The Stormchaser 5e Overhaul Part 1

by Stormchaser

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Dungeons and Dragons 5th Edition
The Stormchaser Overhaul
Part 1: Creating a Character

Introduction

Welcome to 5e with Stormchaser!

If you're reading this, then the chances are that you're playing in one of my games. I hope that you have fun, and if you have any questions at all, don't hesitate to ask. Campaign-specific house rules can be found either pinned as a GMB document in the campaign's updates channel or in their own house rules channel under that campaign's category on my discord.

This compendium functions as an expansion on the vanilla rules. Anything mentioned is overwritten, but anything unmentioned remains unaltered.

If you've benefited from these rules and find yourself using them regularly, please also consider subscribing to my patreon.

Enjoy!

Chapter 1: Step-by-Step Characters

1. Choose a Race

2. Choose a Class

3. Determine Ability Scores

There are a number of different methods used to generate ability scores. Each of these methods gives a different level of flexibility and randomness to character generation.

Racial modifiers are applied after the scores are generated.

Low Fantasy

Roll 3d6, rerolling all 1s, and add the dice together. Record the total and repeat the process until you have six numbers. Assign these results to your ability scores as you see fit.

This method is quite random, and some characters may have clearly superior abilities. This randomness can be taken one step further, with the totals applied to specific ability scores in the order they are rolled. Characters generated using this method are difficult to fit to predetermined concepts and are best designed around their ability scores.

If you don't like the idea of randomly determining ability scores, you can spend 25 points on the Ability Score Point Cost table, or use the Low Fantasy Array instead:
14, 13, 12, 12, 11, 10.

High Fantasy

Roll 4d6, rerolling all 1s. Discard the lowest die result and add the three remaining results together. Record this total and repeat the process until you generate six numbers. Assign these totals to your ability scores as you see fit.

This method is less random than Low Fantasy and tends to create characters with above-average ability scores.

If you don't like the idea of randomly determining ability scores, you can spend 40 points on the Ability Score Point Cost table, or use the High Fantasy Array instead:
16, 15, 14, 14, 13, 12.

Ability Score Point Cost
Score Cost Score Cost
8 0 13 5
9 1 14 7
10 2 15 9
11 3 16 12
12 4 17 15

4. Describe Your Character

Your character's background describes where they came from, their original occupation and their place in the world.

A background gives your character a background feature (a general benefit), a background feat and a number proficiency points, as described below.

Proficiency Points

When creating a character, you gain 6 proficiency points from your background and a number of additional proficiency points equal to:

your proficiency modifier + your Intelligence modifier

These points are spent as described below:

Proficiency Point Costs
Benefit Cost
Feat 8
Increase an Ability Score by 1 (Max 20) 4
Skill Expertise (requires proficiency) 3
Skill Proficiency 2
Cantrip (if available to class) 2
Tool Expertise (requires proficiency) 2
Tool Proficiency 1
Subskill (requires proficiency) 1
Weapon Group Proficiency 1
Language Proficiency 1
  • The same subskill may be selected multiple times to increase the level of a subskill.
  • Proficiencies granted by your class may be sacrificed in exchange for their equivalent value, which may be redistributed to another category.
  • When you permanently increase your Intelligence modifier or your proficiency modifier, you may spend additional points as normal. Proficiencies learned by spending points cannot be lost once gained.

5. Choose Equipment

6. Come Together

Beyond First Level

The Character Wealth by Level table lists the amount of treasure that each PC is expected to have at a specific level, in addition to their first level starting equipment from background and class.

Note that this table assumes a standard fantasy game. Low-fantasy games might award only half this value, while high-fantasy games might double the value. It is assumed that some of this treasure is consumed in the course of an adventure (such as potions and scrolls) and that some of the less useful items are sold for half value so more useful gear can be purchased.

Character Wealth by Level
PC Level Wealth PC Level Wealth
1* - 11 4022 gp
2 60 gp 12 4947 gp
3 120 gp 13 5872 gp
4 239 gp 14 6797 gp
5 393 gp 15 7629 gp
6 542 gp 16 12363 gp
7 691 gp 17 17097 gp
8 1339 gp 18 21831 gp
9 1987 gp 19 28458 gp
10 2912 gp 20 35085 gp

*For 1st-level PCs, see backgrounds and character starting equipment.

Chapter 2: Races

General Rules

  • Racial armour proficiencies stack with class armour proficiencies to reduce the time to don and doff armour of that kind by one weight category.
  • A free choice of language is worth 1 proficiency point.

Aasimar

    Ability Score Increase. Your Charisma score increases by 2.

Alignment. Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.

Size. Aasimar have the same range of height and weight as humans.

Speed. Your base walking speed is 30 feet.

Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Celestial Resistance. You have resistance to necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a creature and cause it to regain an amount of vigour equal to your level. If your level is 5 or more, you may choose to spend 5 points to heal 1 wound. Once you use this trait, you can't use it again until you finish a long rest.

Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.

Languages. You can speak, read, and write Common and Celestial.

Subrace. Four subraces of aasimar exist: protector aasimar, scourge aasimar, fallen aasimar and herald aasimar. Choose one of them for your character.

Protector Aasimar

    Ability Score Increase. Your Wisdom score increases by 1.

Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Scourge Aasimar

    Ability Score Increase. Your Constitution score increases by 1.

Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Fallen Aasimar

    Ability Score Increase. Your Strength score increases by 1.

Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Herald Aasimar

    Ability Score Increase: Your Dexterity score increases by 1.

Radiant Mobility: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and your feet to glide on waves of divine light.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a speed of 60 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Dragonborn

Draconic Ancestry
Dragon Type Alignment Attribute Bonus Damage Type Breath Weapon
Gold Lawful Good Charisma Fire 15 ft. cone (Dexterity save)
Silver Lawful Good Constitution Cold 15 ft. cone (Constitution save)
Bronze Lawful Good Wisdom Lightning 5 by 30 ft. line (Dexterity save)
Copper Chaotic Good Dexterity Acid 5 by 30 ft. line (Dexterity save)
Brass Chaotic Good Intelligence Fire 5 by 30 ft. line (Dexterity save)
Red Chaotic Evil Charisma Fire 15 ft. cone (Dexterity save)
Blue Lawful Evil Wisdom Lightning 5 by 30 ft. line (Dexterity save)
Green Lawful Evil Intelligence Poison 15 ft. cone (Constitution save)
Black Chaotic Evil Dexterity Acid 5 by 30 ft. line (Dexterity save)
White Chaotic Evil Constitution Cold 15 ft. cone (Constitution save)
Amethyst Neutral Evil Dexterity Necrotic 30 ft. range, 5 ft. sphere (Con save)
Emerald Chaotic Neutral Charisma Psychic 30 ft. range, 5 ft. sphere (Con save)
Ruby Lawful Neutral Constitution Thunder 30 ft. range, 5 ft. sphere (Con save)
Sapphire True Neutral Wisdom Force 30 ft. range, 5 ft. sphere (Wis save)
Topaz Neutral Good Intelligence Radiant 30 ft. range, 5 ft. sphere (Con save)

    Ability Score Increase. Your Strength score increases by 2 and an additional attribute, determined by your draconic ancestry, increases by 1.

Alignment. Dragonborn have an innate inclination towards certain alignments (see table).

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your attribute bonus, breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Red/Gold: Emperor's Awe. You may choose either the Intimdiation (Savagery) or Persuasion (Leadership) subskill and increase it by one level.

Blue/Bronze: Cloud Step. Sand and water are not considered difficult terrain and you can walk upon them as if on solid ground

Green/Brass: Conversationalist. You can speak, read, and write one additional language of your choice.

Black/Copper: Dragon's Den. You gain a burrowing speed of 30 ft and can hold your breath for 1 hour.

White/Silver: Ice Walk. You can move across and climb icy surfaces without needing to make an ability check, and difficult terrain made of ice or snow doesn't cost you extra movement.

Gemstone: Psionic Mind. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. Your communication doesn’t give the creature the ability to respond to you telepathically

Breath Weapon. As a bonus action, or as a replacement for one of your attacks when you take the attack action, you can exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, a creature takes 1d6 damage for every 2 character levels that you have, or half as much damage on a successful save.

You can use your breath weapon a number of times equal to half your Constitution modifier (round up, minimum of 1), as shown on the table below. The number of uses resets when you complete a short or a long rest.

Constitution Score Uses/Rest
15 or less 1
16-19 2
20 3

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Languages. You can speak. read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Dwarf

    Dwarven Combat Training. You have proficiency with all axes and all bludgeoning weapons.

Elf

Dark Elf

    Drow Weapon Training. You have proficiency with all blades.

High Elf/Wood Elf

    Elf Weapon Training. You have proficiency with all blades and all bows.

Half Elf

    Skill Versatility. You gain 4 proficiency points.

Languages. You can speak, read, and write your native tongue and Elvish. Additionally, you gain 1 proficiency point.

Human

Ability Score Increase. One ability score of your choice increases by 2, and two different abilities of your choice increase by 1. Alternatively, four ability scores of of your choice each increase by 1.

Defiant. Humans are known to be stubborn and often refuse to give up, even against the worst odds. You can add a d4 to an attack roll, skill check or saving throw, after rolling but before you know the outcome. You must then finish a short or long rest before you can use this feature again.

Versatile Proficiency. You gain 4 proficiency points.

Languages. You can speak, read, and write your native tongue. Additionally, you gain 1 proficiency point.

Norscan (Human Subrace)

As a Norscan, you have the following special traits:

Ability Score Increase. You must pick Strength and Constitution as two of your racial ability score increases.

Frost Born. You have resistance to cold damage.

Kobold

    Ability Score Increase. Your Dexterity score increases by 2 and an additional attribute, determined by your draconic ancestry, increases by 1.

Alignment. Kobolds have an innate inclination towards certain alignments (see table).

Size. Your size is Small.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Draconic Ancestry. You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your attribute bonus, breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Draconic Ancestry
Dragon Type Alignment Attribute Bonus Damage Type
Gold Lawful Good Charisma Fire
Silver Lawful Good Constitution Cold
Bronze Lawful Good Wisdom Lightning
Copper Chaotic Good Strength Acid
Brass Chaotic Good Intelligence Fire
Red Chaotic Evil Charisma Fire
Blue Lawful Evil Wisdom Lightning
Green Lawful Evil Intelligence Poison
Black Chaotic Evil Strength Acid
White Chaotic Evil Constitution Cold
Amethyst Neutral Evil Strength Necrotic
Emerald Chaotic Neutral Charisma Psychic
Ruby Lawful Neutral Constitution Thunder
Sapphire True Neutral Wisdom Force
Topaz Neutral Good Intelligence Radiant

Damage Resistance. You have resistance to the damage type associated with your draconic ancestry.

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Prehensile Tail. You can make unarmed strikes with your tail, which can also be equipped with special weapons (see Chapter 5).

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Languages. You can speak, read and write Common and Draconic.

Chapter 3: Classes

General

Abilities marked with ᵀ were added in Tasha's Cauldron of Everything.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you increase one ability score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Additionally, take a feat of your choice.

Subclass Spells

Prepared Spellcasters

In addition to the spells that they can prepare each day, clerics, druids, paladins and wizards have a list of spells that are always prepared, as defined by the character's subclass. This list includes two spells of each spell level from 1st to 5th, for a total of 10 additional spells prepared when they gain the ability to cast 5th level spells.

Spontaneous Spellcasters

In addition to the spells that they learn at each level, bards, rangers, sorcerers and warlocks learn additional spells, as defined by the character's subclass. The list of additional spells that they learn is comprised of two spells of each spell level from 1st to 5th, for a total of 10 additional spells known when they gain the ability to cast 5th level spells.

Variant: Proficiency Features

Some class features, such as a Barbarian's Rage or a Bard's Bardic Inspiration use a die with the same scaling as a single-classed character's proficiency modifier; 1d4, 1d6, 1d8, 1d10, 1d12. If you want to change the feeling of how the class plays, you could adjust the following features to use the flat proficiency modifier, instead of the corresponding die, or vice versa.

  • Barbarian's Rage
  • Bard's Bardic Inspiration
  • Fighter's Superiority Dice
  • Monk's Unarmed Damage Die
  • Ranger's Hunter's Mark

Barbarian

Bard

Cleric

Druid

Engineer

Fighter

Monk

Paladin

Ranger

Rogue

Sorcerer

Warlock

Wizard

Chapter 4: Personality and Backgrounds

Character Details

Old Age

Advanced age can bring with it modifiers to attribute scores. Age brackets vary with race and setting. These effects are described individually and are not cumulative.

Age Bracket Effects
Middle Age -1 to Str, Dex or Con. +1 to Int, Wis or Cha.
Elderly -1 to two of Str, Dex and Con. +1 to two of Int, Wis and Cha. Movement speed is reduced by 5 ft.
Venerable -1 to Str, Dex and Con. +1 to Int, Wis and Cha. Movement speed is reduced by 5 ft.

Variants

Dwarves move Charisma to the set of attributes receiving penalties with age and Constitution to those receiving bonuses.

Inspiration

Inspiration Points are earned by the whole party. The party can store points up to the number of players in the group. The party earns Inspiration Points for:

  • Great roleplaying moments, deep storytelling with dramatic effect, rich detail in describing combat.
  • Working together as a team to overcome extraordinary odds, defeating difficult opponents, and progressing the story when it is not openly directed by the DM.
  • Creating a dramatic moment important to their character, or contributing to an important scene involving other player characters that advances their development.

The party can spend an Inspiration Point at any time to:

  • Increase one player’s Initiative by +10 for one combat
  • Remove one failed Death Save
  • Reroll a single damage roll rolled by a player or the DM.
  • Reroll one Attack, Saving Throw or Skill check by a player and choose between the two results.
  • Have the DM roll twice when rolling on a random effect table and the party chooses one of the possible results.

A character may reroll a single die roll using inspiration a maximum number of times equal to their proficiency bonus.

Backgrounds

All backgrounds grant a character a feature, 6 proficiency points and a racial or background feat from the following list:

Background Feats

Skill Feats

Acrobat

You become more nimble, gaining the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Acrobatics skill. If you are already proficient in it, you instead gain expertise in it.
  • As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
Animal Handler

You master the techniques needed to train and handle animals. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Animal Handling skill. If you are already proficient in it, you instead gain expertise in it.
  • You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
Arcanist

You master the theory and practice of magic, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Arcana skill. If you are already proficient in it, you instead gain expertise in it.
  • You can cast Detect Magic spell as a ritual.
Brawny

You become stronger, gaining the following benefits:

  • Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
  • You gain proficiency in the Athletics skill. If you are already proficient in it, you instead gain expertise in it.
  • You count as if you were one size larger for the purpose of determining your carrying capacity.
Charming Persona

You've master the art of charming those around you, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Persuasion skill. If you are already proficient in it, you instead gain expertise in it.
  • If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check vs the creature’s passive Wisdom (Insight). If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
Empathic

You possess keen insight into how other people think and feel. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Insight skill. If you are already proficient in it, you instead gain expertise in it.
  • You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. On a success, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
Investigator

You have an eye for detail and can pick out the smallest clues. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Investigation skill. If you are already proficient in it, you instead gain expertise in it.
  • You can take the Search action as a bonus action.
Loremaster

Your study of history rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the History skill. If you are already proficient in it, you instead gain expertise in it.
  • When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.
Medic

You master the physician’s arts, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Medicine skill. If you are already proficient in it, you instead gain expertise in it.
  • During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
Naturalist

Your extensive study of nature rewards you with the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in the Nature skill. If you are already proficient in it, you instead gain expertise in it.
  • You can cast the Detect Poison and Disease spell as a ritual.
Perceptive

You hone your senses until they become razor sharp. You gain the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Perception skill. If you are already proficient in it, you instead gain expertise in it.
  • Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
Performer

You master performance so that you can command any stage. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Performance skill. If you are already proficient in it, you instead gain expertise in it.
  • While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
Quick-Fingered

Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Sleight of Hand skill. If you are already proficient in it, you instead gain expertise in it.
  • As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
Silver-Tongued

You develop your conversational skill to better deceive others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Deception skill. If you are already proficient in it, you instead gain expertise in it.
  • When you take the Attack action, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check vs the target's passive Wisdom (Insight). If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.
Stealthy

You know how best to hide. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency in the Stealth skill. If you are already proficient in it, you instead gain expertise in it.
  • If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
Survivalist

You master wilderness lore, gaining the following benefits:

  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Survival skill. If you are already proficient in it, you instead gain expertise in it.
  • You learn the Alarm spell. You can cast it once per long rest.
Theologian

You master the theory and practice of religion, gaining the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Religion skill. If you are already proficient in it, you instead gain expertise in it.
  • You can cast the Ceremony spell as a ritual.
Threatening

You become fearsome to others, gaining the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the Intimidation skill. If you are already proficient in it, you instead gain expertise in it.
  • When you take the Attack action, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check vs by the target's passive Wisdom (Insight). If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.

Tool Feats

Bypasser

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with thieves' tools. If you are already proficient with them, you instead gain expertise with them.
  • Whenever you make an Intelligence (Investigation) or Wisdom (Perception) check to detect the nature of a lock, you are considered to have expertise in the Investigation or Perception skill.
Crafter

You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisan’s tools. You gain the following benefits whilst using it:

  • Increase your Strength, Constitution, Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with the chosen tool. If you are already proficient, you instead gain expertise.
  • When you craft something with the tool you've selected, the total market value you can craft increases by your level in gp/hour. If you have expertise with them, the market value instead increases by 2 times your level in gp/hour.
  • If you use the tool you've selected to practice a profession during downtime, you can support a lifestyle one higher than you would normally be able to.

You can select this feat multiple times. Each time you do so, you must choose a different set of artisan’s tools.

Entertaining Competitor

You have a natural gift for performing and competing. Select one gaming set or musical instrument. You gain the following benefits:

  • Increase your Dexterity, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in the chosen gaming set or musical instrument. If you are already proficient with it, you instead gain expertise with it.
  • While playing your chosen instrument or game, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have advantage on Wisdom (Insight) checks to read the emotions of those you performed for or competed against.

You can select this feat multiple times. Each time you do so, you must choose a different gaming set or musical instrument.

Gourmand

You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain proficiency with the chef’s kit. If you are already proficient with it, you instead gain expertise with it.
  • As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
  • During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, chef’s kit, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
Herbalist

You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with the herbalism kit. If you are already proficient with it, you instead gain expertise with it.
  • As an action, you can inspect a plant within 5 feet of you and determine whether it is edible or poisonous, provided that you can see and smell it.
  • You can apply herbal remedies to help yourself or your allies recover from maladies. Over the course of a short rest, you can remove one poison or disease from a friendly creature within reach. You must have an herbalism kit and access to local herbs to use this benefit.
Master of Disguise

You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency with the disguise kit. If you are already proficient with it, you instead gain expertise with it.
  • If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
Vehicle Expert

You’re experienced both on land and sea, be it from time in a navy, as a mercenary, or perhaps even piracy. You gain the following benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in vehicles (land) and vehicles (sea). If you are already proficient, you instead gain expertise.
  • Whenever you make an Intelligence (Investigation) or Wisdom (Perception) check related to vehicles or ships, you are considered to have expertise in the Investigation or Perception skill.

Other Background Feats

Actor

See Player's Handbook pg. 165.

