: A wide rudder makes a ship 
  nimbler, granting advantage to some maneuvers. Cost: 
  3% of the base ship cost. 
  Corvus: A ramp or set of ramps that can be 
  lowered from a ship to facilitate boarding. A corvus 
  has hooks on its end to secure it fast over the other 
  ship’s rail. The ramp has its own handrails, so sailors 
  can safely rush into a boarding action. These bulky 
  devices reduce a ship’s cargo capacity by 15 tons. If 
  there is insufficient cargo capacity, this modification 
  cannot be added. Cost: 3% of the base ship cost. 
  Concealed Weapon Ports: Concealed weapon 
  ports are carefully crafted and disguised; they can only 
  be recognized on a successful Wisdom (Perception) 
  check made within 1/2 of a mile. Cost: 5% of the base 
  ship cost to conceal all ports. 
  Extended Keel: The ship’s keel is longer than 
  usual for a vessel of its type. The ship’s measurements 
  from bow to stern are 10% longer than normal, though 
  cargo capacity is not appreciably affected. The ship is 
  more stable and, at the Dungeon Master’s discretion, 
  provides advantage to certain maneuvers or ability 
  checks that call upon water vehicles proficiency. This 
  improvement must be installed at the time of the ship’s 
  construction and cannot be added later. Cost: 10% of 
  base ship cost. 
  Figurehead: Some ships sport fanciful carvings 
  on their bowsprits. This modification is strictly 
  cosmetic, with very little impact on game play. Players 
  are encouraged to design their own custom 
  figureheads such as dolphins, mermaids, and other 
  creatures of myth. A proud figurehead adds 1 to crew 
  loyalty while they are aboard (or within sight of) the 
  ship. Cost: 3% of the base ship cost. 
  Glass Bottom: The bottom of the ship is inset 
  with a metal lattice supporting an array of windows. 
  These permit the crew to gaze into the water below and 
  around the vessel. The glass is thick enough and the 
  
   
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  individual panes small enough, that they don’t affect 
  durability or performance. In a world with monstrous 
  and magical perils, these windows help the crew see 
  threats that come from below or identify terrain 
  features immediately under the vessel. The limitation 
  of these windows is the range of the crew’s vision into 
  the water, which is often dark. Cost: 25% of base ship 
  cost. 
  Improved Sails: The ship’s rigging undergoes 
  wholesale changes. Rigging configuration and careful 
  engineering enable the sails to function more reliably. 
  The ship’s captain or operator can attempt an 
  Intelligence (water vehicles) check against a DC of 15 
  to prevent a non-combat mishap related to losing sails 
  or rigging. Cost: 6% of base ship cost. 
  Increased Cargo Capacity: The ship undergoes 
  an efficient remodeling of its layout to provide more 
  room for the ship’s stores. For every 2 persons that are 
  removed from passenger capacity, add 1 ton to the 
  cargo rating. Cost: 5% of base ship cost. 
  Movable Deck: The features of the ship’s decks 
  are designed to be moved to disguise the ship as an 
  altogether different vessel. After pulling up dozens of 
  bracing pins, the crew can slide the stern castle 
  forward on hidden rails, rearrange the position of the 
  masts, extend the gunwales, lower the poop deck, 
  transfer the ship’s wheel, and make other cosmetic 
  changes such as a new figurehead and different-
  colored sails. Identifying the ship at a distance based 
  on its profile or appearance is impossible when the 
  configuration is modified. A ship not currently in its 
  natural formation reduces its speed by 1/2 mph. Cost: 
  40% of base ship cost. 
  Narrow Hull: The ship has been intentionally 
  designed with a slenderer hull, enabling it to slip 
  through smaller spaces. The ship applies a +2 bonus 
  on all opposed checks made for a chase an almost any 
  scale, be those ability checks for navigator’s tools or 
  for water vehicles proficiency. The ship’s beam 
  (width) is decreased by 20%. Because of the reduced 
  space needed for this shape, remove any combination 
  2 from its passenger rating or 1 from its cargo rating 
  for every 10 hp of the vessel. If there is insufficient 
  capacity, this modification cannot be added. This 
  improvement must be installed at the time of the ship’s 
  construction and cannot be added later. Cost: 15% of 
  base ship cost. 
  Ram: The ship bears a standard ram, usually 
  sheathed in bronze or iron, mounted on its bow, 
  usually at the waterline. With this upgrade, add 10 to 
  the ship’s DT for ramming maneuvers. (See ramming 
  rules in the sidebar.) Cost: 5% of base ship cost. 
  Skirting: For protection during naval maneuvers, 
  this ship has a raised “bumper” rail running down the 
  front of its keel and around the front and sides of the 
  hull just above the waterline. When resisting a 
  ramming action, the operator of this vessel has 
  advantage on the Intelligence (water vehicles) check. 
  The vessel adds 5 to its DT when calculating other 
  effects of being rammed. This feature cannot be added 
  to a ship with a ram. Cost: 20% of base ship cost. 
   
   
  RAMMING 
  To ram another, a ship must move toward its target 
  at a rate fast enough to move into it. It must have a 
  base speed no less than 2 mph, and cannot have a 
  speed less than half the target ship. The Dungeon 
  Master determines when or if the conditions are 
  ever right for a ramming attempt. 
  A ramming attempt requires the operator to 
  make an Intelligence (water vehicles) check 
  opposed by the other ship operator’s same check. 
  Whether or not the ramming operation succeeds, 
  the action inflicts damage on both vessels. 
  A successful ram inflicts damage to the enemy 
  vessel equal to double its own DT, but can inflict 
  no more damage than its own current hp. This is the 
  ramming action’s “base damage.” If the ram was 
  not successful, the action inflicts shearing damage 
  equal to half the base damage. If the Intelligence 
  (water vehicles) check of the other operator is equal 
  to or higher that the DT of the ramming vehicle, the 
  base damage is halved (or shearing damage is 
  negated). 
  The ramming vessel in a ramming maneuver 
  suffers great shock from the impact, also taking 
  damage. This is equal to the rammed ship’s DT, but 
  no greater than that vessel’s current hp. If the 
  operator’s Intelligence (water vehicles) check was 
  equal to or higher than the enemy ship’s DT, this 
  secondary damage is negated. 
  The damage inflicted by ramming is not 
  reduced by either ship’s DT. A successful ramming 
  attempt will lock the ships together as though they 
  are grappled. 
   
  
   
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  Smuggling Compartments: The ship is modified 
  so that gaps in its construction can serve as hidden 
  cargo areas. This does not change a ship’s cargo 
  capacity. A smuggling compartment can hold anything 
  that fits within a 5-foot cubic space. A difficulty 20 
  Wisdom (Perception) check is required to locate 
  smuggling compartments in a search of the ship. Cost: 
  2% of base ship cost. 
  Sturdy Hull: The ship’s body has had additional 
  supports and layers of wood added to it, making it 
  thicker and more resilient. The ship’s base hit points 
  are increased by 10%, but the ship’s speed is reduced 
  by 1/2 mph. Cost: 10% of base ship cost. 
   
