My Documents
Become a Patron!
sa
So Much Miscellany
\pagebreak ## General Feats #### Tactical Adept Your tactical training allows you to command others in the flow of combat. You gain 1 Leadership Die, which is a d6. You can expend this Leadership Die to perform the Rallying Mark, Urgent Orders, or Helpful Word features, as described in the Warlord class. When you reach 4th level, you gain a second Leadership Die. You regain spent Leadership Dice when you finish a short or long rest. #### Weapons Adept You hone your skill, training to use new weapons and martial techniques. You gain the following benefits: * Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. * You gain proficiency with martial weapons and one exotic weapon of your choice. * When you make a weapon attack, you can grant yourself advantage on the roll. Once you do so using this feat, you can't do so again until you finish a short or long rest. ## Species Feats ### Aasimar #### Divine Light You are able to channel holy light through your body at a significantly greater intensity. You gain the following benefits: * Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 20. * When you cast a *light* or *daylight* spell, you can use your Healing Hands as a bonus action. * When you use your Healing Hands, you can target any creature within the radius of a *light* or *daylight* spell you cast as long as you are also within the spell's radius. * At 5th level, you learn the *daylight* spell, and are able to cast it once per long rest without expending any spell slots. You can also cast it using any spell slots you have of an appropriate level. ### Thri-Kreen #### Psionic Ricochet You have refined your inherent psionic powers, gaining a measure of telekinesis and fine-grained control of your ranged attacks, particularly with your species' signature weapons. You gain the following benefits: * Increase your Intelligence or Wisdom score by 1, to a maximum of 20. * You gain proficiency with the chatkcha. * When you hit an enemy within 30 feet with a ranged weapon attack, you may mentally control the projectile to ricochet and attack another enemy. As a bonus action, make an attack with the projectile against one other target within 30 feet of the first. You may ricochet the weapon a number of times equal to your proficiency bonus, regaining all uses after a long rest. You may also trigger a ricochet without expending a use if you rolled a critical hit on the attack roll. \columnbreak ## Active Martial Feats #### Merciless *Prerequisite: 4th level* ___ You sharpen a savage instinct, striking down your foes with brutal precision. * **Ability Score Increase.** Increase your Strength or Dexterity by 1, to a maximum of 20. * **Purposeful Killer.** When you reduce a creature of CR 1/4 or higher to 0 hit points, you gain temporary hit points equal to your proficiency bonus. ##### Lethal Blow Active Ability (Attack) ___ When you take the Attack action on your turn, you can replace one of your attacks with a deadly blow. If this attack hits, it deals 2d6 additional damage of the same type. If the target is frightened, incapacitated, prone, or poisoned, the bonus damage increases to 3d6. The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus). Once you use this feature, you cannot use it again until you complete a short or long rest. Once per long rest when you reduce a creature of CR 1/4 or higher to 0 hit points with this attack, you regain its use. #### Keen Defender *Prerequisite: 4th level* ___ You hone your instincts as a duelist, prepared to deflect any blow. * **Ability Score Increase.** Increase your Strength or Dexterity by 1, to a maximum of 20. * **Deflecting Strikes.** While you are wielding a weapon, your AC increases by 1. ##### Lunging Riposte Active Ability (Reaction) ___ As a reaction when a creature within 15 feet is hit with an attack, you can leap up to 10 feet to deflect the assault, moving to a space next to the target without triggering opportunity attacks. You reduce the attack's damage by a number equal to your level + your proficiency bonus, causing the attack to miss if its damage is reduced to 0. You can then immediately make one melee weapon attack against the attacker if it is within your weapon's reach. If this attack hits, it deals 2d4 bonus damage. The number of d4s increases when your proficiency bonus increases (with the total number of d4s equaling your proficiency bonus). Once you use this feature you cannot use it again until you complete a short or long rest. \pagebreakNum # Equipment
> ##### Exotic Weapons? > All the weapons included in this document are classed as simple or matial weapons, consistent with 5E's usual rules. But some of them may be unknown in your game worlds, or originate with specific cultures in far-off lands. Your DM may choose to class any or all of these as exotic weapons, subject to the following rule: > ___ > When a character gains proficiency with martial weapons, they may select one exotic weapon with which to gain proficiency. Whenever a character would gain proficiency with martial weapons from another source, they may select one additional exotic weapon with which to gain proficiency. ## Thri-Kreen Weapons Thri-Kreen are known for their signature weapons as much as anything else: the gythka and the chatkcha. The chatkcha, specifically, is constructed of a unique crystal, only found in the steppes the thri-kreen first evolved. This crystal is known for a special psionic resonance, and so can be carefully and delicately shaped into these rare psionically-active weapons. | Item | Cost | Damage | Weight | Properties |:---:|:-----------|:--|:--|:--| | Chatkcha | 50gp | 1d8 slashing | 0.5 lbs. | Shaari crystal, special, thrown (30/60) | | Gythka | 100gp | 2d4 slashing | 6 lbs. | Finesse, special, two-handed |