Alert

Always on the lookout for danger, you gain the following benefits:

  • You can't be surprised while you are conscious.
  • You have advantage on initiative.
  • Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
Athlete

See Player's Handbook pg. 165.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while traveling at a normal pace, instead of only at a slow pace.
Durable

See Player's Handbook pg. 166.

Fanatic

Every blow that hits your enemies make you feel closer to victory, making you shake in excitement. You gain the following benefits:

  • When you score a critical hit with an attack roll or reduce a creature to 0 hit points, you can make one weapon attack as a bonus action.
  • Whenever a creature you can see within 30 feet is reduce to 0 hit points, you go into a fervor gaining temporary hit points equal to 1d4 + your Constitution modifier.
Force of Personality

Rooms never go unalerted to your presence, and the strength of your personality make others lose focus on their own social game. Powers and other effects infrequently override your force of will.

  • Your Charisma score increase by 1, to a maximum of 20.
  • You can use your Charisma modifier instead of your Wisdom modifier when making Insight checks.
  • When you would make a Wisdom saving throw, you can instead make a Charisma saving throw. You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you complete a long rest.
Haggler

Your skills at bartering have granted you the following benefits:

  • Increase your Charisma score by 1 up to a maximum of 20.
  • You have advantage on Charisma (Persuasion) and Charisma (Deception) checks when attempting to barter or trade.
  • You are always aware of the current monetary value for any mundane or common magical item. Whenever you identify an item, you gain a rough estimate of its current monetary value.
Healer

See Player's Handbook pg. 167.

Inspiring Leader

See Player's Handbook pg. 167.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.
Linguist

See Player's Handbook pg. 167.

Magic Initiate

See Player's Handbook pg. 168.

Martial Adept

See Player's Handbook pg. 168.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks.
Practiced

You have acquired skills over your career, gaining the following benefits:

  • Increase an ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in any combination of two skills or tools of your choice.
Quick Reflexes

You gain the following benefits:

  • Increase your Dexterity, Intelligence or Wisdom score by 1, to a maximum of 20.
  • You have advantage on initiative.
Snappy Interjection

You’ve mastered a quick tongue to aid your allies. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • When an ally makes an attack roll, an ability check or a saving throw, you may spend your reaction to give them advantage on the roll. Once you use this ability, you can’t use it again until you finish a short or long rest.
Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with 4 martial weapon groups of your choice. If you are already proficient with more than 2 martial weapon groups, gain 1 proficiency point for each excess weapon group.
Well of Power
  • Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
  • Increase your spell points by one per short rest, or by three per long rest.

Chapter 5: Equipment

Armour and Shields

  • Armour Categories. When wearing multiple armour components, the rules for the most limiting armour item apply to your Dexterity bonus to AC.
  • Armour and Shield Proficiency. If you have proficiency in armour, you have proficiency in shields of the same weight class as well.

Light Armour

If you wear light armour, you can use your full Dexterity modifier when determining AC.

Medium Armour

lf you wear medium armour, you can use your Dexterity modifier, to a maximum of +2, when determining AC.

Heavy Armour

Heavy armour doesn't let you add your Dexterity modifier to your AC. However, you must still deduct your Dexterity penalty from your AC if your Dexterity is below 10.

Armour Layers

Medieval armour consists of protective layers that combine to provide Damage Reduction (DR), and any additional qualities afforded to the wearer. You may wear one armour component of each of the three layers, and one supplemental component each on your Head, Hands and Vitals. Your total DR is equal to the sum of that provided by each layer worn.

Underlay is the worn protection directly in contact with the body. It is usually soft and thick clothing that protects the skin from weapon materials. These components are easy to conceal under civil clothing and soak damage from powerful hits that manage to penetrate your external armour. An enchantment bonus on an underlay adds to the amount of damage absorbed by its soak property.

Mesolay is the worn protection on top of the underlay that is used to mitigate much of the damage from a blow that penetrates the Overlay. These components provide solid damage reduction to specific types of melee damage and are considered a secondary layer of a warrior's suit of armour. An enchantment bonus on a mesolay adds to its DR rating.

Overlay is the worn protection on the outside, what a mere layman with no training would call armour. An overlay serves as an impenetrable carapace that stops much of the strength of the blow. The overlay is the main source of DR. An enchantment bonus on an overlay adds to its DR.

Head, Hands and Limbs components are intended to protect your exposed head and limbs, or any gaps in the armour. Each provides a tiny bit of coverage that helps to protect the wearer from suffering wounds.

Overlays and mesolays and accessories are uncomfortable when worn bare and require an underlay to avoid chafing.

Realistic Defence

In real life, armour doesn't make you harder to hit. It only mitigates damage. If your historic or low-magic campaign needs accurate rules for armour, this optional rule allows you to change a core concept in Dungeons and Dragons when using the Realistic Armour rules.

Damage Reduction

Any AC bonus that, in vanilla 5e, would normally be provided by worn armour parts (excluding Shields) becomes DR. Subtract the sum of all DR bonuses from any damage that you take following an attack roll. Damage resulting from a failed saving throw ignores DR. The DM may choose damage types that ignore DR, specific to the campaign setting.

DR bonuses against specific damage types remain unchanged and are added to the total DR when they apply.

Armour Class

Your Armour Class (AC) that attack rolls must equal or beat, is based on your combat proficiency, your Dexterity modifier, and your shield. Since this no longer includes the effect of armour, it is better termed 'Avoidance Class'.

AC = 8 + Proficiency Bonus
+ Dexterity Bonus to Armour + Shield Bonus

Combat actions (such as Raise Shield) that give an AC bonus are also unaltered.

Magic

Mage Armour and Barkskin provide DR and have been renamed to Arcane Armour and Steelskin, respectively. Shield provides a bonus to AC. Magical armour overlays with an enhancement bonus applies the bonus to DR, whilst magical shields with an enhancement bonus apply their bonus to AC.

Spells that use a saving throw instead of an attack roll ignore DR and deal full damage.

Abilities

Abilities, actions or weapon properties that provide a bonus to AC should be considered by the DM. As a rule of thumb, abilities that make you harder to hit should retain their AC bonus, while abilities that make you take less damage should be converted to DR.

Abilities that deal extra damage (such as Sneak Attack or Power Attack) are added to the damage before subtracting DR. Abilities that have additional effects on a successful hit require at least 1 point of hp damage after subtracting DR to count as a hit.

Unarmoured Defense

The Monk's Unarmoured Defense ability remains a bonus to AC. A Barbarian's Unarmoured Defense becomes a bonus to DR and is renamed to Natural Resilience, since it is now combinable with armour, although it does not stack.

Surprise

During a surprise round, if the attack roll on an attack exceeds the value of the target's AC plus their DR, then it ignores DR and deals full damage.

Other Abilities

Monster abilities such as Parry should remain a bonus to AC.


The Order of Damage Reduction
  • Calculate weapon damage and note its damage type: bludgeoning, piercing or slashing.
  • If you have Damage Reduction for the same damage type, subtract it from the damage total.
  • If you have Soak for the same damage type, subtract 1 point for each 10 points of damage.
  • If you have resistance to the damage type, you only take half of the remaining damage.

Realistic Armour

Light Components
Armour DR Layer Qualities Strength Weight Price
Padded Doublet 1 Underlay Noisy 8 lb. 5 gp
Woolen Tunic 1 Underlay Concealed, Soak (Bludgeoning) 10 lb. 10 gp
Silk Tunic 1 Underlay Concealed, Soak (Piercing) 10 lb. 10 gp
Leather Tunic 1 Underlay Concealed, Soak (Slashing) 10 lb. 10 gp
Studded Leather Jerkin 1 Overlay 3 lb. 35 gp
Leather Helmet Head Coverage 1 1 lb. 5 gp
Leather Limb Guards Limbs Coverage 1 2 lb. 5 gp
Fur Cloak Cloak Bulky, DR 1 vs Bludgeoning 9 5 lb. 5 gp
Overcoat Cloak Bulky, DR 1 vs Piercing 9 5 lb. 5 gp
Hide Cloak Cloak Bulky, DR 1 vs Slashing 9 5 lb. 5 gp
Medium Components
Armour DR Layer Qualities Strength Weight Price
Gambeson Mesolay Concealed, DR 2 vs Bludgeoning 11 10 lb. 300 gp
Jack of Plate Mesolay Concealed, DR 2 vs Piercing 11 10 lb. 300 gp
Buff Coat Mesolay Concealed, DR 2 vs Slashing 11 10 lb. 300 gp
Hide Jerkin 1 Overlay 2 lb. 1 gp
Chain Shirt 2 Overlay 9 10 lb. 40 gp
Scale Mail 3 Overlay Bulky, Noisy 11 35 lb. 40 gp
Breastplate 3 Overlay Hard 11 10 lb. 390 gp
Half Plate 4 Overlay Bulky, Hard, Noisy 13 30 lb. 740 gp
Chain Coif Head Coverage 2 9 4 lb. 10 gp
Steel Limb Guards Limbs Coverage 2 9 8 lb. 10 gp
Spiked Bracers Hands Beatdown 2 lb. 5 gp
Mail Cloak 1 Cloak Bulky, Noisy 11 40 lb. 100 gp
Heavy Components
Armour DR Layer Qualities Strength Weight Price
Arming Doublet Mesolay DR 3 vs Bludgeoning, Bulky, Noisy 13 20 lb. 450 gp
Brigandine Mesolay DR 3 vs Piercing, Bulky, Noisy 13 20 lb. 450 gp
Hauberk Mesolay DR 3 vs Slashing, Bulky, Noisy 13 20 lb. 450 gp
Ring Mail 3 Overlay Bulky, Noisy 11 30 lb. 20 gp
Chainmail 5 Overlay Bulky, Noisy 13 45 lb. 65 gp
Splint Mail 6 Overlay Bulky, Hard, Noisy 15 50 lb. 190 gp
Full Plate 7 Overlay Bulky, Hard, Noisy 15 55 lb. 1490 gp
Helm/Bevor Head Visor, Coverage 3 11 8 lb. 20 gp
Great Helm Head Visor (always lowered), Coverage 4 13 10 lb. 30 gp
Vambraces/Greaves Limbs Coverage 3 11 16 lb. 20 gp
Light Shields
Name Cost +AC Strength Weight Properties
Buckler 5 gp +1 9 5 lb. Bashing (1 ), finesse, free-handed, light, non-lethal, worn
Shield, spiked 13 gp +1 9 10 lb. Bashing (1d4 ), finesse, light
Shield, standard 3 gp +1 9 5 lb. Bashing (1 ), finesse, light, non-lethal
Medium Shields
Name Cost +AC Strength Weight Properties
Shield, spiked 20 gp +2 11 15 lb. Bashing (1d6 )
Shield, standard 10 gp +2 11 10 lb. Bashing (1d4 ), non-lethal
Shield, throwing 60 gp +2 11 10 lb. Bashing (1d4 ), non-lethal, thrown (1d6 , 20/60)
Heavy Shields
Name Cost +AC Strength Weight Properties
Shield, spiked 30 gp +3 13 20 lb. Bashing (1d8 ), bulky, unwieldy
Shield, standard 20 gp +3 13 15 lb. Bashing (1d6 ), bulky, non-lethal, unwieldy
Shield, tower 30 gp +4 15 45 lb. Bulky, cover, unwieldy

Armour Properties

Properties listed in the Player's Handbook are only included if they have additional rules.

Bashing

You may attack with a shield with the bashing property as though it were a weapon, rolling the damage dice shown in parenthesis.

Beatdown

You can use one of your attacks to make a special unarmed attack beating down on a defenceless target.

If your target is either restrained, or is both grappled and prone, you may choose to beat it down with a special melee attack that deals additional damage equal to your proficiency modifier.

Bulky

Bulky armour has a Strength score requirement of 9 or more. It is usually exposed and may draw attention or even intimidate others, or provoke use of a the Heat Metal spell from hostile spellcasters, if made of metal. Bulky armour cannot be hidden from plain sight and you cannot benefit from the Concealed armour property while wearing any Bulky armour component.

Bulky armour imposes disadvantage on Strength (Athletics) and Dexterity (Acrobatics) checks to swim, climb, run, and similar activities. These penalties can be avoided if your Strength score is at least 2 points higher than the armour's Strength requirement.

Bulky armour impedes your initiative in combat. When you roll for Initiative, subtract 2 for each Bulky armour component you wear. Bulky armour also imposes disadvantage on Dexterity saving throws. These penalties can be avoided if your Strength score is at least 4 points higher than the armour's Strength requirement.

Concealed

This armour consists of protective reinforcement that can be inconspicuously worn under ordinary looking clothing.

When only such armour is worn under clothes, the wearer appears unarmoured unless an observer succeeds on a DC 14 Wisdom (Perception) check. If the observer has physical contact with the wearer, this check is made with advantage.

Coverage

When rolling to on a table to determine a Wound effect, increase the outcome by the sum of Coverage from all worn armour components.

Cover

Shields with the Cover property provide exceptional protection but hinder you in combat. While wielding this shield, you may only wield a light weapon in your other hand. Also, all attempts to Overrun or Tumble through space you occupy are made at disadvantage unless you allow them, and treat your space as difficult terrain.

As an action, you can set down a shield with the Cover property as stationary protection. The shield faces in a direction of your choice, and it takes an action to change its orientation while stationary. You benefit from three-quarters cover (+5 AC) instead the shield's bonus to Armour Class, and one adjacent ally standing behind you benefit from half-cover (+2 AC). You can also apply the cover bonus against effects that require a Dexterity saving throw, such as the fireball spell. You get no cover from attacks that pass through other edges of your square.

DR (Damage Reduction)

After damage is calculated and before damage resistance (if any) is applied, reduce the damage taken by the amount of Damage Reduction.

If multiple armour components provide Damage Reduction to the same damage type, they stack together.

Free-handed

This weapon or shield attaches to the arm but the hand remains unoccupied. If you attack with a weapon held in your shield hand (such as a two-handed weapon), you must either choose to do so with disadvantage or you cannot benefit from the AC bonus of the shield until the start of your next turn.

Hard

The armour is made of large hard plates making it vulnerable to the Sundering weapon property.

Light

Check the Player's Handbook pg. 147 for this property.

The weapon is able to be used just as effectively whilst you are laying on the ground or whilst you are standing. When you are prone and attack with this weapon, you do not suffer disadvantage if you are proficient with the weapon.

Noisy

This type of armour reduces your ability to move quietly, due to metal components striking against each other. When you wear Noisy armour, you suffer disadvantage on any Dexterity (Stealth) checks that you make to move silently. Other situations, such as hiding without movement or magical silence, are up to the DM.

Non-Lethal

The weapon is designed to incapacitate, or is otherwise capable of delivering a hit that does not kill the target. Weapons with this property still deal their full damage when dealing nonlethal damage.

Soak

After damage is calculated and DR is applied, but before resistance (if any) is applied, if the remaining damage is 10 or more, reduce the damage taken by 1.

Visor

Helmets with a protective visor provide additional protection to the face. The visor is optional (unless stated otherwise) and can be raised or lowered as a bonus action.

Whilst the visor is lowered, your face is hidden and you benefit from an additional +1 to DR. However the visor limits the effective field of view. Creatures that you are not directly looking at, or did not attack or target with abilities and spells during your last combat turn, have advantage on attack rolls against you.

You also suffer disadvantage on all Wisdom (Perception) skill checks to notice things out of your direct field of view.

Worn

Weapons with the Worn property are equipped in a way similar to armour, by strapping it firmly to the body. It takes up to 1 minute to don or doff the weapon or shield, and you can do it as part of donning or doffing armour. The DM may allow you to skip the required time if you ignore the Worn property of the weapon or shield until the end of combat.

Whilst the weapon or shield benefits from the Worn property, it cannot be disarmed unless the attack or skill check is a critical hit.

Unwieldy

Small creatures have disadvantage on attack rolls with unwieldy weapons. An unwieldy weapon's size and bulk make it too large for a Small creature to use effectively.

Ill-Fitting Armour

Hard armour parts have a restrictive design tailored to specific body proportions, such as height and bulk. Typically, fitted armour is made by special order and requires an armour smith to make it usable for other wearers. There are three distinctive body shapes and the armour fitting depends on its previous wearer or is decided by rolling a 1d6: lean (1-2), stout (3-4), and athletic (5-6). If the wearer and armour's fit differ, the wearer takes disadvantage to Dexterity checks and saving throws.

Realistic Non-Lethal Damage

All weapons may be used to deal non-lethal strikes, but they deal bludgeoning damage equal to 1 plus Strength instead of their typical value. Only listed weapons with the non-lethal property can deal their full damage as non-lethal. All improvised Weapons have this property if they deal bludgeoning damage.

Critical hits cannot deal non-lethal damage and may lead to accidental kills.

Getting Into and Out of Armour

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

Don. This is the time it takes to put on armoir. You benefit from the armor's DR only if you take the full time to don the suit of armor.

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

If your race and class both grant proficiency in an armour category, you treat the armour as one category lighter for the purposes of donning and doffing.

Donning and Doffing Armour
Category Don Doff
Clothing 1 minute 5 rounds
Light Armour 2 minutes 1 minute
Medium Armour 5 minutes 2 minutes
Heavy Armour 10 minutes 5 minutes
Light Shields 1 object interaction 1 free action
Medium Shields 1 bonus action 1 object interaction
Heavy Shields 1 action 1 bonus action

Weapons

Melee damage types are represented by icons: for bludgeoning, for piercing and for slashing damage.