  SIEGE ENGINES 
  These massive engines of war are designed to protect 
  or assail heavy targets, fortifications or large groups of 
  enemy soldiers. 
  Each siege engine provides a description of its 
  size, Armor Class, and hit points, as well as an outline 
  of its functions and attack capabilities. Every siege 
  engine is immune to poison and psychic damage. 
  Siege engines are moved under the power of 
  groups of soldier or minders, or pulled by teams of 
  animals or domesticated monsters. As part of the 
  variant rule below, each siege engine is also noted with 
  a crew requirement to operate it. 
  Additional siege engines (siege guns) can be 
  found in Part 7. Cannons are particularly suited for 
  adventures that include tall sailing ships. 
  The following siege engines in this section can be 
  mounted on ships of sufficient size: ballista, catapult, 
  heavy ballista, and mangonel. The others require 
  fixtures or stability not available on ships. 
   
  BALLISTA 
  Large object 
  Armor Class: 15 
  Hit Points: 50 
  Crew: 4 
  Cost: 1,000 gp 
   
  A ballista is a massive crossbow that fires heavy bolts. 
  Before it can be fired, it must be loaded and aimed. It 
  requires one action to load the weapon, one action to 
  aim it, and one action to fire it. 
  Bolt. Ranged Weapon Attack: +6 to hit, range 
  120/480 ft., one target. Hit: 16 (3d10) piercing 
  damage. 
   
  BALLISTA, HEAVY 
  Huge object 
  Armor Class: 15 
  Hit Points: 10 
  Crew: 6 
  Cost: 1,750 gp 
   
  A larger, slower version of the ballista that fires an 
  even more massive crossbow bolt. Before it can be 
  fired, it must be loaded and aimed. It requires two 
  actions to load the weapon, two actions to aim it, and 
  one action to fire it. 
  Heavy Bolt. Ranged Weapon Attack: +6 to hit, 
  range 150/600 ft., one target. Hit: 22 (4d10) piercing 
  damage. 
   
  CATAPULT 
  Large object 
  Armor Class: 15 
  Hit Points: 75 
  Crew: 3 
  Cost: 500 gp 
   
  A catapult hurls a heavy projectile in a fast, forward 
  arc. Before the catapult can be fired, it must be loaded 
  and aimed. It takes two actions to load the weapon, two 
  actions to aim it, and one action to fire it. 
  A catapult typically hurls a heavy stone, although 
  it can hurl other kinds of projectiles, with different 
  effects. 
  Catapult Stone. Ranged Weapon Attack: +5 to 
  hit, range 175/750 ft., one target. Hit: 27 (5d10) 
  bludgeoning damage. 
   
  CATAPULT, MANGONEL 
  Large object 
  Armor Class: 15 
  Hit Points: 100 
  Crew: 3 
  Cost: 1,125 gp 
   
  A mangonel is a type of catapult that hurls heavy 
  projectiles in a high arc. This payload can hit targets 
  behind cover. Before the mangonel can be fired, it 
  
   
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  must be loaded and aimed. It takes two actions to load 
  the weapon, two actions to aim it, and one action to 
  fire it. 
  A mangonel typically hurls a heavy stone, 
  although it can hurl other kinds of projectiles, with 
  different effects. 
  Mangonel Stone. Ranged Weapon Attack: +5 to 
  hit, range 200/800 ft. (can’t hit targets within 60 feet 
  of it), one target. Hit: 27 (5d10) bludgeoning damage. 
   
  CATAPULT, ONAGER 
  Large object 
  Armor Class: 15 
  Hit Points: 50 
  Crew: 2 
  Cost: 200 gp 
   
  An onager is a smaller, short-armed catapult that hurls 
  a heavy projectile in a fast, forward arc at the level of 
  infantry. Before the onager can be fired, it must be 
  loaded and aimed. It takes two actions to load the 
  weapon, one action to aim it, and one action to fire it. 
  An onager is small enough to be carried on the 
  back of a wagon. 
  An onager typically hurls a heavy stone, although 
  it can hurl other kinds of projectiles, with different 
  effects. 
  Onager Stone. Ranged Weapon Attack: +5 to hit, 
  range 120/480 ft., one target. Hit: 16 (3d10) 
  bludgeoning damage. 
   
  CATAPULT, TREBUCHET 
  Huge object 
  Armor Class: 15 
  Hit Points: 150 
  Crew: 5 
  Cost: 2,500 gp 
   
  A trebuchet is a powerful catapult that throws its 
  payload in a high arc, so it can hit targets behind cover. 
  Before the trebuchet can be fired, it must be loaded and 
  aimed. It takes two actions to load the weapon, two 
  actions to aim it, and one action to fire it. 
  A trebuchet typically hurls a heavy stone. 
  However, it can launch other kinds of projectiles, such 
  as barrels of oil or sewage, with different effects. 
  Trebuchet Stone. Ranged Weapon Attack: +5 to 
  hit, range 300/1,200 ft. (can’t hit targets within 60 feet 
  of it), one target. Hit: 44 (8d10) bludgeoning damage. 
   
  CAULDRON, SUSPENDED 
  Large object 
  Armor Class: 19 
  Hit Points: 20 
  Crew: 2 
  Cost: 50 gp 
   
  A cauldron is an iron pot that is suspended so that it 
  can be tipped easily, spilling its contents. Once 
  emptied, a cauldron must be refilled—and its contents 
  must usually be reheated—before it can be used again. 
  It takes three actions to fill a cauldron and one action 
  to tip it. 
  Cauldrons can be filled with other liquids, such as 
  acid or green slime, with different effects. 
  Boiling Oil. The cauldron pours boiling oil onto a 
  10-foot square area directly below it. Any creature in 
  the area must make a DC 15 Dexterity saving throw, 
  taking 10 (3d6) fire damage on a failed save, or half as 
  much damage on a successful one. 
   
  GREAT CLAW 
  Gargantuan object 
  Armor Class: 15 
  Hit Points: 200 
  Crew: 8 
  Cost: 2,750 gp 
   
  This weapon operates from a fixed point, it’s long, 
  crane-like arm extending up to a hundred feet to end 
  in several chain flails or a chain with a large claw. The 
  weapon is generally mounted on a curtain wall. It is 
  used to overturn covered rams, misalign approaching 
  siege towers, or rake away the sails and rigging of 
  nearby ships. It can also be swept through the enemy 
  ranks to disrupt approaching formations. 
  A great claw that inflicts cumulative damage on a 
  siege tower or covered ram equal to half its total hit 
  points pulls the engine apart or tips it over, making it 
  useless. The same damage to a ship destroys enough 
  sail and rigging to halve the vessel’s wind-powered 
  speed, but the great claw’s damage to sails and rigging 
  can be repaired at half the normal cost. 
  
   
  243 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  Claw Arm. Melee Weapon Attack: +8 to hit, reach 
  100 ft., one object. Hit: 16 (3d10) bludgeoning. 
   
  RAM 
  Large object 
  Armor Class: 15 
  Hit Points: 20 
  Crew: 8 
  Cost: 100 gp 
   
  A ram is an iron-shod log with handles, used to batter 
  through doors and barricades. The operators of a ram 
  lack the fortifying gallery of a covered siege ram, and 
  are fully exposed when they approach and attack. 
  Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one object. Hit: 16 (3d10) bludgeoning damage. 
   