## Weapon Properties ##### Shaari Crystal Weapons made of Shaari crystal are psionically active, and respond to the mental commands of their wielders. Before wielding such a weapon proficiently, a wielder must spend at least one hour communing with the weapon, as if they were attuning to a magic item (though it does not use an attunement slot). \columnbreak ## Items ##### Chatkcha *Martial Ranged Weapon* ___ The chatkcha is a tri-pointed throwing wedge, painstakingly crafted from pure Shaari crystal. Once a wielder is attuned to one, they are capable of guiding the chatkcha in flight. WHen the wielder throws a Chatkcha as part of taking the Attack action, it returns at the end of their turn. ___ **Special.** As the chatkcha is a weapon specialized for thrown attacks, it is notably less effective when used in melee, dealing only 1d4 slashing damage. ##### Gythka *Martial Melee Weapon* ___ The gythka is a two-headed polearm, with both ends of the weapon shaped into fearsome crescent blades. ___ **Special.** If you attack with a gythka as part of the Attack action on your turn, you can immediately attack with the other end of the weapon as if you were engaging in two-weapon fighting. You cannot engage in two-weapon fighting normally if you do so. \pagebreakNum
## Expanded Weapons and Equipment A selection of new weapons and other items, intended to add more options not included in the base game (especially unusual or regional historical weapons). For all the new shields, wielding them proficiently requires proficiency with both shields and martial weapons. | Item | Cost | Damage | Weight | Properties |:---:|:-----------|:--|:--|:--| | Atlatl | 1 gp | — | 1 lb. | Ammunition, special, two-handed | | Claw | 15 gp | 1d6 slashing | 1 lb. | Finesse, fist, light, paired | | Katar | 2 gp | 1d6 piercing | 1 lb. | Fist, light | | Kusari-gama | 5 gp | 1d6 slashing | 1 lb. | Finesse, light, reach, special, two-handed | | Mambele | 5 gp | 1d6 slashing | 1 lb. | Special, thrown (30/90) | | Poleax | 20 gp | 1d6 (varies) | 5 lbs. | Versatile (2d4), special | | Saintie | 20 gp | 1d8 piercing | 2 lbs. | Versatile (1d10), special | | Urumi | 25 gp | 1d6 slashing | 1 lb. | Reach | | **Shields** | | | | | | Dueling Shield | 10 gp | 1d6 piercing | 1 lb. | Special, two-handed | | Greatshields, Paired | 40 gp | 1d6 bludgeoning | 25 lbs. | Special, paired | | Pavise | 30 gp | — | 40 lbs. | | | Pistol Shield | 150 gp | 2d4 piercing | 8 lbs. | Range (15/60), loading, modifiable, special |
## Weapon Properties ##### Fist A fist weapon is used to augment martial arts, held in or on a closed fist. Attacks made with fist weapons can be counted as either unarmed strikes or attacks made with weapons. ##### Modifiable A modifiable weapon is one intended to be augmented or constructed to different specifications. Either on construction or through later modification, extra gold can be spent to alter the weapon's capabilities. Creating a modified weapon generally requires the aid of a master smith. ##### Paired A paired weapon has different properties if wielded at the same time as another weapon of the same type. ## Items ##### Atlatl *Martial Ranged Weapon* ___ An atlatl is a grooved stick, about the length of a forearm, with a notch to hold the base of a dart, spear, or javelin. It can be used to hurl the projectile with much greater force. ___ **Special.** Ranged atacks with an atlatl use Strength instead of Dexterity. A dart, javelin, or spear thrown with an atlatl has its normal and long ranges both doubled, and its damage die increases one step (to a maximum of 1d10). \columnbreak ##### Claw *Martial Melee Weapon* ___ A claw is simply a set of slashing blades mounted to the back of the wielder's hand. Attempts to disarm the wielder are made with disadvantage. ___ **Paired.** When two claws are wielded together, the wielder can use its reaction to attempt to parry when it is hit with a weapon attack. The wielder receives a +2 bonus to its AC against the triggering attack. ##### Katar *Martial Melee Weapon* ___ A katar is a type of punch dagger with a brutal stabbing blade, typically attached to an H-shaped handle the wielder holds in a closed fist. ##### Kusari-Gama *Martial Melee Weapon* ___ A kusari-gama is a small sickle, with a chain at its base connected to a heavy weight. ___ **Special.** The wielder can use the sickle to attack with a 5-foot reach, dealing 1d6 slashing damage, or use the weighted chain to attack with a 10-foot reach, dealing 1d4 bludgeoning damage. A kusari-gama can be used for two-weapon fighting, counting the sickle and weighted chain as separate weapons for this purpose. \pagebreakNum ##### Mambele *Martial Melee Weapon* ___ A mambele is a star-shape knife, designed specifically for throwing. ___ **Special.