Hilga's Equipment Compilation
Adjustments and Simple PropertiesThe following properties have stat requirements to use, listed in the weapons Accurate. When thrown, the wielder can use either Strength or Dexterity for the attack and damage rolls. Brutal. On a critical hit, roll one extra weapon die and add it to the total. Cleaving/Crushing. When the wielder scores a critical hit with this weapon, the wielder may forgo the extra damage to deal damage to an additional target within reach and within 10 feet of the original target. Close Quarters. On a hit against a creature the wielder has grappled, the weapon does extra damage. Polearm. When a creature enters your melee range with this weapon, you may use a reaction to make an attack roll against that creature. On a hit, the creature takes 1 + modifier damage and its speed is reduced by 5 feet. Precise. The weapon gains the Finesse property. Restrain. When the wielder scores a critical hit with this weapon, the wielder may forgo the extra damage to attempt to restrain the target using the weapon. The target may not be more than one size larger than the wielder. The target must succeed a Strength saving throw contested by your Strength or Dexterity check or become Restrained. You may not attack with the weapon while it is restraining a target. Pushing Attack. Once per turn, when the wielder scores a hit, it may attempt to shove the target up to the wielder's reach with the weapon, using the normal rules for shoving. Two-Handed Reach. This weapon's reach extends by 5 feet when wielded in both hands.
WeaponsMelee This probably goes without saying but I'm writing this anyway: A weapon can only deal one of the three weapon damage types at a time.
|Name||Cost (GP)||Bludgeoning||Piercing||Slashing||Weight||Additional Properties|
|Battleaxe||10||1d4||1d8||4||(13 Str) Cleaving|
|Club||0.1||1d4||2||(Str 11) Brutal|
|Dagger/Knife||0.5||1d4||1d4||1||(13 Dex) Close Quarters (2d4)|
|Glaive||20||1d4||1d4||1d10||6||(Str 15) Cleaving, Polearm, Precise|
|Greataxe||20||1d6||1d12||7||(15 Str) Cleaving|
|Greatclub||0.2||2d4||10||(15 Str) Brutal, Crushing|
|Greatsword||30||1d4||1d6||2d6||6||(15 Str) Cleaving|
|Halberd||20||1d6||1d6||1d10||6||(15 Str) Cleaving, Pushing Attack, Polearm|
|Handaxe||2||1d4||1d6||2||(13 Str) Accurate|
|Javelin||0.5||1d4||1d6||2||(13 Str) Accurate|
|Light Hammer||1||1d4||2||(Str 11) Accurate|
|Longsword||15||1d4||1d6||1d8||3||(Str 13) Cleaving, Precise (2 hands)|
|Mace||5||1d6||4||(Str 13) Brutal|
|Maul||10||2d6||10||(Str 15) Brutal, Pushing Attack|
|Morningstar||15||1d6||1d8||4||(Str 13) Brutal|
|Pike||5||1d6||2d6||18||(Str 13) Two-Handed Reach, Pushing attack|
|Quarterstaff||0.2||1d6||4||(Str 13) Precise|
|Scimitar||10||1d4||1d6||3||(Str 13) Cleaving|
|Shortsword||10||1d6||1d4||2||(Str 13, Dex 13) Brutal|
|Spear||0.5||1d4||1d6||3||(Str 13) Accurate, Two-Handed Reach|
|Trident||5||1d4||1d6||4||(Str 13) Accurate, Restrain, Two-Handed Reach|
|War Pick||5||1d6||1d8||4||(Str 13) Brutal|
|Warhammer||15||1d8||4||(Str 13) Crushing|
|Whip||2||1d4||1d4||2||(Dex 13) Restrain|
Volitile technology. But it is inevitable that each world attains these sooner or later.Firearms, unless otherwise specified must be held in both hands to aim effectively. If a creature attempts an attack roll with a firearm with only one hand on it, the attack roll is at disadvantage. If a creature attempts an attack roll with a firearm with only one hand on it and doesn't meet the strength requirement for the gun, they automatically drop the gun. All firearms have the Ammunition, Misfire, Recoil, and Reload properties, and either the Loading or Reloading property. Ammunition. All firearms require ammunition. The ammunition of a firearm is destroyed upon use. Misfire. Each time a creature makes an attack roll with a firearm, roll 1d12. If the roll 1, the gun jams. Un-jamming the firearm requires a DC 15 Tinkerer's tool's check as an action. If the check is a fail, remaking the check takes a minute. Recoil. If a character doesn't meet the recoil strength requirement and they fire it, they must succeed a Strength saving throw, the DC equaling + the weapon's recoil value or they lose hold of the firearm. Reload. The weapon can be fired a number of times equal to its Reload score before a creature must use an action to reload it. The maximum number of shots that can be fired in one attack action is the Reload value. For every attack made past what a creature' can regularly attack, the attack gains one degree of disadvantage. For example, a creature with two attacks granted by the multiattack trait wants to shoot with a revolver three times, they would have disadvantage on the third attack. Loading. The weapon can be loaded with one action, bonus action, or attack. Firearms