  RAM, COVERED 
  Large object 
  Armor Class: 15 
  Hit Points: 100 
  Crew: 4 
  Cost: 750 gp 
   
  A covered ram consists of a movable gallery equipped 
  with a heavy log suspended from two roof beams by 
  chains. The log is shod in iron and used to batter 
  through doors and barricades. 
  It takes fewer creatures to operate a covered ram 
  because the operators have a supporting gallery to 
  suspend the weight from. Because of the gallery roof, 
  ram operators have total cover against attacks from 
  above. 
  Covered Ram. Melee Weapon Attack: +8 to hit, 
  reach 5 ft., one object. Hit: 16 (3d10) bludgeoning 
  damage. 
   
  SIEGE TOWER 
  Gargantuan object 
  Armor Class: 15 
  Hit Points: 200 
  Crew: Varies 
  Cost: 2,000 gp 
   
  A siege tower is a mobile wooden structure with a 
  beam frame and slats in its walls. Medium or smaller 
  creatures can sue the siege tower to reach the top of 
  walls up to 40 feet high. A creature in the tower has 
  total cover from attacks outside the tower. 
  Large wooden wheels or rollers allow the tower to 
  be pushed or pulled by soldiers or beasts of burden. A 
  total combined Strength rating of 100 or more is 
  required to move the tower while empty. Triple that 
  number if the tower is full of soldiers as it advances. 
   
  SIEGE TOWER, MASSIVE 
  Gargantuan object 
  Armor Class: 15 
  Hit Points: 350 
  Crew: Varies 
  Cost: 3,500 gp 
   
  A massive siege tower is a larger wooden structure 
  with a beam frame and slats in its walls. Medium or 
  smaller creatures can sue the siege tower to reach the 
  top of walls up to 65 feet high. A creature in the tower 
  has total cover from attacks outside the tower. 
  The massive siege tower is too large for wheels 
  and can only be propelled on rollers. The monstrosity 
  is pushed or pulled by a great many soldiers or beasts 
  of burden. A total combined Strength rating of 200 or 
  more is required to move the massive tower while 
  empty. Triple that number if the massive tower is full 
  of soldiers as it advances. 
   
  SIPHON 
  Large object 
  Armor Class: 15 
  Hit Points: 30 
  Crew: 4 
  Cost: 3,500 gp 
   
  This device is designed to pump oil in a high-velocity 
  stream at an enemy. The oil is lit as it leaves the 
  siphon, creating a flaming stream that can ignite 
  flammable objects. 
  Flaming Oil. The siphon projects flaming oil onto 
  a 10-foot square area to a point within 100 feet of it. 
  Any creature in the area must make a DC 15 Dexterity 
  saving throw, taking 10 (3d6) fire damage on a failed 
  save, or half as much damage on a successful one. 
  Wooden structures and vessels in the area are likely to 
  catch on fire. 
   
   
  
   
  244 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
   
  VARIANT: SLOW FIRING 
  Each siege engine requires a number of workers to 
  fire and reload it, noted in its crew entry. 
  When an engine says it requires an action to do 
  something, under this rule, it requires the actions of 
  all crew operators. 
  If an engine is operated with few crew 
  members, the total number of actions contributed to 
  each activity must equal or exceed the product of 
  the required number of crew member, multiplied by 
  the required number of rounds (loading, aiming, 
  and firing). 
  This rate of firing also assumes that the 
  operators are siege engineers (trained hirelings 
  devoted to this skill). If any of the engine’s crew are 
  not skilled in siege craft, these crew members 
  contribute only half an action to the required totals 
  each round. 
  A siege weapon can be prepared for 
  instantaneous use by accruing the actions of all 
  three phases (loading, aiming, and firing). It can 
  thereafter be fired by a lone crew member, skilled 
  or unskilled, using that individual’s single action. 
   
   
  RECRUITMENT 
  This section covers two aspects of recruitment, the 
  methods and costs to hire and maintain military forces, 
  and the game systems to deploy them against other 
  military forces. 
   
  GAINING MILITARY MIGHT 
  This section covers the systems by which player 
  characters can gain control over military forces. For 
  these purposes, an army has at least several hundred 
  members; these rules do not pertain to smaller groups 
  of warriors, the personal following of a competent 
  warrior like her band of Merry Men. 
   
  USING WEALTH 
  To acquire an army, characters with sufficient wealth 
  can simply hire soldiers (long-term skilled hirelings), 
  purchase equipment for each, and pay their food and 
  lodging. A typical army of 2,000 soldiers would 
  require an initial outlay of 120,000 gp to equip them. 
  This initial cost is staggering, about the amount of 
  wealth a whole adventuring party can expect to earn 
  by the time they reach 20th level. On top of this, expect 
  to pay an additional 4,000 each day to maintain the 
  fighting force. 
  Of course, this assumes a ready source of soldiers 
  in the area to recruit. And this just contemplates 
  infantry; it doesn’t include the weapons, armor, and 
  horses of more specialized soldiers, nor the siege 
  equipment, transportation methods, or supply train 
  needed to maximize the army’s usefulness. 
  Certain factors operate to downplay these costs. 
  First, by providing food and lodging, the daily cost of 
  skilled hirelings is cut in half. Economies of scale 
  typically allow that providing these benefits for a 
  whole army is cheaper than paying them full price to 
  find their own food and lodging, but this requires a 
  place to put the army. Lodging is relatively simple if 
  the recruiter owns a sufficiently large fortification. 
  Such a landowner needs only find food for her army, 
  which might be managed by the hirelings included 
  with the property. So long as the army has a base of 
  operations to return to, lodging is not a concern for the 
  army while it is on campaign. A fortification can, with 
  cramped conditions, house an army equal to 20 times 
  it’s garrison rating. By encamping around the 
  fortification, the infrastructure can support 100 times 
  its garrison rating for a period of about a month. 
  Second, by finding the right recruits, like the 
  members of fierce warrior cultures or the veterans of a 
  recently-ended war, the would-be war leader can find 
  soldiers that already own a fair bit of armaments. Such 
  soldiers require only half the normal cost to equip. In 
  rare cases, some soldiers come fully-equipped. 
  Third, costs can be reduced by hiring less-skilled 
  soldiers, a peasant army or force of raw recruits. This 
  halves the maintenance costs for the army (or that 
  portion of it), but using untrained hirelings has obvious 
  drawbacks when it comes to fighting. 
  Fourth, 
  soldiers 
  are 
  typically 
  paid 
  only 
  periodically. Sometimes they are paid a signing 
  amount up front and the remainder at the end of the 
  campaign or various periods within the campaign. An 
  army that captures a wealthy objective might suddenly 
  have more money to pay the troops. And if the army is 
  active, the soldiers that die represent outlays that do 
  not have to be paid. (In some societies, fallen soldiers’ 
  wages are paid anyway, going to the families or 
  designated heirs.) 
  
   
  245 | TH E CO MPR EH ENS I VE EQ UI P ME NT  M AN UA L 
   
  Fifth, some armies are founded on the notion of 
  pure plunder. Such soldiers receive no pay (see 
  cultural acquisition, below), but expect to loot the 
  wealth of their enemies if successful in battle. In this 
  way, the army leaders pay little or nothing to maintain 
  the soldiers, but the soldiers might get greater rewards 
  anyway. This sort of method generally prevents the 
  army from any policies that prohibit pillaging or 
  mistreating civilians, which will very much color the 
  reputation of the army and those involved with it. 
  Although the maintenance costs of a property 
  include the financing of a number of soldiers, these 
  troops alone are not sufficiently numerous to be 
  considered armies. 
   