** Due to their specialized designs, these knives are less effective when wielded as melee weapons, dealing only 1d4 slashing damage. ##### Poleax *Martial Melee Weapon* ___ The poleax is a smaller polearm, designed for infantry use and hand-to-hand fighting. It typically has a haft between 5 and 6 feet long. Its three-piece head has a small axe blade on one side, a crushing hammer on the reverse, and a thrusting spike on the top. ___ **Special.** A poleax wielder can choose to deal slashing, piercing, or bludgeoning damage as needed. ##### Saintie *Martial Melee Weapon* ___ This war spear has a thickened head and a metal-clad shaft for parrying enemy blows. ___ **Special.** The wielder can use its reaction to attempt to parry when it is hit with a weapon attack. The wielder receives a +2 bonus to its AC against the triggering attack. ##### Urumi *Martial Melee Weapon* ___ Sometimes called a whipsword, an urumi is a long, flexible ribbon of metal, attached to a sword hilt, sharpened along both edges. Urumi fighters employ spinning and twirling motions to keep enemies at bay, occasionally lashing out with the full length of the blade. #### Shields ##### Dueling Shield *Martial Melee Weapon* ___ The dueling shield is an unusual elongated shield with sharpened spikes at both ends. It is wielded in two hands, and can be used to stab with the spikes. ___ **Special.** A dueling shield functions simultaneously as a shield (granting a +2 bonus to AC) and a weapon. \columnbreak ##### Greatshields, Paired *Martial Melee Weapons* ___ This pair of massive tower shields are meant to be wielded in tandem, forgoing an actual weapon. If only one is wielded, it functions as a normal shield. ___ **Paired.** Paired greatshields require a Strength of 15 or higher to wield proficiently, and grant a +3 bonus to AC instead of a normal shield's +2. As an action, a wielder can brace the two shields to grant themselves three-quarters cover against attacks from the front. ##### Pavise ___ A pavise is a massive shield generally worn on the back and used by archers and crossbowmen. It functions as a normal shield against attacks from behind the wielder but offers no benefit against attacks from the front. As an action, it can be doffed and deployed on the ground. While deployed, it grants 3/4 cover to one Medium or smaller creature standing behind it. ##### Pistol Shield *Martial Melee Weapon* ___ This unwieldy shield has a crude pistol built directly into it, the barrel mounted in the middle and pointed straight outward. ___ **Special.** As a bonus action, you can fire the pistol. Reloading the pistol requires two free hands, so you cannot reload it while still wielding the shield. ___ **Modifiable.** A pistol shield can be modified to add up to three additional pistols. Each added pistol enables one additional shot before the shield needs to be reloaded. For each pistol added, the shield costs an additional 150 gp and weighs an additional 12 lbs. > ##### Facing and Shields > 5E does not natively have facing rules; any creature is assumed to be able to whirl around and face any direction as needed. But pavises and greatshields require some sort of facing rules to make any sense at all. In general, a creature should be allowed to adjust its facing as needed on its own turn, but not on other creatures' turns. And be reasonable; the best rule here is common sense. \pagebreakNum ## Appendix 1.5: Magic Items #### Ascander's Greatspear ___ *Weapon (Spear), legendary (requires attunement by a good-aligned creature)* ___ This mighty war spear has a massive barbed head, with gold inlays and gold wire wrapped around its haft. It was the weapon of the holy warrior Ascander, who hunted liches and necromancers in a long-past age. The weapon is a war spear, which uses the statistics of a spear except for the following changes: It deals 1d8 piercing damage (1d10 Versatile) and is a martial weapon. You gain a +4 bonus to attack and damage rolls with this magic weapon, and you are immune to necrotic damage while attuned to it. It has 10 charges, which you can expend in the following ways: * **1 Charge.** You can cast *bless*. * **2 Charges.** When you throw the spear, you can turn it into a ballista bolt which deals 4d8 piercing damage. A Large or smaller creature struck by the bolt must make a DC 18 Dexterity saving throw or become restrained. A restrained creature can make a DC 18 Strength saving throw at the end of each of its turns, freeing itself on a success. You can recall the spear to your hand as a bonus action, freeing any creatures restrained by it. * **3 Charges.** You can cast *crusader's mantle*. * **5 Charges.** You can cast *auric lance^S^*. If a spell calls for a saving throw, it has a DC of 18. When you cast a spell with the spear, you can expend 1 additional charge to cast it as a bonus action instead of an action. Ascander's Greatspear recovers 1d8 charges daily at dawn. #### Big Smashy *Weapon (maul), legendary (requires attunement)* ___ This massive hammer has a small tree for a haft, crudely lashed to a huge block of stone. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Any creature wielding it makes all attacks at disadvantage unless its Strength is 18 or higher. While you are attuned to this magic weapon, you gain resistance to bludgeoning damage. Big Smashy also has 6 charges, which you can expend as an action or in place of an attack when you take the Attack action. You can expend charges in the following ways: * **1 Charge.** You can cast *earth rumble^SDS^*. * **2 Charges.** You can cast *enlarge/reduce* on yourself. Choosing the *Reduce* option causes an immediate conflict. * **3 Charges.** You can cast *seismic wave^K^.* * **6 Charges.** You can assume titanic size. You become Huge, gain 40 temporary hit points, and immediately cast *titan's might^S^* on yourself. Any spell cast with Big Smashy uses Charisma as your spellcasting ability, and has a spell save DC of 18. Big Smashy regains 1d4 expended charges daily at dawn. If all its charges are spent, Big Smashy immediately attempts to take control of the wielder. **Sentience** Big Smashy is a sentient chaotic neutral weapon with an Intelligence of 8, a Wisdom of 10, and a Charisma of 14. It has hearing and sight out to a range of 60 feet. It can understand Common, and communicates with its wielder telepathically. Its voice is deep and booming, but it speaks with poor grammar and struggles with advanced concepts. **Personality** Big Smashy is impetuous and glory-seeking, and impatient for fights. Its purpose is to be wielded by the largest creature in the world. It is indifferent as to whether this purpose is accomplished by finding a larger wielder or by smashing all creatures larger than its current wielder. If the wielder willingly submits or allies with a creature larger than itself, a conflict occurs at the next dawn or dusk. #### Crystalheart Dagger ___ *Weapon (dagger), rare (requires attunement)* ___ This dagger is a +2 magic weapon, and appears to be fashioned from a single shard of a mysterious crystalline substance, glittering and as hard as diamond. When you hit a creature with it, you can attempt to set a mighty reverberation going through its body, dealing thunder damage at the end of each of its turns for 1 minute. This starts as 1d4 damage, and goes up one die size every turn, to a maximum of 1d12. The target can attempt a DC 15 Constitution saving throw at the end of each of its turns, ending the effect on a success. Constructs have disadvantage on this saving throw. Once you create a reverberation in this way, you can't do so again until after you finish a long rest. #### DaVinica's Wondrous Wings *Wondrous item, varies (requires attunement)* ___ These mechanical wings were first developed by a famed artificer, involving a a strong and supple fabric infused with a number of wind enchantments. It takes 1 minute to don or doff the wings, which attach to the body with a complicated system of buckles and straps. While you are wearing and attuned to the wings, you can use a bonus action to spread them out and gain the ability to fly. If you are knocked prone in the air, the wings fold up and cease to function until you spread them again. The exact type of flight you gain depends on the rarity of the wings. * **Uncommon.** You gain a gliding speed. While you are at least 10 feet above the ground, you can glide 2 feet horizontally for every foot you fall, to a maximum of 30 horizontal feet per round. You do not take falling damage after you glide. You can have the wings open for up to 10 minutes each day. * **Rare.** You gain a 30-foot flying speed. You can have the wings open for up to 1 hour each day. * **Very Rare.** You gain a 50-foot flying speed. You can have the wings open for up to 4 hours each day. * **Legendary.** You gain an 80-foot flying speed and can hover. The wings never fold up unless you will them to, and there is no limit on how long you can have hte wings open. \pagebreakNum #### Hovering Missile ___ *Wondrous item, varies* ___ A hovering missile is a piece of ammunition or a thrown weapon, which is able to orbit around a creature's head until needed. When you use an action to toss the missile into the air, it orbits your head at a distance of 1 foot. You can use your bonus action to mentally command it to fly at another creature you can see within its range, making a ranged attack that uses your highest ability score out of Intelligence, Wisdom, and Charisma. If a missile hits and rolls the minimum result for its damage, it breaks and is destroyed. If a creature uses its action to try and grab a hovering missile from around your head, it must succeed on an attack roll against AC 24. While a missile orbits your head, it is considered an object being worn. You can have up to three hovering missiles orbiting your head at a time. ___ **Arrow (Uncommon).** An arrow has a range of 120 feet and deals piercing damage equal to 1d6 + the ability modifier you used for the attack. ___ **Sling Stone (Uncommon).** A sling stone has a range of 60 feet and deals bludgeoning damage equal to 1d4 + the ability modifier you used for the attack. If you roll the minimum result on its damage die, you can roll again, keeping the new result. ___ **War Dart (Uncommon).** A war dart has a range of 30 feet and deals piercing damage equal to 1d8 + the ability modifier you used for the attack. ___ **Boomerang (Rare).