Weapons Name Simple Melee Weapons Broadaxe Greatclub Martial Melee Weapons Estoc Lucerne Hammer Trident Martial Ranged Weapons Composite Longbow Composite Shortbow
Cost Damage 5 gp 1d6 slashing 2 sp 2d4 bludgeoning
Weight Properties 3 lb. Versatile (1d8) 10 lb. Two-handed
35 gp 2d6 piercing 15 gp 1d10 bludgeoning 5 gp 1d8 piercing
5 lb. Heavy, two-handed 7 lb. Heavy, reach, two-handed 4 lb. Thrown (range 20/60), versatile (1d10)
50 gp 1d8 piercing 25 gp 1d6 piercing
2 lb. Ammunition (range 150/600), heavy, two-handed, special 2 lb. Ammunition (range 80/320), two-handed, special
The purpose of this section is to fill in missing options for various die/damage type combinations. All of my change to the table below have been highlighted in bold and explained below. Broadaxe. Added to provide a slashing option for the versatile simple weapons. Composite Bow. When making an attack with these weapons, you use your Strength modifier for the attack and damage rolls instead of Dexterity. Estoc. Added to provide a piercing option for the 2d6 twohanded weapons. Greatclub. Changed the damage value from 1d8 to 2d4 so that this weapon is still viable when compared to a quarterstaff wielded in two hands. Lucerne Hammer. Added to provide a bludgeoning option for the reach weapons. Trident. Improved damage to match other versatile martial weapons and set it apart from the spear.
Variant: Double-Ended Weapons With the release of the Wayfinder's Guide to Eberron we now have a new resource to model our double weapons after: the double-bladed scimitar. For this variant the double weapon instead uses the highest damage die (including the versatile die if applicable) and proficiency of it's two weapon counterparts, its cost is four times that of the base weapon, and it gains the two-handed and special properties; which reads as follows: Special. When you take the attack action and make a two-handed attack with a double-ended weapon, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals damage of a type appropriate to a weapon of that type.
The following are weapon alternatives for use in different campaign settings, for flair, and for cosmetics preference. These weapons are the same as their counterparts for the purposes of proficiency. The double-ended weapons are mechanically the same as dual wielding the equivalent weapons in each hand, including requiring the Dual Wielder feat if both weapons are not light, as marked with *. 3rd Edition Weapons Weapon Bastard sword Bolas Cestus Chakram Dire flail Dwarven urgrosh
Analog Longsword Net Club Handaxe Double: Flail / flail* Double: Battleaxe / war pick*
Weapon Gnome hooked hammer Kama Kukri Longspear Nunchaku Orc double axe Punching dagger Sai Sap Scythe Shuriken Spiked gauntlet Spiked chain Two-bladed sword
Analog Double: Warhammer / war pick* Sickle Scimitar Pike Club without thrown property Double: Battleaxe / battleaxe* Dagger Light hammer Mace Halberd Dart Dagger without thrown property Pike Double: Longsword / longsword*
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Japanese Weapons Weapon Bo Daikyu Fukiya Hankyu Jitte Kama Kanabo Katana Kunai Kusarigama Magari yari
Analog Quarterstaff Longbow Blowgun Shortbow Mace Sickle Maul Longsword Dagger Double: Sickle / mace Trident Manrikigusari Single weapon that can be used as either a net or whip Naginata Halberd No-dachi Greatsword Nunchaku Club without thrown property Ono Handaxe Sai Light hammer Shuriken Dart Tanto Dagger without thrown property. Tetsubo Greatclub Wakizashi Shortsword Yari Spear
Other Analogs Item Dueling Cloak Pitchfork Shovel
Analog Shield Trident Quarterstaff
This section provides new (and some old from 3rd edition) items and tools; as well as adding descriptions and more functionality to some existing items. In addition, I've taken the liberty to reorganize the adventuring gear table to be easier to find certain things. Once again, any changes that I've made to existing item descriptions have been highlighted. Animal Trainers Kit. This kit consists of harnesses, prods, light whips, treats, and other items that are helpful for training animals. It grants advantage on Wisdom (Animal Handling) checks to train animals. Black Bodysuit. This very tight-fitting garment is made of black silk. It is used by rogues and infiltrators when sneaking around at night. Wearing the suit allows you to try to hide when you are lightly obscured from the creature from which you are hiding. However, the bodysuit provides no benefit if you wear other clothing or armor, other than belts, pouches, scabbards, or bandoleers, on top of it.