Simple Axes
Name Cost Damage Weight Properties
Handaxe 5 gp 1d6 2 lb. Finesse, light, thrown (20/60)
Hatchet 3 gp 1d4 1 lb. Concealed, finesse, light, thrown (30/90)
Martial Axes
Name Cost Damage Weight Properties
Battleaxe 10 gp 1d8 4 lb. Sweeping, versatile
Broadaxe 8 gp 1d10 5 lb. Sweeping, two-handed
Greataxe 30 gp 1d12 7 lb. Slow, sweeping, two-handed, wounding, unwieldy
Maulaxe 25 gp 1d8 / 4 lb. Sweeping, sundering (1), versatile
Urgosh, dwarven 50 gp 2d4 // 12 lb. Double, slow, sweeping, two-handed, unwieldy
Waraxe 7 gp 1d8 3 lb. Sweeping
Simple Blades
Name Cost Damage Weight Properties
Dagger 2 gp 1d4 / 1 lb. Concealed, finesse, light, thrown (20/60)
Stiletto 5 gp 1d4 1 lb. Concealed, brutal, finesse, light
Sickle 1 gp 1d4 2 lb. Finesse, light
Martial Blades
Name Cost Damage Weight Properties
Broadsword 25 gp 2d4 / 2 lb. Defensive, parry
Curveblade, elven 80 gp 1d10 / 3 lb. Critical, finesse, parry, two-handed, unwieldy
Dagger, duelling 10 gp 1d4 / 1 lb. Concealed, finesse, light, parry
Estoc 70 gp 1d8 3 lb. Critical, finesse, parry, versatile
Falchion 10 gp 1d8 2 lb. Brutal, parry
Greatsword 50 gp 3d4 / 6 lb. Parry, slow, two-handed, wounding, unwieldy
Longsword 5 gp 1d10 / 3 lb. Parry, two-handed
Rapier 50 gp 1d8 2 lb. Critical, finesse, parry
Sabre, cavalry 10 gp 2d4 3 lb. Mounted strike, parry
Scimitar 25 gp 1d6 2 lb. Finesse, light, mounted strike, parry
Shortsword 10 gp 1d6 / 2 lb. Finesse, light, parry
Sidesword 25 gp 2d4 / 2 lb. Finesse, parry
Sword, arming 5 gp 2d4 / 2 lb. Parry
Sword, bastard 15 gp 2d4 / 3 lb. Parry, versatile
Sword, double-bladed 50 gp 2d4 / 5 lb. Double, parry, two-handed, unwieldy
Simple Bludgeoning Weapons
Name Cost Damage Weight Properties
Club 1 sp 1d8 2 lb. Non-lethal
Hammer, light 2 gp 1d4 2 lb. Finesse, light, thrown (30/60)
Greatclub 2 sp 1d10 10 lb. Non-lethal, two-handed, unwieldy
Mace, light 5 gp 1d6 4 lb. Finesse, light
Pick, light 4 gp 1d4 2 lb. Finesse, light, sundering (1)
Sap 1 gp 1d4 2 lb. Brutal, concealed, finesse, light, non-lethal
Martial Bludgeoning Weapons
Name Cost Damage Weight Properties
Earthbreaker 40 gp 2d6 14 lb. Slow, sundering (2), two-handed, wounding, unwieldy
Hammer, great 8 gp 1d10 9 lb. Sundering (2), two-handed
Mace 7 gp 1d8 8 lb. Sundering (2)
Maul 10 gp 1d10 10 lb. Sundering (2), slow, two-handed, vicious, unwieldy
Morningstar 15 gp 1d8 / 4 lb. Sundering (2), vicious
Warhammer 15 gp 1d8 2 lb. Sundering (2), versatile
Warpick, horse 5 gp 1d6 2 lb. Mounted strike, sundering (1), versatile
Warpick, foot 5 gp 1d8 3 lb. Sundering (1), versatile
Simple Flexible Weapons
Name Cost Damage Weight Properties
Garotte, wire 3 gp 1d6 1 lb. Finesse, grappling (suffocating), light, two-handed
Lasso 1 sp 5 lb.
Bypass, finesse, grappling (breakable, restraining body/legs), reach, thrown(20/60)
Peasant Flail 8 gp 1d8 / 5 lb. Bypass, two-handed
Scourge 1 gp 1d4 1 lb. Bypass, disarming, finesse, non-lethal
Whip 2 gp 1d4 3 lb. Bypass, disarming, finesse, grappling (restraining hand), non-lethal, reach, tripping
Martial Flexible Weapons
Name Cost Damage Weight Properties
Bolas 5 gp 2 lb. Bypass, finesse, grappling (breakable, restraining legs), reach, thrown (20/60)
Net 1 gp 3 lb. Finesse, grappling (breakable, restraining all/hand), thrown (5/15)
Net, barbed 20 gp 6 lb.
Finesse, grappling (breakable, ongoing 1, restraining all/hand), thrown (5/15)
Chain, light 15 gp 1d4 5 lb.
Bypass, finesse, grappling (breakable, restraining hand), reach, tripping, two-handed
Chain, spiked 25 gp 2d4 10 lb. Bypass, finesse, grappling (breakable, ongoing 1), reach, two-handed
Flail 10 gp 1d8 / 2 lb. Bypass
Flail, dire 90 gp 2d4 / 10 lb. Bypass, double, two-handed, unwieldy
Flail, heavy 15 gp 1d10 / 10 lb. Bypass, two-handed, unwieldy
Flail, staff 15 gp 2d4 / 10 lb. Bypass, parry, reach, two-handed
Whip, combat 5 gp 1d4 3 lb. Bypass, disarming, finesse, grappling (restraining hand), reach, tripping, vicious
Simple Polearms
Name Cost Damage Weight Properties
Crook 1 gp 2d4 5 lb. Finesse, non-lethal, tripping, two-handed
Javelin 5 sp 1d6 2 lb. Fragile (1), sharp (1), thrown (30/120)
Longspear 5 gp 1d8 9 lb.
Long, mounted strike, phalanx, reach, sharp (1), threatening, two-handed, unwieldy
Plançon 1 gp 1d8 / 10 lb. Versatile
Quarterstaff 2 sp 1d6 4 lb. Double, finesse, light, non-lethal, parry
Scythe 18 gp 1d8 4 lb. Critical, fragile (1), slow, tripping, two-handed
Spear 1 gp 1d6 3 lb. Finesse, mounted strike, sharp (1), threatening, thrown (20/60), versatile
Spear, boar 5 gp 1d6 8 lb. Grappling (preventing), versatile
Martial Polearms
Name Cost Damage Weight Properties
Boarding gaff 8 gp 2d4 8 lb. Double, grappling (hooked), tripping, two-handed
Glaive 20 gp 1d10 6 lb. Reach, sweeping, two-handed, unwieldy
Guisarme 12 gp 1d10 10 lb. Long, reach, slow, threatening, tripping, two-handed, unwieldy
Halberd 20 gp 1d12 / 6 lb. Long, reach, slow, threatening, two-handed, wounding, unwieldy
Lance, combat 10 gp 1d10 6 lb. Limit (mounted), long, mounted strike, reach
Lance, light 7 gp 2d4 4 lb. Finesse, limit (mounted), long, mounted strike, reach
Lance, great 20 gp 2d6 10 lb. Limit (mounted), long, mounted strike, reach, slow, wounding, unwieldy
Lucerne 15 gp 1d10 / 12 lb. Long, reach, sundering (1), slow, threatening, two-handed, unwieldy
Pike 5 gp 1d10 18 lb. Long, reach, sharp (1), slow, threatening, two-handed, unwieldy
Pincer staff 15 gp 1d4 10 lb. Grappling (preventing), long, reach, two-handed
Ranseur 25 gp 2d4 12 lb. Disarming, long, reach, sharp (1), slow, threatening, two-handed, unwieldy
Scythe, war 25 gp 2d4 10 lb. Critical, long, reach, slow, sweeping, tripping, two-handed, unwieldy
Spear, hooked 2 gp 1d6 3 lb. Finesse, grappling (hooked), light, sharp (1), tripping, versatile
Spear, talon 5 gp 1d6 4 lb. Disarming, finesse, sharp (1), versatile
Spear, weighted 7 sp 2d4 / 8 lb. Finesse, parry, sharp (1), two-handed
Trident 5 gp 1d8 4 lb. Disarming, finesse, sharp (1), threatening, thrown (20/60), versatile
Trident, great 12 gp 1d12 8 lb. Disarming, sharp (1), slow, threatening, two-handed
Simple Unarmed Weapons
Name Cost Damage Weight Properties
Dagger, punch 2 gp +1 1 lb. Beatdown, concealed, finesse, light, vicious
Glove, armoured 2 gp +1 1 lb. Beatdown, finesse, free-handed, light, non-lethal, worn
Gauntlet, clawed 5 gp +1 1 lb. Beatdown, finesse, free-handed, light, vicious, worn
Hook, prosthetic 10 gp +1 1 lb. Beatdown, brutal, disarming, finesse, light, worn
Knuckles, brass 1 gp +1 1 lb. Beatdown, concealed, finesse, free-handed, light, non-lethal

Melee Weapon Properties

Bashing

See the bashing armour property.

Beatdown

See the beatdown armour property.

Brutal

Weapons with the Brutal property deal devastating critical hits. When you score a critical hit, you add one additional weapon die to the damage total.

Bypass

Flexible weapons with the Bypass property are unaffected by directly blocking the blow. These weapons ignore the AC bonus from shields. The target can still use the Raise Shield combat action to make your attack miss.

Concealed

Weapons with the Concealed property can be hidden from plain sight until wielded or used. You can use your Dexterity (Sleight of Hand) skill to hide the weapon.

Critical

Upon a critical hit, this weapon can produce a devastating blow. When your attack is a critical hit, weapons with this property let you change all weapon damage dice to their maximum value.

Defensive

If you use the Deflect combat reaction with a weapon with Defensive property, you roll the weapon damage twice and use the better result.

Disarming

You have advantage on disarm attempts made using the disarm action with this weapon.

Double

A weapon with the double property is optimised for fighting with both ends. Attacks with the second end use the same damage die as the primary end and follow the rules for two-weapon fighting.

Finesse

See the Player's Handbook pg. 147. Melee weapons with this property that do not also have the Light property require Strength 11 or higher to use Dexterity in this way.

Fragile

When making a damage roll with a Fragile weapon or arrow, on a result equal to or lower than the number in parenthesis, the weapon or ammunition breaks immediately after the attack. If the DR of the target is 5 or higher, increase the value by 1.

Free-handed

See the free-handed armour property.

Some weapon properties have the following icons. You only benefit from these properties only if you are proficient with the weapon. Actions marked with icon take your whole Action, whilst those marked with replace one of your Attacks. Actions marked with can be used anytime that you can use your reaction.

Properties listed in the Player's Handbook are only included if they have additional rules.

Weapon Equivalencies
Base Weapon Alternative Names or Flavour
Arming Sword Spatha
Bastard Sword Jian, Katana
Broadsword Basket-hilted Sword, Claymore¹, Niuweidao
Cavalry Sabre Liuyedao
Dagger Bishou, Tanto
Estoc Panzerstecher, Stocco, Tuck
Falchion Backsword, Cutlass, Dao, Kopis
Greatsword Changdao, Claymore², Flamberge, Nodachi, Zweihänder
Longsword Tachi
Scimitar Piandao
Shortsword Baselard, Cinquedea, Dirk, Gladius, Seax, Wakizashi, Xiphos
Sidesword Fencing Sabre, Smallsword,
Spada da Lato, Espado Ropera
Sickle Kama
Smallsword Court Sword, Dress Sword, Épée

¹,²: the name claymore has, historically, been used for more than one type of Scottish sword.

Grappling

When you hit with a melee or thrown attack using a weapon with the Grappling property, you can spend your bonus action to attempt to grapple them. Make an attack roll vs the target's passive Dexterity (Acrobatics) skill. If you succeed, your weapon grapples the target. Other weapon properties (Restraining, Preventing, etc.) list this property as a prerequisite and may modify the nature of the grapple.

Whilst your weapon is grappling the target, any attack with the same weapon breaks the grapple. The grapple is broken if you or the target move out of reach. The grappled enemy can also spend an action and attempt a Strength (Athletics) or Dexterity (Acrobatics) check against your Weapon Skill DC. If it succeeds, the weapon grapple is broken. If it is not grappled by a thrown weapon, the target can also break the weapon grapple if it succeeds in Disarming you.

Whilst your weapon is grappling the target and you are holding onto your weapon, you can attempt Shove a Creature action using your Attack roll instead of Strength (Athletics).

Breakable

The weapon has AC and HP values and can be attacked with melee attacks as long as the weapon is grappling you (see Grappling property). You may also be allowed a Strength check to break the weapon. Common breakable objects are:

  • Net. AC 10 and HP 5. Immune to bludgeoning and piercing damage. Can also be broken with a DC 12 Strength check but if the Net is Barbed, you take 2d4 piercing damage breaking it.
  • Bola or Lasso. AC 10 and HP 5. Immune to bludgeoning and piercing damage. Can also be broken with a DC 12 Strength check.
  • Chain. AC 10 and HP 10. Immune to piercing damage. Takes no damage from attacks dealing 5 damage or less. Can also be broken with a DC 20 Strength check.

Once broken, weapons immediately release their grapple and, unless held by you, drop to the ground.

Hooked

The weapon has a hooked head that can get stuck into your opponent. Whilst your weapon is grappling the target (see Grappling weapon property) and you are holding on your weapon, the target is unable to move away from you and can only approach you.

The target can only move away from you if it attempts to Shove you, or is Shoved away from you. If it succeeds, it also provokes an opportunity attack from you that automatically hits.

Ongoing

Whilst a weapon with the Ongoing property is grappling the target (see Grappling weapon property), the target takes damage at the beginning of each of its turns equal to the value shown in parenthesis.

Weapon Skill

Some weapon properties allow your target to resist your attacks or to find a weakness in your stance. In such a situation, the target must make a skill check against your Weapon Skill DC.

You can add your Proficiency to the Weapon Skill DC only if you are proficient with the weapon you are wielding.

Weapon Skill DC = 10 + Proficiency + Strength (or Dexterity Modifier,
if weapon has Finesse)
Preventing

Whilst your weapon is grappling the target (see Grappling weapon property) and you are holding your weapon, the target is unable to approach you and can only move away from you.

The target can only move towards you if it attempts to Shove you. If it succeeds, it also provokes an opportunity attack from you that automatically hits.

Restraining

Whilst your weapon is grappling the target (see Grappling weapon property), the weapon restricts some of the actions of the creature. The Restrain effect depends on the location listed in parenthesis. If more than one is listed, pick one.

  • All. The creature is Restrained by your weapon.
  • Body. The creature is Restrained by your weapon, except its speed is not reduced to 0.
  • Hand. Choose a free hand or a hand wielding a Light weapon. The target cannot use that hand to attack or use items (unless activated) whilst Restrained.
  • Legs. The creature is Restrained by your weapon, but it doesn’t suffer disadvantage to attacks. If the creature used its movement in its turn before it was hit by this attack, it also falls prone.

Whilst your weapon is restraining the creature and you are holding your weapon, on your turn you may spend an attack to deal damage equal to your Strength modifier without rolling to attack. Creatures that are formless cannot be Restrained, and some creatures may be too large to Restrain, at DM discretion.

Suffocating

Whilst your weapon is grappling the target (see Grappling weapon property) and you are holding your weapon, the target is also Suffocating. If the target attempts to break your weapon's grapple by moving out of reach, it must make a Strength (Athletics) check against your Weapon Skill DC. It can only move away from you if it succeeds on the check.

Light

See the light armour property.

Limit

Weapons with the Limit property impose disadvantage when not used in the specific way described in parenthesis, such as only or never on a mount, or only when stationary.

Long

Weapons with the Long property impose a disadvantage to attacks within 5 feet. You also cannot attempt any combat actions or special melee attacks with this weapon against any target within that range.

Mounted Strike

When you are riding a creature with a speed of 40 feet or more, you deal additional damage to unmounted targets. The target must not be prone and must not be smaller than one size category below the size of your mount. If the weapon has reach, the target may be prone or two size categories smaller than your mount.

A mounted strike deals doubles the number dice that the weapon rolls for its base damage. Following a mounted strike, you may continue the movement of your mount and you do not provoke an opportunity attack if you leave the reach of your target unless your attack missed.

Non-Lethal

See the non-lethal armour property.

Parry

The weapon has a catching or deflecting feature, allowing it to be used to parry incoming attacks. You can use the Deflect combat action without Dominance over your target.

Phalanx

This two-handed weapon may be used in one hand when combined with a shield.

Reach

The weapon has an extended length. This weapon adds 5 feet to your Reach when you attack with it, and when determining your Reach for attacks of opportunity with it.

Sharp

The weapon is particularly adept at making the most of the advantageous situation when an enemy is lightly armoured. When you attack a target with DR of 2 or less, you ignore DR equal to the value written in parenthesis. Creatures with natural armour or wearing armour of DR 3 or higher are immune to this property.

Slow

A Slow weapon is massive and cumbersome, and requires great strength to wield and multiattack with. The weapon can make only one attack per turn if wielded by a character with a Strength score of 14 or less. It can make up to one extra attack if wielded by a character with a Strength score of 15 or 16, or up to two extra attacks if wielded by a character with Strength score 17 or 18. It can make any number of attacks if wielded by a character with a Strength score of 19 or more.

The limit of number of attacks also affects attacks that use a bonus action and opportunity attacks.

Strength Max Attacks
< 15 1 attack
15--16 2 attacks
Strength Max Attacks
17--18 3 attacks
>19 no limit

Sundering

The weapon can crush or pierce armour, making it more effective against targets that employ such defences. When you attack a target wearing armour components with the Hard property, or natural armour and its DR is 5 or more, you ignore DR equal to the value in parenthesis.

Sweeping

The weapon makes attacks in broad, sweeping motions. You can use your bonus action to make one of your attacks into a special Sweeping attack. If there's another creature adjacent to both you and your target, and your attack roll would hit both of them, your target takes normal damage and the other creature takes the weapon's damage die in damage. This damage is not modified by damage bonus modifiers or other abilities.

If there are multiple walls, friendly characters of your size or larger adjacent to your target, or other such obstructions adjacent to you, you cannot use this property.

Threatening

You can spend your reaction to perform an opportunity attack against any opponent that enters your weapon's reach after moving 10 feet or further. If this opportunity attack hits, you roll twice as many of the weapon's base damage dice.

Tripping

You have advantage on trip attempts made using the trip action with this weapon.

Thrown

Check the Player's Handbook pg. 147 for this property.

Drawing a Thrown weapon is part of the attack, but you need a free hand. You may use your bonus action to recover any Thrown weapon within your reach. At the end of combat, you can recover all undamaged Thrown weapons by taking up to a minute to search the battlefield.

When you take damage from a thrown weapon and it causes a Wound, the weapon remains lodged in the target. Any time you use your action during your turn with one or several lodged weapons in you, you take 1d4 bleed damage. Removing a lodged weapon is an action.

Two-Handed, Versatile

Check the Player's Handbook pg. 147 for these properties. In addition, when the weapon is held in two hands attempts to disarm you are made at disadvantage. Versatile weapons do not change their damage die when wielded in two hands.

Wielding melee weapons in two hands allows you to put more of your brute strength behind blows. Your damage bonus increases by 50%, as shown on the table below.

Strength Modifier Extra Damage
+1 +1
+2 +1
+3 +2
+4 +2
Strength Modifier Extra Damage
+5 +3
+6 +3
+7 +4
+8 +4

Unwieldy (Formerly 'Heavy')

Small creatures have disadvantage on attack rolls with unwieldy weapons. An unwieldy weapon's size and bulk make it too large for a Small creature to use effectively.

Vicious

If a weapon with the Vicious property deals damage, you may reroll any of the weapon dice if it rolls a value of 1. You must use the new value even if it is also a 1. If you have the Great Weapon Fighting style, the two rerolls stack to 1-3 instead.

Worn

See the worn armour property.

Wounding

The weapon is particularly potent in maximizing its unique damage type. When you cause a Wound with this weapon, it will inflict an additional effect based upon the type of damage dealt.

Slashing weapons can tear through defences or otherwise leave a target more vulnerable. The target's worn or natural armour is considered to be Sundered.

Bludgeoning weapons can hit with a singularly bone-shaking blow, stunning the target. If your attack's damage causes wound damage, the target becomes Stunned until the end of your next turn.

Piercing weapons can inflict gaping wounds and cause profuse bleeding. The target takes an additional point of bleed damage at the start of its turns, or two extra points if the wound was caused by a critical hit. To stop the excessive bleeding, the Medicine check DC is raised to 15. Objects, Constructs, and Elementals are immune to this effect.

Ranged Weapons

Ranged damage types are represented by icons: for bludgeoning, for piercing damage and for slashing damage.

