TEXT:  
   
   
   
   
   
   
   
  WRAITH WRIGHT’S 
   
    THE COMPREHENSIVE 
    EQUIPMENT MANUAL 
   
   
   
   
   
   
   
   
  WRAITH WRIGHT PRODUCTIONS (RELEASE VERSION 1.2) 
          
          
  
  WRAITH WRIGHT’S 
  THE COMPREHENSIVE 
  EQUIPMENT MANUAL 
   
  CREDITS 
  Lead Design and Writing: Randall Right (Wraith Wright Productions) 
  Quality and Development Consultation: Charles Baker, Matthew Skau, Robert Ochs, Scott Szydlo 
  Art and Graphics: Cover unattributed (Creative Commons CC0 1.0 Universal), other graphics by Randall Right 
  Production and Publication: a million monkeys with a million typewriters 
  INSPIRATIONS AND COMMUNITY CONTENT 
  This product contains many original ideas and game mechanics. It also draws inspiration from earlier editions of 
  Dungeons & Dragons, including the Arms and Equipment Guide (2nd and 3rd editions), Oriental Adventures (2nd 
  and 3rd editions), untold numbers of Dragon Magazine articles, myriad Internet articles, and more. 
  As of this version, no community content was used from any materials marketed in the Dungeon Masters Guild or 
  elsewhere. As with any product containing translations of prior game editions, there is no guarantee that each 
  translated system will be materially distinct from anyone else’s. Any resemblance is coincidental. 
  LEGAL LANGUAGE 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s 
  Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. 
  All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under 
  the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or 
  artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 
  Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
  Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, 
  UB11 1ET, UK. 
  The Comprehensive Manual series titles, the Wraith Wright anvil, and other related titles and branding are 
  trademarks of Wraith Wright Productions. All other original material in this work is copyright Wraith Wright 
  Productions 2017 and published under the Community Content Agreement for Dungeon Masters Guild. 
  VERSION HISTORY 
  Current: Release 1.2 (September 9, 2017) – minor updates, Tomb of Annihilation integrated 
  
  2 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  CONTENTS 
  PART 0: INTRODUCTION 
  COMPREHENSIVE EQUIPMENT MANUAL ......... 5 
  What’s in This Product? ..................................... 5 
  Part 0: Introduction ........................................... 5 
  Part 1: Wealth ................................................... 5 
  Part 2: Armaments............................................. 5 
  Part 3: Gear ...................................................... 5 
  Part 4: Trinkets .................................................. 5 
  Part 5: Exotic Lists ............................................ 5 
  Part 6: Adventures in the Orient ....................... 6 
  Trust...................................................................... 6 
  How to Use This Product .................................... 6 
  Dungeon Master’s Use ...................................... 6 
  Everyone’s Use .................................................. 6 
  Exotic List Use ................................................... 7 
  Use in Printed Form .......................................... 7 
  DM’s Corners ....................................................... 7 
  PART 1: WEALTH 
  ASSETS ..................................................................... 8 
  Coinage ................................................................. 8 
  Standard Coins .................................................. 8 
  Representative Currencies ................................. 8 
  Alternate Currencies .......................................... 9 
  Coin Names ....................................................... 9 
  Trade Goods ......................................................... 9 
  Beasts ................................................................. 9 
  Dry Goods ......................................................... 9 
  Gemstones.......................................................... 9 
  Trade Bars ....................................................... 10 
  Miscellaneous Assets .......................................... 11 
  Rights ............................................................... 11 
  Favors .............................................................. 11 
  Renown ............................................................ 12 
  Sale Prices ........................................................... 12 
  Monster Armaments (Value x0) ....................... 12 
  Standard Equipment (Value x1/2).................... 12 
  Inherent-Value Goods (Value x1) .................... 12 
  Magic Items (Value x?) .................................... 12 
  Finding Buyers ................................................... 12 
  Automatic Buyers ............................................. 12 
  Seeking Buyers ................................................. 13 
  Finding Sellers.................................................... 14 
  EXPENSES .............................................................. 14 
  Lifestyles ............................................................. 14 
  Descriptions ..................................................... 14 
  Food, Drink, and Lodging ................................. 15 
  Descriptions ..................................................... 15 
  Services ............................................................... 16 
  Descriptions ..................................................... 16 
  Spellcasting Services ....................................... 17 
  Maintenance Costs ............................................. 18 
  PART 2: ARMAMENTS 
  ARMOR AND SHIELDS ........................................ 19 
  Armor Properties ............................................... 20 
  Getting Into & Out of Armor ........................... 22 
  Armor Complications ...................................... 22 
  Descriptions ..................................................... 23 
  WEAPONS .............................................................. 24 
  Weapon Damage ................................................ 25 
  Damage Kickers .............................................. 25 
  Half Dice (d2, d3, d5) ...................................... 25 
  Weapon Properties ............................................ 25 
  Descriptions ..................................................... 28 
  Improvised Weapons ......................................... 40 
  MODIFICATIONS .................................................. 41 
  Alternative Materials......................................... 41 
  Bronze Armaments ........................................... 41 
  Ersatz Armaments ............................................ 41 
  Silvered Weapons ............................................ 41 
  Masterwork Armaments ................................... 42 
  Armor ............................................................... 42 
  Weapons .......................................................... 42 
  Pricing ............................................................. 43 
  Ornamented Armaments .................................. 43 
  MISCELLANEOUS SYSTEMS .............................. 43 
  Feat Modifications ............................................. 43 
  Dual Wielder ................................................... 43 
  Crossbow Master ............................................. 43 
  Polearm Master ............................................... 43 
  Sharpshooter .................................................... 43 
  Shield Master ................................................... 43 
  Class and Race Proficiencies ............................. 44 
  Longer Lances .................................................... 44 
   
  
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  PART 3: GEAR 
  ADVENTURING GEAR ......................................... 46 
  Adventuring Gear (General)............................. 46 
  Descriptions ..................................................... 46 
  Equipment Packs ............................................... 58 
  Swapping Equipment Packs ............................. 58 
  Descriptions ..................................................... 59 
  Containers .......................................................... 61 
  Descriptions ..................................................... 61 
  Ammunition ....................................................... 63 
  Descriptions ..................................................... 64 
  Magical Implements .......................................... 65 
  Descriptions ..................................................... 66 
  Alchemical Brews .............................................. 68 
  Descriptions ..................................................... 69 
  Herbal Brews...................................................... 73 
  Descriptions ..................................................... 73 
  Poisons ................................................................ 74 
  Acquiring Poison ............................................. 75 
  Using Poison ................................................... 75 
  Descriptions ..................................................... 76 
  TOOLS .................................................................... 88 
  Artisan’s Tools ................................................... 89 
  Descriptions ..................................................... 90 
  Gaming Sets........................................................ 91 
  Descriptions ..................................................... 92 
  Musical Instruments .......................................... 92 
  Descriptions ..................................................... 92 
  Miscellaneous Tools ........................................... 93 
  Descriptions ..................................................... 93 
  MOUNTS AND VEHICLES ................................... 94 
  Mounts ................................................................ 94 
  Rider Trained ................................................... 95 
  Combat Trained ............................................... 95 
  Exceptional Specimen ...................................... 95 
  Descriptions ..................................................... 95 
  Tack and Harness .............................................. 95 
  Descriptions ..................................................... 96 
  Vehicles ............................................................... 99 
  Waterborne Vehicles ........................................ 99 
  Descriptions ................................................... 100 
   
   
   
   
  PART 4: TRINKETS 
  USING THIS CHART .......................................... 102 
  Alternate Uses .................................................. 102 
  Selective Uses.................................................... 102 
  Normal Campaign ......................................... 102 
  High Fantasy ................................................. 102 
  Primitive Fantasy .......................................... 102 
  Alternatives .................................................... 102 
  New Trinkets .................................................. 102 
  PART 5: EXOTIC LISTS 
  INCLUDING EXOTIC LISTS ............................... 109 
  Implementing Exotic Lists .............................. 109 
  Option One: A Touch of Flavor ..................... 109 
  Option Two: A Cosmopolitan Realm ............. 109 
  Accessing Exotic Lists...................................... 109 
  Character Creation........................................ 109 
  Proficiency ..................................................... 110 
  Costs .............................................................. 110 
  EXOTIC LISTS ..................................................... 110 
  Age of Sail ......................................................... 110 
  Historical Naming ......................................... 110 
  Waterborne Vehicles ...................................... 110 
  Descriptions ................................................... 110 
  Double Weapons .............................................. 111 
  Double Weapon Chart ................................... 111 
  Double Weapon Fighting ............................... 112 
  Descriptions ................................................... 113 
  Extra Polearms ................................................ 113 
  Early Polearm Traditions .............................. 114 
  Hybrid Polearms............................................ 114 
  Descriptions ................................................... 114 
  Fantasy Flight .................................................. 115 
  Airborne Vehicles .......................................... 115 
  Descriptions ................................................... 116 
  Firearms ........................................................... 116 
  Early Firearms .............................................. 116 
  Advanced Firearms........................................ 117 
  Descriptions ................................................... 119 
  Monster Markets ............................................. 122 
  Instinct-Level Intelligence ............................. 122 
  Animal-Level Intelligence .............................. 123 
  Monster-Level Intelligence ............................ 123 
  Dragons ......................................................... 125 
   
   
  
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  PART 6: ADVENTURES 
     IN THE ORIENT 
  USING THIS LIST ................................................ 128 
  Exotic List (Option One) ................................. 128 
  Native List (Option Two) ................................ 128 
  Cultural Influence .......................................... 128 
  Starting Equipment ........................................ 128 
  Included Standard Lists ................................. 128 
  Adding Exotic Lists ........................................ 128 
  ARMAMENTS ...................................................... 128 
  Armor ............................................................... 128 
  Descriptions ................................................... 128 
  Weapons ........................................................... 130 
  Descriptions ................................................... 130 
  GEAR .................................................................... 135 
  Tools (Musical Instruments) ........................... 135 
  Descriptions ................................................... 135 
  APPENDIX A: 
     FUTURE PRODUCTS 
  Comprehensive Manuals ................................. 137 
  The Comprehensive Treasure Manual ........... 137 
  Creature Handbooks ....................................... 137 
  The Creature Faction Handbook ................... 137 
  The Creature Template Handbook ................ 137 
  Short Adventures ............................................. 137 
  Flashbacks: Volume One ............................... 138 
  Ventures on the High Seas ............................. 138 
  Ongoing Development ..................................... 138 
  Production Support........................................ 138 
   
   
   
   
   
   
  
  5 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  PART 0: INTRODUCTION 
  “Rope!” he muttered. “No rope! And only 
  last night you said to yourself: ‘Sam, what 
  about a bit of rope? You'll want it, if you 
  haven't got it.’ Well, I'll want it. I can't get it 
  now.” 
  -Samwise Gamgee, The Lord of the Rings 
  Carrying proper equipment is the mark of a successful 
  adventurer; bringing the right gear is what separates a 
  professional from a hapless seeker who finds only a 
  swift doom. The dilettante trusts his wit and quickly 
  finds its limits, to his peril. But a professional 
  adventurer anticipates the hazards she will encounter 
  and girds herself accordingly. 
   
  THE COMPREHENSIVE  
  EQUIPMENT MANUAL 
  You are looking at the product of many hours (about 
  six months) of consideration, research, creative 
  writing, and play-testing. Hopefully you like it! 
  This ambitious project was started with the intent 
  to distribute it on the Dungeon Masters Guild as a 
  single, truly-comprehensive product. But it kept 
  growing and it had to be divided into separate 
  products; one for equipment and another for treasure 
  and ways to use it. What you see here, over a hundred 
  pages, relates only to mundane equipment options. 
   
  WHAT’S IN THIS PRODUCT? 
  Each part of this product serves a different function. 
   
  PART 0: INTRODUCTION 
  Part 0 is exactly what the heading implies, a foreword 
  to introduce the entire product and acquaint you with 
  its design philosophies. This part will be released 
  separately, along with the index of contents, as a free 
  download, sort of an extended preview of the 
  product’s contents. 
   
  PART 1: WEALTH 
  Part 1 talks about various aspects of wealth generally, 
  its types, and how to manage it. This section details 
  various forms of currency, from new coin types to 
  expanded charts for trade goods in various categories. 
  It addresses intangible assets like favors and expands 
  the rules for expenses, food and lodging, and services. 
  This part also addresses the finding of buyers and 
  sellers for expensive equipment like poisons and 
  magic items. It introduces a population-based option 
  to reduce the complication of such commerce. 
   
  PART 2: ARMAMENTS 
  Part 2 adds new armor and weapons to expand the 
  options given in the core rulebooks, and it incorporates 
  weapons found in the Monster Manual and other 
  official products. Part 2 provides a wealth of new 
  armor properties and weapon properties, using a 
  conservative approach that carefully maintains game 
  balance. This part also adds a lot of variant rules that a 
  DM can choose to incorporate into her game for added 
  realism or drama. It also provides rules for making 
  armor and weapons with alternate materials and 
  techniques, including a balanced set of masterwork 
  rules. 
   
  PART 3: GEAR 
  By far the largest section of this product, Part 3 greatly 
  expands the selection of adventuring gear and tools. It 
  provides new ammunition types, a huge number of 
  new equipment packs, rules for crafting and collecting 
  poisons and other wondrous alchemies, expanded lists 
  of mounts and their tack. It also offers a wealth of 
  excellent variant rules. 
   
  PART 4: TRINKETS 
  Part 4 contains pages of new trinkets and it discusses 
  the selection, customization, and use of specific trinket 
  types. 
   
  PART 5: EXOTIC LISTS 
  Part 5 includes “exotic” lists of equipment not native 
  to traditional medieval fantasy settings. These are the 
  sorts of things that not all DMs might want to see in 
  their games. Exotic lists group such items by theme, 
  allowing DMs to easily include just the equipment that 
  matches their intended flavor. The release version of 
  
  6 | T HE  CO MPR EH ENS I VE E Q UI PMEN T MA N UA L 
   
  this product includes the following: “Double 
  Weapons” (a weapon list and rules for using double 
  weapons), “Extra Polearms” (weapons to satisfy a 
  Gygaxian-level fondness for polearms), “Fantasy 
  Flight” (expanded airship options), “Firearms” 
  (expansive rules separating early medieval versions 
  and advanced renaissance versions), and “Monster 
  Markets” (for the purchase and sale of monsters, 
  particularly exotic mounts and guardians). 
   
  PART 6: ADVENTURES IN THE ORIENT 
  Part 6 covers equipment specific to an Oriental 
  Adventures-style campaign. It describes how to use an 
  alternate set of starting equipment for player 
  characters, to outfit characters that come from 
  societies or backgrounds not traditionally associated 
  with medieval fantasy stories. Unlike the Oriental 
  Adventures of prior editions of Dungeons & Dragons, 
  this list is almost entirely inspired by feudal Japanese 
  culture, minimizing the influence of other proximate 
  cultures. 
   
  TRUST 
  This product contains unofficial rules!!! 
  Wow, yeah. The very idea can chill even the most 
  adventurous Dungeon Master. If you’ve played with 
  unofficial rules in the past, perhaps some of the 
  Unearthed Arcana offerings, chances are you’ve 
  regretted it at least once. 
  This isn’t an advice column on how to best 
  manage custom rules with their player groups. It’s a 
  forward to let you know that that this product works 
  very hard to make sure its custom rules are not the kind 
  you’ll regret. Its design philosophy calls for elegant, 
  functional systems that enhance gameplay. Its primary 
  purpose is to create new systems where there were 
  none before, not to reinvent things. It seeks not to alter 
  or invalidate any existing rules. It prefers to work 
  within the existing framework, only adding layers to 
  enhance your options or flesh out the unexplored areas 
  in the rules. (In the very, very few places where a pre-
  existing item is altered, the System Change label alerts 
  the user to why, allowing the DM a chance to change 
  it back if desired.) 
  When it comes to adding power to player options, 
  this product takes a conservative approach. It tries to 
  avoid mechanics that “synergize” too well with 
  existing game features, things that might end up more 
  powerful than intended when applied in unanticipated 
  ways. The goal for any of these custom rules is to make 
  them slightly weaker than similar, existing rules. This 
  is to give players more options for flavor and 
  functionality, not better options. To use an industry 
  term, this product wants to add zero “power creep” to 
  the game. 
  It is a common experience for DMs to have 
  players ask for something customized or homebrewed 
  because the player is attracted to how powerful it 
  appears to be. This manual is intended to attract 
  players who are tired of building characters with the 
  same boring longsword. It tries to excite players 
  looking for a different weapon to provide unique 
  flavor to their next character, not a better weapon. It 
  tries to serve players who are trying to be more 
  methodical in their approach to adventuring gear, to 
  help the players who want to be ready for whatever’s 
  lurking out there in the darkness. 
  This isn’t an attempt to denigrate custom rules or 
  those who use them. Unofficial rules can form an 
  essential element of many fun games, particularly as 
  DMs build their own worlds with unique aspects not 
  encompassed by the published books. Instead, these 
  words are meant to introduce you to the philosophy 
  behind these custom rules. The intent is to allow DMs 
  to trust that they can employ this resource without 
  having to police it for broken, over-powered parts. 
   
  HOW TO USE THIS PRODUCT 
  There are many ways to use this product, but several 
  in particular are contemplated here. This manual is 
  built and formatted to suit the following methods of 
  use. 
   
  DUNGEON MASTER’S USE 
  At one end of the scale, the DM can simply keep the 
  entire product to herself. Even if she doesn’t want to 
  mix the new items into her campaign, this product can 
  be an excellent resource for DMs trying to moderate 
  equipment. It also contains some interesting insights 
  into the roles of commerce and the application of 
  various standard rules that can be helpful to DMs. 
   
  EVERYONE’S USE 
  At the other end of the scale is the fully-open option. 
  The DM tells her players up front that they can use The 
  
  7 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  Comprehensive Equipment Manual and informs them 
  which variant rules will be used, if any. If the DM is 
  on top of things, she’s already provided her players 
  with a list of the variant rules they’ll use from the 
  Player’s Handbook and Dungeon Master’s Guide, so 
  this is a simple additional step. 
  Even if the DM does not want to include the new 
  items and rules from this product, The Comprehensive 
  Equipment Manual can still be used to give a sense for 
  the descriptions of standard items; where the Player’s 
  Handbook rarely gives descriptions, this product 
  attempts to give some description to every single item. 
  Many of these are not lengthy, but they can serve to 
  provide at least a basic idea of an item’s appearance or 
  composition and aid a player’s imagining of gear. 
   
  EXOTIC LIST USE 
  Regardless of whether the DM decides the game will 
  include The Comprehensive Equipment Manual, 
  certain parts are not intended for general use. Parts 5 
  and 6 represent categories of equipment that aren’t 
  part of a traditional (medieval, Euro-centric) fantasy 
  campaign. They are unavailable as a default, unless the 
  DM particularly designates them as allowed. Each 
  exotic list brings an addition or deviation to the flavor 
  of a campaign, so DMs are encouraged to adopt them 
  only with care and purpose. 
   
  USE IN PRINTED FORM 
  This product has a textured page background, making 
  it awkward to print. A second PDF, printed in black-
  and-white, is bundled with this product for those 
  intending to print a copy for personal use. 
   
  DM’S CORNERS 
  Throughout this product, you will find segments titled 
  “DM’s Corner.” These are meant to provide advice for 
  DMs on how to get the most out of the existing rules 
  in various contexts. In some cases, they suggest new 
  applications of existing rules or they explain the 
  methodology behind rules in this product. To the 
  experienced DM, some of these might be superfluous. 
  That’s why these sections are marked; there’s no harm 
  in skipping over them if they’re not what you bought 
  this product for. But hopefully they’ll be of some use 
  to some DMs. At the very least, they will provide 
  insight into Wraith Wright Productions’ approach to 
  Dungeons & Dragons in the Fifth Edition. 
   
   
  
  8 | T HE  CO MPR EH ENS I VE E Q UI PMEN T MA N UA L 
   
  PART 1: WEALTH
  This part talks about various aspects of character 
  wealth. It talks about wealth generally, its forms, and 
  how to manage and carry lots of it. 
   
  ASSETS 
  Material assets constitute the most basic form of 
  equipment. They can be expended to meet a present 
  need for goods and services or for expenses like bridge 
  tolls and taxation. Material assets can also be reserved 
  to meet future needs if they can be effectively carried 
  and exchanged. Nonmaterial assets tend to be more 
  portable but less spendable. 
   
  COINAGE 
  Coins are minted in various denominations, their value 
  nominally based on the value of their metals. The 
  “gold standard” in Dungeons & Dragons is, 
  unironically, the gold piece. 
   
  STANDARD EXCHANGE RATES 
   Coin 
  sp 
  gp 
  pp 
  Iron (ip) 
  1/50 
  1/500 
  1/5,000 
  Copper (cp) 
  1/10 
  1/100 
  1/1,000 
  Silver (sp) 
  1 
  1/10 
  1/100 
  Electrum (ep) 
  5 
  1/2 
  1/20 
  Gold (gp) 
  10 
  1 
  1/10 
  Mithral (mp) 
  20 
  2 
  1/5 
  Adamantine (ap) 
  50 
  5 
  1/2 
  Platinum (pp) 
  100 
  10 
  1 
   
  Because these coins are valued based on their 
  contained metals, their worth is almost universally 
  consistent, regardless of origin. Various markets might 
  devalue foreign currency based on the current political 
  climate; the coins of one realm might be worthless in 
  the neighboring realm due to ongoing warfare, or they 
  might require exchanging for local money with a 
  certain percentage removed as a service fee. 
   
  STANDARD COINS 
  The three common coins are the gold piece, the silver 
  piece, and the copper piece. Uncommon coins include 
  the platinum piece and the electrum piece. Rare coins 
  include the adamantine piece, the mithral piece, and 
  the iron piece. 
  Iron coins are only used in poor societies with 
  very weak economies. Adamantine and mithral are 
  only used in closed societies where these materials are 
  relatively accessible, such as dwarven citadels. 
  DM’s Corner. Adamantine and mithral ratings 
  here are derived from the suggested values for 
  adamantine and mithral armor in the Dungeon 
  Master’s Guide. If you are used to the higher implied 
  value of prior editions, feel free to adjust these 
  numbers. For higher values, try multiplying the worth 
  of each by x10. That puts mithral at double the value 
  of platinum and adamantine at five times the value. 
  However, the value progression listed above follows a 
  logical order and approximates existing Fifth Edition 
  item values, so take care when deviating. If you want 
  these two metals to be more valuable, it might be 
  enough to simply say they aren’t available as coins, or 
  that the coin versions are made with alloys or 
  unrefined material. 
   