Climber's Kit. A climber's kit includes special pitons, boot tips, gloves, and a harness. It takes 1 minute to don or doff. When worn grants advantage on Strength (Athletics) checks to climb. In addition, you can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor. Dictionary. When purchased, select one language; that dictionary can be used to help you translate that language into common. When you spend at least 1 minute consulting the dictionary you gain the ability to understand the general message of a short written text or hold a simple conversation in the language of that dictionary. Not every language is recorded in a dictionary or easily obtained; consult with your Dungeon Master about what languages are available in their game. Finger Blades These are very short razor-sharp blades that fit over the fingers. They are used to cut through purse strings or garments and grant advantage on Dexterity (Sleight of Hand) checks to do so. They are too short to be used as effective weapons, causing only scratches at most. Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. In addition the trap can be used in conjunction with Wisdom (Survival) checks to gain advantage when hunting for wild game. Listening Cone. This device is made for listening through doors and other solid surfaces. It provides advantage on Wisdom (Perception) checks made to listen through a door or some other relatively thin, solid obstacle. Pole (10-foot). An adventurers best friend. This versatile tool can not only be used to check for traps and hazards from a safe distance, but, also as an aid to gain advantage on Dexterity (Acrobatics) checks to maintain your balance. The pole is 10 feet long, so it cannot be used in this way, in any space that allows less than 5 feet of clearance on either side. Reference Book. When purchased, select a subject matter that the book covers from the following list of skills: Intelligence (Arcana), Intelligence (History), Intelligence (Nature), Intelligence (Religion), or Wisdom (Medicine). When studied for 1 minute, you gain advantage on your next skill check on the subject covered in this book. Other books may be available at the discretion of your Dungeon Master. Smoke Stick. This stick produces a thick plume of smoke when ignited with flame. You can hold on to the stick or throw it to a point up to 20 feet away as part of the action used to ignite it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The smoke persist for 1 minute and then dissipates.
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Ability Check Tools Item Animal trainers kit Black bodysuit Block and tackle Climber's kit Crowbar Dictionary Finger blades Hunting trap Listening cone Magnifying glass Military saddle Pole (10-foot) Ram, portable Reference book Spyglass Swimmer's gear
Consumables Cost 50 gp 30 gp 1 gp 25 gp 2 gp 50 gp 20 gp 5 gp 20 gp 100 gp 20 gp 5 4 gp 50 gp 1,000 gp 15 gp
Weight 5 lb. 1 lb. 5 lb. 12 lb. 5 lb. 5 lb. ― 25 lb. 1 lb. ― 30 lb. 7 lb. 35 lb. 5 lb. 1 lb. 5 lb.
Adventuring Gear Item Bedroll Bell Blanket Book Chain (10 feet) Clothes, common Clothes, costume Clothes, fine Clothes, robes Clothes, traveler's Hammer Hourglass Ink pen Ladder (10-foot) Lamp Lantern, bullseye Lantern, hooded Lock Manacles Mess kit Mirror, steel Piton Rope, hempen (50 feet) Rope, silk (50 feet) Signal whistle Signet ring Tent, two-person Tinderbox Whetstone
Cost 1 gp 1 gp 5 sp 25 gp 5 gp 5 sp 5 gp 15 gp 1 gp 2 gp 1 gp 25 gp 2 1 sp 5 sp 10 gp 5 gp 10 gp 2 gp 2 sp 5 gp 5 1 gp 10 gp 5 5 gp 2 gp 5 sp 1
Weight 7 lb. ― 3 lb. 5 lb. 10 lb. 3 lb. 4 lb. 6 lb. 4 lb. 4 lb. 3 lb. 1 lb. ― 25 lb. 1 lb. 2 lb. 2 lb. 1 lb. 6 lb. 1 lb. 1/2 lb. 1/4 lb. 10 lb. 5 lb. ― ― 20 lb. 1 lb. 1 lb.
Item Acid (vial) Alchemist's fire (flask) Ammunition Arrows (20) Blowgun needles (50) Crossbow bolts (20) Sling bullets (20) Antitoxin (vial) Ball bearings (bag of 1,000) Caltrops (bag of 20) Candle Chalk (1 piece) Holy water (flask) Healers kit Ink (1 ounce bottle) Oil (flask) Paper (one sheet) Parchment (one sheet) Perfume (vial) Poison, basic (vial) Potion of healing Rations (1 day) Sealing wax Smoke stick Soap Spikes, iron (10) Sunrod Tanglefoot bag Thunderstone Torch
Cost 25 gp 50 gp
Weight 1 lb. 1 lb.
1 gp 1 gp 1 gp 4 50 gp 1 gp 1 gp 1 1 25 gp 5 gp 10 gp 1 sp 2 sp 1 sp 5 gp 100 gp 50 gp 5 sp 5 sp 20 gp 2 1 gp 2 gp 50 gp 30 gp 1
1 lb. 1 lb. 1/2 lb. 1/2 lb. ― 2 lb. 2 lb. ― ― 1 lb. 3 lb. ― 1 lb. ― ― ― ― 1/2 lb. 2 lb. ― 1/2 lb. ― 5 lb. 1 lb. 4 lb. 1 lb. 1 lb.