** A boomerang has a range of 60 feet and deals bludgeoning damage equal to 1d6 + the ability modifier you used for the attack. If it hits its target, it can ricochet, allowing you to make a second attack roll against another target 30 feet of the first. ___ **Kunai (Rare).** A kunai has a range of 30 feet and deals piercing damage equal to 2d6 + the ability modifier you used for the attack. ___ **Shuriken (Rare).** A shuriken has a range of 30 feet and deals slashing damage equal to 1d6 + the ability modifier you used for the attack. Its attack surprisingly swift and is always made with advantage. ___ **Greatarrow (Very Rare).** A greatarrow has a range of 300 feet and deals piercing damage equal to 1d12 + twice the ability modifier you used for the attack. If it hits, you can make a second attack roll against a target up to 15 feet behind the first. ___ **Cannonball (Very Rare).** A cannonball has a range of 150 feet and deals bludgeoning damage equal to 3d12 + the ability modifier you used for the attack. It has the Siege property, dealing full damage against fortified structures and ships. \columnbreak #### Instant Demon *Wondrous item, varies* ___ This lead jar contains abyssal bile, which roils and steams as you look at it. As an action, you can open the jar and add water to it. The bile immediately erupts outward and begins to form into a malevolent demon. The GM selects a demon, with the challenge rating determined based on the item's rarity. * **Common.** CR 0-1. * **Uncommon.** CR 2-4. * **Rare.** CR 5-6. * **Very Rare.** CR 7-10. The demon is an ally to you for 1 hour, unless you damage it or take action hostile to it in any way. After 1 hour, if it has slain a number of creatures equal to its CR, it gains its freedom and can exist permanently on this plane. If it has not slain a sufficient number of creatures, it evaporates in a cloud of oily smoke. #### Lantern of Souls *Wondrous item, legendary (requires attunement)* ___ This hooded lantern glows with an unearthly light, casting a white-green pallor across everything within its raius. While you are attuned to this lantern and have it lit, you gain the following benefits: * All undead have disadvantage on attacks against you and creatures of your choice within its light. * You can't have your maximum hit points reduced. * You can see into the ethereal plane, and can attack and interact with creatures there. In addition, if a humanoid dies within the lantern's bright light, you can use your reaction to attempt to catch its soul in the lantern. If the soul is unwilling, it must succeed on a DC 10 Charisma saving throw to avoid being caught. The lantern can hold up to 5 souls. While carrying the lantern, you can destroy held souls as a bonus action to activate one of the following effects: * 1 soul: You can cast *grave call*^SDS^. * 3 souls: You can cast *summon grave spirit*^SDS^. * 3 souls: You can cast *reanimation*^SDS^. * 5 souls: You can cast *storm of spirits*^S^. * Any number of souls: When you light the lantern, you can enlarge its light radius (both bright and dim) by 5 feet per soul consumed. This increased radius lasts until you extinguish the lantern. #### Leech of Recovery *Wondrous item, rare* ___ This iridescent leech is appromately the length of your hand, and comes in a small glass vial. As an action, you can uncork the vial, pour the leech out, and attach it to a creature's skin. At the start of each of its turns, the target's hit points are reduced by 1d4. If it is exhausted, paralyzed, or poisoned, one condition (at random) is removed or reduced by one level. The leech can be removed by any creature as an action, dealing 1d6 slashing damage to its host and destroying the leech. The leech is also destroyed if the host is subject to 15 or more points of damage in an area of effect. \pagebreakNum #### Opal of the Volcano Queen *Wondrous item, artifact (requires attunement)* ___ This glittering orange-red stone is set in an elaborate silver amulet, its depths churning with a magmatic glow. While you are attuned to this magic item, you gain resistance to fire damage. You also gain the following abilities: **Absorb Fire.** When you would be subjected to at least 10 points of fire damage, you can use your reaction to instead absorb it. You gain immunity to that instance of damage, and the next spell you cast from the opal is cast as if one slot level higher. **Volcanic Avatar.** As an action, you can call upon the opal's power to become the living embodiment of volcanic fury. For 1 minute, you gain the following benefits: * You gain immunity to fire damage and resistance to nonmagical bludgeoning, piercing, and slashing damage. * Creatures that hit you with melee attacks take 1d6 fire damage. * At the end of each of your turns, the ground turns to blazing magma in a 15-foot radius around you. This is difficult terrain, and any creature ending its turn within the magma takes 3d6 fire damage. **Spells.