  REPRESENTATIVE CURRENCIES 
  Not all nations or societies trade in coinage with innate 
  material value. Advanced economies often use 
  currency that represents a portion of the national 
  treasury or that otherwise has value based on the 
  economy. For ease of translation, currency holds 
  equivalent value to standard coins, unless the DM 
  determines that fluctuating currency value is a part of 
  her story. 
  Representative currency tends to be minted from 
  common metals that are not themselves of significant 
  value. If metals are rare in the game world, alternate 
  materials like ceramic can be used for minting. If the 
  campaign’s available level of tinkering has advanced 
  to the point of printing presses, money might be issued 
  in the form of printed paper. 
  Societies that use representative currency go to 
  great lengths to avoid forgery. Minting and printing 
  often include subtle or complex counter-counterfeiting 
  techniques. Detecting fake money could be a matter of 
  skilled (or even magical) examination performed by 
  
  9 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  merchants. Societies that use representative currency 
  punish counterfeiting with death. 
   
  ALTERNATE CURRENCIES 
  Some game worlds use different basic currencies, 
  things other than coins. Perhaps valuable metals are 
  hard to acquire. Maybe some other convenient things 
  have been used since the beginning of time and no one 
  ever thought to use coins. Or maybe the gods have 
  dictated what works as currency and none can gainsay 
  them. 
  As examples, certain rare seashells might be used 
  in an undersea kingdom that has no mining traditions. 
  A society ruled by necromancers might trade glass 
  beads to which are bound minor souls; all merchants 
  are trained to identify the power of the souls, which 
  corresponds to different denominations. On a harsh 
  desert world, wizards may have learned the secrets of 
  converting water (in standard measurements) into 
  small gelatinous blobs of various sizes, which can later 
  be turned back into water. 
  Whatever the case, the new currency should be 
  portable, identifiable as roughly equivalent to other 
  alike pieces (interchangeable), and should probably 
  have an innate value based either on material rarity or 
  a value based on a useful function of the item other 
  than commerce. 
   
  COIN NAMES 
  Even though players almost universally refer to money 
  by its material name, i.e., a “gold piece” or “silver 
  piece,” characters should not. Most nations have their 
  own names for coins of each denomination. Following 
  are some example coin names from real-world 
  locations and times. These are available for the DM to 
  borrow, or she can make up her own: 
  Aaureus, argenteus, dahekan, dong, daric, 
  denarius, dinar, drachma, dram, dupondius, elymais, 
  escudo, farthing, florin, franc, guilder, kartez, groat, 
  lira, mark, metica, penny, peseta, peso, potin, prutah, 
  qiran, rial, rigsdaler, ruble, rupee, ryo, scudo, sestarius, 
  sheqel, shilling, sigloi, stater, sucre, tael, talent, 
  tetradrachma, tremissis, zaire, zuz. 
  It is a good idea to research the coins of a 
  historical nation to find a set of consistent coin names. 
  To make your set unique, switch up a few to name 
  them after important rulers or the gods. 
   
  TRADE GOODS 
  Money is only used by those of middling wealth. The 
  very poor and the very rich exchange trade goods 
  instead. When there is no coin to be had, or when 
  barter is simply more convenient, people commit 
  commerce by exchanging items with static, widely-
  accepted and understood values. 
  For an urchin on the street, trade goods might 
  consist of captured rats or collected scrap iron, the key 
  to acquiring a hot bowl of soup. For a poor farmer, this 
  might mean trading wheat and livestock for a few 
  luxury items. On the other end of the spectrum, a 
  guild-sanctioned master merchant’s trade goods might 
  include platinum trade bars exchanged for huge 
  shipments of raw textiles. For the nobility, trading 
  hunting birds or exotic beasts is a matter of fashion as 
  well as expedience. 
   
  BEASTS 
  From the common and domestic, to the wild and 
  exotic, the market for animals varies greatly based on 
  the accepted purpose of each creature and its 
  geographical rarity. Of all the trade goods, beasts have 
  the greatest variance in value. 
  Animals on this chart are assumed to be young 
  enough to train. For beasts that have common uses as 
  trained specimens, halve the value of an older 
  specimen that is beyond its functional training age or 
  useful lifespan. Otherwise the price is consistent, 
  regardless of age. Despite being beasts, vermin 
  (snakes, insects, and arachnids) tend not to be used as 
  trade goods except in less-civilized societies or foreign 
  regions like the Underdark. 
  For any animal valued based on edibility, like a 
  crab or a hulking crab, dead versions are valued 
  equally to live versions, so long as they are fresh. 
   
  DRY GOODS 
  These common household items are in demand 
  everywhere; moving large quantities of them is what 
  keeps many merchants in business. 
   
  GEMSTONES 
  Gemstones of standard weights and cuts are extremely 
  fungible, and are sometimes used by the very wealthy 
  in the place of coins. Halve the value of a “small” 
  version of any gem and double the value of a “large”  
  
  10 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  TRADE GOODS (BEASTS) 
   Value 
  Goods 
  1 cp 
  Frog or rat, or spider 
  2 cp 
  Cat or chicken 
  5 cp 
  Lizard, quipper, or turtle 
  1 sp 
  Bat, crab, or octopus 
  5 sp 
  Raven or scorpion 
  1 gp 
  Goat, owl, songbird, or weasel 
  2 gp 
  Hyena, jackal, poisonous snake, or 
  sheep 
  3 gp 
  Baboon, common dog, giant crab, giant 
  rat, pig, or deer 
  4 gp 
  Badger, giant fire beetle, giant sea 
  horse, untrained donkey, or untrained 
  mule 
  5 gp 
  Ape, boar, giant frog, small parrot, 
  vulture, or wolf 
  10 gp 
  Constrictor snake, cow, elk, giant 
  centipede, giant goat, giant weasel, or 
  giant wolf spider 
  12 gp 
  Crocodile, eagle, or untrained mastiff 
  15 gp 
  Axe beak, giant badger, giant bat, giant 
  spider, hawk, ox, untrained pony, or yak 
  20 gp 
  Black bear or giant wasp 
  25 gp 
  Giant poisonous snake, untrained 
  camel, or untrained draft horse 
  35 gp 
  Blood hawk, brown bear, large parrot, 
  or untrained riding horse 
  50 gp 
  Almiraj, giant hyena, giant toad, 
  panther, or untrained riding horse 
  75 gp 
  Dire wolf, giant eagle, giant octopus, 
  giant owl, giant vulture, lion, reef shark, 
  or tiger 
  100 gp 
  Giant constrictor snake, flying monkey, 
  giant elk, untrained elephant, or 
  untrained giant lizard 
  125 gp 
  Untrained flying snake 
  150 gp 
  Untrained giant seahorse 
  200 gp 
  Giant boar, hunter shark, polar bear, or 
  saber-toothed tiger 
  250 gp 
  Giant scorpion, killer whale, or 
  rhinoceros 
  500 gp 
  Giant ape, giant crocodile, giant shark, 
  or mammoth 
  800 gp 
  Hulking crab 
  TRADE GOODS (DRY GOODS) 
   Value 
  Goods 
  1 cp 
  1 lb. of wheat 
  2 cp 
  1 lb. of beans, flour, or potatoes; per 
  board ft. of unusual lumber 
  5 cp 
  1 lb. of salt or sugar 
  1 sp 
  1 sq. yd. of canvas or per board ft. of 
  rare lumber 
  5 sp 
  1 lb. of cooking herbs or tobacco, 1 sq. 
  yd. of cotton cloth, or 1 gallon of lamp 
  oil 
  1 gp 
  1 lb. of cheese, cooking spices, ginger, 
  or honey 
  2 gp 
  1 lb. of wool or per board ft. of exotic 
  lumber 
  3 gp 
  1 lb. of cinnamon or pepper or 1 
  common pelt (beaver or wolf)  
  5 gp 
  1 lb. of cloves or 1 uncommon pelt (fox 
  or mink)  
  10 gp 
  1 sq. yd. of linen or 1 rare pelt (ermine 
  or seal) 
  15 gp 
  1 lb. of chocolate or 1 sq. yd. of silk 
  25 gp 
  1 lb. of saffron 
   
  version. A “giant” version will fetch ten times the 
  listed value. If a gem is raw—not cut, polished, or 
  otherwise treated to enhance its luster—halve its 
  value. 
  DM’s Corner. Loose gemstones should not have 
  appreciable weight unless carried in bulk. When it 
  does matter, weights can be difficult to calculate; the 
  Dungeon Master’s Guide does not provide official 
  weights for the gems it lists, nor would a standard 
  gemstone of one type normally be equivalent in weight 
  to another. As an abstract system, simply assume that 
  200 “standard” gemstones weigh 1 pound, as do 100 
  “large” versions or 20 “giant” versions. 
   
  TRADE BARS 
  A common alternative to coins, trade bars exist in 
  various weights, typically 1 pound each. Unlike coins, 
  trade bars tend to be readily accepted across vast 
  political and geographical expanses, at least among 
  merchants. Trade bars are important to regular high-
  level commerce because they exist without the 
  political implications carried by minting; there are no 
  marks of origin to offend the peoples of one nation or 
  
  11 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  another. A merchant who deals in trade bars typically 
  keeps a merchant’s scale on hand to test the weight of 
  exchanged trade bars. 
   
  TRADE GOODS (GEMSTONES) 
   Value 
  Goods 
  10 gp 
  Azurite, banded agate, blue quartz, 
  eye agate, hematite, lapis lazuli, 
  malachite, moss agate, obsidian, 
  rhodochrosite, tiger eye, or turquoise 
  50 gp 
  Bloodstone, carnelian, chalcedony, 
  chrysoprase, citrine, jasper, 
  moonstone, onyx, quartz, sardonyx, 
  star rose quartz, or zircon 
  100 gp 
  Amber, amethyst, chrysoberyl, coral, 
  garnet, jade, jet, pearl spinel, or 
  tourmaline 
  500 gp 
  Alexandrite, aquamarine, black pearl, 
  blue spinel, peridot, or topaz 
  1,000 gp 
  Black opal, blue sapphire, emerald, 
  fire opal, opal, star ruby, star 
  sapphire, or yellow sapphire 
  5,000 gp 
  Black sapphire, diamond, jacinth, or 
  ruby 
   
  TRADE GOODS (TRADE BARS) 
   Value 
  Goods 
  1 sp 
  1 lb. bar of iron 
  5 sp 
  1 lb. bar of copper 
  5 gp 
  1 lb. bar of silver 
  20 gp 
  1 lb. bar of electrum 
  50 gp 
  1 lb. bar of gold 
  100 gp 
  1 lb. bar of mithral 
  250 gp 
  1 lb. bar of adamantine 
  500 gp 
  1 lb. bar of platinum 
   
  MISCELLANEOUS ASSETS 
  Non-material assets must also be mentioned here, as 
  they can be extremely valuable. Some of these assets 
  can be traded, but their value in use or in trade varies 
  wildly, often based on the holder’s imagination and 
  ingratiation. 
   
  RIGHTS 
  Rights are often transferred in written form. They are 
  typically granted by the maker of the right, or its 
  previous holder. 
  For example, a deed is a right to possess and use 
  land, given by the sovereign. A lease is a secondary 
  right to possess and use land, given by a deed-holder. 
  A license is a right to possess and use items, or to 
  operate as a franchise or under the banner of a known 
  entity. 
  Mercantile rights can be very important, often 
  acquired as part of a business investment. These might 
  let you move inventory along shipping lanes, trade in 
  select markets, or buy and sell assets regulated by the 
  crown. These rights typically have upkeep costs in the 
  form of annual taxation or dues owed to a trading 
  guild. 
  Feudal rights often come with titles. They allow 
  you to build a stronghold on select land, raise armies, 
  and tax the peasants living in your territory. These 
  rights typically require you to pay taxes upward to the 
  nobles or royals ranked over you, and to keep knights 
  or soldiers employed that can be called upon for 
  service by those nobles or royals. 
  Rights can also come in the form of allowances, 
  perhaps to break certain laws or even to worship 
  certain gods. They are often very campaign-specific. 
   
  FAVORS 
  Favors are less spendable than rights and are harder to 
  evaluate the worth of. Characters themselves often 
  owe favors to others, debts which can be called in at 
  unexpected times or in uncontemplated ways. 
  Players should keep track of favors (due and 
  owed) along two axes: who owes (or is owed) the 
  favor, and what it is owed for. If the king owes you a 
  favor for saving his life in heroic fashion, that is worth 
  quite a bit. If he owes you for returning his fifth-
  favorite horse, which you found running wild near the 
  castle, that is not worth as much. Of course, 
  demanding that the king return (or cash out) a favor of 
  any magnitude is a politically risky tactic. 
  The more important the person who owes the 
  favor, the more valuable it is, but the more mercurial a 
  result you can expect. Very important people often fail 
  to grasp the true value of money and land, their daily 
  attentions being drawn to matters of state or religion. 
  Nobles often return favors in ways that they 
  
  12 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  themselves appreciate, such as lauding of praises and 
  acknowledgement, granting privileges related to 
  political power, or bestowing lofty-sounding titles that 
  otherwise have no benefits associated. 
   
  RENOWN 
  Interconnected with rights and favors is the concept of 
  renown. This is a system that abstracts the standing of 
  a character (or an adventuring party) with certain 
  organizations. It works equally well with national 
  governments, religious organizations, and similar 
  institutions. 
  Renown often plays a role in the value of favors 
  as they are cashed in. And having greater renown than 
  someone you owe can provide the social leverage 
  needed to pay back favors in unusual or inequitable 
  ways. 
  Renown is also a ready prerequisite for rights. The 
  granter of a right is associating with the receiver of the 
  right, and few important people want to associate with 
  people who have bad reputations. Conversely, having 
  a high applicable renown makes it easy for an 
  important right to be granted, such as the right to build 
  a stronghold. 
  The optional rules for renown are found on pages 
  22-23 of the Dungeon Master’s Guide. Renown is not 
  a necessary system, and not required in the 
  contemplation of rights and favors. The DM can 
  abstract it to determine how effectively rights and 
  favors can be leveraged with various groups. Renown 
  is addressed in more detail in Wraith Wright’s The 
  Comprehensive Treasure Manual. 
   
  SALE PRICES 
  Selling treasure is an abstract process in Fifth Edition 
  Dungeons & Dragons. Gone are the cumbersome 
  concepts of appraising and haggling, which only 
  served to randomize the bottom-line value of treasure. 
  Instead, there are now four categories of sell value 
  described in the Player’s Handbook: 
   
  MONSTER ARMAMENTS (VALUE x0) 
  Weapons and armor pieces used by monsters are rarely 
  good enough to sell. This prevents parties from looting 
  absolutely everything, walking around like poorly 
  maintained arsenals. It also relieves the DM from 
  having to contemplate mundane monster equipment 
  values when building encounters and balancing 
  treasure. Monster equipment has no resale value. 
   
  STANDARD EQUIPMENT (VALUE x1/2) 
  Undamaged weapons, armor, and other equipment 
  fetch half their sale price when sold at market. DMs 
  balancing treasure can consider mundane items, 
  particularly found in bulk, as “loot” valued at half the 
  items’ standard cost. 
   
  INHERENT-VALUE GOODS (VALUE x1) 
  Art objects, jewelry, and trade goods sell for their full 
  noted values. Such items are already listed at their 
  salable (or tradable) values. So completely static are 
  the prices for these items that they are often used in the 
  place of currency. 
   
  MAGIC ITEMS (VALUE x?) 
  Magic items are very valuable assets. Although the 
  Player’s Handbook maintains that their value is “far 
  beyond simple gold,” the guidelines of the Dungeon 
  Master’s Guide suggest that they are readily ratable in 
  gold pieces, and that some of them are relatively 
  cheap. Three uncommon magic items, at the maximum 
  suggested value, could be had for the same price as a 
  single suit of mundane plate armor. 
  Magic items normally sell for half their purchase 
  costs. (The standard rules for finding a buyer suggest 
  that this value may fluctuate, going as high one and 
  one-half times the value, or as low as one-tenth of the 
  value.) Alternately, because they are the type of things 
  that interest the very wealthy or important in society, 
  magic items can sometimes be traded for rights or 
  favors, or they can be gifted in the hopes of gaining 
  renown. 
  This manual’s sister product, The Comprehensive 
  Treasure Guide, provides clear, rational numbers for 
  magic item prices. 
   
  FINDING BUYERS 
  The only obstacle the Fifth Edition provides for selling 
  treasure is the availability of a buyer. The Player’s 
  Handbook repeatedly emphasizes the need. 
   
  AUTOMATIC BUYERS 
  For ease of play, it is suggested that buyers can be 
  automatically found in communities of certain sizes. 
  
  13 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  This system is a nice alternative, particularly for 
  campaigns that don’t use downtime actions or where 
  downtime rarely seems to appear. 
  This table suggests the maximum value of any 
  single item that can be sold or traded in variously-sized 
  population centers. This chart does not distinguish the 
  type of item sold, only its ultimate value. 
   
  BUYING POWER BY POPULATION 
   Type 
  Population 
  Max Value 
  Small village 
   Up to 300 
  150 gp 
  Village 
  Up to 1,000 
  500 gp 
  Town 
  Up to 6,000 
  3,000 gp 
  Large town 
  Up to 12,000 
  6,000 gp 
  City 
  Up to 25,000 
  12,500 gp 
  Major city 
  Beyond 25,000 
  Any value 
   
  While some sales might be possible in smaller 
  locations, they might require the buyer’s life savings. 
  This type of exchange can be harmful; if the buyer 
  makes a great profit, she might find that her tiny local 
  economy has just come unhinged by the influx of 
  wealth. 
   
  SEEKING BUYERS 
  The official version of these rules is titled “Selling 
  Magic Items” (Dungeon Master’s Guide page 129) but 
  this system can be employed for selling other valuable, 
  hard-to-price assets like powerful doses of poison or 
  deeds to land. 
  This system relies upon the concept of downtime. 
  It treats downtime days as a commodity; someone 
  seeking a buyer must “pay” varied amounts of days for 
  each search conducted. This can get cumbersome, but 
  it is rare that players need to find a buyer for something 
  so valuable as a magic ring or a certificate granting the 
  right to take lumber in the king’s woods. 
  Step One. For each item to be sold, the seeker 
  attempts a DC 20 Intelligence (Investigation) check. If 
  another seeker is assisting, also spending her 
  downtime days, apply advantage to the check. Buyers 
  for multiple items can be sought at the same time, their 
  search times happening concurrently with no 
  additional cost in downtime days. Roll for each search 
  separately, and track the times spent separately but 
  concurrently. This might require you to reference a 
  calendar to keep track of the expenditures. 
  Failure on the check indicates no buyer is found 
  and 10 days are used up in the search. Success 
  indicates that a buyer is found and a variable number 
  of days were used in the search. The number of days 
  is 1d4 for a common magic item, 1d6 for an 
  uncommon, 1d8 for a rare, and 1d10 days for a very 
  rare magic item. For the sale of things that are not 
  magic items, approximate their values to magic items 
  to determine how long a successful search takes. 
  Step Two. If a potential buyer is found, the next 
  step is to haggle over the price. Generate a sale total 
  and compare it to the chart below. A sale total is the 
  sum of three values. These include a Charisma 
  (Persuasion) check result, a percentile dice roll, and an 
  item rarity modifier. Item rarity modifiers are +10 for 
  common items, +0 for uncommon items, –10 for rare 
  items, –20 for very rare items, and –30 for legendary 
  items. Again, if the thing being sold is not a magic 
  item, approximate its rarity and value to determine an 
  item rarity modifier. 
   
  SELLING A MAGIC ITEM 
   Sale Total 
  Buyer Result 
  20 or lower 
  1/10 of the base price 
  21–40 
  1/4 of the base price (or a shady 
  buyer offering 1/2) 
  41–80 
  1/2 the base price (or a shady 
  buyer offering full price) 
  81–90 
  Full base price 
  91 or higher 
  A shady buyer offering 1½ the 
  base price, no questions asked 
   
  DM’S CORNER: HAGGLING 
  Take care when using this random system. There’s a 
  good reason that appraisal and haggling aren’t part of 
  the normal Dungeons & Dragons mechanics in this 
  edition. Selling treasure is not very entertaining. 
  Sometimes it does serve the story for characters 
  not to know the true value of something they’ve 
  acquired or to have to hunt for a buyer and haggle over 
  a price. Even so, make use of this system sparingly. If 
  you can’t articulate why you’re rolling for a buyer, 
  switch to the automatic buyer system described above 
  or simply let the players sell the item without 
  interference. 
   
  
  14 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  FINDING SELLERS 
  Sometimes players need to find a seller instead of a 
  buyer. Maybe they are looking for a magic item or an 
  illegal poison. Whatever the case, this system is not 
  intended to allow players access to anything they 
  want; instead, the DM should specifically decide if the 
  item is available before allowing them to seek a seller. 
  To find a seller, use the same system described 
  above for finding a buyer of magic items. If the item 
  is illegal, the Intelligence (Investigation) check suffers 
  disadvantage unless the seeker speaks thieves’ cant. 
  The DM can remove this disadvantage under other 
  miscellaneous circumstances too; perhaps if the seeker 
  has the Criminal Contact background feature. 
  Again, this system should not be allowed unless 
  the DM is fully comfortable letting the sought item 
  into her campaign. It is also perfectly reasonable for 
  the DM to limit this application to various rarities, 
  perhaps only to uncommon magic items, cheap 
  poisons, and the like. 
   
  BUYING A MAGIC ITEM 
   Buy Total 
  Buyer Result 
  20 or lower 
  10 times the base price 
  21–40 
  4 times the base price (or a shady 
  seller offering 2 times) 
  41–80 
  2 times the base price (or a shady 
  seller offering normal price) 
  81–90 
  Normal base price 
  91 or higher 
  A shady seller offering at 3/4 of 
  the base price, no questions 
  asked 
   
  EXPENSES 
  What could be more exciting in a game of Dungeons 
  & Dragons than charting downtime expenses? These 
  rules cover the cost of food, lodging, and various 
  services like getting equipment repaired. 
  DM’s Corner. Many of these expenses are tied to 
  the economy of downtime days, the time that (in some 
  campaigns) takes place during adventures. They exist 
  in part to balance the income of characters practicing 
  a trade. Their function is not simply to add accounting. 
  Many campaigns either don’t use downtime (their 
  adventures tend to run back-to-back) or won’t want to 
  keep track of petty incomes and outlays. This is fine. 
  But if your campaign does have downtime, and it does 
  add income for the regular use of artisan’s tools during 
  downtime days, remember to balance that income 
  against certain expenses. A person’s cost of living 
  typically consumes half of his or her normal income. 
   