Simple Hurled Weapons
Name Cost Damage Weight Range Properties
Blowgun 10 gp 1 1 lb. 25/100 Loading
Blowgun, large 15 gp 1d4 2 lb. 30/120 Loading
Dagger, throwing
8 gp 1d4 ¼ lb. 30/120 Light, limit (only thrown), thrown(30/120)
Dart 5 cp 1d4 ¼ lb. 20/60 Light
Sling 1 sp 1d4 - 30/120 Light, pellets
Simple Bows
Name Cost Damage Weight Range Properties
Bow, hunter's 20 gp 1d6 2 lb. 80/320 Two-handed
Bow, pellet 15 gp 1d4 2 lb. 40/160 Pellets, two-handed
Martial Bows
  • Sophisticated crafters have the skill to craft the bows presented below as 'recurve' bows. The Strength requirement for a recurve bow is reduced by 2, but the bow costs 25 gp more than the standard version.
  • The 'longbows' presented here are consistent with the DnD concept of a longbow and represent 3 to 4-foot bows. A full sized,
    6-foot english longbow is best treated as a greatbow.
Name Cost Damage Weight Range Properties
Shortbow 25 gp 1d6 2 lb. 80/320 Brutal, strength (9), two-handed
Shortbow, composite 75 gp 1d8 2 lb. 100/400 Brutal, strength (11), two-handed
Longbow 50 gp 1d8 2 lb. 150/600
Brutal, limit (not mounted), strength (11), two-handed, unwieldy
Longbow, composite 125 gp 1d10 2 lb. 200/800
Brutal, limit (not mounted), strength (13), two-handed, unwieldy
Greatbow 150 gp 1d12 4 lb. 250/1000 Brutal, limit (not mounted), slow, strength (13),
two-handed, volley, wounding, unwieldy
Simple Crossbows

All crossbows are considered Simple ranged weapons. Instead of requiring martial proficiency, Heavy crossbows take longer to reload.

Name Cost Damage Weight Range Properties
Hand, standard 75 gp 1d6 3 lb. 30/120 Light, loading, point-blank
Hand, repeating 400 gp 1d6 5 lb. 30/120 Light, loading (5), mag (6), point-blank
Light, standard 25 gp 1d8 5 lb. 80/320 Loading (1), stock, two-handed
Light, double 50 gp 1d8 9 lb. 80/320 Loading (2), mag (2), stock, two-handed
Light, repeating 250 gp 1d8 8 lb. 30/120 Loading (5), mag (6), two-handed
Heavy, standard 50 gp 1d10 18 lb. 100/400 Loading (2), stock, two-handed, unwieldy
Heavy, double 100 gp 1d10 36 lb. 75/300 Loading (4), mag (2), two-handed, unwieldy
Heavy, repeating 300 gp 1d10 24 lb. 50/200 Loading (7), mag (6), two-handed, unwieldy
Blade Crossbow 300 gp 1d4 19 lb. 50/200 Caliber (3), loading (1), stock, two-handed
Pellet Crossbow 20 gp 1d6 5 lb. 40/160 Loading, pellets, stock, two-handed

Long Range Aiming

Even if a weapon's long range is listed as over 1000 feet, you cannot aim beyond 1000 feet without optical, magical or divine aid.

Firearms

Medieval Firearms

All Medieval Firearms have the Misfire (2) and Sundering (3) properties in addition to those listed below.

Name Cost Damage Weight Range Properties
Handgonne 240 gp 2d12 7 lb. 150/600 Loading (4), two-handed
Two-Faced Gonne 370 gp 2d12 11 lb. 150/600 Loading (8), mag (2), two-handed, unwieldy
Ten-Eyed Gonne 920 gp 2d12 27 lb. 15/45
Buckshot (5), loading (40), mag (2), two-handed, unwieldy
Renaissance Firearms

All Renaissance Firearms have the Misfire(1) and Velocity properties in addition to those listed below.

Name Cost Damage Weight Range Properties
Wheellock Pistol 400 gp 1d10 3 lb. 200/800 Light, loading (3), point blank
Pocket Pistol 380 gp 1d8 ½ lb. 80/320 Concealed, light, loading (3), point blank
Flintlock Pistol 400 gp 2d10 3 lb. 200/800 Light, loading (2), point blank
Duck's Foot Pistol 550 gp 1d8 2 lb. 30/90 Buckshot (4), light, loading (12)
Snaphaunce Pistol 250 gp 1d8 1 lb. 125/500 Light, loading (3), point blank
Tantsutsu 350 gp 1d12 5 lb. 125/500 Light, loading (7), point blank
Arquebus 300 gp 2d10 10 lb. 200/800 Loading (9), two-handed
Caliver 270 gp 2d10 7 lb. 250/1000 Caliber (1), loading (9), two-handed
Carbine 580 gp 2d12 7 lb. 250/1000 Caliber (1), loading (6), two-handed
Flintlock Carbine 490 gp 2d12 4 lb. 200/800 Loading (6), two-handed
Fusil Ordinaire 300 gp 2d12 7 lb. 200/800 Caliber (1), loading (6), two-handed
Matchlock Musket 350 gp 2d12 21 lb. 300/1000 Caliber (2), loading (9), two-handed
Flintlock Musket 400 gp 2d12 13 lb. 300/1000 Caliber (2), loading (3), two-handed
Puckle Gun 3600 gp 2d12 90 lb. 150/600 Limited (tripod), loading (14), mag (9), two-handed
Teppo 340 gp 1d10 9 lb. 150/600 Loading (9), two-handed
Wall Gun 850 gp 2d12 28 lb. 300/1000 Caliber (3), limited (tripod), loading (6), two-handed
Winged Tiger Gun 440 gp 2d10 7 lb. 150/600 Loading (27), mag (3), two-handed
Breechloading Carbine 540 gp 2d10 9 lb. 150/1500 Loading (1), two-handed
Jäger Rifle 600 gp 2d10 11 lb. 200/2000 Caliber (1), loading (9), two-handed
Jäger Rifle, Double 1000 gp 2d10 20 lb. 200/2000 Caliber (1), loading (18), mag (2), two-handed
Blunderbuss 330 gp 2d8 11 lb. 30/90 Buckshot (3), loading (2), two-handed
Fowling Piece, Single 270 gp 1d6 10 lb. 30/90 Buckshot (5), loading (6), two-handed
Fowling Piece, Double 340 gp 1d6 17 lb. 30/90 Buckshot (5), loading (12), mag (2), two-handed
Industrial Firearms

All Industrial Firearms have the Velocity property in addition to those listed below.

Name Cost Damage Weight Range Properties
Derringer 400 gp 1d10 ½ lb. 200/2000 Concealed, loading(1), light, mag(2), point blank
Revolver 600 gp 2d8 2½ lb. 400/4000 Loading(2), light, mag(6), point blank
Rifle-Musket 600 gp 2d10 9 lb. 2000/6000 Caliber(2), loading(2), two-handed
Cartridge Rifle 800 gp 2d10 6 lb. 2000/6000 Caliber(3), loading, two-handed
Lever-Action Carbine 2400 gp 2d8 7 lb. 1500/9000 Caliber(3), loading(3), mag(7), two-handed
Double-Barreled Shotgun 1800 gp 2d8 10 lb. 30/90
Buckshot(5), loading(1), mag(2), two-handed, unwieldy
Ammunition
Name Cost (20x) Weight Weapon Properties
Stone Pellet 1 lb. Sling can find 10 for free when searching for 1 hour.
Sling Pellet 1 sp ½ lb. Sling double the Near range of the sling or pellet weapon
Blowgun needle 1 sp ½ lb. Blowgun
Quarrel 1 gp 1 lb. Crossbow
Arrow 1 gp 1 lb. Bow
Bodkin arrow 4 gp 1 lb. Bow Sundering(1)
Broadhead arrow 4 gp 1 lb. Bow Wounding
Greatbow arrow 10 gp 2 lb. Bow Required by Greatbow
Bullet 5 gp 1 lb. Gun
Buckshot shells 20 gp 1 lb. Gun Used by ranged weapons with Buckshot property

Ranged Properties

Ammunition (Ammo)

Check the Player's Handbook pg. 146 for this property.

At the end of combat, you can recover half of your expended Ammunition by taking a minute to search the battlefield. This does not apply to bullets and pellets.

Buckshot

A ranged weapon with the Buckshot property spreads multiple fragments in a cone at short range. Both the weapon and the ammunition must have the Buckshot property.

If the target is within the normal range increment you can select a number of secondary targets within 5 feet of the primary target up to the value in parenthesis. The primary target cannot be selected as secondary target. Secondary targets behind the primary target or behind another secondary target cannot be selected. Make one attack and damage roll to apply to all targets.

If the target is within 5 feet reach instead of selecting secondary targets, the primary target takes additional damage. Roll additional damage dice equal to the value in parenthesis.

Buckshot attacks with this weapon do not add your ability modifier to damage unless the modifier is negative.

Caliber

Ranged weapons with the Caliber property deal additional damage when you shoot from an advantageous position. The following conditions allow you to add extra damage dice of the same damage type up to the value shown in parenthesis.

  • If your target is within 15 feet distance of you, the attack deals 1 additional damage die
  • For each 3 points by which you beat the target's AC, the attack deals 1 additional damage die.

Limit

Check the Limit melee ranged weapon property.

Loading

Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.

Some weapons take longer to reload and you must spend a number of attacks to reload equal to the value in parenthesis.

Mag

When you reload a ranged weapon with the Mag property, an amount of Ammunition is placed in it ready to be fired. You must have the ammunition in a quiver, case or another container. As long as there is ammunition in the weapon, you can ignore the Loading property of the weapon.

Misfire

Whenever you make an attack roll with a ranged weapon with the Misfire property and the attack roll is equal to or lower than the weapon’s Misfire value, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and clean or repair it.

To repair a firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + Misfire score). If your check fails, the weapon is unusable until the end of combat and may need to be mended out of combat at a quarter of the cost of the firearm (DM's discretion). Creatures who use a firearm without being proficient increase the weapon’s Misfire score by 1.

Pellets

This weapon uses free ammunition intended for a sling, even if its weapon type is not a sling. Pellets do not leave a trace of the direction they were shot from unless the victim is alive to notice, or the wound is inspected with a DC 15 Intelligence (Investigation) check, or the environment is searched with a DC 20 Wisdom (Perception) check.

Point Blank

Ranged weapons with the Point Blank property allow for exact precision when pointing at nearby targets. Attacks with ranged weapons that have this property do not suffer disadvantage when made within 5 feet of a hostile creature.

Stock

Ranged weapons with the Stock property can improve your aim when set on firm ground.

If you lay prone and make a ranged attack with it, you can ignore disadvantage when shooting at long range (but no further than 1000 feet), but you suffer disadvantage if you shoot at targets within close range.

Strength

Ranged weapons with the Strength property require raw strength to draw the string. You must have the minimum Strength score as shown in parenthesis in order to use them.

Velocity

Advanced firearms shoot projectiles at a higher velocity than all other ranged weapons. While causing less bleeding than arrows, bullets deal more trauma and are very effective at killing quickly. When rolling for damage, roll one additional weapon die then remove the die with the lowest result.

When using weapons with the Velocity property the target does not benefit from any DR from armour components with the Hard property.

Volley

Weapons with the Volley property are less effective at close distances. Your attacks against targets that are within 30 feet from you suffer disadvantage.

Optical Scope

Firearms with ranges above 1000 feet require optical scopes for extreme range increments. Your weapon must have an optical or magical attachment costing a minimum of 100gp per 1000 feet increment beyond the natural limit of 1000 feet.

If you have not moved since the end of your last turn, you can use an action to aim down the scope of a firearm that has this trait at a specific target. Once you do so, you are incapacitated and your speed becomes 0 until the start of your next turn. However, the first attack you make against the target at the start of your next turn can extend beyond the 1000 feet natural range, and ignore disadvantage on your attack roll from long range.

Lodged Arrows and Bullets

When you take damage from a ranged weapon using arrow projectiles and it causes you to suffer a Wound, the arrow lodges deep into your body. Anytime you use your action during your turn with one or several lodged arrows in you, you take 1d4 internal damage. Removing a lodged arrow is an action. You can use your action to remove the arrow, make a DC 10 Wisdom (Medicine) check. If you fail, the arrow breaks and the arrowhead remains in your body.

When you take damage from a ranged weapon using bullet projectiles and it causes you to suffer a Wound, the whole bullet or a fragment of it remains lodged in your body. Normal bullets leave one fragment while Buckshot bullets leave 1d4 fragments.

Having arrows or fragments of bullets in your body will elicit a foreign body reaction and become encapsulated by connective tissue unless removed. Until all fragments are removed, any time you have one or more open Wounds you always take the minimum roll amount of healing from restorative abilities, magical healing or using hit dice during rest.

To remove all fragments left by bullets in your body, you or an ally must spend one use of a Healer's Kit and make a Wisdom (Medicine) skill check at DC 10 + the number of lodged pieces lodged in your body (maximum DC 20). If the check fails, you can still remove any amount of fragments but you lose 1 hit point for each fragment removed. The manipulation takes 1 minute per fragment removed.

If you do not have Healer's Kit available, you can use a blade or even your fingers to attempt to remove fragments lodged in your body. If you choose to do so the DC is 12 + the number of fragments lodged in your body (maximum DC 20) and if you fail, you can remove any number of fragments but you lose 1d4 hit points for each fragment removed. The manipulation takes 2 minutes per fragment removed.

Siege Weapons

These Siege Weapons rules recreate the brutal reality of siege weapon impact from a creature point of view. As such, damages are balanced towards realism and do not consider player survivability a priority. An impact with a siege weapon is intended to cause instant death or severe injuries beyond those of adventuring life. You have been warned!

Medieval Direct Firing Mechanical Artillery
Name Cost DT/HP Aim Range Damage Crew Loading Size Weight
Ballista, 1-lb. 1,960 gp 10/50 +10 750/900 4d10 1 2 Medium 1/2
Ballista, 2-lb. 2,450 gp 10/50 +9 750/950 5d10 1 3 Medium 1/2
Ballista, 5-lb. 2,940 gp 10/50 +9 800/1000 6d10 1 3 Medium 1
Ballista, 10-lb. 3,430 gp 10/50 +8 850/1100 7d10 1 4 Large 1
Ballista, 15-lb. 3,920 gp 15/50 +8 900/1100 8d10 1 6 Large 1
Ballista, 20-lb. 4,410 gp 15/50 +8 900/1200 9d10 1 7 Large 1
Ballista, 30-lb. 4,900 gp 15/50 +7 950/1250 10d10 2 18 Large 2
Ballista, 60-lb. 5,880 gp 20/50 +7 950/1300 12d10 3 27 Huge 4
Ballista, 180-lb. 7,840 gp 20/50 +6 1000/1300 16d10 6 66 Huge 12
Carroballista, .5-lb. 1,470 gp 10/50 +10 650/800 3d8 1 1 Large 1/2
Gastraphetes, 1-lb. 1,470 gp 10/50 +10 950/1200 3d8 1 3 Compact
Gastraphetes, 4-lb. 2,450 gp 10/50 +7 900/1100 5d8 1 6 Medium 1/5
Scorpion, 27", .5-lb 1,470 gp 10/50 +10 650/850 3d8 1 1 Medium 1/3
Scorpion, 36", 1.2-lb 1,960 gp 15/50 +9 700/900 4d8 1 2 Large 1/2
Scorpion, 45", 2.25-lb 2,450 gp 15/50 +8 750/950 5d8 1 3 Large 1
Scorpion, 54" 4-lb. 2,940 gp 20/50 +7 750/950 6d8 1 4 Huge 1
Scorpion, 72" 10-lb. 3,430 gp 20/50 +6 800/1050 7d8 1 5 Huge 1
Arbalest, 0.5-lb 1,470 gp 10/50 +2 1100/1400 3d8 1 4 Medium 1/3
Springald 2-lb. 2,450 gp 10/50 +5 250/350 5d8 1 3 Medium 1
Medieval Indirect Firing Mechanical Artillery
Name Cost DT/HP Aim Range Damage Crew Loading Size Weight
Petrobolos, 5-lb. 2,900 gp 10/75 +9 750/950 5d10 1 6 Large 1/2
Petrobolos, 40-lb. 6,380 gp 15/75 +7 1000/1250 11d10 2 18 Huge 3
Monankon, 15-lb. 6,960 gp 15/75 +4 400/1300/1650 12d10 2 18 Huge 2
Mangonel, 2-lb. 4,060 gp 10/75 +5 45/150/200 7d10 15 30 Large 1/5
Mangonel, 5-lb. 4,640 gp 10/75 +4 50/150/200 8d10 30 60 Large 1/3
Mangonel, 10-lb. 5,800 gp 15/75 +4 50/150/200 10d10 50 100 Huge 1
Mangonel, 30-lb. 7,540 gp 20/75 +3 55/150/200 13d10 100 200 Huge 2
Mangonel, Weighted, 5-lb. 4,640 gp 10/75 +5 100/300/400 8d10 30 270 Large 1
Mangonel, Weighted, 10-lb. 5,800 gp 15/75 +5 100/300/400 10d10 50 450 Huge 1
Trebuchet, Small, 25-lb. 7,540 gp 15/75 +3 250/800/1000 13d10 25 1225 Huge 10
Trebuchet, Large, 80-lb 10,440 gp 15/150 +2 270/850/1100 18d10 30 2220 Gargantuan 25
Trebuchet, Hinged, 25-lb. 6,960 gp 20/75 +3 450/1450/1800 12d10 25 1225 Huge 8
Trebuchet, Hinged, 80-lb. 9,860 gp 20/150 +3 500/1500/2000 17d10 30 2220 Gargantuan 22
Medieval Gunpowder Artillery
Name Cost DT/HP Aim Range Damage Crew Loading Size Weight
Rocket, 1.2-lb 100 gp —/25 +4 0/2500 2d12 1 2 Compact
Bombard, 50-lb. 5,850 gp 15/75 +1 250/1650 13d12 4 36 Large 1
Bombard, 430-lb 16,200 gp 20/75 +1 400/2200 36d12 4 36 Huge 8
Crapaudeau .12-lb 450 gp 15/50 +4 50/500 1d12 4 36 Large 1/5
Veuglaire 2.5-lb. 1,800 gp 15/50 +4 150/1050 4d12 4 36 Large 1/3
Renaissance Gunpowder Artillery
Name Cost DT/HP Aim Range Damage Crew Loading Size Weight
Rabinet, 0.6-lb 2,000 gp 15/50 +6 270/2550 5d12 1 9 Large 1/5
Falconet, 1.5-lb 2,800 gp 15/150 +5 350/3000 7d12 1 9 Large 1/4
Falcon, 3-lb 4,000 gp 15/75 +5 400/3900 10d12 1 9 Large 1/3
Saker, 10-lb 6,000 gp 15/75 +5 650/5700 15d12 3 27 Large 1
Culverin, 30-lb 9,600 gp 15/75 +4 900/6500 24d12 6 66 Large 2
Cannon, 80-lb 12,000 gp 15/75 +5 1050/7800 30d12 12 192 Huge 3
Field Cannon, support, 3-lb. 5,600 gp 15/100 +6 600/5400 14d12 1 9 Large 1/2
Field Cannon, large, 12-lb. 9,600 gp 15/100 +5 900/7200 24d12 5 45 Huge 2
Field Cannon, fort, 24-lb. 12,000 gp 20/150 +4 1100/8100 30d12 7 77 Huge 4
Ship's Gun, 4-lb. 7,200 gp 15/100 +6 810/6900 18d12 2 18 Large 1/2
Ship's Gun, 9-lb. 9,600 gp 15/100 +5 900/7200 24d12 4 36 Huge 2
Ship's Gun, 18-lb. 11,200 gp 20/150 +4 1000/7800 28d12 6 66 Huge 3
Ship's Gun, 42-lb. 14,400 gp 20/150 +3 1100/8400 36d12 11 154 Huge 4
Swivel Gun, 2.5-lb 2,400 gp 15/50 +3 250/2700 6d12 1 3 Large 1/5
Crouching Tiger Gun, 1.2-lb 2,400 gp 15/150 +2 200/1650 6d12 4 36 Large 1/5
Long-Range Awe-Gun 3-lb 2,800 gp 20/200 +2 400/3600 7d12 4 36 Large 1/2
Ammo Type Cost Weapon Type & Effect
Bolt 6 sp/lb. Impaling
Boulder 2 sp/lb. Crushing
Ammo Type Cost Weapon Type & Effect
Stone cannonball 2 gp/lb. Explosive, Medieval
Iron Cannonball 8 sp/lb. Explosive, Renaissance
Extra Effect Cost Weapon Type & Effect
Burning +50 gp Target or area starts burning 1d6/round for rounds equal to weapon dice of attack.
Shrapnel +100 gp make Dexterity saving throw vs DC raised by +3, success deals half damage

Siege Weapon Damage Types

Siege Weapons introduce three new types of damage: impaling, crushing and explosive.

