Equipment Expanded

As we further explore the many unique Erenel Kingdoms, equipment options, armor, and weapon offerings will grow! The intention is to provide a variety of new and exciting items, not overshadow equipment already in-game. New weapon and armor properties are available with the ultimate goal of adding diversity to your table.   As a Dungeon Master, feel free to allow the provided options without unique properties if you wish. However, all item properties are designed to adhere to the design philosophy of 5E and have been playtested.  

Armor and Shield

Heavy Pelt

Heavy Pelt is crafted from multiple layers of animal pelts. This heavy armor is cheap and difficult to move under but provides enough protection to warrant use until more expensive heavy armor can be obtained.  

Osloru Scaled Glider

Made famous by the Osloru people in the Q’Barran Jungles. This scaled leather armor consists of stretched leather running from under the arms to the waist, mimicking a Pteranodon.   When falling, the wearer can outstretch their arms to glide, reducing their fall speed by half and taking only 1d6 fall damage upon landing from any height. Also, for every 10 feet the wearer falls, they can move 5 feet laterally.  


A popular choice in the Illuminated Kingdom of Grenchester, the Pavise is also known as an archer shield. This large shield is fitted with a central rigging that folds out from the bottom, allowing the Pavise to stand on its own, providing cover for someone behind it.   After placing the Pavise with an action, the user no longer benefits from the shields armor class bonus. Instead, one user behind the shield is provided with half cover or can go prone for three quarters cover. This cover is only provided if attacks come from the opposite side of the Pavise.


Clawed Gauntlet

A metal gauntlet formed with long serrated spikes for clawing enemies while leaving the hand available to grasp objects. You can wear a clawed gauntlet and hold other weapons or items. While holding an object, you are unable to attack with the clawed gauntlet.  

Double Bolt Crossbow

A double bolt crossbow has two separate bows, one positioned above the other, each with its own trigger. The Double Bolt Crossbow can fire up to two pieces of ammunition per round before needing to reload and can hold different types of bolts at one time.  

Orc Double Axe

A heavy weapon favored by Orc warriors, featuring a double-headed ax on both ends and two hand grips in the center. While wielding an Orc Double Ax with two hands, the wielder can attack with the other end as a bonus action if they took the attack action. You are considered dual wielding when attacking in this way.  

Reservoir Dagger

A dagger crafted with a unique handle that can be filled with liquid poison. A small switch can be squeezed on the handle as a bonus action, applying the stored poison onto the blade. The reservoir dagger can hold enough poison for one application.  

Sword Cane

A covert weapon resembling a stylish or straightforward cane until a blade is withdrawn from inside.  

Wooden Stake

A short and sturdy wooden stake sharpened to a point on one end. The other end is flat to allow for hammering into a vampire’s heart. While using a Wooden Stake, if you roll a natural 1, the wooden stake breaks and becomes unusable.


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Rules to Remember

With the introduction of new weapon and armor properties, a friendly clarification and reminder on specific rules.  
  • You can benefit from only one shield a time.
  • Bleed does not take effect if you only damage temporary hit points.
  • To fire both arrows on the Doublt Bolt Crossbow, you still need an extra attack. You cannot fire more than two shots per round.

Double Bolt Crossbow

double bolt crossbow.jpg

Special Property


After successfully dealing damage to the hit points of a creature that has blood, apply 1 stack of the bleed condition. For each stack of the bleed condition, the bleeding creature takes 1 damage at the start of their turn. The bleed condition can stack up to a total of (5) stacks.   Multiple bleed conditions cannot be placed on the same target, but stack together. All stacks are removed when the bleeding target receives any healing, or after a successful Medicine skill check.   Medicine skill check DC = 8 + total bleed stacks.

Weapon and Armor Tables


Armor and Shield

Armor Cost Armor Class (AC) Strength Stealth Weight Properties
Light Armor
Osloru Scaled Glider 200 gp 12 + Dex modifier -- -- 8 lb. Special
Heavy Armor
Heavy Pelt 20 gp 14 Str 13 Disadvantage 40 lb.
Pavise 40 gp 2 Str 11 -- 12 lb. Special


Weapon Cost Damage Weight Properties
Simple Melee Weapons
Reservoir Dagger 25 gp 1d4 piercing 1 lb. Finesse, light, special, thrown (20/60 ft)
Wooden Stake 1 sp 1d4 piercing 1 lb. Light, Special
Martial Melee Weapons
Clawed Gauntlet 6 gp 1d4 slashing 2 lb. Bleed, finesse, light, special
Orc Double Axe 50 gp 1d8 slashing 12 lb. Heavy, special, versatile (1d10)
Sword Cane 35 gp 1d8 piercing 3 lb. Finesse, special
Martial Ranged Weapons
Double Bolt Crossbow 50 gp 1d8 piercing 14 lb. Ammunition (80/320 ft.) special, two-handed

Cover image: by mrAlejoX


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