[Compilation] Equipment Options: Shields Revisited, Exotic Weaponry, Pyrotechnic Alchemy, + Bonus Feats

by RBSkald

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Dungeon Delver's Depot: Equipment Options

Shields Revisited

Shields
Shield Cost Armor Class (AC) Strength Stealth Weight Special Property?
Buckler 5 gp +1 2 lb.
Shield 10 gp +2 6 lb.
Tower shield 30 gp +2 Str 13 Disadvantage 35 lb.

Shield Properties

Some types of shields have a special property related to their use, described below.

Buckler. This shield can be wielded as a simple melee weapon with the light property, dealing 1 bludgeoning damage on a hit. You must be proficient with simple melee weapons to use this property.

Tower Shield. At the start of your turn, you can choose to cover yourself with this shield to provide three-quarters cover from a specific direction, but you move at half speed while protected in this manner. You can reposition your shield on the start of subsequent turns, or instead uncover yourself to remove the movement penalty.

Shield Types & Shield Proficiency

If you are proficient with shields, you can effectively defend yourself with any type of shield.

At a DM's discretion, rogues are proficient with bucklers.

Dungeon Delver's Depot — by R.B. Skald

Exotic Weaponry

Weapon Cost Damage Weight Properties
Simple Melee Weapons
Prosthetic hook 2 gp 1d4 piercing 3 lb. Finesse, light, special
Martial Melee Weapons
Garrote 1 gp Special, two-handed
Harpoon 15 gp 1d6 piercing 8 lb. Special, thrown (range 20/60), versatile (1d8)
Heavy flail 20 gp 1d10 bludgeoning 10 lb. Heavy, reach, two-handed
Light chain 5 gp 1d6 bludgeoning 5 lb. Reach, special, two-handed
Martial Ranged Weapons
Bolas 2 sp 1d4 bludgeoning 2 lb. Light, special, thrown (range 20/60)
Boomerang 5 gp 1d6 bludgeoning 2 lb. Light, special, thrown (range 30/120)
Crossbow, repeating 100 gp 1d8 piercing 5 lb. Ammunition (range 40/160), reload (6 bolts)*, two-handed
Lasso Special, thrown (range 15/45), two-handed

*See page 267 of the DMG for information on the reload property.

Special Weapons

This section describes weapons that have special rules or require further explanation:

Bolas. On a hit by the rope-attatched weights, the target must succeed on a DC 11 Dexterity saving throw or be knocked prone.

Boomerang. On a miss, a boomerang returns to your hand.

Garrote. On a hit by the metal wire, you grapple and choke a Medium or smaller creature until it is freed. Until this grapple ends, you cannot use your garrote to make another attack.

A garrote has no effect on creatures that are formless. A creature can use its action to contest its Strength ability against yours, freeing itself on a success.

Harpoon. On a hit by the rope-attached spear, you can use a bonus action to make a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you win the contest, you pull it up to 20 feet towards you.

Whether you hit or miss, you pull the harpoon back into your hand after making a ranged attack.

Lasso. Proficiency with a lasso allows you to wield a tied loop of rope as a ranged weapon. A Large or smaller creature hit by a lasso is grappled until it is freed. Until this grapple ends, you cannot use your lasso to make another attack.

A lasso has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to contest its Strength ability against yours, freeing itself on a success. Dealing 2 slashing damage to the lasso (AC 10) cuts it, ending the effect and destroying the lasso.

On a miss, you pull the lasso back into your hand.

Light Chain. On a hit by the weighted chain, you can use a bonus action to try grappling the creature, contesting its Strength ability against yours. A creature that's grappled can use its action to repeat the contest, freeing itself on a success. Until this grapple ends, you cannot use your chain to attack another target.

Prosthetic Hook. This weapon replaces a lost hand. You can detach or reattach the prosthetic as an action, and it can't be disarmed against your will.

Dungeon Delver's Depot — by R.B. Skald

Pyrotechnic Alchemy

Alchemical Items
Item Cost Weight
Blasting powder (pouch)* 20 gp 2 lb.
Bomb, fire 35 gp 1/2 lb.
Bomb, glue 50 gp 1/2 lb.
Bomb, smoke 20 gp 1/2 lb.
Explosive seed* 40 gp 1/2 lb.
Petard 200 gp 30 lb.
Pyrotechnist’s flash (vial) 30 gp 1 lb.
Signal rocket 1 gp 2 lb.
Stinkpot 40 gp 1 lb.

*See page 225 of Explorer’s Guide to Wildemount.