Impaling

Impaling damage is dealt by direct fire artillery such as the ballista. Their projectiles need to hit the target exactly to deal damage so they are best against immobile structures.

Crushing

Crushing damage is dealt by indirect fire artillery such as the trebuchet. Their projectiles are large and bulky and threaten a small radius around the impact point. They can do damage to immobile structures even if they near miss, but creatures can attempt to evade to avoid any damage.

Explosive

Explosive damage is dealt by gunpowder artillery such as the cannons. Their projectiles are shot at high velocity and they shatter and threaten a radius around the impact point. They can do damage to immobile structures even if they near miss, and creatures can attempt to evade to only take half damage.

Structures and Materials

Structures made of solid material have Damage Reduction based on the material they are made from. Subtract DR from any damage dealt to them unless they are vulnerable to the damage type. Their size determines the base siege AC and the smaller the target is, the harder it is to hit.

Material Vulnerable To... DR HP/foot
Wood Explosive, Impaling 5 120
Stone Explosive, Crushing 8 180
Iron/Steel 10 240
Proficiency with Siege Weapons

In a campaign where siege warfare is essential, the DM should introduce Siege Weapons proficiency. Players can receive it as part of their background instead of another tool proficiency, or spend downtime days and gold to learn it.

Siege Weapon Properties

Ammunition Weight

The ammunition caliber and weight (pounds per unit) are listed at the end of the siege weapon's name.

DT and HP

To make a melee or ranged attack against an immobile siege weapon you must make an attack roll of 10 or better. If you hit and you deal damage higher than the Damage Threshold (DT) the siege weapon takes normal damage, otherwise it takes no damage.

Aim

To fire a loaded siege weapon, you must make an Intelligence (Siege Weapons proficiency) skill check. Add the Aim bonus or penalty of the weapon to your roll.

Range

Some siege weapons have three range values. The first value is the minimum range it can shoot at. The second and the third value are the Near and Long range.

Crew and Loading

To load a siege weapon with a single unit of ammunition one or several creatures must commit a number of actions to clean and prepare the weapon to fire. Once actions equal to the Loading value are spent, the weapon is ready to fire.

Only a limited number of creatures can work on a siege weapon together, up to the Crew value.

Size and Weight

Size category defines how massive the weapon is. Compact weapons can be lifted with two hands and shot like ranged weapons. Huge or Gargantuan weapons require special platforms to be moved around, or need to be assembled by skilled personnel. When mounting such weapons inside a vehicle (for example, a war ship) the vehicle will have a limited number of weapon slots of specific size.

The Weight is represented by a number of horses required to pull a cart containing the weapon and roughly equals a US tonne (2000 pounds). Values of 1/2 or 1/3 means multiple weapon can be transported with a single cart, and is limited to weapons Large or smaller. When the value is 2 or more, a wagon capable of being pulled by several animals is needed, or the weapon must be disassembled and parts of it carried by several carts. Huge creatures (i.e. elephants) count as two horses but require special carts or platforms.

Siege Weapon Actions

Push/Move Weapon

When a siege weapon is built, assembled or placed stationary it is considered to be facing in a chosen direction (including diagonals). The weapon can only fire in that direction. Only if mounted on a mobile platform, vehicle or a living creature, its direction may change on command.

You can spend your action during combat to push or pull a siege weapon to change its direction of fire, or move it to a new position. To do this with a Large siege weapon you must have Strength score 13 or more and make a DC 15 Strength (Athletics) check.

For each size category above Large, raise minimum Strength score by +2 and DC by 5. The DM may allow you to roll with advantage if the weapon has means to rotate or move (such as wheels) or impose a disadvantage if has large friction area and stationary.

Size Strength DC
Medium 15
Large 13 20
Size Strength DC
Huge 16 25
Gargantuan 19 30

A number of creatures that meet the Strength requirement can Help you, up to the Crew value of the siege weapon.

If you attempt to move to siege weapon and succeed, it can be moved up to half your speed if Large or smaller, or only by 5 feet if Huge. Gargantuan siege weapons cannot be moved without wheels, platforms or beasts of burden.

Once a siege weapon is moved or repositioned, it is no longer Aimed and all Aiming benefits are lost.

Aim

Aiming involves precise targetting or trajectory calculation that improve the odds of hitting the target. To Aim a siege weapon during combat, spend your action to make a DC 15 Intelligence (Siege Weapon proficiency) check. Only one creature can Aim with the same siege weapon, up to a number of times equal to its Intelligence modifier. On success, an effect is applied to the next Fire action:

Precise Targetting. You gain advantage to the next Fire action with the siege weapon. This advantage ignores the general rule for only one advantage to the roll. You can take this option multiple times, each time adding one more d20 die to your next Fire action.

Predict Positioning. When you fire a siege weapon that deals impaling or explosive damage against a target that moved during its previous turn (such as creature or a vehicle), you ignore AC bonuses from movement. Effect is ignored if the target chooses not to use its movement during any of its following turns prior the Fire action.

Calculate Trajectory. When you fire a siege weapon that deals crushing damage, it will ignore half and three quarters cover unless the cover is positioned above the target.

Collateral Damage. When you fire a siege weapon that deals explosive damage, instead of doing collateral damage on missing the AC by 2 or less, you do so on missing the AC by 4 or less.

Fire

Fire is either manual action or a given command to an ally who uses its reaction to fire the siege weapon. Firing a siege weapon is not a ranged attack, and abilities and feats that benefit ranged attacks do not apply. After the weapon is fired, all Aiming benefits are lost.

You can either spend your action or reaction to Fire a siege weapon. Make a Dexterity or Intelligence (Siege Weapon proficiency) check and add the weapon's Aim modifier. If you use your reaction, you or an ally suffers disadvantage to the check. You must meet or beat the Siege AC of the target.

The Aim action allows you to roll one or several extra d20 and take the highest result. You always hit if you roll more natural 20s than natural 1s with all dice.

The Siege AC of the target is based on its size, movement, or evasion ability. Use the tables to calculate the AC by choosing Base and applying all related modifiers.

Target Size Base AC
Size Example Base AC
Medium a humanoid, a pile of munition 25
Large a siege weapon, a small tent 20
Huge a single floor building 15
Gargantuan a two or three floor bulding 10
Colossal a temple, a large tower 7
Titanic a large castle 5
Target Mobility Modifier
Speed Example Near Range Long Range
Stationary any building
Slow
20ft. or less
moving siege weapon +5 +10
Steady
30ft. to 50ft
squad of footmen +10 +15
Fast 55ft. or more charging horsemen +15 +20
Target Armour Modifier
Speed Modifier
for each 3 points of natural armour +1
for each 2 point Dexterity bonus to armour +1
Cover Modifiers

For a structure or creature to benefit from cover, the cover should not be smaller than one size category below the size of the target.

Cover Visibility Modifier
Half Cover Night, fires illumination +2
Three Quarters Cover Night, clear moon +5
Almost Total Cover Night, cloudy +10

Damage Resolution

Impaling

Siege weapons that deal impaling damage do so only if your Fire check is equal or greater than the Siege AC of the target.

Crushing

Siege weapons that deal crushing damage cause damage to all targets in radius of their impact point. The size of the affected area is based on the number of damage dice.

Size of Impact Area
Damage Dice Radius, ft
3–4 5ft.
5–7 10ft.
8–11 20ft.
Damage Dice Radius, ft
12–16 30ft.
17–30 60ft.
31+ 120ft.

All targets (structures and creatures) in the affected take damage. Creatures can make a Dexterity saving throw against DC based on the die size of the siege weapon.
If they succeed on the save, they take no damage.

Die Size Save DC
d8 11
d10 13
Die Size Save DC
d12 15
d20 17
Explosive

Siege weapons that deal explosive damage cause damage to all targets in radius of their impact point. The size of the affected area and Dexterity saving throw DCs are the same as those of siege weapons that deal crushing damage. However, creatures that succeed on the Dexterity saving throw take half damage instead of no damage.

Siege weapons that deal explosive damage also cause a lot of collateral damage. Even if the siege weapon misses the AC by 2 or less, it still hits. However, structures take half damage and creatures that succeed on their Dexterity saving throw take no damage.

Siege Damage Injuries

For living creatures, a siege weapon impact is almost a death warrant. Not only you may die, but the prospects of finding remains of your body or being able to resurrected it may be uncertain.

If siege damage deals more than half your max hp and reduces you to 0 Wounds, you suffer Siege Critical Injury. Make a natural d20 roll on the Siege Critical Injury table. Roll with advantage if the damage is impaling. Roll with disadvantage if the damage is explosive.

Strongholds & Followers

These weapons are compatible with Strongholds & Followers by MCDM Productions. To convert to S&F, the Power Bonus is equal to the number of dice of the weapon damage.

Adventuring Gear

Backpack

Type Price Weight
Common 2 gp 2 lb.
Masterwork 50 gp 4 lb.
Carrier 25 gp 5 lb.
Hydration 40 gp 4 lb.
Weapon Rack 25 gp 5 lb.

A backpack is a leather pack carried on the back, typically with straps to secure it.

  • Backpack, Common This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material, or 30 pounds of equipment. Some may have one or more smaller pockets on the sides.
  • Backpack, Masterwork This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container, but is able to support up to 50 pounds of equipment. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity. A masterwork backpack requires an action to remove.
  • Backpack, Carrier Reinforced metal bars allow for this leather backpack to withstand a greater degree of stress than a traditional pack. Along with the standard backpack compartment, this pack has an additional pouch and harness at its top. Used together, the harness and pouch can safely contain a Tiny or smaller creature. While harnessed, the creature can’t leave the backpack or see outside of it; it takes a full-round action to remove the harness from a carried creature.
  • Backpack, Hydration This mostly leather backpack has a series of awkward metallic tubes, which run from the pack over your shoulders, and a small bladder at its base. A hydration backpack has a large pocket identical to that of a regular backpack that holds 2 cubic feet of material, while the bladder holds 1 gallon of liquid. The ends of the metal tubes can be positioned to allow you to easily dispense and drink liquid stored in the attached bladder. Consuming water in this way grants advantage on Constitution checks to avoid exhaustion while travelling.
  • Backpack, Weaponrack This leather backpack includes a small weapons rack. The rack holds up to four weapons, such as battleaxes, longswords, maces, or short swords. Allies adjacent to you can retrieve a weapon from the rack as if they were simply drawing a weapon. Like a normal backpack, it can hold 2 cubic feet of material in its main compartment.

Light Cloak

5 gp, 1 lb. Light cloaks let you hide your face, shape and the contents of your hands. You benefit from advantage to Dexterity (Stealth) and (Sleight of Hand) checks to hide your identity (but not your presence) or items you are carrying in your hands. As long as you wear no Bulky armour, you appear unarmoured to others.

Healer's Kit

5 gp, 3 lb. 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.

With a Healer's Kit you can also use the First Aid, Long Term Care and Resuscitate actions.

Herbalist's Kit

5 gp, 3 lb. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. The kit has ten uses. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and any potion of healing.

With a Herbalist's Kit you can also use the Treat Poison and Treat Disease actions.

You can refill one use of the Herbalist Kit with a Wisdom (Survival) check gathering herbs from their environment, with the DC based on their availability.

Surgeon's Kit

100 gp, 10 lb. This Kit contains scalpels, scissors, saws, grasping forceps, and vials of alcohol. You must be proficient in Medicine to use a Surgeon's Kit. A Surgeon's Kit lets you use the First Aid action and benefit from advantage to the Wisdom (Medicine) check. Also, you can attempt the Perform Surgery and Resuscitate actions.

A Surgeon's Kit can be refilled with 10 uses for 40 gold.

Poisons

Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, draw, and other evil creatures.

Poisons come in the following four types.

Contact. 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. 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 they are inhaled. A single dose fills a 5-foot cube.

Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects.

Poisons
Item Type Price per Dose
Assassin's blood Ingested 150 gp
Burnt othur fumes Inhaled 500 gp
Carrion crawler mucus Contact 200 gp
Draw poison Injury 200 gp
Essence of ether Inhaled 300 gp
Malice Inhaled 250 gp
Midnight tears Ingested 1,500 gp
Oil of taggit Contact 400 gp
Pale tincture Ingested 250 gp
Purple worm poison Injury 2,000 gp
Serpent venom Injury 200 gp
Torpor Ingested 600 gp
Truth serum Ingested 150 gp
Wyvern poison Injury 1,200 gp

Sample Poisons

Each type of poison has its own debilitating effects.

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.

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). This poison must be harvested from a dead or incapacitated carrion crawler. 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 paralysed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Drow Poison (Injury). This poison is typically made only by the Drow, and only in a place far removed from sunlight. 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.

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.

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.

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 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.

Oil ofTaggit (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.

Purple Worm Poison (Injury). This poison must be harvested from a dead or incapacitated purple worm. 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.

Serpent Venom (Injury). This poison must be harvested from a dead or incapacitated giant poisonous snake. 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.

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.

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.

Wyvern Poison (Injury). This poison must be harvested from a dead or incapacitated wyvern. 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.

Purchasing Poison

In some settings, strict laws prohibit the possession and use of poison, but a black-market dealer or unscrupulous apothecary might keep a hidden stash. Characters with criminal contacts might be able to acquire poison relatively easily. Other characters might have to make extensive inquiries and pay bribes before they track down the poison they seek.

The Poisons table gives suggested prices for single doses of various poisons.

Crafting and Harvesting Poison

During downtime between adventures, a character can use the crafting rules in the Player's Handbook to create basic poison if the character has proficiency with a poisoner's kit At your discretion, the character can craft other kinds of poison. Not all poison ingredients are available for purchase, and tracking down certain ingredients might form the basis of an entire adventure.

A character can instead attempt to harvest poison from a poisonous creature, such as a snake, wyvern, or carrion crawler. The creature must be incapacitated or dead, and the harvesting requires 1d6 minutes followed by a DC 20 Intelligence (Nature) check. (Proficiency with the poisoner's kit applies to this check if the character doesn't have proficiency in Nature.) On a successful check, the character harvests enough poison for a single dose. On a failed check, the character is unable to extract any poison. If the character fails the check by 5 or more, the character is subjected to the creature's poison.

Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Common Mounts and Pack Animals table shows each animal's speed and base carrying capacity. Eaach of these animals costs 50% more if combat trained. A warhorse is already combat trained.

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Mounts other than those listed here are available in the worlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

Barding. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

Saddles. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

Vehicle Proficiency. If you have proficiency with a certain kind of vehic1e (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

Common Mounts and Pack Animals
Item Cost Speed Carrying Capacity
Camel 50 gp 50 ft. 480 lb.
Donkey or mule 8 gp 40 ft. 420 lb.
Elephant 200 gp 40 ft. 1,320 lb.
Horse, draft 50 gp 40 ft. 540 lb.
Horse, riding 75 gp 60 ft. 480 lb.
Mastiff 25 gp 40 ft. 195 lb.
Pony 30 gp 40 ft. 225 lb.
Warhorse 400 gp 60 ft. 540 lb.
Tack, Harness and Drawn Vehicles
Item Cost Weight
Barding x4 x2
Bit and bridle 2 gp l lb.
Carriage 100 gp 600 lb.
Cart 15 gp 200 lb.
Chariot 250 gp 100 lb.
Feed (per day) 5 cp 10 lb.
Saddle, exotic 60 gp 40 lb.
Saddle, military 20 gp 30 lb.
Saddle, pack 5 gp 15 lb.
Saddle, riding 10 gp 25 lb.
Saddlebags 4 gp 8 lb.
Sled 20 gp 300 lb.
Stabling (per day) 5sp -
Wagon 35 gp 400 lb.
Waterborne Vehicles
Item Cost Speed
Galley 30,000 gp 4 mph
Keelboat 3,000 gp 1 mph
Longship 10,000 gp 3 mph
Rowboat 50 gp l½ mph
Sailing ship 10,000 gp 2 mph
Warship 25,000 gp 2½ mph

Other Creatures

Aquatic Animals

Many of the following aquatic animals can be bought at seaside markets or from fisherfolk merchants out at sea. Pirates often make use of sharks, eels, and other nasty sea denizens when interrogating captured prisoners, searching for underwater traps, or retrieving sunken treasure. Some of the larger or rarer creatures, such as whales, are obviously much more difficult to find on the open market, and may only be available in seedy underground bazaars. Most aquatic animals can be trained as normal, though they are rarely sold already trained.

Animal Price
Blue whale 12,500 gp
Crimson whale 8,000 gp
Crocodile 55 gp
Dolphin 105 gp
Dwarf caiman 7 gp
Electric eel 125 gp
Gar 90 gp
Giant frog 75 gp
Giant gar 1,200 gp
Giant moray eel 1,000 gp
Giant octopus 1,800 gp
Giant squid 2,500 gp
Giant toad 150 gp
Great white whale 12,600 gp
Manta ray 25 gp
Marine iguana 6 gp
Narwhal 350 gp
Orca 1,350 gp
Sea krait 5 gp
Seal 45 gp
Shark 325 gp
Squid 25 gp
Stingray 18 gp
Whale 10,000 gp

Dinosaurs and Megafauna

The following animals are classified as either dinosaurs or megafauna, and garner a significantly higher price than most animals on the open market. The prices listed are for dinosaurs and megafauna that have been reared from birth in order to serve as pets or mounts. Combat-trained dinosaurs and megafauna are incredibly rare and have similarly extravagant costs (if one can even find a seller). Though not normally readily available, combat-trained dinosaurs and megafauna typically cost an amount equal to 1-1/2 × the price of the standard animal.