  CULTURAL ACQUISITION 
  Cultural acquisitions occur when members of the army 
  work without pay. Sometimes this is the result of 
  social pressures, cultural expectations, laws of 
  conscription, slavery, or other methods. Whatever the 
  case, the cost to maintain these soldiers is halved. If 
  the army’s leaders provide the food and lodging, there 
  is no cost for such soldiers. In any cultural acquisition, 
  the Dungeon Master must determine ad hoc the 
  number of soldiers that can be acquired. 
  Conscription is the tool of civilized societies. 
  When threatened, civilians are legally pressed into the 
  army for a set term of service or the length of a war. 
  Such civilians count as unskilled hirelings. They 
  almost never have their own equipment, but some 
  might bring farm implements or the leftover weapons 
  from their grandparents’ time at war. 
  In war-like or raiding societies, healthy adults are 
  expected to fight to maintain the society’s way of life. 
  To organize an army, the leader must have a certain 
  reputation and a specific goal. Tribes of martial 
  barbarian or goblin-kin might rally to the banner of a 
  strong leader, seeking to take territory from rivals or 
  plunder a nearby city. These soldiers typically come 
  with their own equipment; maintaining gear for war is 
  an expected part of adulthood in such warrior 
  societies. 
  Slavery is another approach that armies use to get 
  cheap troops. Unless a society raises their warrior 
  slaves from a young age using exceptional techniques 
  for their control and conditioning, the slave portion of 
  an army is never good for anything more than fodder. 
  Slaves must be provided with gear suitable for the 
  campaign, although they usually have the cheapest 
  weapons and armor, denoting their station. 
  Reputation also serves a role in gaining soldiers. 
  Characters with martial capabilities, and who have 
  accomplished heroic deeds suitable get to about the 
  11th character level, often acquire the service of 
  itinerant soldiers. These warriors recognize the 
  cunning, honor, or accomplishments of a like-minded 
  person and seek to be a part her enterprises. Such 
  soldiers fight for honor. They do not require pay nor 
  stipends for equipment, but their leader must have a 
  way to feed and house them. 
  Characters in feudal systems with high noble titles 
  can, if they have subordinate nobles underneath them, 
  call upon the men-at-arms their subordinate nobles 
  maintain. There is no cost to employ, equip, or 
  maintain these soldiers; that duty falls to the nobles to 
  whom they belong. For example, in addition to her 
  own men-at-arms, a countess going to war may call 
  upon the militaries maintained by each of the barons 
  within her county. In the same way, the duke may call 
  upon the countess’ armies, along with those of the 
  other counts in the duchy, as well as all their barons’ 
  armies. 
   
  RESTRICTIONS TO GAINS 
  In many circumstances, characters will not be allowed 
  to freely raise armies. Local leaders get nervous about 
  growing military forces that are not under their own 
  control. 
  The exact point in which a military force becomes 
  too large to tolerate is determined by the Dungeon 
  Master. Of course, what the leader is doing with her 
  army also plays into how tolerant of it a ruler will be. 
  Additionally, the nature of the army plays some 
  role in how large it may grow before others seek to 
  interfere. A character raising a force of orcs and 
  goblins near to civilized lands may find that their 
  presence alone is enough for other armies to march 
  against it, or adventurers come and assassinate the 
  leader or otherwise thwart the army’s expected 
  intentions. 
  Even when militaries are generally approved of, 
  there are often set limitations. If two barons have 
  frequent feuds, the countess is not likely to allow one 
  of them to begin recruiting a massive army, fearing 
  instability in the county. 
   
  
   
  246 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  ANCILLARY EQUIPMENT 
  The previous costs only contemplate the investment of 
  simple soldiers. More specialized warriors require 
  significant additional funds to equip initially. 
  Infantry and archers cost about the same amount 
  to equip, about 60 gp each. Infantry have cheaper 
  weapons than archers, but make up for it with heavier 
  armor and shields. 
  Elite soldiers cost about 250 gp each to equip. 
  These typically wear more-protective chainmail or 
  splint armor. They use professional weaponry like 
  polearms and often have more than one back-up 
  weapon. 
  True knights cost 2,000 gp each to equip. they 
  wear plate armor, carry shields, and ride powerful 
  warhorses. Each is also accompanied by a squire or 
  servant. Despite the heavy investment cost, knights 
  typically fight for causes, not gold, so they can be 
  maintained by simply paying room and board. 
  Another consideration for a would-be war leader 
  is the cost ancillary equipment. Catapults, siege 
  towers, wagons for the supply trains, professional 
  logistician charts to track army movement and 
  supplies, and other costs may also apply. Refer to the 
  earlier section in this Part for the costs of siege 
  engines. Part 2 covers the cost of wagons and other 
  vehicles. 
  Finally, depending on the terrain, an army might 
  need access to ships, either to transport soldiers to 
  foreign shores, or to convert the army to a navy. The 
  cost for individual ships is provided early in this 
  product, in Parts 3 and 5. 
   
  LEADING TROOPS 
  The Dungeon Master’s Guide presents an optional 
  loyalty mechanic on page 93. This mechanic is 
  intended for individual NPCs, but with some 
  adaptation, it works just as well for a whole army, sub-
  groups within an army, or the officers that control 
  portions of an army. 
  Army loyalty can be roleplayed, or it can be 
  controlled by this rule. Using this system, troops that 
  are poorly-paid, ill-equipped, made to suffer terrible 
  conditions or humiliating losses, are more likely to 
  abandon their service. Troops that are treated well and 
  paid well are more likely to fight to the death for their 
  cause. 
   
  LOYALTY SCORE 
  The loyalty score of an army (or sub-division of an 
  army) is measured on a scale from 0 to 20. Scores can 
  never exceed this range. The maximum effective score 
  is equal to the Charisma score of the leader. It’s 
  starting loyalty score is half the leader’s Charisma 
  score. If leadership of the army changes hands, adjust 
  the loyalty score accordingly. 
  If the Dungeon Master tracks the army with sub-
  divisions, and gives a leadership score to the officers 
  in charge of those divisions instead of the divisions 
  themselves, those divisions might instead of a loyalty 
  score applicable to their officers. This can create 
  scenarios where a harsh and overbearing officer tries 
  to follow the army leader’s orders but the soldiers in 
  his sub-division revolt. 
   
  TRACKING LOYALTY 
  The Dungeon Master should track army loyalty scores 
  secretly so that players won’t be fully conscious of the 
  exact score. However, an army’s morale is usually 
  notable to astute officers, meaning the leader might 
  have some general notion of the loyalty rating, perhaps 
  within a few points. 
  Increase an army’s loyalty score by 1d4 points 
  each time the leader successfully achieves results 
  favorable to the army. This typically means each 
  success in battle, whether to gain plunder or to defend 
  their homeland. But do not apply this bonus if the 
  army’s casualties were greater than 30%. 
  Decrease an army’s loyalty score by 1d4 points 
  each time the leader fails to meet the army’s 
  expectations. This means each month of failure to pay 
  wages after the point when they are owed, failures in 
  battle, or forcing the army into poor conditions like a 
  grueling desert march or camping in rotting 
  swampland. Decrease the loyalty score by 2d4 if the 
  army has reason to suspect that their hardships are the 
  result of the leader’s selfish desires for personal gain. 
   