  LIFESTYLES 
  The official rules provide seven levels of lifestyle 
  quality, each with an associated daily cost. 
  To use these rules, choose a lifestyle level to live 
  at, and pay in advance to cover it. Lifestyle costs can 
  be paid daily, or they can be paid a week or a month in 
  advance. Ideally, the DM predetermines how many 
  downtime days will pass until the next adventure and 
  calls for expense payments based on that number. 
  A character proficient in the Survival skill or 
  possessing the Wanderer background feature can live 
  in the wilderness, sustaining a “poor” lifestyle without 
  paying for it, so long as the land offers berries, small 
  game, water, and so forth. 
   
  LIFESTYLE EXPENSES 
   Lifestyle 
  Price/Day 
  Wretched 
  — 
  Squalid 
  1 sp 
  Poor 
  2 sp 
  Modest 
  1 gp 
  Comfortable 
  2 gp 
  Wealthy 
  4 gp 
  Aristocratic 
  10 gp minimum 
   
  Lifestyle choices have no set mechanics that 
  affect the game. But the DM may create consequences 
  in the form of downtime encounters or plot twists 
  related to lifestyles. The lower the cost of your 
  accommodations, the greater your risk of interacting 
  with people who are poor, covetous, diseased, exiled, 
  or otherwise dangerous to you. The higher your cost 
  of living, the greater your chance of interacting with 
  the cream of society, the movers-and-shakers who 
  might try to enmesh you in their political intrigues. 
   
  DESCRIPTIONS 
  These descriptions also apply generally to the 
  individual components of lifestyles, priced in the 
  sections below. The nature of meals, boarding, and 
  
  15 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  stabling are of the same type, even when acquired 
  piecemeal. 
  Aristocratic. Living among the very well-to-do 
  allows you to rub elbows with the elites of society. 
  Your food and lodging are top-notch. Servants are 
  available to attend your every need. Your clothing is 
  the cutting edge of fashion. This lifestyle is 
  appropriate for politicians, guild leaders, high priests, 
  and nobles. 
  Comfortable. Your accommodations allow you to 
  easily maintain your clothing and equipment, keeping 
  them in good repair and proper appearance. You may 
  have your own cottage or other living area. This 
  lifestyle is appropriate for merchants, skilled 
  tradespeople, and military officers. 
  Modest. You can afford to live in a part of town 
  where violence is not common. Your living conditions 
  are clean, but simple. This lifestyle is appropriate for 
  soldiers with families, laborers, students, priests, and 
  hedge wizards. 
  Poor. A stable option, this lifestyle provides the 
  bare necessities for civilized society. Your threadbare 
  clothing still betrays your status as one of the poor 
  inhabitants of the area, but you are not kicked out of 
  shops or denied the protection of the law. This lifestyle 
  is appropriate for unskilled laborers, street venders 
  and peddlers, thieves, and mercenaries. 
  Squalid. This lifestyle provides the most basic 
  form of shelter, a hut, a boarding closet, or a 
  temporary shelter run by a local temple. The food is 
  barely palatable and hardly nutritious. This lifestyle is 
  appropriate for successful street gangs and other 
  unfortunates. 
  Wealthy. 
  This 
  lifestyle 
  includes 
  spacious 
  accommodations in a good part of town, with a healthy 
  (or even excessive) diet. It includes the security and 
  comforts available only to those with significant 
  wealth. This lifestyle is appropriate for successful 
  merchants, favored servants of nobles, or the owners 
  of successful businesses. 
  Wretched. A wretched lifestyle has no associated 
  cost. The character must beg, scavenge garbage, or 
  otherwise provide her own food from anything freely 
  available. Without a home, the character is exposed to 
  myriad dangers associated with the poorest elements 
  of society. This lifestyle is appropriate for beggars. 
   
  FOOD, DRINK, AND LODGING 
  Characters paying for days of lifestyle have food, 
  drink, and lodging included; the following need not be 
  bought separately. 
   
  DESCRIPTIONS 
  Food, drink, and lodging are described below. 
  Ale. A sweet, full-bodied beer balanced with 
  fermented gruit. 
  Banquet. A bountiful, multi-course meal suitable 
  for a noble’s table. 
  Bread. A baked mix of flour and water. Bread is a 
  nearly-universal food staple. 
  Cheese. A congealed, solid byproduct of milkfat. 
  Coach Cab. A “coach-and-four” or a “coach-
  and-six” are descriptions that include the number of 
  horses (or similar animals) pull the vehicle. A coach 
  is a passenger cart with flexible suspension, designed 
  to provide a smooth, comfortable ride for passengers. 
  Meat. A cut of meat, or a portion of the animal 
  equivalent to 15 cuts, cooked and ready for eating.  
   
  FOOD AND DRINK 
   Item 
  Cost 
  Ale 
   
     Mug 
  4 cp 
     Gallon 
  2 sp 
     Keg 
  2 gp 
  Banquet (per person) 
  10 gp 
  Bread, half loaf 
  1 cp 
  Bread, loaf 
  2 cp 
  Cheese, hunk 
  1 sp 
  Cheese, wheel 
  1 gp 
  Meat, chunk 
  3 sp 
  Meat, flank 
  3 gp 
  Pastry, fruit of cheese 
  2 sp 
  Pastry, meat 
  4 sp 
  Spirits 
   
     Common (flask) 
  1 gp 
     Aged (flask) 
  10 gp 
     Premium (flask) 
  50 gp 
  Stew, bowl 
  2 cp 
  Wine 
   
     Common (pitcher) 
  2 sp 
     Fine (bottle) 
  10 gp 
     Exceptional (bottle) 
  100 gp 
  
  16 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  ROOM AND BOARD 
   Item 
  Cost 
  Inn stay (per day) 
   
     Squalid 
  7 cp 
     Poor 
  1 sp 
     Modest 
  5 sp 
     Comfortable 
  8 sp 
     Wealthy 
  2 gp 
     Aristocratic 
  4 gp 
  Meals (per day) 
   
     Squalid 
  3 cp 
     Poor 
  6 cp 
     Modest 
  3 sp 
     Comfortable 
  5 sp 
     Wealthy 
  8 sp 
     Aristocratic 
  2 gp 
  Stabling (per day) 
   
     Poor 
  5 cp 
     Comfortable 
  5 sp 
     Aristocratic 
  2 gp 
   
  Messenger. Messengers are familiar with the 
  area they work in and pride themselves on being able 
  to deliver messages quickly and to the right recipient. 
  They are suitably dressed to avoid trouble and to get 
  into places were the rabble are excluded. 
  Pastry (any). Pastries are flaky, baked bread 
  pieces containing cheese, fruit, or meat. 
  Spirits. An alcoholic beverage created by 
  distillation and fermentation, usually followed by a set 
  period of aging. The removal of diluting components 
  like water gives spirits a high alcoholic content by 
  volume. 
  Stew. A watery meal of stewed meat and 
  vegetables, served out of a common pot or cauldron, 
  typically one that simmers over a fire all day (or all 
  week, depending on the quality). 
  Toll, Road or Gate. Tolls are a common taxation 
  system in civilized societies for people passing through 
  confined access ways like gates, bridges, and the like. 
  Government employees, like soldiers and tax 
  collectors, are typically exempt as are members of the 
  nobility and royalty. 
  Ship’s Passage, Ferry Crossing. Ferries can be 
  private or government run. For government ferries, 
  the fee is typically in the nature of a toll, making some 
  classes of people exempt. 
  Ship’s Passage, Passenger Vessel. On large 
  rivers or the open sea, passenger vessels follow set 
  routes between cities or other well-inhabited points. 
  Passenger vessels provide a slim measure of comfort 
  for travelers, including food. 
  Ship’s Passage, Shipping Vessel. Shipping 
  vessels often ply routes that passenger vessels do not. 
  They are sometimes chosen as transport because fare 
  can be had for much less cost. 
  Wine. A common type of alcohol made from 
  grapes with little or no additives. The better the 
  production and the longer the aging, the more 
  expensive a bottle of wine will be. Wine is sometimes 
  made from different fruits, rice, or other sources. 
   
  SERVICES 
  The pay shown on the chart below is a minimum; some 
  expert hirelings require more. 
   
  SERVICES 
   Service 
  Pay 
  Coach cab 
   
     Between towns 
  3 cp per mile 
     Within a city 
  1 cp 
  Hireling, long-term 
   
     Skilled (groom, guard) 
  1 gp per day 
     Untrained (porter, valet) 
  1 sp per day 
  Hireling, short-term 
   
     Skilled (physiker, researcher) 
  2 gp per day 
     Untrained (laborer) 
  2 sp per day 
  Messenger 
  2 cp per mile 
  Road or gate toll 
  1 cp 
  Ship’s passage 
   
     Ferry crossing 
  4 cp 
     Passenger vessel 
  1 sp per mile 
     Shipping vessel 
  1 cp per mile 
   
  DESCRIPTIONS 
  Services are described below. 
  Coach Cab. A coach is a passenger cart with 
  flexible suspension, designed to provide a smooth, 
  comfortable ride for passengers. A “coach-and-four” 
  or a “coach-and-six” are descriptions that include 
  the number of horses (or similar animals) pull the 
  vehicle. 
  
  17 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  Hireling, Skilled. Skilled hirelings have training 
  with 
  weapons 
  or 
  tools, 
  including 
  artisans, 
  mercenaries, scribes, and so on. Skilled hirelings 
  typically have proficiency with a type of tool and a 
  score of 14 in the related ability. Skilled hirelings 
  typically have the “stat blocks” of commoners. 
  Soldiers instead use the details for bandit, guard, or 
  tribal warrior. (See pages 343-350 of the Monster 
  Manual.) 
   Hireling, 
  Untrained. 
  Untrained 
  hirelings 
  perform menial work without noteworthy skill. These 
  include laborers, maids, porters, and similar workers. 
  Untrained hirelings typically have the “stat blocks” of 
  commoners. (See page 345 of the Monster Manual.) 
  Hireling, Long-Term (any). Long-term hirelings 
  are those to whom you give steady work. You take 
  these people into your household or bring them along 
  on your adventures. Long-term hirelings receive less 
  pay because the work is steady and because you are 
  expected to see to their room and board. If you do not 
  supply these things, double the cost of the hireling’s 
  services. 
  Messenger. Messengers are familiar with the 
  area they work in and pride themselves on being able 
  to deliver messages quickly and to the right recipient. 
  They are suitably dressed to avoid trouble and to get 
  into places were the rabble are excluded. 
  Toll, Road or Gate. A common taxation system for 
  civilized societies includes tolls for people passing 
  through confined access ways like gates, bridges, and 
  the like. Loaded wagons are typically charged an 
  additional toll. Government employees like soldiers 
  and tax collectors are typically exempt from tolls, as 
  are members of the nobility and royalty. 
  Ship’s Passage, Ferry Crossing. Ferries can be 
  private or government run. For government ferries, 
  the fee is typically in the nature of a toll, making some 
  classes of people exempt. 
  Ship’s Passage, Passenger Vessel. On large 
  rivers or the open sea, passenger vessels follow set 
  routes between cities or other well-inhabited points. 
  Passenger vessels provide a slim measure of comfort 
  for travelers, including food. 
  Ship’s Passage, Shipping Vessel. Shipping 
  vessels often ply routes that passenger vessels do not. 
  They are sometimes chosen as transport because the 
  fare can be had for a much lower cost. Sometimes 
  these lower costs include the understanding that a 
  passenger will also work alongside the crew. The 
  accommodations aboard a shipping vessel are often 
  cramped and miserable. 
   
  SPELLCASTING SERVICES 
  Spellcasters are usually not transactional with their 
  spellcasting abilities. Nonetheless, it is possible to hire 
  magical services under the right circumstances. 
  Availability. The expected availability of a 
  spellcaster varies based on the local population. (See 
  the Buying Power by Population chart, above.) 
  Cantrips and 1st-level spells are available in most 
  small villages, but a larger village is needed for a 2nd-
  level spell. Towns of various sizes will probably have 
  spellcasters able to manage 3rd-level and 4th-level 
  spells. Anything higher level almost always requires 
  looking for the service in a city of some size, or 
  perhaps following a lead to an isolated wizard’s tower 
  or druid’s hermitage. Sometimes a spellcaster with 
  greater capabilities chooses to reside in a place with a 
  low population. These anti-social spellcasters tend not 
  to make themselves available for such services but, if 
  you can find one, they might be cajoled into providing 
  a spell. 
  Cost and Multiplier. The Pay column on the chart 
  below indicates the minimum price that spellcasters 
  charge for their services. The formula used here, 
  adopted from the Adventurers League system, is the 
  square of the spell’s level, multiplied by 10. For 
  example, 4 squared is 16, multiplied by 10 is 160. A 
  fourth-level spell thus costs 160 gp to have cast. This 
  value does not contemplate the additional expense of 
  costly material components. 
  The multiplier indicates a general rarity for the 
  spell’s level. If characters don’t have time to seek out 
  the best price, perhaps needing spells cast the same 
  day, multiply the base cost in the Pay column by the 
  indicated number. Spellcasters don’t like to be rushed 
  and are often willing to inflate their costs to whatever 
  the market will bear. This multiplier can also be 
  applied for various other reasons. Perhaps the person 
  seeking spellcasting services annoys the spellcaster, or 
  the spellcaster normally keeps his services to members 
  of a specific race or religion. There are any number of 
  reasons that such a markup could apply; the Pay 
  column represents an ideal cost derived from ideal 
  circumstances. 
  Material 
  Components. 
  It 
  is 
  typical 
  for 
  spellcasters to use their own material components. 
  
  18 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  This ensures that the components are on hand when 
  needed, and are of the right type and quality for the 
  spell to succeed. If a spell requires a costly material 
  component, the person receiving the service must bear 
  the cost. This is in addition to the basic price of the 
  spellcasting service based on the spell’s level. When 
  looking for spellcasting services, it’s no good bringing 
  your own material components; the spellcaster has 
  probably already invested in the components and 
  won’t look kindly on you trying to reduce the expected 
  fees that way. 
  If a costly material component is not used up in 
  the casting the customer must pay one-tenth of the 
  component’s value. For example, the 100 gp pearl 
  required for an identify spell is reusable, so the caster 
  charges only one-tenth of its acquisition price (10 gp). 
  Eventually, the spellcaster may recoup the investment 
  cost of having such a component on hand, and might 
  even turn a small profit. 
  If the material component is one that is consumed 
  in the casting the customer must pay double the 
  component’s value. For example, the 500 gp value in 
  diamonds needed for a raise dead spell would require 
  the buyer to lay out double the expense (1,000 gp). 
  Casters who market their spells invest serious coin to 
  acquire these components, tying up that wealth until 
  the right customer comes along. They expect to be 
  compensated for holding onto these expensive 
  inventories, having them ready at a moment’s notice. 
  Gratis Spellcasting. Some spellcasters will 
  perform these services without collecting the price on 
  the Pay column. This often means a local cleric who 
  uses spells to support and assist a congregation. A 
  member of a faith who finds the right temple can 
  expect to receive low-level spellcasting assistance for 
  free, the only cost being the basic value of any 
  consumed material components. Many clerics see this 
  sort of thing as their duty and don’t mind supplicants 
  who supply their own material components. Other 
  clerics see this as an opportunity to proselytize, not 
  restricting their services to worshipers of their own 
  deity. 
  Another way to get free spellcasting is to perform 
  tasks or quests for the spellcaster. This is a particularly 
  appropriate exchange when the spell needed is a high 
  level, and the characters are too low level to have the 
  wealth to pay for it. For example, if a low-level party 
  needs a member raised from the dead, they might need 
  to go on a quest to repay the cleric who casts the spell. 
   
  SPELLCASTING SERVICES 
   Spell Slot 
  Pay 
  Multiplier 
  Availability  
  Cantrip 
  2 gp 
  x2 
  Small village 
  Level 1 
  10 gp 
  x2 
  Small village 
  Level 2 
  40 gp 
  x2 
  Village 
  Level 3 
  90 gp 
  x3 
  Town 
  Level 4 
  160 gp 
  x3 
   Large town 
  Level 5 
  250 gp 
  x4 
  City 
  Level 6 
  360 gp 
  x4 
  City 
  Level 7 
  420 gp 
  x5 
  Major city 
  Level 8 
  720 gp 
  x5 
  Major city 
  Level 9 
  810 gp 
  x6 
  Major city 
   
  MAINTENANCE COSTS 
  Properties, garrisons, and businesses require extensive 
  maintenance costs. A small chart is available in the 
  Dungeon Master’s Guide on page 127. 
  Normally, such facilities produce more income or 
  tax revenues than their maintenance costs, so this chart 
  is only showing half of the picture. Properties and 
  investments, including their maintenance costs and 
  returns, are addressed in a separate product: Wraith 
  Wright’s The Comprehensive Treasure Manual.
   
   
  
  19 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  PART 2: ARMAMENTS
  This part expands the rules for armor and weapons. 
  Certain relevant rules from the Player’s Handbook and 
  Dungeon Master’s Guide are repeated here, although 
  the text sometimes differs. 
   
   
  The class-and-background system for starting 
  character equipment locks in a standard array of 
  gear based on class and background. The following 
  optional rule allows players to use that starting 
  equipment method while still accessing the new 
  options presented in this product. 
   
  VARIANT: ITEM SWAPS 
  When a character is created, she can replace any 
  item she receives from her class or background with 
  another item of the same “type” that has an equal or 
  lower value. 
  This rule requires the swapped item to be of the 
  same type, according to the guidelines below, so 
  that the character’s starting equipment package 
  remains well-rounded. 
  ❖ Armor cannot swap between categories (light, 
  medium, heavy, or shields). A character with a 
  Strength less than 13 might want to swap a suit 
  of chain mail for ring mail; this works since 
  both are in the heavy category, and the new suit 
  is no more expensive than the original. 
   
  ❖ Weapons cannot swap between the martial and 
  simple categories, nor between the ranged and 
  melee designations. A longbow could be 
  swapped for a heavy crossbow since both 
  weapons are martial and ranged, and the new 
  weapon is no more expensive than the original. 
   
  ❖ Other items should adhere to the function or 
  concept of their original types; equipment 
  packs can be swapped for equipment packs, 
  musical instruments for musical instruments, 
  and so on. Others can only be swapped with the 
  DM’s guidance. 
   
   
  ARMOR AND SHIELDS 
  The Armor table shows the cost, weight, and other 
  properties of the common types of armor. 
  Armor Proficiency. If you wear armor that you 
  lack proficiency with, you have disadvantage on any 
  ability check, saving throw, or attack roll that involves 
  Strength or Dexterity, and you can’t cast spells. 
  Armor Class (AC). The armor (and shield) you 
  wear determines your base Armor Class. 
  Heavy Armor. If the Armor table shows “Str 13” 
  or “Str 15” in the Strength column for an armor type, 
  the armor reduces the wearer’s speed by 10 feet unless 
  the wearer has a Strength score equal to or higher than 
  the listed score. The Speed racial feature of dwarves 
  allows them to ignore this penalty. 
  Stealth. If the Armor table shows “Disadvantage” 
  in the Stealth column, the wearer has disadvantage on 
  Dexterity (Stealth) checks. 
  Light Armor. If you wear light armor, you add 
  your Dexterity modifier to the base number from your 
  armor type to determine your Armor Class. 
  Medium Armor. If you wear medium armor, you 
  add your Dexterity modifier, to a maximum of +2, to 
  the base number from your armor type to determine 
  your Armor Class. 
  Heavy Armor. Heavy armor doesn’t apply your 
  Dexterity modifier to your Armor Class, whether 
  positive or negative. 
  Shields. A shield is carried in one hand. Wielding 
  a buckler or pavise increases your Armor Class by 1. 
  Wielding a normal shield or tower shield increases 
  your Armor Class by 2. Wielding a tower shield also 
  adds a +2 bonus to your Dexterity saves, not 
  compatible with a bonus granted by cover. You can 
  benefit from only one shield at a time. Proficiency in 
  “shields” applies to any type of shield. 
  Additions. Armor and shields can benefit from 
  certain additions, to the degree provided in the 
  description of each addition. Armor and shields can be 
  created with these additions, or they can be applied 
  later by a skilled armorsmith. In the case of magical 
  armor, a spellcaster might need to work with an 
  armorsmith to ensure that the desired additions will 
  not destroy any magical properties. 
  
  20 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  ARMOR PROPERTIES 
  Some armors have special properties related to their 
  use, usually designed to foil certain weapon properties. 
  Armor properties are not standard to any of the 
  normal armors, and so are not listed on the armor chart. 
  They are applied to armor through the system of 
  masterwork modifications. 
  Absorbent. The armor is padded with thick 
  batting made from special absorbent fibers. This tends 
  to wipe clean any sharp objects that penetrate it. The 
  wearer of this armor has resistance to poison damage 
  from poison-coated weapons, but not from the fangs 
  of creatures that inject their venom as they bite. 
  Efficient. This suit of armor is cunningly 
  designed to be much easier to put on or remove. Halve 
  the normal time necessary to don or doff such armor. 
  Enclosed. This armor’s design mostly encloses 
  the body with protective materials that are impervious 
  to liquid. The wearer has resistance to damage from 
  any liquid splashed on her, including contact poisons, 
  defoliant, holy water, and the like. Caustic substances 
  like acid and alchemist’s fire are not affected because 
  their damage does not rely on absorption through the 
  skin or a mystical reaction caused by contact with the 
  flesh. 
  Ersatz. If the wearer of this armor suffers a critical 
  hit, and it was not delivered by a weapon with the 
  ersatz weapon property, the armor sustains significant 
  damage. For every such hit, the armor suffers a 
  permanent and cumulative –1 penalty to the AC it 
  offers. Armor reduced to a protective rating of 10 is 
  destroyed. 
  A crafter using the applicable artisan’s tools can 
  repair this armor if it has not yet been destroyed. Each 
  –1 penalty applied is repaired at a cost of 5% of the 
  armor’s charted value.  
  Hardened. The plating of this armor is 
  particularly resistant to forceful penetration; the 
  wearer’s Armor Class is not penalized for attacks 
  made with the breach weapon property. To be fully 
  protected, a shield-bearing character must have this 
  property on both her armor and her shield, since the 
  breach property can apply to either. 
  Layered. Rather than relying upon a single layer 
  of protective material, this armor uses multiple 
  protective layers cleverly constructed to divert and 
  trap missiles (or their fragments) that would otherwise 
  stick in the wearer’s body. Attacks with cruel weapons 
  do not stick in the armor wearer or leave behind pieces 
  that must be removed. A harpoon requires at least 10 
  points of damage for it to bind and restrain the armor 
  wearer. 
   