Animal Price
Allosaurus 3,850 gp
Ankylosaurus 3,000 gp
Archelon 1,750 gp
Arsinoitherium 3,150 gp
Baluchitherium 4,800 gp
Basilosaurus 10,200 gp
Brachiosaurus 9,000 gp
Compsognathus 25 gp
Deinonychus 600 gp
Dimetrodon 600 gp
Elasmosaurus 3,500 gp
Glyptodon 2,700 gp
Iguanodon 2,700 gp
Megalania 3,500 gp
Megaloceros 800 gp
Megatherium 1,750 gp
Pachycephalosaurus 1,000 gp
Parasaurolophus 1,200 gp
Pteranodon 750 gp
Spinosaurus 11,000 gp
Stegosaurus 4,200 gp
Triceratops 5,600 gp
Tylosaurus 4,000 gp
Tyrannosaurus 8,100 gp

Dire Animals

These feral beasts are all but untamable, and are typically only sought out by violent brawlers or cruel lords, either for brutish protection or to pit against equally vicious creatures in violent animal fights. At the GM’s discretion, PCs who acquire dire animals may be required to attempt Animal Handling checks every day to keep their pets from running away or attacking them and their allies. Dire animals are not generally suitable as mounts, though the GM may make exceptions at their discretion.

Animal Price
Dire ape 450 gp
Dire badger 125 gp
Dire bat 220 gp
Dire bear 1,750 gp
Dire boar 370 gp
Dire crocodile 2,700 gp
Dire hyena 250 gp
Dire lion 1,000 gp
Dire shark 3,375 gp
Dire tiger 1,055 gp
Dire wolf 380 gp
Dire wolverine 500 gp

Other Mounts

When reared from birth, the following animals can easily be ridden by Small or Medium humanoids, depending on the riding animal’s size. In addition, most of these animals can be purchased already trained for combat.

Animal Price Price if Combat Trained
Aurochs 300 gp 450 gp
Bison 50 gp 75 gp
Boar 100 gp 150 gp
Elk 100 gp 150 gp
Giant chameleon 225 gp 350 gp
Giant frilled lizard 375 gp 550 gp
Giant gecko 100 gp 150 gp
Giant owl 6,000 gp 9,000 gp
Giant vulture 750 gp 1,125 gp
Goblin dog 35 gp 50 gp
Lion 200 gp 300 gp
Ram 25 gp 50 gp
Rhinoceros 1,000 gp 1,500 gp
Roc 7,200 gp 10,800 gp
Tiger 325 gp 500 gp
Woolly rhinoceros 2,000 gp 3,000 gp

Pets

The following reared animals don’t fit into one of the aforementioned categories, but can still be purchased by sellers who have access to them. Some may be purchased already combat-trained at the GM's discretion, and typically cost an amount equal to 1-1/2 × the price of the standard animal.

Animal Price
Antelope 45 gp
Baboon 15 gp
Behemoth hippopotamus 7,900 gp
Cheetah 160 gp
Constrictor snake 90 gp
Dodo 5 gp
Eagle 40 gp
Emperor cobra 1,600 gp
Giant anaconda 6,300 gp
Giant porcupine 135 gp
Giant skunk 190 gp
Giant snapping turtle 5,200 gp
Gorilla 175 gp
Great horned owl 22 gp
Grizzly bear 740 gp
Hippopotamus 1,050 gp
Hyena 80 gp
Kangaroo 30 gp
Leopard 100 gp
Mongoose 4 gp
Monitor lizard 150 gp
Osprey 45 gp
Poison frog 60 gp
Porcupine 5 gp
Snail kite 18 gp
Snapping turtle 5 gp
Thylacine 18 gp
Toucan 40 gp
Vulture 30 gp
Wolf 100 gp
Wolverine 125 gp

Whenever a party with an accompanying pet moves to a new scene in the adventure, somebody has to ask "What is [pet] doing?" Failure to do this means that the pet wanders off and upon realising this, a d20 must be rolled to determine what random event has happened.

d20 Pet Action
1 The worst thing possible at that moment.
2 Eat something nearby
(could be just found, stolen or even poisonous).
3 Run off ahead
(if any traps are ahead then roll to avoid).
4 Looking for affection (PC or NPC).
5 Barks loudly (nearby creatures are alerted).
6 Finds somewhere to urinate.
7 Bites someone
(roll random target who the pet doesn't like).
8 Fetch an item with no value.
9 Perform a trick
(works as a performance check and can distract).
10 Runs around the area knocking things over
(has to be grabbed by someone).
11 Buries something (can be an unsecured inventory item or an item found/stolen nearby).
12 Fetch something of low value.
13 Run away from everyone (avoids creatures if it can).
14 Lick a stranger
(works as a persuade check to win someone over).
15 Find the nearest source of a drink
(does not need to be water).
16 Find some treasure
(could lead to a guarded treasure).
17 Hasn't gone anywhere, it is being well behaved.
18 Growls at somebody (works as an intimidate check).
19 Finds a plot hook (or successfully persuades/intimidates an NPC to get next hook).
20 Best possible event at that moment.

Trade Goods

Special Materials

Weapons and armor can be crafted using materials that possess innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

Adamantine

This ultra-hard metal adds to the quality of a weapon or suit of armor. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit. Armour made from adamantine grants its wearer immunity to critical hits. Items without metal parts cannot be made from adamantine. Weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and DR 20.

Type of Adamantine Item Item Cost Modifier
Ammunition +60 gp per missile
Light Armour +5,000 gp
Medium Armour +10,000 gp
Heavy Armour +15,0000 gp
Weapon +30,000 gp

Mithril

Mithril is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armour, and is occasionally used for other items as well. Most mithril armours are one category lighter than normal for purposes of movement and other limitations. Heavy armours are treated as medium, and medium armours are treated as light, but light armours are still treated as light. This decrease does not apply to proficiency in wearing the armour. A character wearing mithril full plate must be proficient in wearing heavy armor to avoid disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity and being unable cast spells. Forging armour out of mithril removes the bulky and noisy properties from the armour.

An item made from mithril weighs half as much as the same item made from other metals. Items not primarily of metal are not meaningfully affected by being partially made of mithril. Mithril weapons count as silver for the purpose of overcoming damage reduction.

Mithril has 30 hit points per inch of thickness and hardness 15.

Type of Mithril Item Item Cost Modifier
Light Armour +1,000 gp
Medium Armour +4,000 gp
Heavy Armour +9,000 gp
Other Items +500 gp/lb.

Expenses

Lifestyle Expenses

Adventurers' primary source of income is treasure, and their primary purchases are tools and items they need to continue adventuring - spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases?

These minor expenditures can certainly be handled in detail during play, but tracking every room for the night, skin of water, or gate tax can swiftly become tiresome. Instead, these small payments can be ignored and the party may pay a recurring 'upkeep' cost. At the start of every game week, the party must pay an amount of gold equal to the lifestyle bracket they wish to live in - if they can't afford the desired bracket, they drop down to the first one they can afford.

Wretched (0 gp/character/week)

The party has no place to call home and shelters wherever they can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than them. Other wretched people covet their armour, weapons, and adventuring gear, which represent a fortune by their standards. A party with a wretched lifestyle must track every purchase, and may need to resort to survival checks or theft to feed themselves.

Squalid (1 gp/character/week)

The party lives in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. Most people at this lifestyle level have suffered some terrible setback. A party with a squalid lifestyle need not track purchases that cost 1 sp or less.

Poor (2 gp/character/week)

The party's accommodations might be a room in a flophouse or in the common room above a tavern. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. They need not track purchases that cost 2 sp or less.

Modest (10 gp/character/week)

The party lives in an older part of town, renting a room in a boarding house, inn, or temple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. They need not track purchases that cost 1 gp or less.

Comfortable (20 gp/character/week)

The party lives in a small cottage in a middle-­class neighborhood or in a private room at a fine inn. They associate with merchants, skilled tradespeople, and military officers. They need not track purchases that cost 2 gp or less.

Wealthy (50 gp/character/week)

The party has respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. They live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. They need only track purchases in excess of 5 gp.

Aristocratic
(100 gp/character/week)

The party has excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. They receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. They need only track purchases in excess of 10 gp.

Food, Drink and Lodging

Intoxication

One unit of alcohol is defined as 10 milliliters of pure alcohol. Typical drinks (i.e., typical quantities or servings of common alcoholic beverages) may contain 1–3 units of alcohol. Typically, there is one unit per half-pint of beer, or small glass of wine, or single measure of spirits. Most drinks, such as a pint of beer/ale, or a normal-sized glass of wine, can be assumed to contain 2 units of alcohol.

Drinking alcohol provokes a Constitution save, with a DC of 2 per unit in the drinker's system. This is cumulative, so the Constitution save DC for drinking two pints of beer, or 4 units of alcohol, is DC 8.

Take the drinker's Constitution save and add 10 to it. This is considered their base alcohol tolerance. Until the save DC exceeds this number, the drinker suffers no ill effects. This number will be 10 for the average commoner - they can comfortably drink two pints without a problem. A particularly fit individual with a +2 Constitution save can drink 3 pints, or 12 units of alcohol, before suffering penalties.

Once the Constitution save DC of the consumed alcohol exceed the drinker's Constitution save +10, the drinker suffers one level of exhaustion. If they consume any further alcohol, they roll against the DC normally. Failed saves result in additional levels of exhaustion. If the drinker reaches the 6 levels of exhaustion as a result of drinking, they do not die, but instead pass out and are unconscious, but stable. The lethal dose of alcohol is 30 units plus the drinker's Constitution score.

Alchohol is considered poison and resistance to poison grants resistance on any Constitution saves against alcohol. This equates to a +5 bonus to the drinker's base alcohol tolerance.

As an approximate guideline, a typical healthy human adult can metabolise (break down) 1 unit of alcohol per hour, although this may vary depending on gender, age, weight, health and many other factors. These factors are summarised by the drinker's Constitution score. A drinker breaks down one tenth of their Constitution score in units of alcohol per hour. Once the alcohol has left their system, the levels of exhaustion are removed.

Magic Items

Attunement

A creature has a number of attunement slots equal to its proficiency bonus. Magical items of common, uncommon and rare rarity consume one attunement slot, when attuned. Magical items of very rare, legendary and artifact rarity consume two attunement slots, when attuned.

Identification

Identifying a magic item without the aid of the identify spell (or similar magical assistance where appropriate) requires an arcana check to ascertain the nature of a magic item by focusing on its aura and trying to decipher its glyphs and markings. The DC is according to item rarity:

Item Rarity Arcana Check DC
Common 10
Uncommon 15
Rare 20
Very Rare 25
Legendary 30

Note: Some powerful magic items might be recognisable with a history check of a lower DC, but the arcana check to accurately identify all of their capabilities remains challenging.

Magic Items A-Z

Mithril Armour

Armour (medium or heavy, but not hide), uncommon.
Cost: 800 gp.

Mithril is a light, flexible metal. A mithril chain shirt or breastplate can be worn under normal clothes.

If the armour normally imposes disadvantage physical ability checks, or has a Strength requirement, the mithril version of the armour does not. Furthermore, mithril armour weighs half as much as normal armour of that type, and counts as one category lighter for purposes other than proficiency. For example, a barbarian may benefit from rage while wearing mithril full plate, but must be proficient in heavy armour to do so. When using the Realistic Armour rules, mithril armour is not bulky or noisy.

Potion of Healing

Potion, common

You regain vigour or wounds (you choose) when you drink this potion. The number depends on the potion's rarity and your hit die, as shown in the Potions of Healing table. When rolling hit die, use the die size that your character has the most levels with. When two die sizes are tied, take the larger.

Potions of Healing
Potion of ... Rarity Vigour Restored Wounds Restored
Healing Common 2 HD 2
Greater Healing Uncommon 4 HD 4
Superior Healing Rare 8 HD 8
Supreme Healing Very Rare 10 HD 10

Scroll of Telescription

Scroll, uncommon.
Cost: 160 to 200 gp per charge.

Also known as a 'fire message', this magical scroll of parchment can be used to send written messages.

Write a message upon the Scroll of Telescription, while concentrating on the name, image, or identity of a creature with which you are familiar. Upon completion of message, the Scroll of Telescription will begin to burn from one end until it is consumed and evaporates into fine ashes. A flame will appear in the air in front of the recipient creature and slowly 'burn' in reverse until the entire piece of parchment has appeared. If not caught in the air it will then fall slowly to the ground. Once sent, the parchment loses its magic.

Scrolls of Telescription are typically sold in rolls of 10 charges and each charge can send a short message of twenty-five words or less. Multiple charges may be combined for a single longer message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Spell Scrolls

Any character can use a spell scroll, provided they have a spellcasting ability equal to 10 + the spell's level.

A creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.

Scroll Mishap
d6 Result
1 A surge of magical energy deals the caster 1d6 force damage per level of the spell.
2 The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target.
3 The spell affects a random location within the spell's range.
4 The spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold.
5 The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell's duration, or 1d10 minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster's ears for 1d10 minutes.
6 The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell 's maximum range, if the target has moved away.

Scribing a spell scroll takes 1 hour for each level of the spell.

Spell Scroll Costs
Spell Level Crafting Time Crafting Cost Purchase Price
Cantrip 10 Minutes 10 gp 20 gp
1st 1 hour 20 gp 40 gp
2nd 2 hours 40 gp 80 gp
3rd 3 hours 80 gp 160 gp
4th 4 hours 160 gp 320 gp
5th 5 hours 320 gp 640 gp
6th 6 hours 640 gp 1280 gp
7th 7 hours 1280 gp 2560 gp
8th 8 hours 2560 gp 5120 gp
9th 9 hours 5120 gp 10240 gp

Runes

Some magic weapons and armour gain their enhancements from potent runes etched into them.

Runes must be physically engraved on items through a special process to convey their effects. They take two forms: fundamental runes and property runes. Fundamental runes offer the most basic and essential benefits: a weapon potency rune adds a bonus to a weapon's attack rolls, and the striking rune adds extra weapon damage dice. An armour potency rune increases the armour's bonus to DR, and the resilient rune grants a bonus to the wearer's saving throws. Property runes, by contrast, grant more varied effects - typically powers that are constant while the armour is worn or that take effect each time the weapon is used, such as a rune that grants energy resistance or one that adds fire damage to a weapon’s attacks.

The number of property runes a weapon or armour can have is equal to the value of its potency rune. A +1 weapon can have one property rune, but it could hold another if the +1 weapon potency rune were upgraded to a +2 weapon potency rune. Since the striking and resilient runes are fundamental runes, they don’t count against this limit. You must attune to a runed item to benefit from its magic.

Runed armour and weapons have the same general characteristics as the non-magical version unless noted otherwise. Each rune can be etched into a specific type of armour or weapon, as indicated in the Usage entry of the rune's stat block. Clothing can have armour runes etched on it even though it's not armour, but because it's not in the light, medium, or heavy armour category, it can't have runes requiring any of those categories.

Runic Script

Scripts are instructions for etching runes. You can usually read a script as long as you can read the language it’s written in, though you might lack the skill to craft the item.

You can buy scripts at the price listed in the Script Price table below, or you can hire an NPC to let you copy their formula for the same price. A purchased script is typically a schematic on rolled-up parchment. You can copy a a script in 1 hour.

If you have a runed item, you can try to reverse‑engineer its script. This takes the same amount of time as creating the item from a script would. You attempt a crafting check against the same DC it would take to craft the item. If you succeed, you craft the script at its full price. You can work for longer in order to reduce the price.

The Etching Process

Etching a rune on an item follows the same process crafting an item. You must have the script for the rune, the item you're adding the rune to must be in your possession throughout the etching process, and you must meet any special crafting requirements of the rune. The rune has no effect until crafting is complete. You can etch only one rune at a time.

You can upgrade a rune already etched on a suit of armour to a stronger version, increasing the values of the existing rune to those of the new rune. You must have the script of the stronger rune to do so, and the price of the upgrade is the difference between the two runes' prices.

Script Price
Rune Level Script Price Rune Level Script Price
1 10 gp 11 700 gp
2 20 gp 12 1000 gp
3 30 gp 13 1500 gp
4 50 gp 14 2250 gp
5 80 gp 15 3250 gp
6 130 gp 16 5000 gp
7 180 gp 17 7500 gp
8 250 gp 18 12000 gp
9 350 gp 19 20000 gp
10 500 gp 20 35000 gp

Transferring Runes

You can transfer runes between one item and another, including a runestone. This lets you either move one rune from one item to another or swap a rune on one item with a rune on the other item. To swap, the runes must be of the same form (fundamental or property).

If an item can have two or more property runes, you decide which runes to swap and which to leave when transferring. If you attempt to transfer a rune to an item that can’t accept it, such as transferring a melee weapon rune to a ranged weapon, you automatically failure your crafting check. If you transfer a potency rune, you might end up with property runes on an item that can’t benefit from them. These property runes go dormant until transferred to an item with the necessary potency rune or until you etch the appropriate potency rune on the item bearing them.

The DC of the Crafting check to transfer a rune is determined by the item level of the rune being transferred, and the Price of the transfer is 10% of the rune’s Price, unless transferring from a runestone, which is free. If you're swapping, use the higher level and higher Price between the two runes to determine these values. It takes 1 day to transfer a rune or swap a pair of runes, and you can continue to work over additional days to get a discount.

Fundamental Runes

Four fundamental runes produce the most essential magic of protection and destruction: armour potency and resilient runes for armour, and weapon potency and striking runes for weapons. A potency rune is what makes weapons and armour magical. An item can have only one fundamental rune of each type, though etching a stronger rune can upgrade an existing rune to the more powerful version.

Fundamental Runes
Rune Item Benefit
Potency Armour Bonus to DR/AC and property runes
Resilient Armour Bonus to saves
Potency Weapon Bonus to attack rolls and property runes
Striking Weapon Bonus weapon damage dice
Armour Potency

Magic wards deflect attacks, granting a bonus to armour DR or shield AC.

Type Bonus Rune Level Price
Standard +1 5 1500 gp
Greater +2 11 6000 gp
Major +3 18 24000 gp
Resilient

Resilient runes imbue armour with additional protective magic, granting the wearer a bonus to saving throws.

Type Bonus Rune Level Price
Standard +1 8 3000 gp
Greater +2 14 12000 gp
Major +3 20 48000 gp
Weapon Potency

Magical enhancements make this weapon strike true, granting a bonus to attack rolls with this weapon. Potency runes cannot be etched upon ammunition.

Type Bonus Rune Level Price
Standard +1 2 1000 gp
Greater +2 10 4000 gp
Major +3 16 16000 gp
Striking

A striking rune stores destructive magic in the weapon, increasing the number of weapon damage dice. For example, a +1 striking broad sword would deal 4d4 damage instead of 2d4 damage. Striking runes cannot be etched upon ranged weapons that use ammunition.

Type Dice Multiplier Rune Level Price
Standard x2 4 2000 gp
Greater x3 12 8000 gp
Major x4 19 32000 gp

Property Runes

Property runes add special abilities to armour or a weapon in addition to the item's fundamental runes. If a suit of armour or a weapon has multiple etchings of the same rune, only the highest-level one applies. You can upgrade a property rune to a higher-level type of that rune in the same way you would upgrade a fundamental rune.

Armour Property Runes
Shadow

Usage: Etched onto light or medium non-metallic armour.
Level: 3
Price: 2500 gp

Armour with this rune becomes hazy black. You have advantage on Dexterity (Stealth) checks while wearing the armour.

Slick

Usage: Etched into armour.
Level: 3
Price: 2000 gp

This property makes armour slippery, as though it were coated with a thin film of oil. You gain advantage on Dextarity (Acrobatics) checks to escape and squeeze.