  EFFECTS OF LOYALTY 
  An army with a loyalty score higher than 10 will march 
  to the death for its leader, fighting through terrible 
  odds to achieve the leader’s goals. 
  An army whose score is within the range of 1 
  through 10 is only tenuously loyal and might be 
  willing to leave service and enter another leader’s 
  
   
  247 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  army (though typically not a rival’s army) or might 
  resist undertaking extreme activities. 
  If the army’s score drops to 0, it is no longer loyal 
  and will soon abandon the leader. Its members might 
  even take service in a rival or hostile leader’s forces. 
  If the army was treated badly enough, it might actively 
  sabotage the leader’s efforts, leaving service as the 
  enemy’s army is forming up to charge. 
   
  CLASHING ARMIES 
  The history of Dungeons & Dragons is littered with 
  the corpses of failed or little-used mass-combat 
  systems. In today’s environment of third-party 
  publications and homebrews, that boneyard has 
  become much broader. 
  The original Battlesystem game (republished for 
  Second Edition) used modifications of normal 
  character-scale rules, implemented with figurines and 
  built as an introduction to true war gaming. It was a 
  full standalone game that received great reviews by its 
  owners and creators, but suffered a mixed reception 
  from the public. The Battlesystem game never really 
  caught on as a standalone or a system to use in 
  combination with Dungeons & Dragons, and the line 
  has been discontinued for several decades. 
  Later mass-combat rules have tried to be lighter, 
  simpler, and more abstract. They moved away from 
  full-scale miniatures and war gaming, seeking only to 
  address clashes of armies as a “side-game” or “mini-
  game” within a Dungeons & Dragons campaign. 
  Most of these systems, including contemporary 
  versions, take a fairly-standardized form. They have 
  units of various sizes with a handful of ratings 
  dissimilar from normal game statistics, some units 
  boasting unusual capabilities. Dungeon Masters 
  control the clash of armies with new roll types, 
  incorporating various modifiers for terrain, tactics, and 
  other factors. To keep things interesting, these systems 
  invariably incorporate (1) random outcomes based on 
  die rolling, and (2) altered outcomes based on player 
  character activities. However, as the size of clashing 
  forces increases toward the scale of true armies, these 
  two factors should, in every realistic sense, become 
  less important to the point of irrelevance. 
  The storied scene where a single hero turns the 
  tide of an entire battle simply lacks credibility, and it 
  can rob the conflict of an important sense of scale that 
  clashing armies should bring. This is not to say that 
  player characters should play no leadership role in the 
  battle, or cannot have heroic encounters within the 
  space of clashing armies, just that these scenes should 
  not be relied upon to determine the outcomes of a 
  battle between armies. When warring kingdoms take 
  to the field, the entire fabric of the campaign shifts in 
  ways that should be controlled by the Dungeon 
  Master, not by the presence of a few individuals or the 
  caprice of some die rolls. 
   
  DECIDE LOSERS AND LOSSES 
  The Dungeon Master should refer to the following 
  factors to determine the outcomes of the battle. These 
  results are best determined at the outset, perhaps 
  during pre-game preparation, so that the story does not 
  get paused while the DM figures things out. Keep the 
  war as the important backdrop for the campaign while 
  the game focus stays on the player characters. 
  Determine Winner. In any clash of armies, the 
  certain winner will usually be obvious. Two forces 
  meet, one with vastly superior numbers and position. 
  The lesser of these two forces will lose, leaving only 
  the question of how badly.  
  Officially deciding the winner is the first thing for 
  the Dungeon Master to do. This is the opposite 
  approach of many mass-combat systems out there, 
  systems that want to decide winners only following a 
  long series of awkward rolls. While this makes for a 
  touch more drama, it more often produces improbable 
  results and takes the focus away from the players. 
  When determining the winner, the DM should 
  consider the numbers on both sides, their training, 
  equipment, quality of tactics, leadership, morale, 
  presence of disease in the camp, use of special warfare 
  equipment, access to combat and healing magic, and 
  any other factor that may play a role in the outcome. 
  Particularly note interactions where one side is heavily 
  favored, such as archers showering a slowly-
  approaching army without response; these can defy the 
  simple calculus of attrition in equal numbers. 
  The Clash. A clash of armies is typically a whole 
  battle from start to finish. It takes place within a single 
  day. If a battle proves indecisive, an additional clash 
  may take place on the following day or the next, with 
  additional clashes continuing until the outcome is 
  certain. The Dungeon Master can decide that a battle 
  of multiple clashes has different winners on different 
  days. 
  
   
  248 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  The winning side of the conflict obtains its 
  nominal goals. It forces the enemy to retreat, takes 
  control of the contested village, or isolates the army 
  from its reinforcements. Usually a parlay and peace 
  are worked out following the clash, depending on the 
  larger 
  context 
  of 
  the 
  battle. 
  Whatever 
  the 
  circumstances, the Dungeon Master should decide the 
  nature of the victory including any shift in army 
  composition, territorial positioning, or political 
  upheaval that results. 
  Each clash determines a casualty number, as 
  described below. The Dungeon Master can impose 
  these strict numbers or just decide losses based on 
  what makes the most sense. 
  Field Losses. Both sides suffer casualties in war. 
  These losses are based on two calculations. 
  First, the losing side suffers 20% casualties. 
  Speaking from a historical medieval perspective, this 
  is a staggering percentage. Second, the winning side 
  suffers half that number of casualties, to a maximum 
  of 50% of its total forces. 
  For example, two armies clash, one with 500 
  soldiers and one with 1250 soldiers. The larger force 
  losses, suffering 250 casualties (20% of its fighters). 
  The winning force suffers half that number (125 
  casualties). 
  Had the smaller force lost, it would have suffered 
  only 100 casualties (20% of its fighters) before things 
  turned so decisively against it as to require a surrender 
  or retreat. The larger force would have lost only 50 
  casualties. 
  An army composed of multiple troop types 
  applies their loss percentage proportionally to each 
  type. For example, a losing army of 300 veterans and 
  1700 raw recruits will suffer 20% casualties, meaning 
  60 veterans and 340 recruits cease to be viable in 
  battle. But the Dungeon Master may apply these 
  percentages unevenly based on tactics; perhaps the 
  veterans used the recruits as simple fodder to protect 
  their positions, shifting many of the veterans’ expected 
  losses onto the recruits. 
  Siege Losses. Sieges are one of the few situations 
  when conflicts are drawn out for a much long period 
  than a few clashes. In a siege, the defenders are at a 
  great advantage due to their defensive fortifications. 
  Rarely will besiegers clash, preferring to wait out their 
  enemies. Sieges typically resolve when the defenders 
  surrender of starvation or when allied reinforcements 
  scare off the besieging force. 
   