** The opal has 6 charges. As an action, you can expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: *burning hands* (1 charge), *flaming sphere* (2 charges), *fire cyclone^K^*, *stone coffin^K^*, *pyroclastic lance^K^* (5 charges), and *volcanic burst^K^* (6 charges). You can use the opal's Absorb Fire and Volcanic Avatar abilities once, regaining their use after a long rest. The opal regains 1d6 spell charges after a long rest. If you expend the opal's last charge, roll 1d20. On a roll of 1 or 2, the amulet explodes. It casts *volcanic burst* centered on you and is destroyed. #### Sanguine Athame ___ *Weapon (dagger), uncommon/rare/very rare (requires attunement by a creature able to cast blood magic)* ___ While wielding this dagger, you gain a bonus to attack and damage rolls made with it. You can also use it as a spellcasting focus, and when you do so you gain a bonus to spell attack rolls and the saving throw DCs of your spells. Both bonuses are determined by the weapon's rarity (+1/+2/+3). When you take damage as part of casting a blood magic spell with this dagger, the spell takes effect as if you expend 1 additional hit point. \columnbreak #### Shield of the Glacier ___ *Armor (shield), rare (requires attunement)* ___ This massive tower shield appears to be carved from a single block of ice, and its straps are attached to a fur sleeve that only barely keeps its cold at bay. The shield radiates intense cold at all times, even as it protects its bearer. You gain the following benefits while wielding this shield: * You gain a +1 bonus to your AC, in addition to its normal bonus to AC. * You gain immunity to cold damage. * When a creature hits you with a melee attack while you wield this shield, it takes 1d4 cold damage. * When you would take fire damage while wielding this shield, you can use your reaction to catch the flames with the shield instead. You take no fire damage, but the shield loses all its magical properties until you finish a long rest. #### Shimmersnow Mail *Armor (chain shirt), rare (requires attunement)* ___ This delicate mail glitters a briliant white, its rings refracting the light into sparkling blue-white hues. You gain resistance to cold damage while wearing the mail, and you are immune to effects that would cause the grappled or restrained conditions by chilling or freezing you. In addition, the armor has 4 charges. When a creature hits you with a melee attack, you can use your reaction and spend 1 charge to force it to make a DC 15 Constitution saving throw or become blinded until the end of its next turn. The armor regains 1d4 charges at dawn. #### Shinobi's Sickle *Weapon (kusari-gama), rare (requires attunement)* ___ This enchanted kusari-gama looks like an ordinary harvesting sickle until you speak its command word. It then leaps into your hand and unspools its chain. You gain a +1 bonus to attack and damage rolls with this kusari-gama. Once on each of your turns when you attack with the kusari-gama, its chain makes one additional attack against the same target automatically. \pagebreakNum #### Sir Vortred's Enormous Sword *Weapon (greatsword), legendary (requires attunement)* ___ This singularly massive greatsword belonged to Sir Vortred, a legendary knight who was famed for his kindness, chivalry, and half-ogre physique. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Any creature wielding it makes all attacks at disadvantage unless its Strength is 18 or higher. While you are attuned to this magic weapon, you gain the following benefits. Any effect that calls for a saving throw calculates its DC as 8 + your proficiency bonus + your Strength modifier. * Critical hits with this weapon deal an extra 7 slashing damage. * As an action, you can swing the blade in a wide arc. Make a single attack roll targeting every creature within 5 feet of you. * As an action, you can swing the blade in an overhead slam at a single target. On a hit, this attack deals slashing damage equal to 8d6 + twice your Strength modifier. * You can cast *fissure^K^*, with Strength as your spellcasting ability. Once you do so, you must finish a long rest before you can do so again. #### Sword of Swallowing ___ *Scimitar, uncommon* ___ This enchanted scimitar has a bejeweled hilt and a rippled blade, glittering in the light. You gain a +1 bonus to attack and damage rolls with this magic weapon. If you put the blade in your mouth, the sword immediately slides down your throat and into your gut. Make a DC 10 Constitution saving throw. On a failure, you take 6d10 slashing damage and the sword is destroyed. On a success, you take no damage, and you can regurgitate the sword as a bonus action directly into your hand. #### The Fantastic Hat of Falibor the Fop *Wondrous item, rare (requires attunement)* ___ This multihued and feathered hat belonged to the wizard Falibor, known for prioritizing flashy and impressive spells over effective ones. While wearing the hat, you can cast *disguise self* at will, though you cannot alter the appearance of the hat. In addition, you can cast each of the following spells, using your spell save DC and spellcasting ability: *dazzle^SDS^*, *coruscating flash^S^*, and *hypnotic pattern^SDS^*. Once you've cast a spell with the hat, you can't do so again until you finish a long rest. \columnbreak #### The Oracle's Eye *Wondrous item, rare (requires attunement, special)* ___ This perfectly round sapphire is carefully cut into the shape of an eye, with a dark gleam in the middle for a pupil. If you inserts the Oracle's eye into your eye socket (replacing the original eye), you can attune to the eye without counting it against your attunement limit. While you are attuned to this magic item, you gain the following benefits. **Future Sight.