   
  VARIANT: EQUIPMENT SIZES 
  In most campaigns, you can use or wear any 
  equipment that you find on your adventures, within 
  the bounds of common sense. For example, a burly 
  half-orc won’t fit in a halfling’s leather armor, and 
  a gnome would be swallowed up in a cloud giant’s 
  elegant robe. 
  The DM can impose more realism. For 
  example, a suit of plate armor made for one human 
  might not fit another one without significant 
  alterations, and a guard’s uniform might be visibly 
  ill-fitting when an adventurer tries to wear it as a 
  disguise. 
  Using this variant, when adventurers find 
  armor, clothing, and other worn items, they might 
  need to visit an armorsmith, tailor, leatherworker, 
  or similar expert to make the items wearable. The 
  cost for such work varies from 10 to 40 percent of 
  the market price of the item. The DM can either roll 
  1d4 x 10 or determine the increase in cost based on 
  the extent of the alterations required. 
  DM’s Corner. This variant rule seems too 
  fiddly for normal application. But it does make 
  good sense when transferring armor and clothing 
  between Medium and Small characters. Previous 
  editions assigned percentage cost and weight 
  adjustments to differentiate between equipment of 
  those sizes. The Fifth Edition uses an easier and 
  more efficient system, equating Medium and Small 
  equipment, but it makes very little sense when it 
  comes to costs and weights. Applying this variant 
  rule selectively (between Medium and Small sizes) 
  reintroduces some common sense to the system. 
   
   
  Lightweight. This armor is constructed with 
  expensive, lighter materials. When made lightweight, 
  a suit of light or medium armor reduces its weight by 
  4 pounds and removes the disadvantage modifier to 
  Dexterity (Stealth) checks, if any. A suit of lightweight 
  heavy armor reduces its weight by 10 pounds and 
  removes the Strength requirement. A lightweight 
  
  21 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  shield halves its weight and removes the Strength 
  requirement, if any. 
  Quick-Escape. This suit of armor, or its bulkiest 
  portions, can be removed with a single action. This is 
  advantageous when the armor might inhibit the 
  wearer’s swimming or it has been affected by a heat 
  metal spell. Donning the suit is no faster than normal. 
  Reinforced. This armor redoubles its protection 
  over certain vulnerable spots. Weapon attacks made 
  against the wearer do not benefit from the deadly or 
  high-critical weapon properties. 
   
  DONNING AND DOFFING ARMOR 
   Category 
  Don 
  Doff 
  Light Armor 
  1 minute 
  1 minute 
  Medium Armor 
  5 minutes 
  1 minute 
  Heavy Armor 
  10 minutes 
  5 minutes 
  Shield (any) 
  1 action 
  1 action 
  ARMOR 
   Item 
  Cost 
  Armor Class (AC) 
  Strength 
  Stealth 
  Weight 
  Light Armor 
   
   
   
   
   
     Padded 
  5 gp 
  11 + Dex modifier 
  — 
  Disadvantage 
  8 lb. 
     Leather 
  10 gp 
  11 + Dex modifier 
  — 
  — 
  10 lb. 
     Leather scale 
  25 gp 
  12 + Dex modifier 
  — 
  Disadvantage 
  15 lb. 
     Studded leather 
  45 gp 
  12 + Dex modifier 
  — 
  — 
  13 lb. 
  Medium Armor 
   
   
   
   
    
     Layered furs 
  5 gp 
  12 + Dex modifier (max 2) 
  — 
  Disadvantage 
  15 lb. 
     Hide 
  10 gp 
  12 + Dex modifier (max 2) 
  — 
  — 
  12 lb. 
     Brigandine 
  35 gp 
  13 + Dex modifier (max 2) 
  — 
  Disadvantage 
  35 lb. 
     Chain shirt 
  50 gp 
  13 + Dex modifier (max 2) 
  — 
  — 
  20 lb. 
     Scale mail 
  50 gp 
  14 + Dex modifier (max 2) 
  — 
  Disadvantage 
  45 lb. 
     Coin armor 
  100+ gp 
  14 + Dex modifier (max 2) 
  — 
  Disadvantage 
  50 lb. 
     Breastplate 
  400 gp 
  14 + Dex modifier (max 2) 
  — 
  — 
  20 lb. 
     Half plate (field plate) 
  750 gp 
  15 + Dex modifier (max 2) 
  — 
  Disadvantage 
  40 lb. 
  Heavy Armor 
   
   
   
   
   
     Ring mail 
  30 gp 
  14 
  — 
  Disadvantage 
  40 lb. 
     Banded mail 
  55 gp 
  15 
  — 
  Disadvantage 
  45 lb. 
     Chain mail 
  75 gp 
  16 
  Str 13 
  Disadvantage 
  55 lb. 
     Splint (plate mail) 
  200 gp 
  17 
  Str 15 
  Disadvantage 
  60 lb. 
     Plate (full plate) 
  1,500 gp 
  18 
  Str 15 
  Disadvantage 
  65 lb. 
  Shields 
   
   
   
   
   
     Buckler 
  15 gp 
  +1 
  — 
  — 
  2 lb. 
     Pavise (archer shield) 
  20 gp 
  +1 
  — 
  — 
  9 lb. 
     Shield 
  10 gp 
  +2 
  — 
  — 
  6 lb. 
     Tower shield 
  45 gp 
  +2 
  Str 15 
  Disadvantage 
  30 lb. 
  Additions 
   
   
   
   
   
     Armor spikes 
  +25 gp 
  — 
  — 
  — 
  — 
     Great helm 
  +10 gp 
  — 
  — 
  — 
  3 lb. 
     Locking gauntlet 
  +10 gp 
  — 
  — 
  — 
  — 
     Reinforced gorget 
  +4 gp 
  — 
  — 
  — 
  1 lb. 
     Shield sconce 
  +5 gp 
  — 
  — 
  — 
  — 
     Shield spikes 
  +15 gp 
  — 
  — 
  — 
  — 
     Subtle armor 
  x2 
  — 
  — 
  — 
  — 
  
  22 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  GETTING INTO & OUT OF ARMOR 
  Donning and doffing armor takes place in a matter of 
  some minutes, depending on the armor’s category. 
  Shields can be made ready or stowed in much shorter 
  time. 
  Don. This is the time it takes to put on armor. It is 
  also the time needed to make ready a shield, bringing 
  it to a ready, usable position. You benefit from the 
  equipment only if you take the full time to don the suit 
  of armor or make ready the shield. 
  Doff. This is the time it takes to remove armor. It 
  is also the time needed to stow a shield, freeing up that 
  hand for other uses. If you have help doffing a suit of 
  armor, reduce the time by half. You cannot be assisted 
  in stowing a shield. 
   
  VARIANT: QUICKER DONNING 
  With this optional rule, characters can get into armor 
  more quickly in two ways. 
  First, a character can “hurriedly” don a suit of 
  armor, taking half the listed time. Doing this means the 
  suit is not fully adjusted and fastened. Reduce the 
  Armor Class benefit the suit grants by 1 point and 
  impose disadvantage on Dexterity (Stealth) checks if 
  the armor does not already do this. At any time 
  thereafter, the character can use the remaining 
  requisite time to finish donning the armor, thus gaining 
  its full benefits. 
  Second, a character that has help getting into 
  armor, perhaps from her squire, halves the necessary 
  time to don it. 
  A character can both hurriedly don a suit and get 
  help donning it, reducing the time used to one quarter 
  of what is listed on the chart. Neither has any effect on 
  the time required to make ready or stow a shield. 
   
  ARMOR COMPLICATIONS 
  Why not live in armor? There seems to be no penalty 
  for wearing it all the time. You can sleep in armor with 
  no negative effect, bathe in it, swim in it, etc. This does 
  not always make sense. Using some or all of the 
  following variants may encourage players to doff their 
  armor from time to time. 
   
  VARIANT: THE RESTLESS REPOSE 
  Someone who sleeps in armor does not rest easily. 
  Normal sleep is possible, but a worn-out adventurer 
  will find her sleep less restorative while enclosed in 
  the stifling confines of her armor. 
  A character that wears armor for an entire long rest 
  cannot remove a level of exhaustion and does not 
  recover previously-expended hit dice. A character can 
  safely wear armor for up to two hours of a long rest, 
  perhaps while standing watch, without invoking this 
  penalty. 
   
  VARIANT: THE SAILOR’S CURSE 
  There is a reason that sailors avoid wearing armor at 
  sea. Surrounded by water and sinking, a suit of armor 
  can weigh down the sailor as surely as a tangle of 
  leaden chains. 
  Any armor that provides Disadvantage to 
  Dexterity (Stealth) checks is too cumbersome for use 
  in water. Such armor imposes Disadvantage on 
  Strength (Athletics) checks made for swimming. 
  Such armor also reduces the wearer’s movement 
  speed in water; each foot of movement costs 2 extra 
  feet (instead of the normal 1 extra foot). Even if the 
  wearer has a swimming speed, such armor means that 
  the wearer must use 2 feet of movement for each actual 
  foot moved. 
   
  VARIANT: SLOW AND PONDEROUS 
  A more severe version of the prior option, this variant 
  resurrects the movement-constraining impact that 
  wearing cumbersome armor had in previous editions. 
  Any armor that provides Disadvantage to 
  Dexterity (Stealth) checks will likewise impose 
  Disadvantage on Strength or Dexterity checks made 
  related to movement. This includes Strength 
  (Athletics) checks to climb, jump, or swim, as well as 
  all Dexterity (Acrobatics) checks. This does not apply 
  to small-scale movements of the hands, such as checks 
  to pick a lock or tie up a prisoner, nor to feats of raw 
  strength like checks to force open a stuck door or tip 
  over a statute. 
  Such armor also reduces the wearer’s movement 
  speed in water; each foot of movement costs 2 extra 
  feet (instead of the normal 1 extra foot). Even if the 
  wearer has a swimming speed, such armor means that 
  the wearer must use 2 feet of movement for each actual 
  foot moved. 
   
  
  23 | T HE CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  DESCRIPTIONS 
  Armor suits, shields, and attachments are described 
  below. 
  Armor Spikes. These short, sharp spikes can be 
  added to any suit of armor. When you use the attack 
  action to grapple a creature, the target takes 1d3 
  piercing damage if your grapple check succeeds. 
  Armor so modified is “spiked armor” for purposes of 
  the Battlerager Armor class feature but this damage is 
  not additive with that feature. 
  Banded Mail. This resembles leather armor with 
  form-fitted metal bands sewn over important areas. It 
  represents an improvement in protection over ring 
  mail but gaps in the bands provide less protection than 
  the integrated links of chain mail. 
  Buckler. This small, lightweight shield straps to 
  the forearm for ease of use. It takes only a bonus action 
  to don or doff a buckler, gripping the interior handle 
  or flicking it back to the forearm to put that hand to 
  some other use. This allows you to switch quickly 
  between combat styles. 
  Breastplate. A solid plate covering the chest and 
  another on the back, linked with leather straps. This 
  leaves the less-vital portions of the body unarmored, 
  but allows the wearer to retain her full range of motion 
  and move about with little encumbrance from the 
  armor. 
  Brigandine. A doublet of cloth or canvas, to 
  which are riveted a series of oblong, overlapping 
  plates. Although variations exist, this type of 
  brigandine uses a great deal of plates with extensive 
  overlap for maximum protection. 
  Chain Mail. A hauberk and short pants made of 
  heavy, riveted links. A suit of this type includes some 
  sort of forearm protection and a chainmail coif. It also 
  includes a padded layer of cloth underneath. 
  Chain Shirt. A suit of light chainmail that covers 
  just the torso. This armor is often worn between layers 
  of cloth or leather. 
  Coin 
  Armor. 
  This 
  armor 
  constitutes 
  an 
  ostentatious display of wealth. It is crafted as scale 
  armor but uses coins instead of scales. Each coin is 
  punched with holes used to tie the coin scales together 
  and each coin is backed with steel to offset the 
  weakness of the metals used in the coins. A suit of coin 
  armor requires 2,000 coins; this additional expense 
  (variable based on the coins’ types) is added to the cost 
  of the armor but does not affect crafting times. 
  Great Helm. This heavy helmet is more protective 
  than the head covering that normally comes with a suit 
  of armor. It fully encases the head and neck, while a 
  visor fully protects the face. Great helms often bear 
  decorative plumes, crests, or elaborate figurines on 
  top. Wearing a great helm provides a +1 bonus to 
  saving throws against area spells and effects, like a 
  dragon’s breath weapon or a fireball spell. It also 
  grants immunity to the special mechanics of saps and 
  garrotes. Wearing a great helm imposes disadvantage 
  on the wearer’s Wisdom (Perception) checks. 
  Half Plate. Sometimes called “field plate,” this is 
  a lighter version of full plate armor. Most of the 
  wearer’s body is covered in connected metal plates. It 
  tends to provide less protection at the joints and the 
  extremities of the limbs than full plate armor. 
  Hide. The treated hide of an animal, fashioned 
  into a protective suit of armor. Hide armor is often 
  used in primitive societies. 
  Layered Furs. Thin or poorly-cured hides, when 
  used in layers, provide significant protection to the 
  wearer. Layered furs are used for protection in 
  primitive societies or as ceremonial armor. 
  Leather. The breastplate and shoulders of this 
  armor are made of leather that has been stiffened by 
  boiling in oil. The rest of the armor is made of softer 
  and more flexible materials. 
  Leather Scale. A torso and shoulder covering 
  made of stiff, overlapping scales of treated leather. 
  Locking Gauntlet. Built into a suit of metal 
  armor, the fingers of this armored gauntlet are 
  equipped with locking braces designed to keep the 
  wearer from being disarmed. While holding a weapon 
  in the gauntlet, the wearer can use an action to lock the 
  braces with her free hand. Thereafter, the gauntlet 
  wearer automatically resists disarming attempts. (See 
  page 271 of the Dungeon Master’s Guide.) When a 
  weapon is locked in place, the gauntlet wearer cannot 
  put it down or use the hand for anything else. 
  Unlocking the gauntlet also requires another action 
  with a free hand. A locking gauntlet functions as an 
  armor gauntlet if used with unarmed strikes. 
  Padded. Padded armor consists of quilted layers 
  of cloth and batting. 
  Pavise. Also called an “archer shield,” a pavise 
  is a convex shield with a prominent central ridge. This 
  shape, and a spike attached to the bottom, allows the 
  pavise to stand on its own and provide cover to 
  someone who crouches behind it. Placing a pavis (or 
  
  24 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  picking it up from a placed position) requires an 
  action. Once placed, the user no longer gets a shield 
  bonus but can claim half cover while prone behind it. 
  This cover only applies to the direction the pavise is 
  placed against. When using a battle mat, mark one 
  entire side of the square you are in when you place the 
  pavise. If a straight line drawn from either unmarked 
  corner of your square to any corner of the attacker’s 
  square touches or passes through the marked side, the 
  pavise provides you with half cover. 
  Plate. Sometimes called “full plate,” this armor’s 
  shaped, interlocking metal plates cover the wearer 
  completely. Even the extremities are covered in 
  interlocking plates, down to the individual joints 
  covering the backs of each finger. Plate armor is 
  typically worn over an arming doublet, buckled to 
  various parts of the doublet to better distribute the 
  carried weight across the wearer’s body. 
  Reinforced Gorget. A reinforced gorget is a metal 
  collar that protects the wearer’s neck and clavicle 
  region. This protective device grants immunity to the 
  special mechanics of garrotes. 
  Ring Mail. Heavy rings sewn onto a leather 
  covering, this armor is not as protective (or expensive) 
  as a suit with interlocking rings, such as chainmail. 
  Scale Mail. This armor consists of a leather 
  hauberk and leggings covered by overlapping metal 
  scales. 
  Shield. A one-handed protective device, this flat 
  or curved plane covers a portion of the body and is 
  actively wielded for blocking attacks. A shield can be 
  made of wood or metal. It provides the protection 
  described in the Armor chart. You can only benefit 
  from one shield at a time. 
  Shield Sconce. This heat-resistant plate and set of 
  brackets mounts on the front of a shield. This device 
  can attach to any kind of shield except a buckler. It is 
  built to lock in a lit torch or sunrod, allowing the 
  shield-bearer to carry a light source in the same hand 
  as the shield. A shield modified with a sconce cannot 
  also bear an emblem holy symbol or shield spikes. 
  Shield Spikes. These sharp studs cover the face of 
  a shield, making it into a convincing weapon. They can 
  be applied to a shield, but not a buckler, pavise, or 
  tower shield. When the affected shield is used as an 
  improvised weapon, it inflicts (1d4) piercing damage 
  instead of bludgeoning damage. Additionally, when 
  you use the Attack action to shove a creature, you can 
  inflict the spikes’ piercing damage if your check 
  succeeds. (Do not add your ability modifier to damage 
  when using the spikes in a shove.) A shield modified 
  with spikes cannot also bear a sconce or an emblem 
  holy symbol. Lizardfolk are particularly skilled with 
  spiked shields and can use them to exceptional effect 
  (Monster Manual, page 204). 
  Splint. Narrow vertical strips of interlocking 
  metal, riveted together and backed by leather and 
  cloth padding. Significant overlap of the plates 
  provides 
  exceptional 
  protection 
  (and 
  weight). 
  Chainmail segments cover some of the wearer’s joints. 
  The “plate mail” version of this armor uses large, 
  harder plates over the certain sections of the body. 
  Studded Leather. Made from tough but flexible 
  leather, studded leather is reinforced with close-set 
  rivets or spikes. 
  Subtle Armor. Using various techniques, affected 
  armor takes on the appearance of normal—though 
  sometimes bulky—clothing. Leather padding can be 
  sewn inside canvas tunics and baggy trousers. Chain 
  can be disguised with quilting. Even narrow plates and 
  splinting can be incorporated into the lining of heavy 
  coats. This modification can apply to most armors 
  suits, excluding half plate and plate. Heavy or medium 
  armor with this addition can be identified with a DC 
  20 Wisdom (Perception) check by anyone within 30 
  feet. Physically handling any kind of subtle armor 
  reveals its nature without a check. A suit of subtle 
  armor costs twice its normal price. 
  Tower Shield. A tower shield is much larger and 
  heavier than a standard shield, standing nearly as tall 
  as the person who wields it. In addition to the normal 
  benefit to your Armor Class, while carrying a tower 
  shield, you gain a +2 bonus to Dexterity saving throws. 
  This benefit is not compatible with bonuses granted by 
  cover. You can also perform a special version of the 
  Dodge action by hunkering down behind a tower 
  shield. The benefit of this Dodge is not lost if you are 
  incapacitated because of the stunned condition or if 
  your speed is otherwise reduced to 0. 
   
  WEAPONS 
  Every weapon is classified as either melee or ranged. 
  A melee weapon is used to attack targets within 5 feet, 
  whereas a ranged weapon is used to attack foes at a 
  distance. 
  
  25 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  WEAPON DAMAGE 
  This publication uses two old traditions for the damage 
  ratings of some new weapons. Not only should these 
  new weapons give players more options to flavor their 
  characters, the weapons should feel unique in how 
  they operate within the rules. These two systems help 
  to accomplish that unique feel. 
   
  DAMAGE KICKERS 
  A damage kicker is a small addition to (or subtraction 
  from) a weapon’s damage dice. For example, a 
  weapon might list “1d8+1” to give a range of 2 to 9 
  damage or list “2d6–1” to give a range of 1 to 11 
  damage. 
  A kicker is a standard part of the weapon’s 
  damage roll and is not considered a “bonus” or a 
  “penalty.” This means that a critical hit includes the 
  effect of the kicker twice. For example, a weapon that 
  is listed as 1d6+1 inflicts 2d6+2 damage on a critical 
  hit, plus any bonuses or penalties to the attacker’s 
  damage roll. 
   
  HALF DICE (D2, D3, D5) 
  Half dice are standard dice rolled to generate numbers 
  within half their normal ranges. The Player’s 
  Handbook addresses half dice on page 7. For example, 
  to simulate the roll of a d3, the official rules direct 
  players to “roll a d6 and divide the number rolled by 2 
  (round up).” This works equally well for a d2 (halve a 
  d4 result and round up) and a d5 (halve a d10 result 
  and round up). 
  This product attempts to use half dice sparingly. 
  The extra calculation needed to halve dice results can 
  get cumbersome when they are used too frequently. 
  For players intending to employ weapons that make 
  use of half dice for damage, it might be prudent to 
  purchase special dice that fit these ranges. Such dice 
  are available for order from various sources on the 
  Internet. 
   