Glamoured

Usage: Etched onto armour.
Level: 5
Price: 500 gp

While wearing this armour, you can use a bonus action to speak the armour's command word and cause the armour to assume the appearance of a normal set of clothing or some other kind of armour. You decide what it looks like, including color, style, and accessories, but the armour retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armour.

Energy Resistant

Usage: Etched onto armour.
Level: 8
Price: 6000 gp

These symbols convey protective forces from the Elemental Planes. You gain resistance to acid, cold, electricity, or fire. The crafter chooses the damage type when creating the rune. Multiple energy-resistant runes can be etched onto a suit of armour, but each must provide resistance to a different damage type.

Invisibility

Usage: Etched onto light armour.

Light seems to partially penetrate this armour.

As an action you can whisper the command word and become invisible for 1 minute, gaining the effects of a 2nd-level invisibility spell.

Invisibility Rune Level Price
1/Long Rest 8 700 gp
3/Long Rest 10 2000 gp
Fortification

Usage: Etched onto medium or heavy armour.
Level: 12
Price: 500 gp

A fortification rune wards against the most deadly attacks. While you're wearing it, any critical hit against you becomes a normal hit.

Antimagic

Usage: Etched onto medium or heavy armour.
Level: 15
Price: 65000 gp

This intricate rune displaces spell energy, granting you resistance on saving throws against magical effects.

Weapon Property Runes
Returning

Usage: Etched onto a thrown weapon.
Level: 3
Price: 500 gp

When you make a ranged attack with this weapon, it flies back to your hand after the attack is complete. If your hands are full when the weapon returns, it falls to the ground in your space.

Disrupting

Usage: Etched onto a melee weapon.

A disrupting weapon pulses with radiant energy, dealing an extra 1d6 radiant damage to undead. On a critical hit, the undead is also frightened until the end of your next turn.

Greater: If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

Disrupting Damage Rune Level Price
Standard 1d6 5 2000 gp
Greater 2d6 14 8000 gp
Shifting

Usage: Etched onto a melee weapon.
Level: 6
Price: 500 gp

With a moment of manipulation, you can shift this weapon into a different weapon with a similar form.

As an action, you can cause this weapon to take the shape of another melee weapon that requires the same number of hands to wield. The weapon's runes and any precious material it’s made of apply to the weapon's new shape. Any property runes that can't apply to the new form are suppressed until the item takes a shape to which they can apply.

Wounding

Usage: Etched onto a piercing or slashing melee weapon.
Level: 7
Price: 2000 gp

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Corrosive

Usage: Etched onto a weapon.

Acid sizzles across the surface of the weapon. When you hit with the weapon, add 1d6 acid damage to the damage dealt. In addition, on a critical hit, the target’s armour (if any) takes 3d6 acid damage. If the target has a shield, the shield takes this damage instead.

Greater: Increase the acid damage dealt to armour or a shield on a critical hit to 6d6.

Corrosive Damage Rune Level Price
Standard 1d6 8 2000 gp
Greater 2d6 15 8000 gp
Flaming

Usage: Etched onto a weapon.

This weapon is empowered by flickering flame. You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. The weapon deals an additional 1d10 persistent fire damage on a critical hit.

Greater: Increase the persistent damage on a critical hit to 2d10.

Flaming Damage Rune Level Price
Standard 1d6 8 2000 gp
Greater 2d6 15 8000 gp
Frost

Usage: Etched onto a weapon.

This weapon is empowered with freezing ice. It deals an additional 1d6 cold damage on a successful strike. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the weapon sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

Greater: When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.

Frost Damage Rune Level Price
Standard 1d6 8 2000 gp
Greater 2d6 15 8000 gp
Shocking

Usage: Etched onto a weapon.

Electric arcs crisscross this weapon, dealing an extra 1d6 lightning damage on a hit. On a critical hit, electricity arcs out to deal an equal amount of lightning damage to all other creatures of your choice within 5 feet of the target.

Greater: The electricity arcs to all other creatures of your choice within 10 feet of the target.

Shocking Damage Rune Level Price
Standard 1d6 8 2000 gp
Greater 2d6 15 8000 gp
Thundering

Usage: Etched onto a weapon.

This weapon lets out a peal of thunder when it hits, dealing an extra 1d6 thunder damage on a successful strike. On a critical hit, the target has to succeed at a DC 15 Fortitude save or be deafened for 1 minute (or 1 hour on a critical failure).

Greater: The save DC is 20, and the deafness is permanent.

Thundering Damage Rune Level Price
Standard 1d6 8 2000 gp
Greater 2d6 15 8000 gp
Dancing

Usage: Etched onto a melee weapon.
Level: 13
Price: 2000 gp

A dancing weapon flies autonomously and strikes your foes. You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Spell-Storing

Usage: Etched onto a melee weapon.
Level: 13
Price: 24000 gp

A spell-storing rune creates a reservoir of eldritch energy within the etched weapon. This weapon stores spells cast into it, holding them until the attuned wearer uses them. The weapon can store up to 5 levels worth of spells at a time. When found, it contains 1d6−1 levels of stored spells chosen by the GM.

Any creature can cast a spell of 1st through 5th level into the weapon by touching the weapon as the spell is cast. The spell has no effect, other than to be stored in the ring. If the weapon can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While wielding this weapon, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the weapon is no longer stored in it, freeing up space.

If you hit and damage a creature with this weapon, you may unleash a stored spell, which uses the target of the triggering attack as the target of the spell. If the spell requires a spell attack roll, or a Dexterity saving throw it automatically hits.

Sharpness

Usage: Etched onto a slashing melee weapon.
Level: 13
Price: 1700 gp

When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

Speed

Usage: Etched onto a piercing or slashing melee weapon.
Level: 16
Price: 2000 gp

You can make one attack with this weapon as a bonus action on each of your turns.

Vorpal

Usage: Etched onto a slashing melee weapon.
Level: 17
Price: 24000 gp

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Chapter 6: Customisation Options

Multiclassing

Prerequisites

Multiclassing Prerequisites
Class Ability Score Minimum
Barbarian Strength 13 or Dexterity 13
Bard Charisma 13
Cleric Wisdom 13
Druid Wisdom 13
Fighter Strength 13 or Dexterity 13
Monk Dexterity 13 and Wisdom 13
Paladin Strength 13 or Dexterity 13, and Charisma 13
Ranger Strength 13 or Dexterity 13, and Wisdom 13
Rogue Dexterity 13
Sorcerer Charisma 13
Warlock Intelligence 13 or Wisdom 13 or Charisma 13
Wizard Intelligence 13

Proficiencies

Multiclassing Proficiencies
Class Proficiencies gained
Barbarian Increase your armour proficiency by 1 weight category to a maximum of medium,
1 martial weapon group
Bard Light armour, 3 proficiency points
Cleric Increase your armour proficiency by 1 weight category to a maximum of medium
Druid Increase your armour proficiency by 1 weight category to a maximum of medium
Fighter Increase your armour proficiency by 1 weight category to a maximum of heavy,
3 martial weapon groups
Monk 1 martial weapon group
Paladin Increase your armour proficiency by 1 weight category to a maximum of heavy,
1 martial weapon group
Ranger Increase your armour proficiency by 1 weight category to a maximum of medium, 1 martial weapon group, 1 skill from the class's skill list
Rogue Light armour, 1 skill from the class's skill list, thieves' tools
Sorcerer -
Warlock Light armour
Wizard -

Class Features

Extra Attack

If more than one of your classes grants the Extra Attack class feature at level five, you gain this class feature when the sum of your levels in those classes is five or greater.

Spellcasting

Only levels in classes that grant cantrips contribute to the progression of cantrip damage with increasing level.

Fighting Styles

Berserk Style

You are skilled at returning pain to those who deliver it. While you are wielding a melee weapon with which you are proficient, you gain the following benefit:

  • When you deal damage to a creature that includes your Strength modifier, you add twice your Strength modifier if that creature dealt damage to you since the start of your last turn.

  • When you choose to let an attack hit you, the creature rolls the damage as normal instead of choosing the maximum.

    (Normally, you can choose to allow a miss to hit you. If you do so, the attacker chooses the maximum amount of damage instead of rolling.)

Brawling Style

You are skilled at using your weight to your advantage. You gain the following benefits:

  • You are proficient with improvised weapons.
  • Your unarmed strike damage increases by one step.
  • When you take the Attack action and attempt to grapple, shove, or trip a creature, or make an attack against a creature with an unarmed strike or a weapon wielded in one hand on your turn, you can use your bonus action to make an unarmed strike, grapple, shove, or trip against the same creature.

Covert Style

You are skilled at fighting from unseen angles. You gain the following benefits:

  • You can take the Hide action as a bonus action. If you could already take the Hide action as a bonus action, you can instead take it as a reaction on your turn.
  • Creatures you've dealt damage to since the start of your last turn have disadvantage on Wisdom (Perception) checks made to find you.

Berserk Mastery

You've mastered returning pain to those who deliver it, becoming a scourge on the battlefield. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:

  • When a creature within 5 feet of you deals damage to you with a weapon, you can use your reaction to make a melee weapon attack against that creature. On a hit, you deal additional damage equal to your proficiency bonus.
  • When a creature scores a critical hit against you, you have advantage on the first attack you make against that creature before the end of your next turn.
  • You have advantage on saving throws that would force you to act against your will, be frightened, or prevent you from attacking a creature

Brawling Mastery

You've mastered using your weight to your advantage, easily wrangling targets around. You gain the following benefits:

  • Your improvised weapons use a d6 for damage and gain the versatile property.
  • Your unarmed strike damage increases by one step.
  • Your speed isn't halved by carrying a grappled creature who is the same size category as you or smaller.
  • Once per turn, when you hit a creature with an unarmed strike or a weapon wielded in one hand on your turn, you can make an additional unarmed strike against the same target without the aid of your proficiency bonus (no action required).

Covert Mastery

You've mastered fighting from unseen angles, gaining an advantage over your foes. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks that rely on sight.
  • When you are hidden from a creature and miss it with an unarmed strike or weapon attack, making the attack doesn't automatically reveal your position.
  • Once per turn, when you deal damage to a creature with an unarmed strike or weapon attack while hidden from it, you deal additional damage equal to your proficiency bonus.

Defense Style

You are skilled at the art of defending yourself. While you are wearing medium or heavy armour with which you are proficient, you gain the following benefits:

  • You can use your bonus action to mark a target within 30 feet that you can see until the end of your next turn. When you do so, damage dealt to you by the target is reduced by an amount equal to half your Strength or Constitution modifier (your choice, rounded up, minimum of +1) while marked. You can only have one creature marked in this way at a time.
  • You have advantage on Strength checks and Strength saving throws to avoid being moved.

Disruption Style

You are skilled at fighting and interfering with spellcasters. You gain the following benefits:

  • When you force a creature to make a Constitution saving throw to maintain concentration on your turn, and they succeed on the save, you can use your bonus action to force them to reroll the save. They must use the new roll.
  • Once per round, when a hostile creature attempts to cast a spell while within 5 feet of you, they must first make a Constitution saving throw as if to maintain concentration (DC = 10 + the spell's level). On a failure, the spell isn't cast and any slots are wasted.

Dual Wielding Style

You are skilled at fighting with two weapons. While you are wielding separate weapons in each hand with which you are proficient, you gain the following benefits:

  • When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of your Two-Weapon Fighting attack as long as it doesn't already include that modifier.
  • When you make an opportunity attack, you can attack with both of your weapons.

Defense Mastery

You've mastered the art of defending yourself, treating your armour as a second skin. While you are wearing medium or heavy armour with which you are proficient, you gain the following benefits:

  • Damage that you take from weapons is reduced by an amount equal to your proficiency bonus.
  • When a creature makes a melee attack against you while within your reach, whether the attack hits or misses, you can use your reaction to attempt to shove that creature up to 10 feet directly away from you.
  • The time it takes for you to don and doff armour is reduced by half.

Disruption Mastery

You've mastered fighting and interfering with spellcasters, confounding their concentration. You gain the following benefits:

  • When a creature within 30 feet of you that you can see casts a spell, they provoke an opportunity attack from you.
  • Whenever you force a creature to make a saving throw to maintain concentration, the DC for the saving throw increases by an amount equal to your proficiency bonus.
  • You have advantage on saving throws against spells cast by creatures you can see if you've dealt damage to them since the start of your last turn.

Dual Wielding Mastery

You've mastered fighting with two weapons, becoming a flurry of motion. While you are wielding separate weapons in each hand with which you are proficient, you gain the following benefits:

  • When you engage in Two-Weapon Fighting, you may forgo a number of attacks, up to the number of weapons that you are wielding. For each attack that you forgo, choose a target. You may choose the same target twice. Roll damage for the attack and subtract the total from one attack that the target hits you with before the start of your next turn.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't finesse or light. Instead, these weapons may not be unwieldy or versatile.
  • When you use your bonus action to attack with a weapon, you can choose to forgo your proficiency bonus. If you do so, you can make an additional attack with that weapon, also without your proficiency bonus.

Duelist Style

You are skilled in the art of fighting with a single weapon. While you are wielding a weapon in one hand with which you are proficient and no other weapons, you gain the following benefit:

  • You have advantage on feint attempts.
  • When you miss with a weapon attack on your turn, you can use your bonus action to repeat the attack against the same target. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll.
  • Once on each of your turns, drawing or stowing a one-handed weapon no longer requires your object interaction.

Equilibrium Style

You are skilled at fighting without the confines of armour. While you are wearing light or no armour and not wielding a shield, you gain the following benefits:

  • You can use your bonus action to mark a target within 30 feet that you can see until the end of your next turn. When you do so, you gain a bonus to AC and Dexterity saving throws against effects the target controls equal to half your Dexterity modifier (rounded up, minimum of +1) while marked. You can only have one creature marked in this way at a time.
  • You have advantage on Dexterity checks and Dexterity saving throws to avoid being moved.

Formation Style

You are skilled at fighting with a partner. While an ally is within 5 feet of you, you gain the following benefits:

  • You can take the Guard action as a bonus action. If you could already take the Guard action as a bonus action, you can instead take it as a reaction on your turn.
  • When you move on your turn, you can use a bonus action to allow an ally within 5 feet of you to move with you (no action required by the ally). The ally must end this movement within 5 feet of you, and this movement can't exceed the ally's speed.
  • When you choose to let an attack that would hit a guarded ally hit you instead, the creature rolls the damage as normal instead of choosing the maximum.

Duelist Mastery

You've mastered the art of fighting with a single weapon, making one weapon feel like many. While you are wielding a weapon in one hand with which you are proficient and no other weapons, you gain the following benefits:

  • When you take the Attack action, you can choose to attack with haste at the expense of accuracy. Your weapon attacks are made without the aid of your proficiency bonus, but you can use your reaction to make an additional weapon attack, also without your proficiency bonus. If you would make more than one attack when you take the Attack action, only one attack is made without your proficiency bonus.
  • When a creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
  • You have advantage on ability checks and saving throws to avoid being disarmed.

Equilibrium Mastery

You've mastered fighting without the confines of armour, treating combat as an elegant dance. While you are wearing light or no armour and not wielding a shield, you gain the following benefits:

  • When a creature misses you with a weapon attack, you can use your reaction to make an unarmed strike or weapon attack against that creature without your proficiency bonus.
  • When a creature hits you with a weapon attack, you can use your reaction to impose a penalty to the attack roll equal to your proficiency bonus, potentially causing the attack to miss.
  • If you are disarmed, you can use your reaction to immediately catch the weapon.

Formation Mastery

You've mastered fighting with a partner, learning to move and act as a single unit. While an ally is within 5 feet of you, you gain the following benefits:

  • When a creature misses an ally within 5 feet of you with a weapon attack, you can use your reaction to make a weapon attack against that creature without your proficiency bonus.
  • When a creature hits an ally within 5 feet of you with a weapon attack, you can use your reaction to impose a penalty to the attack roll equal to your proficiency bonus, potentially causing the attack to miss.
  • When you take the Guard action, the guarded ally has advantage on Dexterity saving throws that would affect only them while guarded.

Great Weapon Style

You are skilled at putting the weight of a weapon to your advantage. While you are wielding a melee weapon with the two-handed property with which you are proficient, you gain the following benefit:

  • When you roll a 1 or 2 on a weapon damage die, you can reroll the die once and keep the better result.
  • Grasping a two-handed weapon you are wielding in only one hand with your other hand no longer requires your object interaction.

Guerrilla Style

You are skilled at maneuvering across the battlefield. You gain the following benefits:

  • You can take the Disengage action as a bonus action. If you could already take the Disengage action as a bonus action, you can instead take it as a reaction on your turn.
  • When you take the Disengage action, you ignore non-magical difficult terrain, and you have advantage on the first ability check or saving throw to avoid an effect that impairs your movement speed or forces you to move before the start of your next turn.

Mounted Style

You are skilled at fighting while mounted. You gain the following benefits:

  • Mounting a creature only uses 5 feet of your movement, provided you can reach it.
  • You can force an attack targeted at your mount to target you instead, provided you are a valid target for that attack.

Great Weapon Mastery

You've mastered putting the weight of a weapon to your advantage, letting its momentum empower your strikes. While you are wielding a melee weapon with the two-handed property with which you are proficient, you gain the following benefits:

  • On your turn, when you score a critical hit or reduce a creature to 0 hit points with a melee weapon, you can make one melee weapon attack as a bonus action.
  • When you miss with a melee weapon attack, you can use your bonus action to repeat the attack against the same target. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll. On a hit, this attack deals bludgeoning damage equal to your Strength modifier.
  • Before you make a melee weapon attack, you can choose to forgo your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage.
  • While wielding the weapon in two hands, you have advantage on ability checks and saving throws to avoid being disarmed.

Guerrilla Mastery

You've mastered maneuvering across the battlefield, sliding through openings that others might not see. You gain the following benefits:

  • You can move through a hostile creature's space regardless of that creature's size.
  • When you hit a creature with an opportunity attack, you can move up to half your speed (no action required) without provoking opportunity attacks from that creature.
  • Once per turn, when you hit a creature with a weapon attack, another enemy of the creature is within 5 feet of it, and that enemy isn't incapacitated, you can deal additional damage equal to twice your proficiency bonus.
  • When a hostile creature moves to within 5 feet of you, you can use your reaction to Disengage and move up to half your speed. If you could already use your reaction to Disengage and move up to half your speed, you can instead move up to your full speed.

Mounted Mastery

You've mastered the art of fighting while mounted, moving seamlessly with your companion. While you are mounted on a controlled creature, you gain the following benefits:

  • Once per turn, you can choose to have advantage on a melee weapon attack roll against an unmounted creature that is smaller than your mount. If the attack hits, you deal additional damage equal to your proficiency bonus.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, you can use your reaction to have it instead take no damage if it succeeds on the saving throw, and only half damage if it fails.
  • While mounted, you can use your bonus action to have your mount make a single attack against a creature within its range.

Onslaught Style

You are skilled at using your momentum to your advantage. You gain the following benefits:

  • You can take the Dash action as a bonus action. If you could already take the Dash action as a bonus action, you can instead take it as a reaction on your turn.
  • When you attempt to trip a creature, instead of making a Strength (Athletics) check, you can instead make an attack roll. If you are wielding your weapon in two hands, you make this attack roll with advantage.