|Firearm||Cost (GP)||Piercing Damage||Weight||Properties|
|Pistol (Magazine)||300||1d6||2 lbs||Range 60/360, Recoil 10, Reload (4 shots)|
|Pistol (Single-Shot)||100||1d4||1 lb||Ammunition (Range 30/180), Reload (2 shots), Recoil 9, One-Handed|
|Revolver||60||1d8||2 lbs||Ammunition, (Range 40/240), Recoil 10, Reload (6 shots)|
|Rifle (Bolt-Action)||100||2d6||8 lbs||Range 120/720 Loading (1 shot), Recoil 12|
|Shotgun||100||2d8||8 lbs||Range 30/180 Reload (2 shots), Recoil 13|
|Type||GP Cost (for 10 rounds)||Weight|
GarroteMartial Weapon; Finesse, Two-handed
3 gp, 2 lbs As an action when you would have advantage on an attack roll, you can attempt to restrain a creature no larger than one size larger than you with a Strength (Athletics) or a Dexterity (Athletics) check. On a successful grapple, in addition to being restrained, the creature takes 1d4 + modifier bludgeoning damage. At the start of each of the creature's turns, the creature takes 1d4 + modifier bludgeoning damage. On subsequent attacks with the garrote while the creature is grappled in this way, you deal 1d4 + modifier bludgeoning damage. A grappled creature that needs to breathe goes rounds equal to 1 + the creature's Constitution modifier (minimum of 1) before going unconscious.
GreatbowMartial Weapon; Ammunition; Heavy; Range (300/900 Two-handed; Prerequisate Str Req. 16, Dex 14; 1d10
100 gp, 10 lbs You use Strength for to hit and damage rolls instead of Dexterity.
If you do not meet the Strength requirement for this weapon, you take a -5 penalty to attack rolls. If you do not meet the Dexterity requirement, you have disadvantage on attack rolls with this weapon.
Synthetic KnucklesSimple Weapon
Your unarmed strikes with your fists deal 1d4 + mod bludgeoning or piercing damage instead of 1 + mod while these are equipped. These knuckles come in pairs, and take an action to equip. If you already deal a die of damage with unarmed strikes, you instead get a +1 to damage rolls with the synthetic knuckles on.
10 gp, 0.5 lbs
|Armor Name||Standard Cost (GP)||AC||Strength Score Requirement||Stealth||Weight (lbs)|
|Gambeson (Leather)||10||11 + Dex Mod||10|
|Brigandine (Studded Leather)||20||12 + Dex Mod||12|
|Hide/Pelt||1||12 + Dex Mod (max 2)||12|
|Chain Shirt||20||13 + Dex Mod (max 2)||16|
|Scale Mail||30||14 + Dex Mod (max 2)||Disadvantage||40|
|Breastplate||80||14 + Dex Mod (max 2)||20|
|Half-Plate||100||15 + Dex Mod (max 2)||Disadvantage||40|
Adamantine-Coated ArmorA suit of adamantine armor typically costs a number of gold pieces equal to the base price plus 200 plus ten times the armor’s weight. Light or hide armor cannot be coated with amantine.
Shield VarientsYou can alter your shield in one or more of the following ways:
Adamantine(Requires 1,000 gp worth of adamantine, 8 hours, & proficiency with and a minimum of +8 bonus with smith's tools)
The shield, while the creature wielding it isn't incapacitated, turns a critical hit into a normal hit.
Heavy(Requires 1 gp with of materials, 4 hours, & proficiency in smith's tools)
The shield's shield bash damage goes up to 1d4 + your Strength modifier. The weight increases to 150% of what it was before this alteration. If the creature wielding the shield has a strength score of 13 or less, the creature only gains a +1 to AC when using this shield.
Spiked/Edged(Requires 1 gp worth of materials, 4 hours, & proficiency in smith's tools or woodcarver's tools)
The shield's shield bash damage does piercing or slashing damage instead of bludgeoning.
Tower Shield(Requires 50 gp worth of materials, 8 hours, & proficiency in smith’s tools or woodcarver’s tools)
On a creature’s turn if it spends a reaction and moves less than 20 feet, it gains half cover while it isn’t incapacitated, grappled, or restrained until the start of your next turn. The weight increases to 500% of what it was before this alteration. If the creature wielding the shield has a strength score of 15 or less, they cannot benefit from this shield’s property. If a creature has the protection fighting style, they may grant allies adjacent to them half cover against effects or attacks that pass within 5 ft of the original creature.