  WEAPON PROPERTIES 
  Most weapons have special properties. Note that some 
  options are only available through the masterwork 
  armament rules. 
  Accurate. Accurate weapons are typified by 
  precise sighting points or aerodynamic features. This 
  weapon, when used to make ranged attacks, reduces 
  by 1 point the Armor Class benefit an opponent 
  derives from half cover or three-quarter cover. 
  Aerodynamic. This weapon has features that 
  improve its ability to fly (or project its ammunition) 
  over long distances. A weapon with the ammunition 
  property adds +10/40 to its range increments. A 
  weapon with the charging property adds +10/30 while 
  a weapon with the thrown property adds +5/15. 
  Alternate (B), (P), or (S). Alternate weapons have 
  multiple effective striking surfaces. This weapon can, 
  with no loss of efficiency, employ a damage type other 
  than its default. 
  Under normal circumstances, you automatically 
  apply the available type that is most advantageous for 
  harming your foe; you do not need to declare which 
  damage type you are using ahead of each attack. But 
  the DM can rule that the alternate type does not 
  automatically apply in some situations. For example, 
  while fighting skeletons that have been disguised 
  using illusion magic, your fighter would not know to 
  use the Alternate (B) damage property and so would 
  not automatically 
  gain the benefit of using 
  bludgeoning damage against them. 
  Ammunition. You can use a weapon that has the 
  ammunition properly to make a ranged attack only if 
  you have ammunition to fire from the weapon. Each 
  time you attack with the weapon, you expend one 
  piece of ammunition. Drawing the ammunition from a 
  quiver, case, or other container is part of the attack. At 
  the end of the battle, you can recover half your 
  expended ammunition by taking a minute to search the 
  battlefield. 
  Weapons with this property have two ranges 
  shown in parentheses. The first is the normal range in 
  feet, and the second indicates the weapon’s maximum 
  range. When attacking a target beyond normal range, 
  you have disadvantage on the attack roll. You can’t 
  attack a target beyond the weapon’s long range. 
  If you use a weapon that has the ammunition 
  property to make a melee attack, treat the weapon as 
  an improvised weapon (see “Improvised Weapons” 
  later in this part). A sling must be loaded to deal any 
  damage when used in this way. 
  Blast. This property is applied to a weapon by its 
  ammunition, only for the attacks that make use of such 
  ammunition. A weapon using blast ammunition can 
  attack normally or make a blast attack. To make a blast 
  attack, select a primary target that is beyond the 
  weapon’s normal range increment (within its long 
  
  26 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  range), then select 1 secondary target within 5 feet of 
  the primary target. Make one attack and damage roll 
  to apply to both targets.  
  Normal and blast attacks with this weapon do not 
  add your ability modifier to damage unless the 
  modifier is negative. Normal and blast attacks with 
  this weapon do not suffer disadvantage to hit targets 
  within the weapon’s long range increment. 
  Breach. Melee breach weapons have long, 
  narrow piercing points while ranged breach weapons 
  are propelled with exceptional force. If this property 
  is applied to a weapon by its ammunition, it applies 
  only for the attacks that make use of such ammunition. 
  Breach allows attacks to ignore up to 1 point of a 
  target’s protection from armor. The attack recalculates 
  accordingly the target’s armor benefit (AC points 
  derived from armor, natural armor, and shields). This 
  does not affect AC bonuses derived from other sources 
  like Dexterity modifiers, class features, or magical 
  enhancements. If this property is noted with a number 
  (as in the case of firearms), the breach effect ignores 
  up to the stated number of points of the target’s 
  protection from armor. 
  Charging. You can use a firearm to make a 
  ranged attack only if it is loaded and charged. Each 
  attack with a firearm expends a single load of 
  ammunition and a charge of powder, which are 
  destroyed upon use. Recharging a firearm requires the 
  use of both hands. Recharging with separate loads and 
  powder from a horn requires an action. Firearms with 
  multiple barrels require each barrel to be recharged 
  separately. 
  Weapons with this property have two ranges 
  shown in parentheses. The first is the weapon’s normal 
  range in feet, and the second indicates the weapon’s 
  maximum range. When attacking a target beyond 
  normal range, you have disadvantage on the attack 
  roll. You can’t attack a target beyond the weapon’s 
  long range. 
   If you use a weapon that has the charging 
  property to make a melee attack, you treat the weapon 
  as an improvised weapon (see “Improvised Weapons” 
  later in this part). 
  Cruel. Cruel weapons have malicious barbs or 
  are built to shatter or splinter in the wound in such a 
  way that a survivor of the attack will suffer additional 
  pains and have difficulty recovering. Such tools are 
  the hallmark of evil creatures and are usually 
  eschewed by goodly and noble societies. 
  If this property is applied to a weapon by its 
  ammunition, then it applies only for the attacks that 
  make use of such ammunition. Each successful attack 
  with a cruel weapon leaves a piece (or the entirety) of 
  the weapon or ammunition in the wound. Removing 
  object requires an action and a successful DC 8 
  Wisdom (Medicine) check, with each failure inflicting 
  1 additional point of damage. 
  For each piece of cruel ammunition currently in a 
  target, temporarily reduce its maximum hit points by 1 
  and increase the DC of any Wisdom (Medicine) 
  checks to stabilize it by 1. 
  Cruel ammunition is always destroyed when used; 
  you cannot recover any intact pieces after a battle as 
  you might with normal ammunition. 
  Deadly. Deadly weapons often have high-quality 
  blades that hold keen, razor-sharp edges. With any 
  successful attack, you can reroll up to one of the 
  weapon’s damage dice if it rolls a 1. You cannot reroll 
  any die that has already been rerolled with another 
  effect (such as the Great Weapon Fighting class 
  feature or the savage attacker feat) and vice versa.  
  Defensive. Defensive weapons are typified by 
  prominent parrying surfaces or protrusions that 
  prevent an enemy’s weapon from sliding down onto 
  the wielder’s hand during a clash. If you are wielding 
  a weapon with this property and another creature hits 
  you with a melee attack, you can use your reaction to 
  add a +1 bonus to your Armor Class for that attack 
  only, potentially causing the attack to miss you. If you 
  are wielding two weapons with this property the bonus 
  is instead +2. This bonus to Armor Class is not 
  compatible with the bonus from a shield nor does it 
  stack with the benefits of the defensive duelist feat. 
  Disarming. A disarming weapon has one or more 
  entangling sections or small hooked protrusions 
  designed to snag a weapon and pull it from the 
  enemy’s grasp. The wielder of a weapon with this 
  property gains a +1 bonus on her opposed attack roll 
  to disarm. Increase this bonus to +2 if the weapon is 
  two-handed or is versatile and used in two hands, or if 
  the user is wielding two single-handed weapons that 
  each have this property. (These benefits do not apply 
  to a Disarming Attack maneuver, which uses unrelated 
  techniques to both disarm and inflict damage with the 
  same strike.) 
  Even without this weapon property, a creature can 
  use a weapon attack to knock a weapon or another item 
  from a target’s grasp. The attacker makes an attack roll 
  
  27 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  contested by the target’s Strength (Athletics) check or 
  Dexterity (Acrobatics) check. The attacker has 
  disadvantage on its attack roll if the target is holding 
  the item with two or more hands. The target has 
  advantage on its ability check if it is larger than the 
  attacking creature, or disadvantage if it is smaller. If 
  the attacker wins the contest, the attack causes no 
  damage or other ill effect, but the defender drops the 
  item. (This system is presented as an optional rule in 
  the Dungeon Master’s Guide, page 271.) 
  Ersatz. Weapons with this property are made 
  from materials that are less-effective than what the 
  weapons are typically crafted from. For example, a 
  dagger normally made with metal might instead be 
  made with sharpened bone, obsidian, wood, or stone. 
  If the d20 for your attack roll produces a 1, the weapon 
  suffers significant damage; in addition to the attack 
  automatically 
  missing, 
  the 
  weapon 
  suffers 
  a 
  permanent and cumulative –1 penalty to damage rolls. 
  If the penalty gets to –5, the weapon is destroyed. 
  A crafter using the applicable artisan’s tools can 
  repair this weapon if it has not yet been destroyed. 
  Each –1 penalty applied is repaired at a cost of 5% of 
  the weapon’s normal value. 
  Attacks made using ammunition with the ersatz 
  property have a –1 penalty to damage. Whether it hits 
  or misses, such ammunition is destroyed when used; 
  none of it can be collected after the battle. 
  Fine. This weapon is produced from high-quality 
  materials using exceptional techniques. Such items are 
  hard to destroy. Double the weapon’s object hardness 
  (if any) and its hit points. 
  Finesse. Finesse weapons are lightweight, 
  designed for fast, precise attacks. When making an 
  attack with a finesse weapon, you use your choice of 
  your Strength or Dexterity modifier for the attack and 
  damage rolls. You must use the same modifier for both 
  rolls. 
  Fouling: If the d20 for your attack roll produces 
  a 1, the weapon’s barrel is fouled; in addition to the 
  attack automatically missing, the barrel is rendered 
  inoperable and the powder and load (or cartridge) is 
  destroyed. A fouled barrel must be cleaned and 
  recharged before it can be used again. This cleaning 
  takes 10 minutes (or 1 minute with a gun repair kit). A 
  loaded firearm is also fouled if submerged, even if it 
  does not have this property. 
  Handgun. Attacks with weapons that have this 
  property do not suffer disadvantage when made within 
  5 feet of a hostile creature. 
  Heavy. Small creatures have disadvantage on 
  attack rolls with heavy weapons. 
  High-Critical. These weapons are the type that 
  make deep wounds; the injuries inflicted are more 
  likely to reach vital organs. If the d20 roll for an attack 
  with this weapon is a 20, your critical hit inflicts 
  significant damage. Any damage dice rolled for the 
  attack that come up as 1s are instead treated as 2s. This 
  benefit does not apply to critical hits scored on d20 
  rolls other than 20, such as might occur with the 
  Improved Critical class feature or similar effects. 
  Light. A light weapon is both lightweight and 
  short, suitable for use in the off-hand. When you take 
  the Attack action and attack with a light melee weapon 
  that you’re holding in one hand, you can use a bonus 
  action to attack with a different light melee weapon 
  that you’re holding in your other hand. You don’t add 
  your ability modifier to the damage of the bonus 
  attack, unless it is negative. If either weapon has the 
  thrown property, you can throw the weapon instead of 
  making a melee attack with it. 
  Loading. You can fire only one piece of 
  ammunition from this weapon when you use an action, 
  bonus action, or reaction to fire it, regardless of the 
  number of attacks you can normally make. 
  Reach. This weapon adds 5 feet to your reach 
  when you attack with it. Some weapons add more 
  distance, as provided in their individual descriptions. 
  Special. A weapon with the special property has 
  unusual rules governing its use. Those rules are 
  detailed in the item’s individual description. 
   Thrown. If a weapon has the thrown property, 
  you can throw the weapon to make a ranged attack. If 
  the weapon is a melee weapon, you use the same 
  ability modifier for that attack roll and damage roll that 
  you would use for a melee attack with the weapon. 
  Weapons with this property have two ranges in 
  parentheses. The first is the weapon’s normal range in 
  feet, and the second indicates the weapon’s maximum 
  range. When attacking a target beyond normal range, 
  you have disadvantage on the attack roll. You can’t 
  attack a target beyond the weapon’s long range. 
  Tripping. This weapon is well suited to hook or 
  wrap around your target’s supporting limbs, causing 
  it to fall. While wielding this weapon, you gain a +1 
  bonus on your Strength (Athletics) checks for shoving 
  
  28 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  a creature (Player’s Handbook page 195) if you are 
  attempting to knock it prone. Increase this bonus to +2 
  if the weapon is two-handed or is versatile and used in 
  two hands, or if the user is wielding two single-handed 
  weapons that each have this property. (These benefits 
  do not apply to a Trip Attack maneuver, which uses 
  unrelated techniques to both trip and inflict damage 
  with the same strike.) 
  Two-Handed. This weapon requires two hands to 
  use. 
  Unarmed (B), (P), or (S). A device with this 
  property affixes to the knuckles, fingers, or the back of 
  the hand. It often takes the form of a glove. Sometimes 
  it is a set of finger rings (connected or unconnected) 
  that are quite heavy or bear sharp protrusions. 
  Unarmed devices can be made magical as weapons 
  can, or can be silvered or otherwise constructed of 
  exotic materials, increasing the efficacy and versatility 
  of the user’s unarmed strikes. 
  This device modifies the wearer’s unarmed 
  attacks. If this weapon property is noted (P) or (S), 
  unarmed strikes using the device may inflict piercing 
  or slashing damage instead of bludgeoning damage. 
  (Unarmed attacks can be made with various body 
  parts, so the wielder is not restricted to attacking with 
  this device.)  
  Devices with the unarmed property are not 
  gripped in the hand so do not prevent the wearer from 
  holding something else or otherwise using the affected 
  hand. A device with this property requires an action to 
  put on or remove, a task that requires both hands. It 
  cannot be disarmed. 
  Versatile. Versatile weapons have longer handles 
  than needed, or extra handles positioned at critical 
  points on the weapon. A versatile weapon can be used 
  with one or two hands. The damage value in 
  parentheses that appears with the property is the 
  damage when the weapon is used with two hands to 
  make a melee attack. 
  Wounding. The sharp portions of a wounding 
  weapon leave viciously-shaped injuries that are prone 
  to bleeding. In addition to normal damage, a 
  successful attack with this weapon inflicts a single (1) 
  additional hit point of damage from bleeding, which 
  occurs at the end of the target’s next turn. If the 
  opponent receives any healing prior to that point, the 
  bleeding damage is prevented. Likewise, an action 
  taken to bandage the injuries—a Wisdom (Medicine) 
  check against a DC of 8 or the expenditure of a 
  healer’s kit charge—also prevents any then-existing 
  wounds from inflicting their follow-up damage. 
   
  DESCRIPTIONS 
  The following items have their own specific rules. 
  Aklys. A long leather thong attaches one end of 
  this weighted club to the wielder’s wrist. The club can 
  be used in melee but is also weighted for throwing. It 
  takes an action to attach the thong to the wrist. Once 
  attached, this weapon cannot be disarmed. If thrown 
  with the thong attached, the wielder may use a bonus 
  action to pull back the thong, bringing the club back 
  into the hand. 
  Ankus. A long handle with a pointed end and a 
  short hook, used to guide elephant mounts. 
  Atlatl. This tool extends the effective length of the 
  thrower’s arm, allowing weapons to be hurled to 
  greater distances. An atlatl is comprised of a handle 
  with a cup or spur at the end into which a dart, greater 
  trident, harpoon, javelin, spear, or trident may be set, 
  either at its butt or at a notched point on the shaft. 
  When such a weapon is launched from an atlatl, both 
  its range increments are increased by a distance equal 
  to the weapon’s normal range increment. Alternately, 
  the atlatl can be used to throw grenades or vials, 
  doubling their ranges. 
  Using an atlatl requires two hands. Because of the 
  time required to attach this device to a thrown weapon, 
  you can throw only one projectile with it when you use 
  an action, bonus action, or reaction, regardless of the 
  number of attacks you can normally make. 
  Battleaxe. A medium-hafted weapon with a 
  rounded blade at one end, designed for chopping. 
  Blade, Hidden. This small, spring-loaded blade 
  can be hidden in various objects. It is often hidden in 
  stiff articles of clothing, like a leather bracer or the 
  sole of a boot, but it can also be hidden at the end of a 
  staff, at the bottom of a shield, or in various innocuous 
  tools. A hidden blade can be “drawn” as an action or a 
  bonus action, causing the blade to spring into position 
  attached to the object it was concealed in. This 
  typically requires some complex adjustment of the 
  containing item to reveal the blade. One classic 
  example of a hidden blade is called a “toe spike.” This 
  blade is concealed in the sole of a boot and “drawn” 
  by pressing the heal sideways into the ground, causing 
  the blade to appear, projecting from the toe of the boot. 
  A hidden blade is an improvised weapon that closely 
  
  29 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  WEAPON-LIKE DEVICES 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Atlatl 
  1 gp 
  — 
  2 lb. 
  Special, two-handed 
  Cestus 
  2 gp 
  — 
  1 lb. 
  Unarmed (P) 
  Garrote 
  4 sp 
  — 
  1/2 lb. 
  Special, two-handed 
  Gauntlet, armor 
  (3 gp) 
  — 
  (1 lb.) 
  Unarmed (B) 
  Gauntlet, spiked armor 
  (6 gp) 
  — 
  (1 lb.) 
  Unarmed (P) 
  Hand razors 
  5 gp 
  — 
  1/2 lb. 
  Unarmed (S) 
  Lasso 
  — 
  — 
  — 
  Finesse, special, thrown (10/30), two-
  handed 
  Tail spikes 
  4 gp 
  — 
  1 lb. 
  Unarmed (P) 
  Weighted knuckles 
  1 gp 
  — 
  1 lb. 
  Unarmed (B) 
   
  SIMPLE MELEE WEAPONS 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Club 
  1 sp 
  1d4 bludgeoning 
  2 lb. 
  Light 
  Crook 
  5 sp 
  1d8 bludgeoning 
  4 lb. 
  Tripping, two-handed 
  Dagger 
  2 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, thrown (20/60) 
  Dagger, poison 
  30 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, special, thrown (20/60) 
  Dagger, punch 
  10 gp 
  1d4 piercing 
  1 lb. 
  Deadly, finesse, light 
  Fustibalus (staff sling) 
  2 gp 
   
  4 lb. 
   
     sling portion 
   
  1d4 bludgeoning 
   
  Ammunition (45/180), two-handed 
     staff portion 
   
  1d6 bludgeoning 
   
  Versatile (1d8) 
  Greatclub 
  2 sp 
  1d8 bludgeoning 
  10 lb. 
  Two-handed 
  Hammer, light 
  2 gp 
  1d4 bludgeoning 
  2 lb. 
  Light, thrown (20/60) 
  Handaxe 
  5 gp 
  1d6 slashing 
  2 lb. 
  Thrown (20/60) 
  Hatchet 
  2 gp 
  1d4 slashing 
  2 lb. 
  Light, thrown (20/60) 
  Hook (baling hook or 
     prosthetic hand) 
  4 gp 
  1d3 piercing 
  — 
  Disarming 
  Javelin 
  5 sp 
  1d6 piercing 
  2 lb. 
  Thrown (30/120) 
  Knobkerrie 
  4 sp 
  1d4 bludgeoning 
  3 lb. 
  Light, thrown (10/20) 
  Mace 
  5 gp 
  1d6 bludgeoning 
  4 lb. 
  — 
  Mace, liturgical 
  30 gp 
  1d6 bludgeoning 
  4 lb. 
  Special 
  Pick, light 
  3 gp 
  1d4+1 piercing 
  2 lb. 
  — 
  Quarterstaff 
  2 sp 
  1d6 bludgeoning 
  4 lb. 
  Versatile (1d8) 
  Sap 
  4 gp 
  1d4 bludgeoning 
  2 lb. 
  Special 
  Scourge 
  3 gp 
  1d3+1 piercing 
  3 lb. 
  Finesse, light, special 
  Scythe 
  5 gp 
  1d8 slashing 
  4 lb. 
  Tripping, two-handed 
  Sickle 
  1 gp 
  1d4 slashing 
  2 lb. 
  Light 
  Spear 
  1 gp 
  1d6 piercing 
  3 lb. 
  Thrown (20/60), versatile (1d8) 
  Spear, short 
  5 sp 
  1d4 piercing 
  2 lb. 
  Thrown (30/90), light 
  Stake, wooden 
  1 cp 
  1d3 piercing 
  1 lb. 
  Ersatz, light 
  Stiletto 
  5 gp 
  1d3 piercing 
  1 lb. 
  Breach, finesse, light 
  
  30 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  resembles a small dagger. It inflicts 1d4 piercing 
  damage in combat. The DM decides if a weapon 
  proficiency bonus applies, depending on where the 
  blade is attached; at the end of a pole, the weapon 
  might closely resemble a spear, while a version that 
  projects from a bracer might resemble a punching 
  dagger. 
  Blowgun. A straight tube of consistent or 
  narrowing diameter, used to project blowgun needles. 
  Blowgun needles do little damage but are often used 
  in conjunction with poisons.  
  Blowgun, Greater. This longer version of the 
  blowgun allows the user to project blowgun needles to 
  slightly farther ranges. A greater blowgun can also be 
  used as a breathing tube, allowing the user to stay 
  submerged in water. 
  Bolas. Bolas consist of three round weights at the 
  end of three cords or ropes, tied together at their tails. 
  This thrown weapon is designed to entangle the limbs 
  of foes it hits. A Large or smaller creature hit by bolas 
  must make a DC 10 Dexterity saving throw or be 
  restrained. A bipedal creature that fails the saving 
  throw by 5 or more points is also knocked prone. A 
  creature can use an action to automatically free itself 
  or another creature within its reach. Dealing 2 slashing 
  damage to the bolos (AC 10) also frees the creature, 
  ending the effect and destroying the bolas. Bolas have 
  no effect on formless creatures. 
  Boomerang. A boomerang is a curved wooden 
  weapon, thrown end-over-end. When thrown by a 
  proficient wielder at a target beyond its normal range 
  increment, it returns to the thrower if the attack misses. 
  The boomerang lands on the ground within 10 feet of 
  the thrower, at a location of the DM’s choosing. 
  Bhuj. Also called an “axe-knife,” the weapon’s 
  blade is affixed to an axe-like haft. Although shaped 
  like a knife, the large blade is heavy and slightly 
  curved, designed primarily for chopping. The pommel 
  and last few inches of the weapon’s haft can be 
  removed as a false bottom sheath. (See Part 3, below.) 
  The removeable portion constitutes the handle of a 
  stiletto, drawn from the hollow butt of the bhuj. 
  Cestus. This battle glove adds weights and spikes 
  to the knuckles and the back of the hand. 
  Chatkcha. A triangular or three-pointed throwing 
  blade. Traditional chatkchas are made of crystal but 
  metal serves just as well. This weapon is favored by 
  thri-kreen. 
  Clawed Gauntlet. Long, bladed claws extend 
  from the back of the hand of this gauntlet. 
  Club. A club is simply a heavy stick used for 
  clubbing. It is typically made of wood. Clubs come in 
  many variations. 
  Crook. A staff with a large blunt hook at one end, 
  used by shepherds to control flocks of sheep or goats. 
  Crossbow (any). A crossbow uses a horizontal 
  bow attached to a wooden stock. The internal 
  mechanism allows a bolt to be loaded and the weapon 
  drawn, held in the firing position for much longer than 
  a bow could be held manually. Crossbows are easier 
  to aim and fire than traditional bows. 
  Crossbow, Blade Driver. The so-called “disk 
  crossbow” resembles a heavy crossbow except that it 
  has no bow or string. Instead, the weapon bears a 
  complex array of spinning gears. In the same turn 
  prior to making attacks, the wielder must use a bonus 
  action to pump the stock shuttle, spinning up the 
  centrifugal driver. When the weapon is fired, multiple 
  sharpened disks are dropped from the three-chamber 
  magazine onto the spinning driver, which flings the 
  disks at high speed. Every attack with the weapon thus 
  expends three crossbow disks. 
  If your attack hits, at least one disk strikes the 
  target and there is a chance that one or two additional 
  disks hit as well. If your attack roll, after considering 
  all modifiers, exceeds the target’s Armor Class by at 
  least 2 points, a second disk hits. If the roll exceeds the 
  target’s Armor Class by at least 4 points, a third disk 
  hits. If one disk hits the target, the weapon’s damage 
  is 1d4. If two hit, the weapon’s damage is 2d4. If three 
  hit, the weapon’s damage is 3d4. If your unmodified 
  attack roll is a 20 (a critical hit), at least 1 disk hits but 
  you must still compare your attack roll to the target’s 
  Armor Class to determine the weapon’s normal 
  damage dice before doubling them. 
  Blade driver crossbows have a built-on magazine 
  that holds up to 30 crossbow disks. While the 
  magazine contains any disks, the weapon is not 
  affected by the loading property. Reloading up to 6 
  disks into the magazine requires an action. If fired with 
  fewer than three disks remaining, the weapon’s 
  damage is limited to 1d4 (for one disk loaded) or 2d4 
  (for two disks). 
  Crossbow, Heavy Double. A double crossbow has 
  two separate bows, one positioned above the other. 
  Separate triggers fire a bolt individually from each. 
  You can fire only up to two pieces of ammunition from 
  
  31 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  a double crossbow when you use an action, bonus 
  action, or reaction to fire it, regardless of the number 
  of attacks you can normally make. 
  Crossbow, Hand. This small crossbow is light 
  enough to be aimed and fired one-handed. 
   