Bomb, Fire. This ceramic-encased container holds a small amount of crude petroleum. As an action, you can light this bomb and throw it at a point up to 20 feet away, shattering it on impact. Each creature within 5 feet of that point must make a DC 11 Dexterity saving throw, taking 1d8 fire damage on a failed save, or half as much damage on a successful one.

Bomb, Glue. Sticky, adhesive tar is stored within this ceramic-encased explosive. As an action, you can light this bomb and throw it at a point up to 20 feet away, shattering it on impact. Each creature within 5 feet of that point must succeed on a DC 11 Dexterity saving throw or be restrained. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bomb, Smoke. As an action, you can ignite this spherical paper bomb filled with black powder and hurl it at a point up to 20 feet away, detonating on impact. The explosion leaves a smoke cloud that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of your next turn.

Petard. A petard is a 20 lb. cast-iron explosive hoisted next to an obstacle (typically a gate or wall) with two 5 lb. wooden beams. It takes one action each to set a support beam in place, one action to mount the petard, and one action to ignite it within your space.

When you ignite the petard, it detonates at the end of your turn. All creatures and objects within 20 feet of the explosion must make a DC 15 Dexterity saving throw, taking 12d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Objects and structures take double damage from a petard blast.

Pyrotechnist’s Flash. This mixture of herbs and black powder produces an unbearably bright flash. As an action, you can light the vial and throw it at a point up to 20 feet away, shattering it on impact. Each creature within 5 feet of that point must succeed on a DC 11 Constitution saving throw or be blinded until the start of your next turn.

Signal Rocket. A signal rocket comes with an attached stick that can be planted into the ground or other suitable surface. It takes one action to plant the rocket and another to ignite it. A rocket flies 200 feet before exploding in a loud colorful burst that's audible from at least 300 feet away.

Each creature within 10 feet of an exploding skyrocket must succeed on a DC 11 Constitution saving throw or be blinded until the start of your next turn.

Stinkpot. This small clay vessel is stuffed with sulfur and other noxious materials. As an action, you can light this pot and throw it at a point up to 20 feet away, shattering it on impact. The explosion leaves a nauseating gas cloud that fills a 10-foot-radius sphere. Each creature that starts its turn inside the gas cloud must succeed on a DC 11 Constitution saving throw or spend its action retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of your next turn.

New Equipment Pack

The following starter equipment pack is available to artificers in lieu of a dungeoneer’s pack:

Pyrotechnist’s Pack (102 gp). Includes a backpack, a tinderbox, 2 flasks of oil, 5 signal rockets, a stinkpot, a smoke bomb, and a fire bomb.

Dungeon Delver's Depot — by R.B. Skald

Appendix: New Feats

The following feats are designed to complement the new weapons and items presented in this compilation:

Contrabandist

You are adept at carrying concealed weapons, contraband, or other items. You gain the following benefits:

  • Increase your Dexterity or Charisma by 1, to a maximum of 20.
  • You have advantage on Dexterity (Sleight of Hand) and Charisma (Deception) checks when trying to prevent a weapon or item on your person from being discovered.
  • When concealing objects that weigh a combined total of 5 pounds or less, you can add your Intelligence modifier to Dexterity (Sleight of Hand) checks.

Disarming Expert

You are skilled in knocking weapons and other objects out of your foe's grasp. The rules for disarming targets are found on page 271 of the DMG. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You have advantage on attack rolls to disarm targets.
  • When a creature within 5 feet of you attempts to interact with a weapon or item not currently in its hand, you can use your reaction to make a melee weapon attack against that creature.

Grenadier

You are an expert in using grenade-like alchemical items as battlefield weapons. You gain the following benefits:

  • You can throw non-weapon items up to a long range of 60 feet. If you make a ranged weapon attack beyond the item’s normal range, you have disadvantage on the attack roll. You can’t throw an item beyond 60 feet.
  • A target with half cover or three-quarters cover doesn’t receive any AC or Dexterity saving throw bonuses when you throw a non-weapon item at it.
  • If a thrown weapon or item that doesn’t shatter on impact lands within 5 feet of you, you can use your reaction to hurl it at a target in range, even if that item normally detonates upon impact. Any ignited alchemical item you pick up and throw detonates immediately upon impact.

Tripper

You have a knack for catching opponents off-balance and knocking them to the ground. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Creatures you attempt to knock prone have disadvantage on checks and saving throws to avoid falling.
  • A creature you knock prone must use its entire movement to stand up.

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Image Credits (in order of appearance)
Dungeon Delver's Depot — by R.B. Skald
 

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