   
  In a siege assault against fortified walls, the 
  besiegers will lose each day’s clash until the Dungeon 
  Master determines that a significant event removes the 
  effectiveness of the fortifications. This might be the 
  failure of a wall after weeks of trebuchet attacks, 
  sapping, or magical weakening. Or it could be a band 
  of traitors within the fortification opening the gates to 
  the attackers. 
  In losing a clash, the force assaulting the walls 
  suffers 30% casualties, to a maximum of 1 fighter per 
  active defender. (Most civilians within a fortification 
  are not counted as part of the army.) The defenders 
  will suffer 1% casualties, to a minimum of 1 per 50 
  attackers. For fortifications weaker than a full castle 
  with curtain walls, or with run-down defenses, the 
  Dungeon Master can adjust the defenders’ casualties 
  to as high as 5%. 
  For example, a besieging force of 3,000 assaults 
  the walls of a well-fortified stronghold defended by 
  only 300. The assaulters suffer 300 casualties that day. 
  They could have lost up to 900 (30%), but their losses 
  were reduced for the small size of the defending force. 
  The defenders lose 6 casualties. Normally the loss 
  would have only been 3 (1%), but the minimum loss is 
  one-fiftieth of the attacking number. Had the Dungeon 
  Master determined that the walls were not very high or 
  
   
  249 | T HE  CO MPR EH ENS I VE EQ UI P ME NT  M AN UA L 
   
  were in severe disrepair, she could have set the loss 
  percentage as high as 5%, in which case the defending 
  force would have suffered 15 casualties. 
  Absent an intervening event like the collapse of a 
  curtain wall or betrayal from within, the besiegers will 
  eventually win with brute force assaults. This occurs 
  at the point when the Dungeon Master determines 
  there are not enough defenders to effectively man the 
  walls and the attackers still have sufficient numbers to 
  mount significant assaults. 
  Use field loss rules instead of siege loss rules if a 
  fortification is completely ineffective, as in the case of 
  the entire attacking force being able to fly over the 
  walls unhindered. 
  Exceptional Attacks. In a fantasy setting, armies 
  may include spellcasters or ferocious monsters with 
  amazing and decisive capabilities. Often, these factors 
  will play into the Dungeon Master’s determination of 
  who wins the conflict. Particularly, large-scale 
  spellcasting can be decisive when the other force lacks 
  the ability to counter that magic or respond in kind. 
  Additionally, exceptional attacks apply a modifier 
  to the enemy’s casualty count, doubling, tripling, or 
  quadrupling it at the Dungeon Master’s whim, 
  reflecting the nature of those attacks. If both sides 
  possess such means, a single clash can be devastating 
  to both armies. 
  Recover Casualties. Half of casualty numbers 
  represent deaths in the army; the remainder are 
  “simple casualties.” Simple casualties will recover and 
  be able to fight again in about seven days. 
  The armor or other protections used by an army 
  will modify its casualty numbers. Those with “inferior 
  armor” (AC 12 or lower) double their applied casualty 
  percentages. Those with “good armor” (AC 16 
  through 19) halve their applied casualty percentages. 
  Those with “superior armor” (AC 20 or higher) halve 
  their applied casualty percentages and convert half of 
  their dead casualty numbers to simple casualties. 
  Magical Recovery. An army with significant 
  magical healing resources can convert half of its daily 
  simple casualties back into viable soldiers, ready to 
  fight the next day. 
  In very unusual circumstances, powerful magics 
  or deific intervention can bring dead casualties back to 
  life or, more disturbingly, raise them as undead, ready 
  to fight the next day. 
   
  PLAYERS’ ROLES, PRE-BATTLE 
  While player characters essentially never turn the tide 
  of battle while within it, there are certain activities they 
  can do ahead of time to tip the scales. In a close 
  scenario, any one (or multiple) of the following events 
  may be decisive. 
  The scenarios here are just examples; the 
  Dungeon Master should alter these or make up new 
  encounters to suit. Remember, these events will only 
  change the outcome of a clash of armies if the odds are 
  already very close. 
  Assassinate the General. This scenario probably 
  plays out at night. The player characters sneak into the 
  enemy camp and assassinate a war leader whose 
  tactical cunning might otherwise be decisive to the 
  battle. This conflict emphasizes stealth; if the 
  characters remain hidden, they escape easily. If they 
  are discovered, before or after the assassination, they 
  must fight their way out or otherwise escape. 
  Alternative versions include stealing a war banner 
  or other important icon to affect morale, burning siege 
  engines or poisoning wells during a siege scenario, or 
  sabotaging important works like a floating bridge. 
  Develop a Plan. Smart, tactical characters might 
  be able to turn the tide by coming up with an 
  impressive plan to win the battle. The strategy might 
  include deceptive feints or timely maneuvers that 
  contemplate the peculiarities of the terrain. The 
  Dungeon Master can determine the effectiveness of 
  these plans with an Intelligence (History) check 
  against a DC that reflects the difficulty of the 
  upcoming fight or is opposed by the same roll made 
  by the enemy commander. 
  Alternately, if the players come up with an actual 
  plan, one that is impressive from a tactical or dramatic 
  standpoint, the DM may forego any rolls simply 
  decide how effective the plan is for the army. 
  Impassioned Speech. The historic significance of 
  inspiring speeches ahead of battle is dubious. A war 
  leader’s words cannot carry to more than a small force 
  of the larger army. However, boosting morale this way 
  is a time-honored dramatic device that enhances the 
  story and keeps the focus of the game where it should 
  be, on the players. Therefore, the Dungeon Master 
  may give one character the opportunity to make an 
  impassioned speech before each day’s clash. If 
  multiple characters are leading multiple groups of 
  
   
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  soldiers, each such character can attempt to affect her 
  own troops’ morale. 
  The speaking player should take some effort to 
  roleplay the speech, or at least to provide a written 
  outline of what is said. The content of the speech is 
  important to the drama of the scene. This event should 
  not be reduced to mere die-rolls, although dice do have 
  a say in it. 
  An impassioned speech is typically followed by a 
  Charisma (Persuasion) check. Under certain rare 
  circumstances, the Deception or Intimidation skills 
  might substitute. There is no DC to match for this 
  check; the Dungeon Master determines its general 
  effectiveness for morale based on the height of the 
  result and the details of the speech provided by the 
  player. 
  Certain characteristics can give the speaking 
  character advantage on this roll, reflecting training in 
  oration or leadership. A character may gain advantage 
  by spending a bardic inspiration die or, if she 
  possesses the rally maneuver, a superiority die. A 
  character with the inspiring leader feat automatically 
  claims advantage on this roll. If the characters are 
  leading their own army, one with an established 
  loyalty score, the Dungeon Master may apply 
  advantage if the army’s loyalty score is above 15 (or 
  disadvantage if its score is below 6). The DM may also 
  apply advantage for other characteristics or active 
  spells, depending on her own discretion. 
  Scout 
  for 
  Weaknesses. 
  With 
  the 
  right 
  combination of capabilities, the characters may be able 
  to provide crucial intelligence to one of the armies, 
  information 
  about 
  their 
  opponent’s 
  numbers, 
  defensive works, general health, or likely strategies. 
  While this might mean sneaking into the enemy camp 
  in the dark of night, it could just as easily involve 
  infiltration using magical or mundane disguises, or the 
  use of scrying spells. 
  Like the “develop a plan” encounter, an intelligent 
  character might be able to determine weaknesses just 
  from latent clues, performing arithmetic to estimate 
  enemy numbers based on the number of camp fires or 
  determining how long a siege can hold out by correctly 
  estimating its reserves of supplies. 
  Win Over Allies. This sort of encounter is 
  typically performed long before the armies meet, when 
  there is still time for additional forces to take the field. 
  It is also the encounter type where player characters 
  are most likely to change the outcome of the war if the 
  original forces are not nearly equivalent. 
  Usually, this encounter requires the characters to 
  treat with some other force, like convincing a 
  neighboring duke to bring his soldiers to their aid. 
  However, this scenario could also be turned on the 
  enemy, attempting to hire away some of their 
  mercenary companies. This encounter may require 
  roleplaying like the “impassioned speech” encounter, 
  as well as require complex diplomacy and bribery. 
  Skill checks using Charisma and Wisdom are often 
  appropriate. 
  Sometimes getting aid takes efforts beyond mere 
  persuasive talk. Perhaps the Queen of the Elves will 
  not be swayed unless the party can find her missing 
  heir or solve the mystery of her murdered lover. This 
  technique allows the characters to have a profound 
  effect on a battle while invoking the real Dungeons & 
  Dragons rules instead of the cumbersome army 
  mechanics suggested by many mass-combat systems. 
  Play progresses on a character-scale, keeping the focus 
  of the game on the players, where it should be. 
   