** After each long rest, roll 1d20 and record the result. As a reaction before you make an attack roll or saving throw, you can use the recorded roll in place of the d20 roll. **Spells.** You learn the spells *augury*, *clairvoyance*, *divination*, and *scrying*. You can cast each one once per day without expending a spell slot, using Intelligence or any spellcasting ability you already possess. The first time each day you cast one of these spells, you gain temporary hit points equal to your level. \pagebreakNum #### Poisonlight Weapon *Weapon (any), rare (requires attunement)* ___ This weapon is inert and appears completely ordinary until activated. When you speak its command word (no action), it begins to glow with an eerie blue light for 1 minute and gains the following effects: * Your current and maximum hit points are reduced by an amount equal to your proficiency bonus until you finish a long rest. * The weapon emits dim blue light in a 20-foot radius. * When you hit a creature with this weapon, it deals 1d4 bonus radiant damage. * Once per turn when you hit a creature with this weapon, you can force it to make a DC 15 Constitution saving throw. On a failure, it is poisoned until the end of its next turn. #### Searshimmer Toxin (Ingested) *Poison, very rare* ___ This vial contains a yellow powder meant to be mixed into food or drink. A creature that ingests searshimmer has its current and maximum hit points reduced by 1d4 every day. As the poison's effects progress, it begins to give off a faint blue glow, which increases in intensity the longer it has been poisoned. * **After one long rest:** It emits dim blue light in a 5-foot radius. * **After its maximum hit points have been reduced by half:** It emits bright blue light in a 5-foot radius and dim blue light for an additional 5 feet. * **After its maximum hit points have been reduced by three-quarters:** It emits bright blue light in a 10-foot radius and dim blue light for an additional 10 feet. If the creature dies to the poison, it continues to emit blue light for 100 years afterward. #### Searshimmer Toxin (Contact) *Poison, very rare* ___ Searshimmer toxin can be mixed with water to form a thin paste, suitable for coating weapons. You can use your action to apply the toxin to one slashing or piercing weapon or up to three pieces of ammunition. A creature hit by the poisoned weapon or ammunition must succeed on a DC 15 Constitution saving throw or have its current and maximum hit points reduced by 4d4. Once applied, the poison retains its potency for 1 year until it's been administered to a creature. \columnbreak #### Meitner's Lightcursed Broom *Weapon (broom), artifact (requires attunement)* ___ This seemingly-ordinary broom was found in an ancient ruin, where it had been bathed in poisonlight for untold centuries. Its creator is not known for certain, but it is presumed to be related to the work of the archmage Meitner; a tome detailing her researches into poisonlight was discovered near the broom, groundbreaking work that seems never to have been recognized elsewhere. While attuned to this broom, you can wield it as a magical club which grants a +3 bonus to attack and damage rolls made with it and deals radiant damage instead of bludgeoning. The broom also has the following properties: * **Radiation Resistance.** While attuned to the broom, you have resistance to radiant damage and any effects that would reduce your hit point maximum only reduce it by half as much. * **Sickening Strikes.** When you hit a creature with the broom, it takes 1d6 bonus radiant damage and 1d6 bonus poison damage. Anytime you roll a 5 or 6 for that poison damage, the creature is poisoned until the end of its next turn. * **Poisonlight Spells.** The broom has 12 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: *guiding bolt* (1 charge), *mutate^K^* (3 charges), *deadly light^S^* (5 charges), and *rain of fire^SDS^* (7 charges). Any spell cast in this way has half of its damage dice changed to poison damage. The broom regains 1d8 charges at dawn each day. * **Tragically Forgotten.** While attuned to the broom, you have disadvantage on any Charisma (Persuasion) checks to interact with people who had heard of you but did not personally meet you before you attuned to the broom. \pagebreakNum ## Appendix 2: Spell Tags Spell tags are a system that can be used to create groups of spells without relying on spell school. ### Wild Magic The following spells can be considered to have the *wild magic* tag. At your DM's discretion, other spells may also have this tag. ##### Cantrips (0 Level) * Scintillating Spray^S^ ##### 1st Level * Prismatic Bolt^SDS^ ##### 2nd Level * Shifting Blade^S^ * Coruscating Flash^S^ ##### 3rd Level * Blink ##### 4th Level * Chaotic Vortex^S^ ##### 5th Level * Prismatic Shield^S^ ##### 7th Level * Prismatic Spray ##### 9th Level * Prismatic Wall ___
Spells marked with ^SDS^ are from Spells That Don't Suck. Spells marked with ^S^ are from So Many Spells. Spells marked with ^K^ are by KibblesTasty.