Sentinel Style

You are skilled at techniques that take advantage of every drop in any enemy's guard. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:

  • Creatures provoke an opportunity attack when they move to within your reach or move 5 feet or greater while within your reach.
  • When you hit a creature that is no more than one size larger than you with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

Sharpshooter Style

You are skilled with ranged weapons and can make shots that others find difficult. While you are wielding a ranged weapon with which you are proficient, you gain the following benefits:

  • You can use your bonus action to mark a target 30 feet or greater from you. If you do so, and that target moves at least 5 feet before the start of your next turn, they provoke an opportunity attack from you, and you can use a ranged weapon for that opportunity attack.
  • Your ranged weapon attacks ignore half cover against targets 30 feet or greater from you.

Onslaught Mastery

You've mastered using your momentum to your advantage, effectively pummeling creatures into submission and keeping them down once they fall. You gain the following benefits:

  • When a creature falls prone within 5 feet of you, you can use your reaction to make an attack with an unarmed strike or melee weapon.
  • When you would have advantage on a melee weapon attack due to a creature being prone, you can reroll one of the dice once.
  • When a prone creature within 5 feet of you attempts to stand, they provoke an opportunity attack from you.
  • Once on each of your turns, if you move at least 10 feet in a straight line towards a creature before hitting it with a melee weapon attack, you deal additional damage equal to your proficiency bonus.

Sentinel Mastery

You've mastered techniques to take advantage of every drop in any enemy's guard; in tight spaces you are indomitable. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:

  • Creatures within your reach provoke opportunity attacks from you even if they take the Disengage action.
  • You can use a bonus action to enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you have a number of special reactions equal to your proficiency bonus that you can only use to make opportunity attacks. You can only take one reaction per turn.
  • When you take the Dodge action, once per round, you can take two reactions on the same turn, instead of only one.

Sharpshooter Mastery

You've mastered ranged weapons and can easily make shots that others find impossible. While you are wielding a ranged weapon with which you are proficient, you gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks half cover against targets 30 feet or greater from you. If your ranged weapon attacks would already ignore half cover against targets 30 feet or greater from you, they also ignore three-quarters cover.
  • Before you make an attack with a ranged weapon with which you are proficient, you can choose to forgo your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage.

Shield Style

You are skilled at using your shield to defend yourself, and you understand that shields are not just for protection but also for offense. While you are wielding a shield with which you are proficient, you gain the following benefits:

  • If you are wielding a heavy shield, you are no longer required to wield a weapon with the light property in the other hand.
  • You can use a bonus action to try to shove or trip a creature within 5 feet of you with your shield.

Snapshot Style

You are skilled at getting up close and personal with ranged weapons. While you are wielding a ranged weapon with which you are proficient, you gain the following benefits:

  • When making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
  • Your ranged weapon attacks ignore half cover against targets within 30 feet of you.
  • When you roll a 1 on a ranged weapon damage die against a creature within 30 feet, you can reroll the die and must use the new roll, even if the new roll is a 1.

Throwing Style

You are skilled with the techniques of throwing weapons. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:

  • Whenever you make a ranged attack with a thrown weapon, you can immediately draw another weapon as part of the attack.
  • Whenever you make a ranged attack with a thrown weapon, you can move up to 5 feet.
  • When you miss with a ranged attack with a thrown weapon, you can use your bonus action to repeat the attack against a creature within 15 feet and behind your initial target. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll.

Shield Mastery

You've mastered using a shield to defend yourself. While you are wielding a shield with which you are proficient, you gain the following benefits:

  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a power or other harmful effect.
  • When a creature you can see damages you, you can use your reaction to reduce the damage by an amount equal to your proficiency bonus.
  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, and you succeed on the saving throw, you can use your reaction to take no damage.

Snapshot Mastery

You've mastered getting up close and personal with ranged weapons, maintaining both rate of fire and accuracy. While you are wielding a ranged weapon with which you are proficient, you gain the following benefits:

  • When you take the Attack action targeting a creature within 30 feet, you can choose to attack rapidly at the expense of accuracy. Your ranged weapon attacks are made without the aid of your proficiency bonus, but you can use your bonus action to make an additional ranged weapon attack, also without your proficiency bonus. If you would make more than one attack when you take the Attack action, only one attack is made without your proficiency bonus.
  • Your ranged weapon attacks ignore half cover against targets within 30 feet of you. If your ranged weapon attacks would already ignore half cover against targets within 30 feet of you, they also ignore three-quarters cover.
  • Other creatures provoke an opportunity attack from you when they move to within 30 feet of you, and you can use ranged weapons when making opportunity attacks.

Throwing Mastery

You've mastered the techniques of throwing weapons, readily blending the weapons with your movements. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with thrown weapons.
  • Once on each of your turns, you can make a ranged weapon attack with a thrown weapon against a target within the weapon's normal range without the aid of your proficiency bonus (no action required).
  • When you hit a creature with a ranged attack with a thrown weapon, you have advantage on your next melee weapon attack against that creature before the end of your next turn.
  • Once per turn, you can draw a weapon with the thrown property without using your object interaction.

Twin-Blade Style

You are skilled at fighting with double-bladed weapons. While wielding a weapon with the double property with which you are proficient, you gain the following benefits:

  • When you engage in Double-Weapon Fighting, you can add your ability modifier to the damage of your Double-Weapon Fighting attack.
  • When you attempt to shove a creature, instead of making a Strength (Athletics) check, you can instead make an attack roll. If you are wielding your weapon in two hands, you make this attack roll with advantage.

Versatile Style

You are skilled at using weapons in different ways. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:

  • When you miss with a melee weapon attack on your turn while wielding a weapon in two hands, you can use your bonus action to repeat the attack roll against the same target using one hand. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll.
  • When you miss with a melee weapon attack on your turn while wielding a weapon in one hand, you can use your bonus action to attempt to shove or trip that creature. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this ability check.
  • Grasping a versatile weapon you are wielding in only one hand with your other hand no longer requires your object interaction.

Twin-Blade Mastery

You've mastered fighting with double-bladed weapons, using both ends to devastating effect. While wielding a weapon with the double property with which you are proficient, you gain the following benefits:

  • Whenever you roll the maximum on a weapon damage die against a creature, you gain a +1 bonus to the next attack roll you make against that creature before the end of your next turn.
  • You can engage in Double-Weapon Fighting even when the weapon you are wielding lacks the light property.
  • Grasping a double weapon you are wielding in only one hand with your other hand no longer requires your object interaction.
  • Before you make a melee weapon attack, you can choose to forgo your proficiency bonus. If the attack hits, you add your proficiency bonus to the attack's damage.

Versatile Mastery

You've mastered using weapons in different ways, altering your attack patterns mid-swing. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:

  • When you are the target of a melee weapon attack, you can immediately use your reaction to make a melee weapon attack against the target without your proficiency bonus. On a hit, the target suffers the attack’s normal effects, and you impose disadvantage on the attack roll made against you.
  • Once per turn, when you make an attack roll while wielding a weapon in two hands, you can attempt to follow up on the attack. If the attack hits, the creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.
  • Once per turn, when you make an attack roll while wielding a weapon in one hand, the target is wielding a shield, and your other hand is empty, you can use your other hand to pull down the shield (no action required). If you do so, the creature gains no benefit to Armour Class from its shield for that attack.

Feats

Class Feats

Extra Invocation

Prerequisite: Warlock

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Choose one Invocation option.

Rimehand

Prerequisite: Barbarian
Increase your Strength or Constitution score by 1, to a maximum of 20. When you rage, you gain the following benefits:

  • You have resistance against cold damage.
  • You have advantage on saving throws against extreme cold and effects that deal cold damage.
  • Your melee attacks deal additional cold damage equal to your constitution modifier.

General Feats

Blinding Agility

Prerequisite: Dexterity 20 or +2 racial bonus to Dexterity
You have the reflexes of one who can see things before they happen, granting the following benefits:

  • You gain proficiency in Dexterity saving throws. If you are already proficient in them, you add double your proficiency bonus to Dexterity saving throws you make.
  • Weapons that lack the two-handed or property are considered to have the finesse property for you.
  • Opportunity attacks made against you have disadvantage.

Cunning Intellect

Prerequisite: Intelligence 20 or +2 racial bonus to Intelligence
You have the cunning of the most prolific scholars, granting the following benefits:

  • You gain proficiency in Intelligence saving throws. If you are already proficient in them, you add double your proficiency bonus to Intelligence saving throws you make.
  • When you engage in the Training downtime activity, during resolution, you add your proficiency bonus to the check. If you would already add your proficiency bonus, you instead add twice your proficiency bonus.
  • Whenever you make an ability check that uses your Intelligence, you can add half your proficiency bonus (rounded down) if it doesn’t already include your proficiency bonus. Additionally, if you roll lower than half your level (rounded down) on an Intelligence check, you can instead use your level for the d20 roll.

Exalted Awareness

Prerequisite: Wisdom 20 or +2 racial bonus to Wisdom
You have the wisdom associated with the most renowned sages, granting the following benefits:

  • You gain proficiency in Wisdom saving throws. If you are already proficient in them, you add double your proficiency bonus to Wisdom saving throws you make.
  • Creatures within 60 feet of you have disadvantage on Dexterity (Stealth) checks made to hide from you.
  • As an action, you can sense the presence of illusions and other effects designed to deceive the senses within 30 feet of you, provided that you aren't blinded or deafened. You sense that an effect is trying to trick you, but you gain no insight into what is hidden or its true nature. Once you've used this feature, you must complete a short or long rest before you can use it again.

Overwhelming Presence

Prerequisite: Charisma 20 or +2 racial bonus to Charisma
You have the presence of the most affluent of leaders, granting the following benefits:

  • You gain proficiency in Charisma saving throws. If you are already proficient in them, you add double your proficiency bonus to Charisma saving throws you make.
  • While you are conscious, up to five friendly creatures within 30 feet of you who can see or hear you and who can understand you can gain a bonus to one Intelligence, Wisdom, or Charisma saving throw they make equal to your Charisma modifier. Once they’ve done so, they can’t do so again until they finish a short or long rest.
  • As an action, you can attempt to distract up to five creatures you can see within 30 feet of you. Each creature must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). Any creature immune to being charmed is unaffected. If you or your companions are fighting a creature, it has advantage on the saving throw. On a failed save, for the next minute, a creature has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the effect ends or until the target can no longer see or hear you. The feature ends early if you are incapacitated.

The Taste of Death

You gain strength after eating the heart of a defeated enemy. As part of a short rest, you can eat the heart of one living creature that you helped defeat within the last hour. The creature must have an edible heart. Eating the heart requires 10 minutes of tearing it free, chewing, and swallowing, after which you heal 1d8 vigour points or 1 wound point for each Hit Die of the defeated creature.

Titan's Power

Prerequisite: Strength 20 or +2 racial bonus to Strength
You have the strength that legends tell of, granting the following benefits:

  • You gain proficiency in Strength saving throws. If you are already proficient in them, you add double your proficiency bonus to Strength saving throws you make.
  • You ignore the two-handed property of weapons with which you are proficient.
  • When you miss with a melee weapon attack, the creature takes damage equal to your Strength modifier. This damage is of the same type as the weapon’s damage.

Unnatural Resilience

Prerequisite: Constitution 20 or +2 racial bonus to Constitution
You have the fortitude often attributed to gods, granting the following benefits:

  • You gain proficiency in Constitution saving throws. If you are already proficient in them, you add double your proficiency bonus to saving throws you make.
  • Enhanced effects, such as powers or medpacs, that would restore hit points to you can’t restore an amount less than half your level + your Constitution modifier. If this amount would exceed that maximum amount of hit points that effect could restore, you instead take that effect’s maximum.
  • You can add your Constitution modifier to death saving throws you make.

Magic Feats

Meta-Magician

Prerequisite: Wizard
As a wizard’s knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal, and spells modified by metamagic use a spell slot higher than normal. During spell preparation, the wizard chooses which spells to prepare with which kind of metamagic (and thus which ones require higher-level spell slots than normal).

In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. The modifications made only apply to spells cast directly by the wizard. A wizard can’t use metamagic to alter a spell being cast from a wand, scroll, or other device. A wizard can apply multiple metamagic effects to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic effect more than once to a single spell.

Careful Spell. +1 Spell Level
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. Choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell. +1 Spell Level
When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell.

When you cast a spell that has a range of touch, you can make the range of the spell 30 feet.

Empowered Spell. +1 Spell Level
When you roll damage for a spell, you can reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

Extended Spell. +1 Spell Level
When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.

Heightened Spell +3 Spell Levels
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell +2 Spell Levels
When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.

Subtle Spell. +1 Spell Level
When you cast a spell, you can cast it without any somatic or verbal components.

Twinned Spell. Double Spell Level
When you cast a spell that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell.

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Twin Secrets

You can concentrate on two spells simultaneously without incurring exhaustion. Whenever you take damage while you are concentrating on two spells, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 plus the levels of both spells, or half the damage you take, whichever number is higher. Alternatively, you can choose to stop concentrating on one spell, to retain concentration on the other.

War Caster

Prerequisite: The ability to cast spells
You've practiced casting powers in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • Once per round, when a hostile creature provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The power must have a casting time of 1 action and must target only that creature.

Martial Feats

Fighting Master

You've mastered a particular style of fighting. Choose one of the Fighting Mastery options. You can't take a Fighting Mastery option more than once, even if you later get to choose again.

Fighting Stylist

You adopt a particular style of fighting as your specialty, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • Choose one of the Fighting Style options.
  • You can select this feat multiple times. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Heavily Armoured

Prerequisite: Proficiency with medium armour
You have trained to master the use of heavy armour, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with heavy armour. If you are already proficient with heavy armour, instead while you are wearing heavy armour, critical hits made against you are treated as normal hits and you don't suffer from disadvantage on Strength (Athletics) checks due to heavy armour you are wearing. Additionally, the penalty to your initiative due to the bulky property is reduced to -1.

You can take this feat twice.

Lightly Armoured

You have trained to master the use of light armour, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with light armour. If you are already proficient with light armour, instead while you are unarmoured or wearing light armour, your speed increases by 5 feet.

Moderately Armoured

You have trained to master the use of medium armour, gaining the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with medium armour. If you are already proficient with medium armour, instead while you are wearing medium armour, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher, and you ignore the bulky and noisy properties of medium armour.

Revenant Blade

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it and you gain +1 AC.

Savage Attacker

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Once per turn when you roll damage for a melee weapon attack with which you are proficient, you can reroll the weapon's damage dice and use either total.

Racial Feats

Celestial Legacy

Prerequisite: Aasimar
Divine blood flows bright in your veins.

  • Increase your Strength, Constitution, Wisdom or Charisma score by 1, up to a maximum of 20.
  • Additionally, your third level racial ability improves.

    Protector: When you use your Radiant Soul to fly, you do not provoke opportunity attacks when you leave melee threat range. Additionally, your flying speed increases to double your movement speed.

    Scourge: When you use your Radiant Consumption to deal extra radiant damage to a target, you can choose to force the target to succed at a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be stunned until the end of your next turn. You can use this ability a number of times per long rest equal to your charisma modifier.

    Fallen: When you use your Necrotic Shroud to frighten creatures within 10 feet of you, they instead become panicked.

    Herald: When you use your Radiant Mobility to enhance your speed, you do not provoke opportunity attacks when you leave melee threat range and you can walk on liquids and vertical surfaces.

Weapon Specialisations

Blade Specialist

You master blade-type weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You gain a +1 bonus to the weapon’s attack rolls.
  • As a bonus action, you can take a parrying stance. While you are in this stance and you aren’t wielding a shield, you gain a bonus to AC equal to half your proficiency bonus (rounded up) until the start of your next turn.
  • You score a critical hit on a roll of 19 or 20.

Bludgeoning Weapon Specialist

You master the bludgeoning-type weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You gain a +1 bonus to the weapon’s attack rolls.
  • Whenever you have advantage on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to knock the target prone. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability). If you win the contest, the target is knocked prone.
  • Once per round, when you use your reaction to make a melee weapon attack, you have advantage on the attack roll.

Crossbow Specialist

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • When reloading a crossbow, you can expend your bonus action to reduce the time it takes to load a crossbow by 1 attack.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Firearm Specialist

You are an expert in the way of the gun.

  • When reloading a firearm, you can expend your bonus action to reduce the time it takes to load a gun by 1 attack.
  • If your gun has the caliber property, the distance is extended to 30 feet and the AC threshold for the additional damage die is reduced to 2
  • You are proficient in the sacred art of hitting someone with your gun if they get too close. One-handed Firearms gain Bashing (1d4 bludgeoning) and two-handed firearms gain bashing (1d8 bludgeoning), but both still face the Misfire chance on the attack roll.

Grappling Specialist

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • Failed grapple checks do not result in loss of the grapple or opportunity attacks.
  • While you are grappling an opponent, you can choose not to roll one of your attacks and deal damage equal to your Strength ability modifier. While you are grappling an opponent, if the opponent attempts to escape your grapple and fails, you can spend your reaction to deal damage equal to your Strength ability modifier.

Polearm Specialist

You master polearm-type weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You gain a +1 bonus to the weapon’s attack rolls.
  • When you take the Attack action, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage. If the weapon has the reach property, the bonus action attack does not benefit from this property.
  • When you take the Attack action, you can choose to forgo one of your attacks. If you do so, your reach increases by 5 feet until the start of your next turn.

Rifle Specialist

You master the use of firearms with the two-handed property. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You gain a +1 bonus to the weapon’s attack rolls.
  • Whenever you have advantage on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to snare the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or its movement speed is reduced by half until the end of it's next turn. If it's speed was already reduced by half, it is instead reduced to 5 feet.
  • When a creature you can see misses you with an attack roll, you can use your reaction to Disengage and move up to half your speed. You must end this movement further away from the creature than you started.

Sidearm Specialist

You master weapons with the point-blank property. You gain the following benefits while wielding any of these weapons, if you are proficient with it:

  • You gain a +1 bonus to the weapon’s attack rolls.
  • You learn to load and fire your weapon more efficiently. You can now reload these weapons using your object interaction. You must have one free hand to reload.
  • Whenever you score a critical hit against a living creature that has a head, you can attempt to daze the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), it must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or be stunned until the end of its next turn.

Trip Weapon Specialist

You master weapons with the tripping property. You gain the following benefits while wielding any of these weapons:

  • You gain a +1 bonus to the weapon’s attack rolls.
  • As a bonus action on your turn, you can extend your weapon to sweep around and pull down an opponent’s shield. Until the end of that creature’s next turn, it gains no benefit to AC from its shield.
  • When you score a critical hit with the weapon or hit with an opportunity attack using the weapon, you can attempt to trip the opponent as well. If the target is no more than one size larger (your size or smaller if your weapon has the light property), it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + either your Strength or Dexterity modifier) or be knocked prone.

Welcome

to 5e with

Stormchaser

If you're reading this, the chances are that you're playing in one of my games, or you've found my content via Discord or Reddit.

I hope you have fun, and if you have any questions at all, don't hesitate to ask.

Campaign specific house rules can be found in the house rules channel of that campaign's category on my discord.

Enjoy!

Thanks

Extra thanks to my dedicated patrons and the members of my discord for their playtesting, feedback and critique!

Special mention goes to deity tier patron
Kane Taylor, aka "Zombie Cat ASMR".