Cost
Weight
10 gp 20 gp 10 gp 5 gp 10 gp 25 gp
1 lb. 3 lb. 2 lb. 4 lb. 1 lb. 2 lb.
1 gp 1 gp 5 gp 10 gp
― ― 4 lb. 1 lb.
5 gp 5 gp 5 gp
1 lb. ― 2 lb.
Magical Foci Item Arcane focus Crystal Orb Rod Staff Wand Component pouch Druidic focus Sprig of mistletoe Totem Wooden staff Yew wand Holy symbol Amulet Emblem Reliquary
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Containers Item Backpack Barrel Basket Bottle, glass Bucket Case, crossbow bolt Case, map or scroll Chest Flask or tankard Jug or pitcher Pot, iron Pouch Quiver Sack Spellbook Vial Waterskin
Cost 2 gp 2 gp 4 sp 2 gp 5 1 gp 1 gp 5 gp 2 2 2 gp 5 sp 1 gp 1 50 gp 1 gp 2 sp
Weight 5 lb. 70 lb. 2 lb. 2 lb. 2 lb. 1 lb. 1 lb. 25 lb. 1 lb. 4 lb. 10 lb. 1 lb. 1 lb. 1/2 lb. 3 lb. ― 5 lb. (full)
Sunrod. This 1-foot-long, gold-tipped, iron rod glows brightly when struck, providing bright light in a 30-foot radius and dim light for an additional 30 feet. It glows for 6 hours, after which the gold tip is burned out and worthless. Spyglass. Objects viewed through a spyglass are magnified to twice their size. When used, the spyglass grants advantage on Wisdom (Perception) checks to spot distant objects. Swimmer's Gear. This consists of a snorkel, crude goggles, flippers, and occasionally a skintight suit. It grants advantage on Strength (Athletics) checks made while swimming and cannot be worn with other clothing or armor. Tanglefoot Bag. This bag filled with writhing, sticky black tar bursts on impact and covers the ground in a 5-foot radius with sticky goo. As an action, you can throw it up to 20 feet. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area must make a DC 10 Dexterity saving throw or have its speed halved for that turn. Thunderstone. This crystalline shard shatters on impact with a blast of concussive energy. As an action, you can throw it up to 20 feet. Each creature within 10 feet of the point of impact must succeed on a DC 10 Constitution saving throw or be knocked prone and pushed 10 feet away from the point of impact.
Excavation Equipment. This kit includes a sledge hammer, miner's pick, shovel, hammer, chisel, brushes, and panning screens. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to mine, dig, sift, find, or extract resources in or related to dirt and stone.
Capacity 1 cubic foot / 30 pounds of gear 40 gallons liquid, 4 cubic feet solid 2 cubic feet / 40 pounds of gear 1 1/2 pints liquid 3 gallons liquid, 1/2 cubic foot solid 20 bolts 10 sheets of paper or 5 sheets of parchment 12 cubic feet / 300 pounds of gear 1 pint liquid 1 gallon liquid 1 gallon liquid 1/5 cubic foot / 6 pounds of gear 20 arrows 1 cubic foot / 30 pounds of gear 100 pages of spells 4 ounces liquid 4 pints liquid
Farming Implements. Typical farming, gardening, and husbandry tools often found in the hands of commoners. While most tools that fall into this kit are to unwieldy, cumbersome, or impractical to be carried around by adventurers, proficiency with these tools lets you add your proficiency bonus to any ability checks you make to tend or harvest crops and herd animals. Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to catch fish or crustaceans. Horticulturer's Tools. This kit includes a trowel, pruner, rake, watering can, gloves, and shears. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to tend and harvest flowers, mushrooms, herbs, and other delicate flora often used in alchemy, seasoning for food, and medicine. Trapper's Tools. This kit includes bait, animal calls, snares, cage traps, and hunting traps like those found in the adventuring gear section. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to catch wild game. Unlike Wisdom (Survival) checks made to hunt, use of trapper's tools requires setting the traps, then returning to check them periodically or setting up blind and waiting for game to and is more often practiced as a profession during a players downtime activities, rather than a means to provide a meal for themselves or their party. Grappling Hook. This tool consists of several metal hooks attached to a central ring which is tied to the end of a rope. Proficiency with this tools lets you add your proficiency bonus to any ability checks you make to secure the rope, by throwing it, to a battlement, window ledge, tree limb, or other protrusion.
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Merchantile Kit. This kit includes an abacus, merchant's scale, and jeweler's loupe. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to determine the value of an inventory or individual goods. Tools Item Artisan's tools Excavation equipment Farming implements Fishing tackle Horticulturer's tools Trapper's tools Grappling hook Merchantile kit
Cost
Weight
10 gp * 1 gp 5 gp 10 gp 2 gp 30 gp
30 lb. * 4 lb. 7 lb. 45 lb. 4 lb. 5 lb.
This 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.
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