  SIMPLE RANGED WEAPONS 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Crossbow, light 
  25 gp 
  1d8 piercing 
  5 lb. 
  Ammunition (80/320), loading, special, two-
  handed 
  Crossbow, light  
     double 
  50 gp 
  1d8 piercing 
  8 lb. 
  Ammunition (60/240), special, two-handed 
  Crossbow, light  
     repeating 
  125 gp 
  1d8 piercing 
  7 lb. 
  Ammunition (40/160), loading, special, two-
  handed 
  Crossbow, light pellet 
  25 gp 
  1d6 bludgeoning 
  5 lb. 
  Ammunition (40/160), loading, special, two-
  handed 
  Dagger, throwing 
  4 sp 
  1d4 piercing 
  1/4 lb. 
  Finesse, special, thrown (20/60) 
  Dart 
  5 cp 
  1d4 piercing 
  1/4 lb. 
  Finesse, thrown (20/60) 
  Shortbow 
  25 gp 
  1d6 piercing 
  2 lb. 
  Ammunition (80/320), two-handed 
  Shortbow, composite 
  70 gp 
  1d6 piercing 
  3 lb. 
  Ammunition (100/400), special, two-handed 
  Shortbow, pellet 
  25 gp 
  1d5 bludgeoning 
  2 lb. 
  Ammunition (40/160), special, two-handed 
  Sling 
  1 sp 
  1d4 bludgeoning 
  — 
  Ammunition (30/120) 
   
  Crossbow, Hand Repeating. This hand crossbow 
  has a built-on magazine that holds multiple crossbow 
  bolts, facilitating quick loading of the weapon. The 
  hand repeating crossbow’s magazine holds up to 6 
  crossbow bolts. While the magazine contains any 
  bolts, the weapon is not affected by the loading 
  property. Reloading up to 6 bolts into the magazine 
  requires an action. 
  Crossbow, Heavy. This large crossbow has a 
  heavy pull, often drawn with a crank or lever. It 
  requires special training to manage and operate. 
  Crossbow, 
  Heavy 
  Repeating. 
  This 
  heavy 
  crossbow has a built-on magazine that holds multiple 
  crossbow bolts, facilitating quick loading of the 
  weapon. The heavy repeating crossbow’s built-on 
  magazine holds up to 6 crossbow bolts. While the 
  magazine contains any bolts, the weapon is not 
  affected by the loading property. Reloading up to 6 
  bolts into the magazine requires an action. 
  Crossbow, Light. This simple crossbow is 
  lightweight and easy to manage. 
  Crossbow, Light Double. A double crossbow has 
  two separate bows, one positioned above the other. 
  Separate triggers fire a bolt individually from each. 
  You can fire only up to two pieces of ammunition from 
  a double crossbow when you use an action, bonus 
  action, or reaction to fire it, regardless of the number 
  of attacks you can normally make. 
  Crossbow, Light Repeating. This light crossbow 
  has a built-on magazine that holds multiple crossbow 
  bolts, facilitating quick loading of the weapon. The 
  light repeating crossbow’s built-on magazine holds up 
  to 6 crossbow bolts. While the magazine contains any 
  bolts, the weapon is not affected by the loading 
  property. Reloading up to 6 bolts into the magazine 
  requires an action. This weapon is favored by derro. 
  Crossbow, Pellet. This crossbow has a cupped 
  shuttle attached to its string, used to project stones or 
  other similar projectiles. A pellet crossbow uses sling 
  bullets instead of crossbow bolts for its ammunition. 
  Crossbow, Polybolos. The polybolos is a massive 
  repeating crossbow fired by cranking a side-mounted 
  windlass. The weapon is built onto a collapsible tripod 
  or support frame. It takes one action to place and set 
  up the support frame, making the weapon ready to fire. 
  The polybolos can only be set up on a stable surface 
  but that can be a mobile surface like a wagon or 
  howdah. The polybolos will not fire outside of its set 
  up state. 
  It takes one action to break down a polybolos, to 
  fold its framework or support legs into a portable 
  configuration. If the polybolos is moved without 
  
  32 | T HE CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  breaking down the supports, double the weapon’s 
  weight for encumbrance purposes. Once moved, the 
  weapon will not fire again until it is set up again. 
  A polybolos can only fire polybolos bolts, larger 
  versions of crossbow bolts that have double the 
  standard cost and weight. A polybolos has a built-on 
  magazine that holds up to 12 polybolos bolts. 
  Reloading up to 6 bolts into the top of the magazine 
  requires an action. Loading is performed by the user 
  or by an assistant. While the magazine contains bolts, 
  the weapon is not affected by the loading property. 
  Dagger. A dagger is a short blade on a handle, 
  typically with a cross-guard to protect the hand. Most 
  dagger blades are double sided and have a pointed tip. 
  Dagger, Parrying. This category of daggers is 
  typically used in the offhand. It incorporates a wider 
  guard, sometimes with a basket hilt or a pair of long 
  prongs angling away from the main blade. 
   
  MARTIAL MELEE WEAPONS (PART 1) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Aklys 
  2 gp 
  1d4 bludgeoning 
  2 lb. 
  Light, thrown (10/15), special 
  Ankus (elephant goad) 
  6 gp 
  1d6 piercing 
  3 lb. 
  Light, tripping 
  Battleaxe 
  10 gp 
  1d8 slashing 
  4 lb. 
  Versatile (1d10) 
  Blade, hidden 
  20 gp 
  1d3 piercing 
  — 
  Special 
  Bhuj 
  25 gp 
  1d8 slashing 
  4 lb. 
  Alternate (P), versatile (1d10) 
  Clawed gauntlet 
  6 gp 
  1d4 slashing 
  2 lb. 
  Deadly, finesse, light 
  Dagger, parrying 
  6 gp 
  1d4 piercing 
  2 lb. 
  Defensive, finesse, light 
  Flail 
  10 gp 
  1d8 bludgeoning 
  2 lb. 
  — 
  Flail staff 
  12 gp 
  1d8 bludgeoning 
  4 lb. 
  Reach, two-handed 
  Flail, twin 
  16 gp 
  2d4 bludgeoning 
  3 lb. 
  Heavy, tripping 
  Greataxe 
  30 gp 
  1d12 slashing 
  7 lb. 
  Heavy, two-handed 
  Hammer, great 
  25 gp 
  1d12 bludgeoning 
  7 lb. 
  Heavy, two-handed 
  Harpoon 
  6 sp 
  1d6 piercing 
  2 lb. 
  Special, thrown (30/60) 
  Kukri 
  5 gp 
  1d4+1 slashing 
  1 lb. 
  High-critical, light 
  Lance 
   
   
   
   
     Combat 
  10 gp 
  1d12 piercing 
  6 lb. 
  Reach, special 
     Combat, light 
  8 gp 
  1d10 piercing 
  4 lb. 
  Reach, special 
     Great 
  35 gp 
  2d8 piercing 
  15 lb. 
  Reach, special 
     Jousting 
  10 gp 
  1d8 bludgeoning 
  6 lb. 
  Reach, special 
     Jousting, light 
  8 gp 
  1d6 bludgeoning 
  4 lb. 
  Reach, special 
  Mace, heavy 
  7 gp 
  1d8 bludgeoning 
  6 lb. 
  — 
  Maul 
  10 gp 
  2d6 bludgeoning 
  10 lb. 
  Heavy, two-handed 
  Maulaxe 
  30 gp 
  1d8 slashing 
  6 lb. 
  Alternate (B), heavy, versatile (1d10) 
  Morningstar 
  15 gp 
  1d8 piercing 
  4 lb. 
  — 
  Pick, horseman’s war 
  10 gp 
  1d6+1 piercing 
  3 lb. 
  Versatile (1d8+1) 
  Pick, footman’s war 
  5 gp 
  1d8 piercing 
  2 lb. 
  — 
  Polearm 
   
   
   
   
     Boarding gaff 
  5 gp 
  1d8 slashing 
  5 lb. 
  Heavy, reach, tripping, two-handed 
     Glaive 
  20 gp 
  1d10 slashing 
  6 lb. 
  Heavy, reach, two-handed 
     Gythka 
  25 gp 
  1d8 slashing 
  4 lb. 
  Two-handed 
     Halberd 
  20 gp 
  1d10 slashing 
  6 lb. 
  Heavy, reach, two-handed 
     Pike 
  5 gp 
  1d10 piercing 
  18 lb. 
  Heavy, reach, two-handed 
  
  33 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  MARTIAL MELEE WEAPONS (PART 2) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Pincer staff 
  50 gp 
  1d6 piercing 
  7 lb. 
  Disarming, reach, tripping, two-handed 
  Quadrens 
  8 gp 
  1d3+1 piercing 
  2 lb. 
  Disarming, light 
  Ritiik (talon spear) 
  5 gp 
  1d6 piercing 
  4 lb. 
  Disarming, thrown (15/45), versatile (1d8) 
  Scissor 
  8 gp 
  1d4 slashing 
  3 lb. 
  Defensive, light, special 
  Scissor, extended 
  14 gp 
  1d4 slashing 
  5 lb. 
  Defensive, light, special 
  Slungshot 
  1 gp 
  1d4 bludgeoning 
  2 lb. 
  Disarming, finesse, tripping 
  Spear, short hooked 
  2 gp 
  1d4 piercing 
  2 lb. 
  Finesse, light, tripping 
  Spear, weighted 
  7 gp 
  1d6 piercing 
  4 lb. 
  Alternate (B), thrown (15/45), versatile (1d8) 
  Spiked chain 
  45 gp 
  1d6 piercing 
  4 lb. 
  Disarming, heavy, reach, tripping, two-
  handed 
  Sword 
   
   
   
   
     Bastard sword 
  25 gp 
  2d4 slashing 
  4 lb. 
  Heavy, deadly, versatile (2d5) 
     Broadsword 
  10 gp 
  2d4 slashing 
  4 lb. 
  Heavy 
     Claymore 
  60 gp 
  1d12 slashing 
  7 lb. 
  Deadly, heavy, two-handed 
     Cutlass 
  15 gp 
  1d6+1 slashing 
  3 lb. 
  Defensive, heavy 
     Epee (small sword) 
  30 gp 
  1d6 piercing 
  2 lb. 
  Defensive, finesse 
     Estoc 
  25 gp 
  1d8 piercing 
  3 lb. 
  Breach, heavy, versatile (1d10) 
     Falchion 
  18 gp 
  2d4 slashing 
  5 lb. 
  Deadly, heavy 
     Falcata 
  15 gp 
  1d6+1 slashing 
  3 lb. 
  High-critical 
     Flamberge 
  35 gp 
  2d6 slashing 
  7 lb. 
  Heavy, high-critical, two-handed 
     Gladius 
  12 gp 
  1d8 piercing 
  3 lb. 
  Alternate (S) 
     Greatsword 
  50 gp 
  2d6 slashing 
  6 lb. 
  Heavy, two-handed 
     Kopesh 
  15 gp 
  1d6 slashing 
  2 lb. 
  High-critical, tripping 
     Longsword 
  15 gp 
  1d8 slashing 
  3 lb. 
  Versatile (1d10) 
     Maca (sharktoothed  
        longsword) 
  20 gp 
  1d8 slashing 
  5 lb. 
  Alternate (B), ersatz, deadly, heavy, 
  wounding 
     Rapier 
  25 gp 
  1d8 piercing 
  2 lb. 
  Finesse 
     Saber 
  25 gp 
  1d6 slashing 
  3 lb. 
  Defensive, finesse 
     Scimitar 
  25 gp 
  1d6 slashing 
  3 lb. 
  Finesse, light 
     Shortsword 
  10 gp 
  1d6 piercing 
  2 lb. 
  Finesse, light 
     Shotel 
  20 gp 
  1d6 slashing 
  3 lb. 
  Alternate (P), tripping, light 
     Sword cane 
  35 gp 
  1d6 piercing 
  2 lb. 
  Finesse, light, special 
     Talwar 
  20 gp 
  1d8 slashing 
  3 lb. 
  Finesse 
     Tegha 
  60 gp 
  1d10 slashing 
  5 lb. 
  Deadly, Finesse, two-handed 
  Tongi 
  10 gp 
  1d6+1 piercing 
  4 lb. 
  Versatile (1d8+1) 
  Trident 
  5 gp 
  1d6 piercing 
  4 lb. 
  [Disarming], thrown (20/60), versatile (1d8) 
  Trident, greater 
  12 gp 
  1d6+1 piercing 
  5 lb. 
  Disarming, thrown (15/45), versatile (1d8+1) 
  Trombash 
  8 gp 
  1d5 slashing 
  2 lb. 
  High-critical, light, thrown (15/45) 
  Waraxe 
  20 gp 
  2d4 slashing 
  5 lb. 
  Deadly, heavy, versatile (2d5) 
  Warhammer 
  15 gp 
  1d8 bludgeoning 
  2 lb. 
  Versatile (1d10) 
  Whip 
  2 gp 
  1d4 slashing 
  3 lb. 
  Finesse, reach 
  Whip, basic 
  1 sp 
  1d2 slashing 
  2 lb. 
  Disarming, finesse, reach, special 
  Yklwa 
  1 gp 
  1d8 piercing 
  2 lb. 
  [Ersatz], thrown (10/30) 
   
  
  34 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  MARTIAL RANGED WEAPONS 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Blowgun 
  10 gp 
  1 piercing 
  1 lb. 
  Ammunition (25/100), loading 
  Blowgun, greater 
  15 gp 
  1 piercing 
  2 lb. 
  Ammunition (30/120), loading 
  Bolas 
  4 gp 
  — 
  2 lb. 
  Finesse, thrown (20/60), tripping 
  Boomerang 
  1 gp 
  1d4 bludgeoning 
  2 lb. 
  Finesse, special, thrown (20/60) 
  Chatkcha 
  2 gp 
  1d6 slashing 
  1 lb. 
  Finesse, thrown (30/120) 
  Crossbow, blade  
     driver 
  300 gp 
  1d4, 2d4, or 3d4 
  slashing 
  19 lb. 
  Ammunition (50/200), heavy, loading, 
  special, two-handed 
  Crossbow, polybolos 
  550 gp 
  2d8 piercing 
  41 lb. 
  Ammunition (150/600), loading, special, 
  two-handed 
  Crossbow, hand 
  75 gp 
  1d6 piercing 
  3 lb. 
  Ammunition (30/120), light, loading 
  Crossbow, hand 
     repeating 
  375 gp 
  1d6 piercing 
  4 lb. 
  Ammunition (15/60), light, loading, special 
  Crossbow, heavy 
  50 gp 
  1d10 piercing 
  18 lb. 
  Ammunition (100/400), heavy, loading, 
  two-handed 
  Crossbow, heavy  
     double 
  100 gp 
  1d10 piercing 
  22 lb. 
  Ammunition (75/300), heavy, special, two-
  handed 
  Crossbow, heavy 
     repeating 
  250 gp 
  1d10 piercing 
  20 lb. 
  Ammunition (50/200), heavy, loading, 
  special, two-handed 
  Longbow 
  50 gp 
  1d8 piercing 
  2 lb. 
  Ammunition (150/600), heavy, two-handed 
  Longbow, composite 
  125 gp 
  1d8 piercing 
  3 lb. 
  Ammunition (180/720), heavy, special, 
  two-handed 
  Net 
  1 gp 
  — 
  3 lb. 
  Special, thrown (5/15) 
  Net, barbed 
  10 gp 
  — 
  3 lb. 
  Special, thrown (5/15) 
   
  Dagger, Poison. A well in the handle of this 
  weapon is designed to hold liquid poison without it 
  drying out; small, hidden channels connect the 
  reservoir to various points along the blade. As a bonus 
  action, you can depress a subtle switch on the handle 
  and flick your wrist, forcing the stored dose of poison 
  out of the reservoir, through the channels, and onto the 
  blade. 
  Dagger, Punch. This weapon functions as a 
  normal dagger, except that the handle is set 
  perpendicular to the blade. Thrusts with the weapon 
  use a punching motion. 
  Dagger, Throwing. The blade and handle of this 
  dagger are flat, without quillons or crossguard, and 
  balanced for throwing. Because of this shape, carrying 
  and drawing multiples of this weapon is easy. Up to 3 
  throwing daggers can be drawn as a single interaction 
  with the environment (or a single action) and held in 
  one hand. This allows characters with Extra Attack or 
  similar class features to throw multiple throwing 
  daggers in the same turn (using the other hand) without 
  having to use a separate action to draw each one. 
  Dart. A sharp spike, about the length of a hand, 
  weighted at one end and balanced for throwing. 
  Fustibalus. A leather sling is attached to the end 
  of this staff. The staff affectively adds length to the 
  user’s arm, allowing the sling to be used at greater 
  range. The fustibalus can also be used as a 
  quarterstaff. For an additional 5 gp, a fustibalus can be 
  made as a “staff” arcane focus or a “wooden staff” 
  druidic focus. 
  Flail. A short chain with a handle attached to one 
  end and a small weight at the other end. 
  Flail Staff. A flail-headed chain attached to the 
  end of a short staff. 
  Garrote. A garrote is a strangulation device, 
  typically a strong length of cord or a wire with a 
  handle on each end. A garrote can be used to make a 
  grappling attack. This can only be attempted while you 
  are hidden from the target or the target is otherwise 
  prevented from using reactions, such as a round during 
  
  35 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  which the target is surprised. If the initial grappling 
  attack is successful with a garrote, the target is 
  grappled. Further, on its next turn, the target begins 
  suffocating. 
  A creature can survive for a number of rounds of 
  consecutive strangulation equal to its Constitution 
  modifier (minimum of 1 round). During these rounds, 
  the creature acts normally, except that it is grappled. 
  At the start of the target’s turn following this period, it 
  drops to 0 hit points. It cannot regain hit points until it 
  can breathe again. 
  Monsters and unimportant creatures that drop to 0 
  hit points die, or they can be left unconscious at the 
  strangler’s option. Creatures that are normally allowed 
  death saves take longer to kill; they automatically 
  stabilize at 0 hit points if the strangulation stops. But 
  if it continues, the target automatically fails each of its 
  death saves until it dies. 
  To maintain the suffocating effect, the grappler 
  must use an action for strangulation on each of her 
  turns. If the grappler fails to do so, the count of 
  consecutive rounds of suffocation resets to 0. If the 
  target is at 0 hit points at that time and is still alive, it 
  automatically stabilizes. If the grapple is ever broken, 
  by the target or by some other means, the garrote is 
  removed from the target’s neck and the strangulation 
  ends. 
  Using a garrote requires two hands, both for the 
  initial grappling attack and during the entire 
  strangulation. A grappler using a garrote cannot 
  initiate a pin with the grappler feat. Constructs, oozes, 
  plants, and undead are immune to the suffocating 
  effects of a garrote. At the DM’s discretion, certain 
  other creatures may also be anatomically immune, 
  perhaps by having no necks or possessing irregular 
  circulatory systems. 
  Gauntlet, Armor. A metal gauntlet formed of 
  overlapping plates, the type used with metal armors. 
  Any suit of heavy armor or medium armor (other than 
  hide or layered furs) comes with two of these. The 
  parenthetical cost and weight are for buying and 
  carrying the gauntlet separately. 
  Gauntlet, Spiked Armor. A metal gauntlet formed 
  of overlapping plates, the type used with metal armors. 
  This version has spikes on the knuckles and the back 
  of the hand. Any suit of heavy or medium armor with 
  the armor spikes attachment (other than hide or 
  layered furs) already comes with two of these. The 
  parenthetical cost and weight are for buying and 
  carrying the spiked gauntlet separately. 
  Greataxe. A greataxe is a large, long-hafted 
  weapon with an enormous double-bladed axe head. 
  This weapon is so large that it requires two hands to 
  wield. 
  Greatclub. A long, large version of a club, so big 
  that it requires two hands to wield. 
  Hammer, Great. A great hammer is a large, long-
  hafted weapon with an enormous double-sided 
  hammer head. This weapon is so large that it requires 
  two hands to wield. 
  Handaxe. A simple weapon with a small handle 
  and a chopping blade at the end. A handaxe is suitably 
  balanced for throwing. 
  Hand Razors. A series of rings, sometimes 
  attached to one another, that fit over the fingers of one 
  hand. Small, sharp blades are affixed to the rings. In 
  combat, these are positioned upward, protruding from 
  the knuckles or downward, concealed within the palm 
  of the hand.  
  Harpoon. A harpoon is a thrown weapon 
  designed to impale its target. A trailing rope restricts 
  the target’s movement after the weapon binds in the 
  target’s flesh. Despite its standard range increments, a 
  harpoon cannot be used to attack a creature that is 
  farther away than the length of its attached rope. These 
  special rules apply only if the harpoon is attached to 
  such a trailing rope; otherwise treat the weapon in all 
  ways as a javelin. 
  A harpoon attack that inflicts at least 5 damage 
  binds the target. A harpooned creature is restrained 
  except that it can still move its normal speed, provided 
  it goes no further away from the attacker. This range 
  can be shortened over time if the other end of the rope 
  is attached to a winch. 
  A harpooned creature can use its action to make a 
  Strength check to free itself from the weapon. The DC 
  is 10, or the damage inflicted by the harpoon attack, 
  whichever higher. A creature with an Intelligence of 7 
  or higher automatically succeeds at this check, 
  understanding innately how to manipulate the weapon 
  to free itself. 
  Alternately, the creature can attempt to pull free, 
  dragging the weapon and rope with it. If you control 
  the other end of the rope, this is an opposed check of 
  Strength (Athletics). If the creature is two or more 
  sizes 
  larger 
  than 
  you, 
  this 
  check 
  succeeds 
  automatically. If the rope is tied to an object, the 
  