  PLAYERS’ ROLES, MID-BATTLE 
  Sometimes characters get involved directly in a battle. 
  For better or worse, they must now try to defeat the 
  enemy, achieve military objects, or just plain survive 
  in their small section of the conflict. 
  A few mid-battle scenes like these can create a 
  sense that the player characters are doing their part as 
  the conflict unfolds. Two or three such battles will give 
  players the right sense of scale, whether fought during 
  a single clash or across multiple days. 
  Alternately, turning one of these encounters into a 
  single, larger-scale conflict might capture that feel in a 
  case where allied soldiers fight alongside the player 
  characters. In that case, give all players control of one 
  to three soldiers each (probably using the guard 
  statistics in the Monster Manual) in addition to their 
  own characters. The players determine the actions for 
  their assigned soldiers and make their various rolls for 
  them. This method can increase the players’ sense of 
  connection with the army, having fought (rolled dice) 
  side by side with them. However, when using this 
  technique, it is best to limit the mid-battle encounters 
  to just one, lest the game bog down. 
  
   
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  Following are some example encounters. The 
  Dungeon Master can alter these or make up new 
  encounters to suit. 
  Capture the Position. An important event, the 
  characters seek to capture a small but important thing. 
  The thing is typically a strategic location, but it could 
  be the pennant of an important enemy, a mobile siege 
  weapon, a cage-wagon full of prisoners, or the like. 
  This event probably gives the characters an 
  opportunity to plan their assault, but they will have to 
  contend with larger forces or overcome the 
  entrenchments and fortifications laid by the enemy. 
  Hold the Position. As with “capture the position,” 
  the characters oversee the holding of something 
  important while enemy forces try to take it away. The 
  characters probably benefit from various fortifying 
  efforts prepared in advance to control the area. 
  This is a good event to run consecutively with the 
  “hold the position” event, perhaps a day later. 
  Close the Gate. The characters must fight back a 
  mass of charging enemies long enough for the 
  defenders to close the main gain. Perhaps the 
  mechanisms have jammed, by sabotage or simple ill-
  use, and the engineers need a minute to fix it. The 
  enemies keep coming, but the characters cannot retreat 
  until the mechanism is fixed and the gate closes. (The 
  characters should have some way to retreat when this 
  event concludes, like a hoist ready to lift them swiftly 
  over the crenels at the top of the wall.) 
  Variations of this event include protecting the 
  sappers from an enemy counter-charge until they can 
  position their petards for detonation against the castle 
  wall, guarding the wizard from an enemy throng until 
  she can finish casting her spells, or holding the dock 
  until the queen’s ship can cast off and bear its royal 
  cargo to safety. 
  Fighting Retreat. The player characters are 
  overwhelmed and must fight their way out of a tight 
  spot. Perhaps their position was isolated by the enemy 
  and overrun, and the characters must make it into the 
  nearby forest or across the river to get away. Whatever 
  the case, the characters fight a series of running battles 
  as pockets of enemy forces catch up to them, either on 
  foot or mounted. The characters may have minutes or 
  only a few rounds between waves. 
  This is an excellent event to emphasize the long, 
  slogging nature of a war being lost. The Dungeon 
  Master can throw group after group at the party until, 
  regardless of character level, they are very worn down. 
  Just make sure to vary the groups and not overdo 
  things; this should be draining to the characters, not 
  tedious to the players. 
  Straight Fight. A simple event, the characters go 
  head-to-head with enemy forces for a set period, until 
  the thick of the fighting shifts away from the 
  characters’ position. 
  This event allows the characters to experience 
  combat with a variety of enemy forces they might not 
  otherwise encounter. Do the foes have manticores? 
  What about organized phalanxes? Whatever unique 
  quality the enemy has, this is a good time to put it on 
  show. 
  This event is also useful for dramatic clashes 
  between important characters. Does a certain baron on 
  the opposing side have a grudge with the characters? 
  Perhaps the swirl of melee sweeps that baron and his 
  honor guard into direct confrontation with characters, 
  bringing to a head several years of acrimony and 
  political machinations in one swift, brutal encounter. 
   
  AFTER THE FIGHTING 
  A clash of armies is a significant event. It involves 
  large numbers of individuals, sweeps up the local 
  peasantry, ruins field drainage and crops, affects 
  politics and commerce for decades to come, and lives 
  in the hearts of the citizenry for generations. A century 
  later, that muddy hillside might still be remembered 
  for the battle that took place there on a cold autumn 
  day so long ago. Effects on the player characters 
  should be significant and meaningful. 
  Background Changes. If the characters’ side will 
  lose the battle, the Dungeon Master should have a 
  prepared series of ways to demonstrate the importance 
  of the loss. Perhaps allied cities are sacked, their 
  peasants beggared or taken as slaves. Perhaps the 
  borders between kingdoms shift and the new lords 
  impose their culture, religion, or trade practices on 
  their new holdings. 
  If the characters’ side wins, the Dungeon Master 
  should take care to mention how this effects the locals, 
  particularly individual NPCs the characters are 
  familiar with. In addition to raising national pride, 
  economies are often bolstered by war. The local baker 
  and the innkeeper known to the player characters may 
  have expanded their businesses by preparing food en 
  masse for the army, reaping great profits. 
  
   
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  Whatever the case, the clashing forces probably 
  consumed every bit of crops and game within a broad 
  range of the army, leaving the poor to starve for a year 
  or two following any conflict. Locals or their adult 
  children may have been pressed or hired into military 
  service, and never returned. These can have a 
  profound effect on the characters’ world. 
  Accolades and Recognition. Win or lose, if the 
  characters distinguish themselves in war, the rewards 
  are potentially quite high. Depending on the power and 
  resources of the side to which the characters were 
  aligned, successful actions in the Pre-War and Mid-
  War phases can earn certain recognition. 
  Low-level characters might be granted gentle 
  status, knight or the equivalent. For providing far-
  reaching assistance, particularly if the characters’ side 
  is victorious, higher titles and grants of land may be 
  appropriate. 
  If the characters were aligned with a region, 
  faction, or government that rates renown, each well-
  handled encounter in the Pre-Battle and Mid-Battle 
  phases might be worth a whole point of renown. 
  Ignominy and Rebuke. Similarly, if the 
  characters fare poorly in the events leading up to the 
  clash, even if their side won, the characters might 
  suffer some sort of penalty. 
  This could be a stripping or reduction of military 
  rank or noble title. More likely, it simply comes with 
  a long-term reputation as incompetent; it will be a long 
  time before the authorities entrust the characters with 
  future endeavors or resources. 
  If the characters were aligned with a region, 
  faction, or government that rates renown, each poorly-
  handled encounter in the Pre-Battle and Mid-Battle 
  phases might cost a whole point of renown.
   