Equipment QualityArtifact. This item can't be broken or reduced beneath Standard by normal means, and antimagic fields and other such effects cannot suppress its magic. Damage Advantage/Disadvantage. Roll another damage die, and take the highest/lowest. Only roll one extra die for items with two or more damage and take the highest/lowest rolls. Enchantability. The item can be enchanted, and it counts as magical for the purposes of overcoming resistance and immunity to non-magical damage. Faulty. The item loses its additional property(ies). If the item is armor, it has a -1 penalty to AC Reinforced. It takes two critical hits to reduce the item's quality. Ruined.
- If Weapon: Attack rolls made with the weapon have disadvantage.
- If Armor: -2 AC
|Quality||Cost Multiplier||Damage (If Weapon)||Properties||Crafting Bonus Needed|
|Artifact Tier||x???||Damage Advantage*||Artifact*, Enchantability*, Reinforced*||+24|
|Masterwork||x5||Damage Advantage*||Enchantability*, Reinforced*||+9|
|Ruined||x0.25||2+damage mod||Faulty*, Ruined*||+0|
Upgrading/Crafting EquipmentTo upgrade your equipment one step, you need to have proficiency with the tools needed to make the equipment, and you must spend an amount of gold equal to the current tier of item's cost in gold for material and total spend hours equal to the item's next tier cost in gold divided by 2.
Downgrading EquipmentWhen you are hit with a critical hit from a creature while not Incapacitated, you can use your reaction to sacrifice an armor or a weapon that you currently have equipped and downgrade it one step to change the critical hit into a normal hit. If the creature is two or more sizes larger than you, the item downgrades two steps if it can. A fully downgraded armor or weapon cannot be sacrificed to intercept a critical hit.
EnchantingIf an item is enchanted, it cannot be reduced to Ruined. An antimagic field or similar magical effects suppress enchantments. A trivial enchantment doesn't raise the rarity past Common. Each minor enchantment placed on an item raises its rarity by 1 level, to a minimum of Uncommon and a maximum of Legendary. Each major enchantment raises the item by 1 to a minimum of Rare and a maximum of Legendary. Boosted Defense (Armor, Major). The armor grants a +1 to AC when worn (armor) or carried (shield). Boosted Offense (Weapon, Minor). The weapon gains a +1 bonus to attack and damage rolls. Elemental Resistance (Armor, Major, Requires Attunement). When worn, the armor grants resistance to acid, cold, fire, poison, lightning, or thunder damage. Elemental Suffusion (Weapon, Minor, Requires Attunement). The weapon deals an extra 1d6 acid, cold, fire, poison, lightning, or thunder damage, chosen at the time of enchanting. If this enchantment is placed multiple times, the damage is increased by 1d6 for each time. Glowing (Trivial). As a bonus action, a user can cause this item to shed bright light out for 20 feet and dim light out to another 20 feet. Greater Spell (Major, Requires Attunement). Once a day, the user can cast a 4th-6th level spell chosen at the time of the enchanting, with the normal casting time and components of that spell. If the spell has an attack roll or saving throw, reference the chart below. The enchanter must know the spell. If this enchantment is placed multiple times, the enchanter may pick another spell to add. Lesser Spell (Minor, Requires attunement). A number of times a day, the user can cast a selected 1st-3rd level spell chosen at the time of the enchanting, with the normal casting time and components of that spell. If the spell has an attack roll or saving throw, reference the chart below. The enchanter must know the spell. If this enchantment is placed multiple times, the enchanter may pick another spell to add.
- 1st level spells can be cast three times a day
- 2nd level spells can be cast two times a day
- 3rd level spells can be cast once a day
Soulbound (Weapon, Trivial, Requires Attunement). You can spend a minute summoning your item back to you. At the end of the minute, the item forms on your person if it is on the same plane of existence as you.
|Spell Level||Save DC||Attack Bonus|
ProcessTo enchant an item, the enchanter must have proficiency in the Arcana skill or whatever tool proficiency is appropriate.
|Enchantment||Hours||Standard Cost of Materials (GP)||Bonus Needed|
Disenchanting/Changing an EnchantmentTo disenchant or change an enchantment on an item, an enchanter must spend a number of workweeks equal to half of the workweeks it took to make the item and have proficiency in the Arcana skill or the requisite tool proficiency. An enchanter may swap enchantments of equal value for half the workweeks and half the gold used to enchant it.
Poisons (DMG+Homebrew)Poisons come in four types: Contact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects. Ingested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You might decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save. Inhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body. Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
|Poison||Type||Standard Price Per Dose (GP)|
|Blood of the Lycanthrope||Injury||1,000|
|Burnt Other Fumes||Inhaled||50|
|Carrion Crawler Mucus||Contact||50|
|Essence of Ether||Inhaled||300|
|Oil of Taggit||Contact||300|
|Purple Worm Poison||Injury||2,000|