  36 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  creature must instead try to burst the rope or drag the 
  attached object. 
  Hatchet. This weapon resembles a handaxe, but 
  with a smaller blade. 
  Hook. Hooks are often attached to handles to 
  serve as tools for lifting bales of hay. They can also 
  serve as weapons. In certain cultures, hooks are 
  common prostheses for lost hands. 
  Javelin. A short, light spear balanced for 
  throwing with significant range. 
  Knobkerrie. A club with a weighty head balanced 
  for throwing. A knobkerrie can be the subject of a 
  shillelagh spell but, if the weapon is thrown, the spell 
  ends before it can affect the attack or damage rolls. 
  Kukri. This large dagger has a heavy blade, 
  curved slightly toward its cutting edge. The weapon is 
  designed for chopping. 
  Lance, Combat (any). You have disadvantage 
  when you use a lance to attack a target within 5 feet of 
  you. Also, a combat lance requires two hands to wield 
  when you aren’t mounted. 
  Lance, Great. A great lance is an extra-long lance 
  supported by a swiveling pintle mount. The weapon is 
  too large to use, except when affixed to an exotic 
  saddle or howdah on a Huge-size or larger creature. 
  This weapon has a 15-foot reach. You have 
  disadvantage when you use a great lance to attack a 
  target within 10 feet of you. 
  Lance, Jousting (any). You have disadvantage 
  when you use a jousting lance to attack a target within 
  5 feet of you. Also, a lance requires two hands to wield 
  when you aren’t mounted. A jousting lance has a blunt 
  end and is made to break away on impact. A creature 
  wearing heavy armor has resistance to damage 
  inflicted by a jousting lance. 
  Lasso. A lasso is a knotted loop of rope used to 
  entangle foes at short range. A Large or smaller 
  creature hit by a lasso suffers no damage but is 
  restrained until it is freed. A lasso has no effect on 
  creatures that are formless, or creatures that are Huge 
  or larger. A creature can use its action to make a DC 
  10 Strength check, freeing itself or another creature 
  within reach on a success. A creature with an 
  Intelligence of 7 or higher automatically succeeds at 
  this check, knowing innately how to slip out of the 
  tightened loop. 
  Alternately, the rope can be burst with a DC 17 
  Strength check or severed by dealing 2 slashing 
  damage to it (AC 10). These options end the effect and 
  permanently shorten the rope. 
  While you hold the other end of the rope to a 
  restrained target, you can use the rules for shoving a 
  creature (Player’s Handbook, page 195) to pull the 
  creature 5 feet towards you (instead of pushing it 
  away) or to knock it prone. If mounted and using a 
  saddle, you can use your mount’s characteristics when 
  making these checks. 
  Making a lasso out of the end of a rope shortens 
  the rope’s effective overall length by 10 feet. A lasso 
  cannot attack at a range longer than the rope’s 
  remaining length. Because it is not a weapon, it does 
  not add your proficiency bonus when making attacks. 
  When you use your action, bonus action, or reaction to 
  lasso a target, you can make only one attack regardless 
  of the number of attacks you can normally make. This 
  does not apply to attacks on an already-restrained 
  target when invoking the rules for shoving a creature, 
  described above. 
  Light Hammer. This lightweight hammer has a 
  long handle to increase the power of its swings. 
  Longbow. This bow is typically as tall as the 
  wielder. The distribution of tension over such a large 
  distance gives the weapon a smooth, powerful draw. 
  Longbow, Composite. Composite bows are built 
  with a composite of materials, each with various 
  degrees of flexibility. They have exceptionally strong 
  draws. You can add your Strength modifier to damage 
  rolls with a composite bow, instead of your Dexterity 
  modifier. (But continue to use your Dexterity modifier 
  for to-hit rolls.) 
  Mace. A mace is a simple weapon, a blunt weight 
  at the end of a handle. The head sometimes bears 
  flanges or knobs to decorate the weapon or intensify 
  its impacts. 
  Mace, Heavy. This weapon has a longer handle 
  and heavier head than the normal mace. 
  Mace, Liturgical. This mace has a large, hollow 
  reservoir for holding holy water. The head of the 
  weapon contains dozens of holes that are normally 
  covered by an internal bladder. When the mace strikes 
  a target, the impact jars and compresses the internal 
  bladder, exposing the holes and dousing the target 
  with liquid. If filled with holy water, the liturgical 
  mace inflicts an additional 1d6 radiant damage against 
  a fiend or undead. If filled with defoliant, the liturgical 
  mace inflicts an additional 1d6 acid damage against a 
  plant creature. A single flask of holy water or defoliant 
  
  37 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  provides enough liquid to fill the mace, allowing the 
  weapon to be used twice before it is empty. The 
  internal components of the liturgical mace are too 
  delicate to survive loading it with any harsh or volatile 
  alchemies like acid and alchemist’s fire, or with 
  poisons of any kind. 
  Maul. This weapon resembles a large hammer. 
  Instead of a metal head, the weapon has a much larger 
  wooden head with a huge striking surface. 
  Maulaxe. This heavy-hafted weapon boasts a 
  double-headed combination of an axe blade facing one 
  direction and a large hammer head facing the other. 
  Morningstar. A wood-handled clubbing weapon 
  with a heavy, spiked weight at one end. 
  Net. A net is mesh of interconnected lines 
  designed to entrap targets. A Large or smaller creature 
  hit by a net is restrained until it is freed. A net has no 
  effect on creatures that are formless, or creatures that 
  are Huge or larger. A creature can use its action to 
  make a DC 10 Strength check, freeing itself or another 
  creature within its reach on a success. Dealing 5 
  slashing damage to the net (AC 10) also frees the 
  creature without harming it, ending the effect and 
  destroying the net. When you use an action, Bonus 
  Action, or reaction to Attack with a net, you can make 
  only one Attack regardless of the number of attacks 
  you can normally make. 
  Net, Barbed. This net has dozens of razor-sharp 
  spikes attached at various points. The weapon 
  functions as a net except that it also inflicts 1d3 
  piercing damage each time the restrained creature 
  makes a check to free itself. Another creature can 
  attempt to free the restrained target without inflicting 
  damage. 
  Pick, Light. A pick consists of a handle with a 
  perpendicular spike affixed across one end. Some 
  picks have two such spikes, set parallel to one another. 
  The pointed spikes of picks are ideal for punching 
  through thin armor. 
  Pick, Footman’s War. This heavy pick is simply 
  designed and cheaply manufactured for infantry use. 
  Pick, Horseman’s War. This double-spiked pick 
  has an extra-long handle, suitable for use from 
  horseback. 
  Pincer Staff. This weapon has a mechanical joint 
  that the wielder controls, allowing the two opposite 
  claws to clamp down on an enemy’s limb or weapon. 
  Kuo-toa whips are particularly skilled with this 
  weapon and can use it to exceptional effect (Monster 
  Manual, page 200). 
  Polearm, Boarding Gaff. A long pole with one or 
  more hooks at the end. This weapon is often used in 
  ship-to-ship boarding actions. When hooked to the top 
  of a wall or gunnel no more than 15 feet above the 
  wielder, the pole can be climbed like a rope. 
  Polearm, Glaive. A single-edged blade mounted 
  on a long haft. The blade curves over at the tip to 
  increase the cutting area. 
  Polearm, Gythka. A short-length polearm with a 
  slashing blade at either end. Traditional gythka blades 
  are made of crystal, but metal is equally effective. This 
  weapon is favored by thri-kreen. 
  Polearm, Halberd. A polearm topped with an 
  irregular head, forming a chopping surface and a 
  piercing point. 
  Polearm, Pike. And extremely long spear-like 
  weapon used primarily in formation fighting. 
  Quadrens. This resembles a dagger except that in 
  the place of a blade, four long, parallel spikes 
  protrude from each corner of a square crosspiece. 
  Quarterstaff. A quarterstaff is a long, straight 
  stick, about as long as a Medium humanoid is tall, or 
  even longer. Quarterstaffs can be banded with iron or 
  made with other metals, but they are traditionally 
  wooden. 
  Ritiik. This spear has a forward-facing hook, just 
  below the spear head. 
  Sap. A sap consists of a heavy weight within a 
  sleeve of leather or other padded material. Its purpose 
  is to knock out creatures without killing them. Once 
  per turn, you can use this weapon to attempt a sapping 
  attack. This can only be attempted while you are 
  hidden from the target or the target is otherwise 
  prevented from using reactions, such as during a round 
  in which the target is surprised. If the sapping attack 
  succeeds and the target is not reduced to 0 hit points, 
  roll 2d6 to calculate a sapping number. If you have the 
  Sneak Attack class feature, add your Sneak Attack 
  dice to the sapping roll. (A sap cannot inflict real 
  Sneak Attack damage because it does not have the 
  finesse weapon property.) If the number generated is 
  equal to or higher than the target’s remaining hit 
  points, the target gains the unconscious condition. 
  Otherwise, the sapping roll has no effect. (Constructs, 
  oozes, plants, and undead are immune to sapping.) A 
  sapped creature regains consciousness after 1d4 hours 
  or when it is healed for at least 1 hit point. At the DM’s 
  
  38 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  discretion, other effects can also relieve this 
  unconsciousness. 
  Scissor. A rare gladiator weapon, the scissor is a 
  metal tube with a small, fan-like blade extending from 
  one end. The user reaches into the tube to grasp the 
  handle, located at the end near the blade. The tube 
  protects the user’s forearm, allowing the wielder to 
  block and quickly retaliate with a slash of the razor-
  sharp blade. You have advantage on any save or check 
  you make to avoid being disarmed of the scissor. 
  Scissor, Extended. As a scissor, except that the 
  tube is built onto an articulated arm piece that extends 
  all the way up the arm and over the shoulder. It takes 
  two actions to strap into an extended scissor or to take 
  it off. When employing the defensive property, the 
  wielder gains the benefit of having two defensive 
  weapons. (This benefit is not cumulative with another 
  defensive weapon.) When the extended scissor is 
  strapped on, it cannot be disarmed. 
  Scourge. This short, multi-lash whip is the sort 
  used for administering punishments. It is more 
  intimidating than effective when used as a weapon. 
  Any creature wearing armor (or with natural armor) 
  has resistance to the damage inflicted by this weapon. 
  Scythe. A two-handed implement with a curled 
  handle and a large, perpendicular, sickle-like blade. 
  Shortbow. A common weapon in most cultures, 
  this consists of a springy stock or haft, bent into a bow 
  shape by a shorter string connected to both ends. 
  Holding the middle of the bow and pulling the string 
  back increases the weapon’s tension; when the string 
  is released, the recoil can rapidly project a missile 
  attached to the string, pushing it past the bow. A 
  shortbow has a shorter length relative to a longbow, 
  better suited for mounted use. 
  Shortbow, Composite. Composite bows are built 
  with a composite of materials, each with various 
  degrees of flexibility. They have exceptionally strong 
  draws. You can add your Strength modifier to damage 
  rolls with a composite bow, instead of your Dexterity 
  modifier. (But continue to use your Dexterity modifier 
  for to-hit rolls.) 
  Shortbow, Pellet. The strings of this double-
  strung shortbow connect at their centers with a cloth 
  or leather cup. The cup seats its projectiles during the 
  draw. A pellet bow uses sling bullets instead of arrows 
  for its ammunition. 
  Sickle. An agricultural tool with a hooked blade, 
  used for harvesting plants. 
  Sling. A long thong of leather with a pouch near 
  the center of its length. Both ends of the thong are held 
  in one hand, and the weapon is swung overhead to 
  build momentum before firing. The weapon’s 
  ammunition is flung from the pouch as one end of the 
  thong is released. 
  Slungshot. A short length of rope tied to a round 
  weight at one end. The weapon can be swung quite 
  forcefully and a proficient wielder can make attacks 
  with it from unexpected angles. A slungshot has a loop 
  at the other end that can be attached to (or detached 
  from) the wielder’s wrist with an action. If the 
  slungshot is so attached, it cannot be disarmed. 
  Spear. A long-hafted weapon with a simple point 
  affixed to one end. 
  Spear, Short Hooked. The backward-facing hook 
  on this short-hafted spear is designed for tripping 
  opponents. Derro are particularly skilled with this 
  weapon and can use it to exceptional effect (Out of the 
  Abyss, page 224). 
  Spear, Weighted. This spear has a heavy weight 
  at the butt, making it suitable for use as a spear or a 
  long-handled club. 
  Spiked Chain. The spiked chain has various 
  sharp protrusions at strategic points along its length. 
  It is designed to entangle foes. Tlincalli are par-
  ticularly skilled with this weapon and can use it to 
  exceptional effect (Volo’s Guide to Monsters, page 
  193). 
  Sword (any). Along with spears, swords are the 
  most ubiquitous weapons on the battlefield, a weapon 
  type used in nearly every culture. A sword consists of 
  a handle affixed at the end of a long blade. A cross-
  pieced usually separates blade and handle, protecting 
  the 
  wielder’s 
  hand. 
  The 
  “longsword” 
  is 
  a 
  quintessential version, the weapon to which most other 
  swords are compared in their descriptions and 
  functions. 
  Sword, Bastard Sword. This weapon is a cross 
  between the longsword and the greatsword. The 
  additional length makes the weapon useful to wield 
  from horseback. 
  Sword, Broadsword. This weapon resembles a 
  longsword but with a shorter handle and a wider, 
  heavier blade. 
  Sword, Claymore. This weapon closely resembles 
  a greatsword. The weapon has a heavier blade and it’s 
  cross-guards are forward-angled with capped with 
  round balls or quatrefoils. This configuration 
  
  39 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  facilitates some techniques and maneuvers unique to 
  the weapon. 
  Sword, Cutlass. A cutlass is a heavy chopping 
  sword favored by sailors. It has a basket or cupped hilt 
  that protects the wearer’s hand in battle. 
  Sword, Epee (Small Sword). This small, fast 
  weapon is an evolution of the rapier. It’s lighter 
  weight and elegant basket hilt make the sword ideal 
  for dueling. 
  Sword, Estoc. A long-bladed sword that tapers to 
  a narrow, dramatic point. This weapon is used 
  primarily for thrusting. 
  Sword, Falchion. This weapon resembles a 
  broadsword in function, but it has a heavier, slightly-
  curved blade. 
  Sword, Falcata. The falcata is a larger version of 
  the kukri. Its blade curves slightly forward and is 
  wider at the end, providing greater chopping 
  momentum.  
  Sword, 
  Flamberge. 
  This 
  version 
  of 
  the 
  greatsword has a wavy blade, sometimes with sharp 
  protrusions along its length. 
  Sword, Gladius. This simple weapon is used 
  primarily for thrusting, like a heavier version of the 
  shortsword. Its weight is also suitable for heavy 
  slashing attacks. 
  Sword, Greatsword. A large sword so big that it 
  requires two hands to wield. 
  Sword, Kopesh. The blade of this sword curves 
  into backward-facing sickle shape for the top half of 
  its length. 
  Sword, Longsword. This iconic knightly weapon 
  features a cruciform hilt. The weapon is light enough 
  for single-handed use, but has a long handle (from 
  which it derives its name) that allows it to be wielded 
  two-handed.  
  Sword, Maca. The maca is a heavy wooden 
  sword. Sharp pieces of obsidian, shark teeth, or other 
  natural materials line the cutting edges. Reavers, the 
  foot soldiers of the Crushing Wave cult, are 
  particularly skilled with this weapon and can use it to 
  exceptional effect (Princes of the Apocalypse, page 
  205). 
  Sword, Rapier. A slender, sharply pointed sword, 
  designed for fast, elegant fighting. 
  Sword, Saber. A curved, elegant sword with a 
  basket hilt to protect the wielder’s hand. The curved 
  blade makes the weapon excellent for fighting from 
  horseback, where a straight blade might be more likely 
  to catch in a body and be pulled from the wielder’s 
  grip as she rides past. 
  Sword, Scimitar. A light, curved sword, excellent 
  for cavalry use. 
  Sword, Shortsword. This weapon looks like a 
  heavy dagger with a longer blade. The weapon is 
  made primarily for short, vicious thrusts. 
  Sword, Shotel. The blade of this sword curves 
  dramatically forward into a large hook. The weapon 
  resembles an over-sized sickle. 
  Sword, Sword Cane. This covert weapon appears 
  to be nothing more than a simple cane until the handle 
  is twisted and the thin sword blade withdrawn from its 
  length. 
  Sword, Talwar. This weapon resembles a 
  scimitar, except that it has an elongated blade. In some 
  versions, the blade widens near the tip for greater 
  momentum when swinging. 
  Sword, Tegha. This large scimitar was designed 
  for use as an executioner’s weapon. It must be wielded 
  with two hands. 
  Stake, Wooden. This weapon is a short, sturdy 
  wooden stick sharpened at one end. The other end is 
  typically flat, suitable for hammering into the ground 
  or into the heart of a resting vampire. 
  Stiletto. This long, thin blade is designed to slip 
  between the plates of armor or the links of chain mail. 
  Tail Spikes. This is a ring that straps onto a 
  creature’s tail and locks into place. The ring boasts an 
  array of spikes that can be whipped about to great 
  effect, modifying the user’s unarmed attacks. This 
  device is only usable by creatures with long, articulate 
  tails. 
  Tongi. A hafted weapon like a battle axe, but in 
  place of a blade, the weapon has a fanning crescent of 
  spikes. 
  Trident. A spear with three parallel prongs. 
  System Change: The weapon on the chart is modified 
  from its original form to include the disarming weapon 
  property. This is to distinguish the heavier, more 
  expensive martial weapon from its simple cousin, the 
  spear. 
  Trident, Greater. A longer version of the trident, 
  its prongs are wider and often bladed as well as being 
  sharp-tipped. 
  Trombash. A trombash has a large, curved blade, 
  bigger than a dagger. Its function is ceremonial as 
  well as martial.  
  
  40 | T HE CO MPRE H ENSI VE EQ UI P ME NT  M AN UA L 
   
  Waraxe. This weapon resembles a large battle 
  axe. It has an impressive head with two opposite axe 
  blades. 
  Warhammer. The handle of this weapon is longer 
  than that of a work hammer. The head is small but 
  heavy enough to inflict tremendous damage. 
  Weighted Knuckles. Weighted knuckles consist of 
  a set of connected rings. Sometimes the rings are 
  connected to a handle, but typically they are just 
  connected to each other in a row. Worn over the 
  fingers, this device protects the wearer’s knuckles 
  when punching and adds tremendous impact to such 
  attacks. 
  Whip. The business end of this whip typically has 
  tiny metal blades and barbs in its braided leather 
  strands, making it a weapon suitable for combat. 
  Whip, Basic. This leather whip is too long to be 
  functional with the weighty additives that enhance a 
  normal combat whip. It is still useful in battle, 
  providing a 15-foot reach, rather than the normal 10. 
  And in a pinch, a basic whip can substitute for a 15-
  foot rope. Creatures wearing armor (or with natural 
  armor) have resistance to the damage inflicted by a 
  basic whip. 
  Because of the time required to draw back the 
  entire length for another swing, you can attack only 
  once with this weapon when you use an action, bonus 
  action, or reaction, regardless of the number of attacks 
  you can normally make. Stowing a basic whip is a 
  timely process of coiling, taking an action and 
  requiring both hands. 
  Yklwa. This primitive war spear has a broad 
  stone head, up to 18 inches long and sharp along its 
  entire length. Because of its large head, the weapon is 
  not sufficiently balanced to throw at the same range as 
  a normal spear. 
   
  IMPROVISED WEAPONS 
  An improvised weapon includes any object you can 
  wield in one or two hands, such as a heavy rock, a 
  writing quill, or a small table. 
  Often, an improvised weapon closely resembles 
  an actual weapon and can be treated as such. For 
  example, a table leg is akin to a club. At the DM’s 
  option, a character proficient with a weapon can use a 
  similar object as if it were the weapon and use his or 
  her proficiency bonus. 
  An object that bears no resemblance to a weapon 
  deals 1d4 damage (the DM assigns a damage type 
  appropriate to the object). If a character uses a ranged 
  weapon to make a melee attack, or throws a melee 
  weapon that does not have the thrown property, it also 
  deals 1d4 damage. An improvised thrown weapon has 
  a normal range of 20 feet and a long range of 60 feet. 
   
  DM’S CORNER: IMPROVISING TYPES 
  A handful of monsters are particularly affected by (or 
  resistant to) different damage types. Likewise, some 
  situations call for different damage types; if trapped in 
  a net, you might be better served by having a slashing 
  weapon in-hand than a bludgeoning weapon. 
  Sometimes, using a damage type does more than 
  reduce efficiency, it can be downright dangerous! A 
  black ooze struck by a slashing attack splits into 
  multiple enemies! 
  The improvised weapons rules may apply when 
  using a weapon in a way that it wasn’t intended, like 
  trying to get a different damage type from it. The DM 
  decides which of two forms applies based on the 
  weapon and the situation. 
  The first use is “intended.” In this case, the 
  weapon’s intended striking surfaces cover multiple 
  damage types; it’s listed damage type simply reflects 
  the most efficient use for the weapon. An “intended” 
  attack can apply the user’s proficiency bonus on the 
  to-hit roll because it is “similar to [identical to] an 
  actual weapon.” Because this is not the most efficient 
  use of the weapon, the DM should reduce the damage 
  die size by one. Common damage die sizes are, in 
  descending order: 1d12 (or 2d6), 1d10, 1d8 (or 2d4), 
  1d6, and 1d4. 
  The second type of off-use constitutes a true 
  “improvised” weapon attack. Such attacks employ 
  unintended striking surfaces and are often quite 
  awkward. A truly “improvised” attack is so far from 
  the weapon’s intended application that it cannot 
  benefit from a proficiency bonus. The damage is 
  usually 1d4, bearing no resemblance to a real weapon 
  attack, but the DM can increase the damage die size 
  for a particularly large or clever use. If the weapon is 
  magical, the DM should usually not allow its magical 
  benefits to apply to a truly improvised use. 
  For example, a longsword most efficiently attacks 
  with its long, slashing edge. But the weapon also has a 
  piercing tip intended for use in battle. Improvising 
  
  41 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  piercing damage is an “intended” use and should 
  include the user’s proficiency bonus. But the damage 
  should probably be reduced to 1d6 (piercing). To make 
  a bludgeoning attack with the longsword’s pommel, 
  the improvised attack would not benefit from a 
  proficiency bonus and would inflict a mere 1d4 
  (bludgeoning) damage. 
   
  MODIFICATIONS 
  Some weapons and armor have additional features 
  based on their unique construction or alteration. 
   
  ALTERNATIVE MATERIALS 
  These rules address armaments crafted with alternate 
  materials or techniques. 
   
  BRONZE ARMAMENTS 
  Aside from ceremonial uses, bronze weapons and 
  armor tend to appear only in cultures where iron is rare 
  but copper and tin are not. Bronze armor is sometimes 
  worn by poor knights, those who need to keep up 
  appearances by wearing plated armor but cannot 
  afford the real thing. 
  A suit of splint, plate, half plate, or a breastplate 
  can be made with bronze instead of iron. Bronze is 
  softer than iron and a bit less protective when used to 
  make armor. Bronze manufacture therefore reduces 
  the armor’s protection by 1 point. 
  Any piercing- or slashing-damage weapon or 
  ammunition normally made wholly (or mostly) with 
  iron can instead be made with bronze. Bronze weapons 
  have trouble holding a sharp edge. This applies a –1 
  penalty to damage rolls when using the weapon or 
  ammunition. 
  Any bronze-made armament costs three-quarters 
  of the price for a normal iron-made version. 
   