\columnbreak ## Appendix 3: Spell Sources Spells used are available in these collections, all of which are free to use and reference for any purpose. * [Spells That Don't Suck](https://www.gmbinder.com/share/-NR0OWlW60yv2EfA3qQp "Spells That Don't Suck") is a set of spells by Omega Ankh and somanyrobots, creating replacements for problematic spells contained in first-party WotC materials. These are marked with ^SDS^. * [So Many Spells](https://www.gmbinder.com/share/-NMZq9u_rDyV_XD5YTxf "So Many Spells)") is a set of wholly original spells written by somanyrobots. These are marked with ^S^. * [Kibbles' Casting Compendium](https://www.kthomebrew.com/s/SpellCompendium-v20_CC.pdf "Kibbles' Casting Compendium") is the complete set of spells written by KibblesTasty. These are marked with ^K^. \pagebreakNum ## Changelog #### v{current-version} * Updated the weapons section * Added modifiable and paired properties * Increased costs for claws, kusari-gama, and dueling shields * Buffed claws (paired) * Changed spelling of Poleaxe (poleax) * Added Saintie (indian parrying spear) * Reformatted to give shields their own section * Added Paired Greatshields, Pavise, Pistol Shield #### v0.8 * Added some magic items * DaVinica's Wondrous Wings, Instant Demon, Leech of Recovery, Shimmersnow Mail, Shinobi's Sickle, Sir Vortred's Enormous Sword * Added feat: Weapons Adept #### v0.7.2 * Removed feats that appeared in Spellbound Sea #### v0.7.1 * Renamed whipsword to urumi and throwing knife to mambele * Reduced range on mambele * Corrected atlatl to use Str #### v0.7 * Added expanded weapons * Added optional exotic weapon proficiency rule * Added Ascander's Greatspear, Crystalheart Dagger, Hovering Missile, Lantern of Souls, Sanguine Athame, Shield of the Glacier, and Sword of Swallowing #### v0.6 * Added Big Smashy, the Opal of the Volcano Queen, the Fantastic Hat of Falibor the Fop, the Bottled Air-Ship, and the Oracle's Eye #### v0.5 * Buffed Chaotic Caster to a half-feat * Clarified that ancestral memory only works on the free spellcasts #### v0.4 * Added Tactical Adept, Ancestral Memory, Chaotic Caster, Quickdraw, and Merciless * Added Spell Tags & Spell Sources appendices #### v0.3 * Added Keen Defender #### v0.2 * Tweaked Psionic Ricochet & Divine Light #### v0.1 * Added Psionic Ricochet, Divine Light * Added Thri-Kreen weapons > ##### Thank you supporters! > A heartfelt thank you to all my patrons, whose generous support helps make this work possible. And a special thank you to: > * Alex Whitehurst > * Alexander LeHane > * Andrew Porteous > * arawnannwn > * bluewarbler > * Bryce Koskela > * Danny Mendoza > * David Sharp > * GlaciesGlace > * Graham Hildebrandt > * Gregory Miao > * Guilllame DUPREZ > * Lucas Gebser > * Matias Torres > * matthew luisi > * Maya > * MH > * nitro_dynamite18 > * Oldmanfranks > * Scott Guthrie > * Seita > * Ssenmad > * TikiShades > * Trevor Szewczyk > * William Davis > * Wyatt Zumbro > * Zee Xorn > ___ > And a very special thank you to Archmage-tier supporters! > * Grimm > ## Credits & References > So Much Miscellany created by [somanyrobots](https://www.somanyrobots.com "somanyrobots.com") > [Discord](https://discord.gg/6p6DqCxTTw "Discord") | [Patreon](https://www.patreon.com/somanyrobots "patreon.com/somanyrobots") > ___ > * Chatkcha Master, Divine Light, and Thri-Kreen weapons commissioned by eel > * Keen Defender commissioned by Smooth Criminal > ___ > ##### Art > Way of Predation, by [Alifka Hammam Nugroho](https://www.artstation.com/alifkahammamnugroho "Artstation - Alifka Hammam Nugroho") > ___ > ##### Fan Content Policy > > This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.