   
   
  
   
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  APPENDIX A: FUTURE PRODUCTS 
  Wraith Wright Productions has additional releases 
  planned, some currently under development. 
   
  THE SECRET PROJECT 
  We’re working on something promising, yet difficult. 
  It’s based on our recent market research, a product we 
  think the community is looking for. We’re not 
  forecasting the details because this isn’t the type of 
  project that we can easily plan a development cycle 
  for. 
  The Secret Project will create a platform for other 
  creators to build upon, inviting others to use the 
  material, without pay, to create similar products. 
  After stepping in to spice up The Comprehensive 
  Equipment Manual, illustrator Johnathan Good has 
  again agreed to collaborate, this time taking a larger 
  role for our upcoming Secret Project. 
   
  CREATURE HANDBOOKS 
  Wraith Wright studios is committed to providing tools 
  that help players and DMs create richer, more 
  interesting game worlds. These two products are 
  designed to enhance the feel of monsters, providing 
  ecologically consistent mixes with rational reason for 
  grouping together. 
   
  THE CREATURE FACTION HANDBOOK 
  Another product in development is dedicated to 
  “monster factioning.” It is intended as a handy 
  reference for Dungeon Masters that will do several 
  things. First, it will provide monster “groups” for 
  various challenge ratings, along with some details of 
  their interactions. 
  These are interesting combinations of monsters 
  that make sense ecologically and help provide variety 
  to encounters. For any DM who is tired of throwing X 
  number of Y monsters at their party, it can be useful to 
  have ready-made groups of different foes whose 
  association makes sense and whose variety of 
  strengths and weakness can provide challenges 
  suitable to a variety of different character classes. 
  Where a single monster might surround itself with 
  allies, minions, guardians, and ferocious pets, this 
  product will seek to tell which monsters logically 
  belong to such encounters and accurately describe just 
  how dangerous those encounters are. For example, it 
  is incredibly likely that an aboleth, given its ecology 
  and capabilities, will be encountered with an army of 
  minions. Where the Monster Manual fails to suggest 
  what those minions might be, the Creature Faction 
  Handbook would detail that army and their 
  capabilities, explain how they interact and why, and 
  index the group according to its overall challenge 
  rating. 
  On the other hand, a beholder is an isolationist 
  creature that would never have minions or allies. It 
  would not appear in this product because this 
  product’s factioning efforts seek to conform with 
  monster ecologies, not defy them. 
   
  THE CREATURE TEMPLATE HANDBOOK 
  This product will provide monster “templates” to 
  modify creatures into unusual forms, like the army of 
  spore-riddled animals that are dominated by an 
  intelligent plant creature. This is like factioning, but it 
  serves to unify otherwise-unlikely combinations of 
  monsters based on a handful of what are called 
  “templates.” 
  For example, the shadow dragon from the 
  Monster Manual is a template. But it applies only to 
  dragons; that book is mysteriously silent about how to 
  make shadow versions of other creatures that were 
  similarly born in the Shadowfell or transformed after 
  years of living there. Nor does the Monster Manual 
  address the proclivities of shadow creatures or their 
  reasons for working together in groups that might 
  threaten a party of adventurers. 
  This monster-enhancing product seeks to remedy 
  such deficiencies, providing details and a handful of 
  templates along those lines. 
   
  SHORT ADVENTURES 
  Two product lines are in early development. 
   
  FLASHBACKS: VOLUME ONE 
  Flashbacks are small adventures for two or three 
  players. They are designed to be played in the middle 
  
   
  254 | TH E CO MPR EH ENS I VE EQ UI P ME NT  M AN UA L 
   
  of existing adventures and completed in a single 
  session. Flashbacks primarily serve to fill a night when 
  a couple of players can’t show up. If moving forward 
  with the campaign doesn’t make sense, perhaps 
  because critical events or huge fights are looming, a 
  DM can insert a flashback to entertain the group while 
  putting the main campaign on hold. 
  Flashbacks are more than just short adventures for 
  small parties. This volume provides the DM with a 
  series of narrative tools. These help to make the 
  flashback meaningful and relevant to the current 
  campaign while building closer historic ties between 
  player characters. 
   
  VENTURES ON THE HIGH SEAS 
  Also planned is a series of adventures related to a 
  favorite setting, the high seas! This yet-unnamed 
  product will include rules for shipboard combat and 
  expand the rules in Dungeon Master’s Guide for 
  chases to include naval actions. Its main content will 
  be a series of small, interesting encounters suitable for 
  a sea-based campaign. 
  This Ventures line might be expanded to develop 
  additional products placed in various other settings, 
  bite-sized adventures or encounters that can be easily 
  dropped into existing campaigns. These are likely to 
  follow consistent themes, like desert encounters. 
   
  ONGOING DEVELOPMENT 
  And finally, Wraith Wright Production’s production 
  queue includes… this product. You are reading a 
  version of The Comprehensive Equipment Manual that 
  is not final, one that is never final. As Wizards of the 
  Coast releases additional material that affects the 
  various sections of this manual, we expect to release 
  updates to this product to reflect those new additions. 
  Likewise, as the terms of the Dungeon Masters Guild 
  expand to allow additional intellectual properties that 
  have their own unique gear types, such as those found 
  on Athas or Eberron, we intend to update with 
  additional exotic rules. 
  To maintain clarity for its use, curation of these 
  products will include plainly labeled updates, with a 
  version number and a brief description of the update. 
   
  PRODUCTION SUPPORT 
  This production schedule depends heavily upon the 
  reception of this initial product and on the consumer 
  feedback it receives, particularly as it relates to the 
  viability of future products. 
  If you are interested in providing comments, the 
  most expedient method is to email directly, at 
  wraith.wright@gmail.com. 
  Comments in the form of playtesting feedback or 
  corrections is especially welcome, given that this 
  product underwent a number of final edits and 
  alterations just before publication. Such changes tend 
  to generate errors, so any assistance is appreciated. 
   
  Thank you. 
   
   
  ABOUT THE AUTHOR 
  The main author and editor is Randall Right, known 
  in some gaming forums as the Wraith Wright. He 
  has over thirty years of experience running various 
  editions of Dungeons & Dragons and other 
  roleplaying games. 
  At the time of this release, Randall is a 
  practicing attorney and is involved in five regular 
  Fifth Edition games. He has worked as a freelance 
  writer off-and-on for several roleplaying game 
  companies. Randall lives in Seattle, Washington. 
   
   
  ABOUT THE ARTIST 
  The sole illustrator is Johnathan Good of Johnathan 
  Good Illustrations. He lives in Massachusetts and 
  graduated from the Montserrat College of Art with 
  bachelor’s degree in fine arts, concentrating in 
  illustration. 
  Johnathan is a fan of history, architecture, and 
  game design. He is a general artist with a broad 
  range of proficiency in various mediums, but 
  currently focusing on his technical skills with 
  digital painting and 3D modelling. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Wraith Wright/Wraith Wright’s - The Comprehensive Equipment Manual.pdf