  ERSATZ ARMAMENTS 
  Some primitive cultures lack the tools and techniques 
  to fashion armaments out of metal, treated leather, and 
  similar high-grade materials. For others, such 
  materials are too rare or expensive to acquire. Such 
  societies often turn to alternative—particularly non-
  metal—materials to construct their armor and 
  weapons. 
  Ersatz armor materials are often taken from fierce 
  armored monsters like bulettes or braxats; they include 
  plate segments cut from armored shells, carefully 
  interwoven and reinforced rings of tough cartilage, or 
  hard lacquered scales. Additional connective materials 
  include bone, cord, and cured plant byproducts. Ersatz 
  weapons are made of similar materials as well as 
  obsidian, bone, wood, horn, antler, stone, and crystal. 
  Almost any normal armor or weapon can be made 
  of alternative materials, even those not normally 
  crafted from metal. Weapons that have the charging or 
  ammunition weapon properties cannot be made with 
  ersatz materials, but their ammunition can be. 
  Ersatz armaments cost half their normal, listed 
  prices. Such gear initially performs as well as the real 
  thing, but its fragility is quickly exposed if used for 
  any significant period. Each piece of ersatz equipment 
  is burdened with the ersatz armor property or the ersatz 
  weapon property. 
   
  SILVERED WEAPONS 
  A skilled smith can add silver components to the 
  striking surfaces of a weapon without degrading the 
  weapon’s performance. You can silver a single 
  weapon for 100 gp (or 1 piece of ammunition for 10 
  gp), allowing it to affect normally any creatures that 
  are immune to or resistant to damage from non-silver 
  weapons. This cost represents not only the price of the 
  silver, but the time and expertise needed to add silver 
  to the weapon without making it less effective. 
  DM’s Corner. A skilled smith should be able to 
  add other minerals to weapons for about 95 gp. 
  Alternately, a character can perform the craft herself 
  in about 19 days using smith’s tools. This is useful if 
  the characters ever encounter a source of raw 
  adamantine. 
  It might also be useful if you employ monsters 
  with new and exotic immunities, resistances, or 
  vulnerabilities.  Perhaps you use fey creatures that are 
  vulnerable to cold iron or your shadowlands monsters 
  are resistant to nonmagical attacks not made from 
  jade-infused weapons. 
  Whatever the case, the players should have to 
  supply or purchase the raw materials needed, in 
  addition to the smith’s fee. It requires about 1 pound 
  of the metal (or 10 standard gemstones) to integrate 
  with a weapon’s striking surfaces. The process 
  
  42 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  includes replacing, coating, or alloying the existing 
  metal components. 
  The Trade Goods (Trade Bars) chart above shows 
  the value per pound for some well-known metals. For 
  example, to make a weapon “adamantine” costs 345 
  gp (95 gp in labor + 250 gp in materials). 
   
   
  VARIANT: SILVER BULLETS 
  Sling bullets and firearm loads are simply molded 
  lumps of metal. Although the melting temperature 
  of silver is much higher than that of lead, crafting 
  silver bullets is mostly just a matter of filling molds 
  with molten metal. 
  With this optional rule, sling bullets and 
  firearm loads of pure silver can be made for a much 
  lower cost than other silver ammunition. When 
  silver weapons are really needed, having the 
  adventurers collect silver and craft their own 
  ammunition can add a compelling element to the 
  game. 
  Crafting a batch of 20 leaden-type sling bullets 
  requires 75 silver coins (or 1.5 pounds weight) in 
  material, beyond the normal cost to craft the 
  ammunition. Under this system, the added cost 
  does not increase the ammunition’s market value 
  for the purposes of crafting time. This means the set 
  of 20 sling bullets can be made in about half an hour 
  using smith’s tools. 
  Firearm loads are weightier, require more 
  precise measurement, and are harder to craft. A 
  batch of 10 ball or shot loads requires 100 silver 
  coins (or 2 pounds weight) in material, beyond the 
  normal cost to craft the ammunition. A set of 10 
  early firearm loads can be made using jeweler’s 
  tools in about 5 hours. Using advanced firearm 
  crafting techniques with a gun repair kit, this takes 
  only 1 hour. 
   
   
  MASTERWORK ARMAMENTS 
  Masterwork armaments are finely-built examples of 
  arms and armor, so exceptional that they warrant 
  special rules related to their enhanced effectiveness. 
  Masterwork armaments each take on a bonus property, 
  selected from a limited list. 
  Masterwork armaments are originally crafted as 
  such; a weapon or suit of armor cannot be made 
  masterwork after its creation. Masterwork armaments 
  take on a slightly different shape or construction to 
  justify their enhanced features, and are obviously of 
  superior craftsmanship. The DM should moderate the 
  design of any masterwork armaments to ensure that 
  the additional property or modification makes sense as 
  applied. 
   
   
  WHY NOT +1? 
  A previous edition gave masterwork weapons and 
  armor a mundane +1 bonus, as though they were 
  magical items. Various homebrew products suggest 
  the same. 
  This product does not use that method because 
  of the “bounded accuracy” design of the Fifth 
  Edition rules. Doing so makes it too easy for 
  players to access +1 weapons and armor. Once a 
  certain wealth threshold is reached, the players 
  would make all their armaments masterwork; such 
  a system would allow players to slightly transcend 
  the bounded accuracy range on each of their 
  weapon attacks and when defending against all 
  enemy attacks. 
  More than this, the ability to customize the 
  function of weapons or armor is far more 
  interesting than adding a simple +1 bonus. 
   
    
  ARMOR 
  A masterwork suit of armor has 1 additional armor 
  property that the armor does not already possess: 
  Any masterwork suit of armor can add the 
  absorbent, efficient, enclosed, layered, lightweight, 
  quick-escape, or reinforced armor property. 
  A masterwork suit of heavy armor may instead 
  add the hardened armor property. 
  A masterwork buckler, pavise, shield, or tower 
  shield can only add the hardened or lightweight armor 
  property. 
   
  WEAPONS 
  A masterwork weapon has 1 additional weapon 
  property that the weapon does not normally possess: 
  Melee weapons may add the alternate (one type), 
  deadly, defensive, disarming, fine, high-critical, or 
  tripping property. If it already has the thrown property, 
  it may instead add accurate or aerodynamic. 
  
  43 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  If it does not have the two-handed property, a 
  melee weapon that normally inflicts 1d6 or more 
  damage can instead be made versatile, increasing the 
  normal damage die by one size or half size, as 
  appropriate. (A 1d6 becomes a 1d8. A 1d8+1 becomes 
  a 1d10+1. A 2d4 becomes a 2d5. And so on.) 
  Ammunition or charging weapons may only add 
  accurate, aerodynamic, deadly, fine, or high-critical. 
  PRICING 
  A masterwork suit of light or medium armor costs 150 
  gp more than a standard version, as does a masterwork 
  shield of any sort. A masterwork suit of heavy armor 
  or a masterwork weapon costs an additional 300 gp. 
  Crafting a masterwork armament requires 
  proficiency with the appropriate artisan’s tools 
  (leatherworker’s tools, smith’s tools, or woodcarver’s 
  tools) and additional crafting time as indicated by the 
  item’s increased market value. 
  Masterwork armaments are recognized as true 
  works of art by skilled warriors and artisans, and as 
  such can be resold (to the right buyer) for full value. 
   
  ORNAMENTED ARMAMENTS 
  Armor and weapons are sometimes ornamented. This 
  might mean the addition of precious metals and 
  gemstones or intricate inlays and engraving. It takes a 
  skilled smith, one proficient with smith’s tools (and 
  jeweler’s tools, in the case of adding gemstones), to 
  create such ornamentation without making the 
  armament less effective. 
  The value of ornamentation varies based on the 
  techniques and materials applied. If at least 50 gp of 
  ornamentation is added to a weapon or suit of armor, 
  the item becomes a work of art and can be resold for 
  its full value—i.e., the full value of the armament plus 
  the full additional value spent for ornamentation. If 
  less than 50 gp of ornamentation is applied, the resell 
  value is equal to half the armament’s value plus the 
  full additional value spent for ornamentation. 
   
  MISCELLANEOUS SYSTEMS 
  This section provides updates to the standard feats and 
  proficiency availability, as they relate to armaments, 
  as well as some additional variant rules. 
   
  FEAT MODIFICATIONS 
  The following feats get updates in contemplation of 
  the new armaments available. 
   
  DUAL WIELDER 
  The +1 bonus to Armor Class from this feat applies 
  while wielding a dual weapon. 
   
  CROSSBOW MASTER 
  A repeating hand crossbow qualifies as a hand 
  crossbow for use with this feat. 
   
  GREAT WEAPON MASTER 
  The damage-boosting use of this feat, the one that 
  requires a heavy weapon, can only be used with a two-
  handed heavy weapon or with a versatile heavy 
  weapon wielded in both hands.  
   
  POLEARM MASTER 
  All weapons charted under the term “polearm” and all 
  weapons from the Extra Polearms exotic list 
  (including hybrid polearms) qualify for both functions 
  of this feat. There are a couple of exceptions and 
  modifications. 
  The ahlspiess, partisan, pike, and nagaeyari do not 
  qualify for the function that allows a butt attack with a 
  bonus action, nor do any hybrid polearms based on 
  them. These weapons are too long for such adroit 
  manipulation. 
  When using a bonus action to attack with the butt 
  of a getsugasan, gythka, or lajatang (double-ended 
  polearms), the damage is 1d8 slashing rather than 1d4 
  bludgeoning. 
   
  SHARPSHOOTER 
  This feat cannot increase the damage of new weapons 
  with damage ratings of 1 or 1d2, nor with items that 
  do not normally inflict damage, like the lasso. 
   
  SHIELD MASTER 
  A buckler cannot support any of the features of this 
  feat. A tower shield cannot be used to bash and it 
  cannot add its shield bonus to Dexterity saving throws. 
  (It already provides a similar benefit.) 
   
  
  44 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  CLASS AND RACE PROFICIENCIES 
  Some classes and racial features provide access to 
  specific weapon proficiencies rather than the entire 
  range of simple or martial weapons. In many cases, 
  new weapons are so similar to these classes’ individual 
  proficiencies that it makes sense to include them. 
  The 
  following 
  weapon 
  proficiencies 
  are 
  additional to the class or racial feature’s existing 
  proficiencies. Note that this list includes exotic 
  weapons that might not be allowed in your game. 
   
  CLASS PROFICIENCIES 
   Class 
  Proficiency Additions 
  Bard 
  Cutlass, epee, hand repeating 
  crossbow, koyumi, quadrens, 
  repeating koyumi, saber, sword cane 
  Druid 
  Ankus, bo, crook, fustibalus, hanbo, 
  jisho, kaiken, kama, kunai, knobkerrie, 
  liturgical mace, poison dagger, ritiik, 
  short spear, short hooked spear, 
  shotel, scythe, shuriken, throwing 
  dagger, trombash, weighted spear, 
  uchine, wooden stake, yari 
  Monk 
  Bhuj, clawed gauntlet, flail staff, 
  spiked chain (These “monk weapons” 
  are all useable with the Martial Arts 
  class feature. Proficiency with these 
  weapons is gained by a character that 
  multi-classes into the monk class.) 
  Rogue 
  Cutlass, epee, hand repeating 
  crossbow, koyumi, quadrens, 
  repeating koyumi, saber, slungshot, 
  sword cane 
  Sorcerer 
     & 
     wizard 
  Bo, crook, fustibalus, jisho, kaiken, 
  kunai, light repeating crossbow, 
  poison dagger, shuriken, teppoyumi, 
  throwing dagger, wooden stake 
   
  RACE AND SUB-RACE PROFICIENCIES 
   Racial Feature 
  Proficiency Additions 
  Drow Weapon 
     Training 
  Cutlass, epee, hand repeating 
  crossbow, kotsurugi, koyumi, 
  quadrens, repeating koyumi, 
  saber, sword cane 
  Dwarven Combat 
     Training 
  Daiono, hatchet, kidzuchi, 
  masakari, maulaxe, nata, ono, 
  otsuchi, tongi, urgrosh, 
  waraxe 
  Elf Weapon 
     Training 
  Composite daikyu, composite 
  hankyu, composite longbow, 
  composite shortbow, daikyu, 
  estoc, gladius, hankyu, 
  ninjaken, tachi 
   
  LONGER LANCES 
  The following optional rules provide interesting 
  complexities to mounted lance use. 
   
  VARIANT: UNHORSING 
  A successful attack from a charging lancer against a 
  mounted target has a chance to dismount the target. 
  To unseat another rider, a lance user must ride at 
  least 20 feet in a direct line toward the target, doing so 
  during the same turn and immediately prior to 
  attacking with a lance. The attacker’s mount must also 
  be larger in size than the enemy rider. (It does not need 
  to be larger than the enemy mount.) 
  If the lance attack is successful, the enemy rider 
  must make a Strength saving throw against a DC of 10, 
  or the damage inflicted by the attack, whichever is 
  higher. A rider using a military saddle has advantage 
  on this saving throw. A rider with an exotic strap 
  saddle succeeds automatically. 
  If the check fails, the enemy rider falls to the 
  ground suffering 1d6 falling damage and landing 
  prone in a place determined by the DM. A flying rider 
  instead takes damage based on its actual falling 
  distance. An underwater rider sinks to the ground but 
  does not take falling damage. 
  If two characters are jousting one another in a 
  formal event, rather than during the confusion of 
  combat, both riders roll their lance attacks 
  simultaneously. It is possible that both riders fall under 
  such circumstances. 
   
  VARIANT: MOUNT SIZES 
  The standard lance sizes are meant for use with Large 
  mounts like horses. Using a combat lance or a jousting 
  lance one-handed from the back of a Medium size 
  creature (like a mastiff) applies disadvantage to the 
  weapon’s attack rolls. The size and bulk of the combat 
  
  45 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  lance and jousting lance make them too unwieldy to 
  use effectively from the back of such a small mount. 
  This penalty does not apply if the lancer is wielding a 
  light combat lance or light jousting lance. 
   
   
   
   
  
  46 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  PART 3: GEAR
  This part addresses the equipment that doesn’t fall into 
  the armor or weapon categories, the so-called “utility” 
  gear. It covers “adventuring gear” and “tools” as well 
  as “mounts and vehicles,” expanding these categories 
  as they are found in the Player’s Handbook. 
   
  DM’S CORNER: IS INVENTORY  
  MANAGEMENT REALLY NEEDED? 
  Some campaigns simply ignore the rules for 
  encumbrance and the management of equipment. 
  Overlooking these standard rules is a particularly 
  useful approach for new players and DMs. 
  In such campaigns, characters can tote any 
  amount of weight and are only penalized if the DM 
  believes, in some abstract sense, that their gear is too 
  cumbersome. Treasure gets recorded on a list until it 
  can be divided and no one worries about who carries it 
  unless the treasure is particularly bulky. 
  Likewise, whatever weapons a character wants to 
  use are automatically in-hand when needed; no time or 
  actions (no “interactions with the environment”) are 
  required to switch between weapons or to find potions 
  in a backpack. Only the action needed to use the 
  thing—the weapon or potion—is tracked. 
   
  ADVENTURING GEAR 
  What was previously one category is broken down into 
  several subcategories here. The largest is called 
  “general” adventuring gear. Specific subcategories are 
  separated out, including equipment packs, containers, 
  ammunition, magical implements, alchemical brews, 
  herbal brews, and poisons. 
   
  ADVENTURING GEAR (GENERAL) 
  The general subcategory of adventuring gear covers 
  miscellaneous items, things that characters of all types 
  might want to carry on their adventures, but do not fall 
  easily into other subcategories. 
   
  DESCRIPTIONS 
  Adventuring gear from the “general” subcategory is 
  described below. 
  Abacus. A rectangular frame with beads that slide 
  on rows of string or wire. This tool is used for tracking 
  large sums and performing arithmetical functions. 
  Ascender. A clasp on this small tool attaches to a 
  harness while the other end is clipped to a rope. A 
  locking set of gears within the device allow the rope to 
  pass through it unhindered in one direction, but will 
  clamp down on the rope, preventing its movement, if it 
  moves the other direction. This allows a character to 
  climb a rope without fear of falling or sliding back 
  down the rope. It also allows the character to stop 
  climbing a rope and use both hands for something else 
  without falling. An ascender can be unlocked with an 
  action or bonus action, allowing the rope to pass freely 
  in either direction. 
  Ashiaro. These wood-cut soles attach to the 
  bottom of normal footwear. Each set is carved to leave 
  a different set of tracks. The tracks can be that of an 
  animal or of a larger or smaller humanoid, perhaps a 
  child. When moving at half speed, a character wearing 
  ashiaro can attempt a Dexterity (Deception) check to 
  leave convincing tracks. (This is a non-standard 
  pairing of an ability and a skill.) A Wisdom (Survival) 
  check made to follow or identify the tracks recognizes 
  the tracks as fake if it equals or exceeds the wearer’s 
  check. 
  Ball Bearings (Bag of 1,000). Ball bearings are 
  tiny metal balls spilled to create a distraction and a 
  hazard in the affected area. As an action, you can spill 
  the ball bearings from their pouch to cover a level, 
  square area that is 10 feet on a side. A creature moving 
  across the covered area must succeed on a DC 10 
  Dexterity saving throw or fall prone. A creature 
  moving through the area at half speed doesn’t need to 
  make the save. 
  Ball Bearings, (Box of 10,000). This wooden box 
  has multiple compartments with sliding doors, and a 
  complex internal mechanism. The contraption has two 
  functions. Ball bearings can be distributed from it 
  manually; each action used can pour bearings to fill a 
  square area that is 10 feet on a side. The box holds 
  enough balls to cover 10 such areas. Alternately, the 
  contraption can be placed on a flat surface and 
  deployed using a plunger. This requires a single 
  action. Activation by the plunger opens a series of 
  
  47 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  spouts, sending ball bearings flooding out in all 
  directions. The ball bearings cover a 15-foot radius 
  area around the square that contains the box. If the 
  covered area is level, a creature moving across it must 
  succeed on a DC 10 Dexterity saving throw or fall 
  prone. A creature moving through an affected area at 
  half speed doesn’t need to make the save. 
  Banner, Flag, or Pennant. A cloth square, 
  rectangle, triangle, or similar shape, often used to as 
  a point of identity based on its color, shape, markings, 
  or other adornments. These typically bear complex 
  signs of heraldry, the lore of which can be identified 
  with an Intelligence (History) check. 
  Bedroll. A blanket and bedding suitable for one 
  person to sleep on and small enough to be rolled up 
  and tied into a cylindrical bundle. 
   
  ADVENTURING GEAR (GENERAL, PART 1) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Abacus 
  2 gp 
  2 lb. 
   
  Crowbar 
  2 gp 
  5 lb. 
  Ascender 
  4 gp 
  — 
   
  Diver’s kit 
  5 gp 
  4 lb. 
  Ashiaro 
  3 gp 
  1/2 lb. 
   
  Doka 
  1 gp 
  1 lb. 
  Ball bearings (bag of 1,000) 
  1 gp 
  2 lb. 
   
  Ear trumpet 
  2 gp 
  1 lb. 
  Ball bearings (box of 10,000) 
  11 gp 
  21 lb. 
   
  Earplugs 
  1 sp 
  — 
  Banner, flag, or pennant 
  1 gp 
  3 lb. 
   
  Filtered mask 
  8 gp 
  1 lb. 
  Bedroll 
  1 gp 
  7 lb. 
   
  Fire kit 
  4 cp 
  1 lb. 
  Bell 
  1 gp 
  — 
   
  Fishing Tackle 
  1 gp 
  4 lb. 
  Bell kit 
  12 gp 
  3 lb. 
   
  Glass breaker’s kit 
  15 gp 
  2 lb. 
  Blanket 
  5 sp 
  3 lb. 
   
  Goggles 
  2 gp 
  — 
  Block and tackle 
  1 gp 
  5 lb. 
   
  Grappling hook 
  2 gp 
  4 lb. 
  Book 
  25 gp 
  5 lb. 
   
  Grooming kit 
  5 sp 
  1 lb. 
  Book, code 
  35 gp 
  5 lb. 
   
  Hacksaw 
  10 gp 
  2 lb. 
  Book, lore 
  30 gp 
  5 lb. 
   
  Hammer 
  1 gp 
  3 lb. 
  Caltrops (bag of 20) 
  1 gp 
  2 lb. 
   
  Hammer, muffled 
  4 gp 
  4 lb. 
  Caltrops (box of 200) 
  11 gp 
  21 lb. 
   
  Hammer, sledge 
  2 gp 
  10 lb. 
  Candle 
  1 cp 
  — 
   
  Harness 
  3 gp 
  2 lb. 
  Chain (10 feet) 
  5 gp 
  10 lb. 
   
  Hourglass 
  25 gp 
  1 lb. 
  Chalk (1 piece) 
  1 cp 
  — 
   
  Hunting trap 
  5 gp 
  25 lb. 
  Climber’s kit 
  25 gp 
  12 lb. 
   
  Ink (1-ounce bottle) 
  10 gp 
  — 
  Clothes 
   
   
   
  Ink, invisible (1-ounce bottle) 
  15 gp 
  — 
     Camouflage 
  10 gp 
  3 lb. 
   
  Ink pen 
  2 cp 
  — 
     Cold weather 
  4 gp 
  6 lb. 
   
  Ladder (10-foot) 
  1 sp 
  25 lb. 
     Common 
  5 sp 
  3 lb. 
   
  Lamp 
  5 sp 
  1 lb. 
     Costume 
  5 gp 
  4 lb. 
   
  Lantern, bullseye 
  10 gp 
  2 lb. 
     Disguise 
  10 gp 
  2 lb. 
   
  Lantern, candle 
  2 gp 
  1 lb. 
     Fine 
  15 gp 
  6 lb. 
   
  Lantern, hooded 
  5 gp 
  2 lb. 
     Peasant 
  5 cp 
  2 lb. 
   
  Lantern, lighting rig 
  45 gp 
  10 lb. 
     Traveler’s 
  2 gp 
  4 lb. 
   
  Loadstone 
  1 gp 
  — 
  Coin grinder 
  4 gp 
  1/2 lb. 
   
  Lock 
  10 gp 
  1 lb. 
  Cord, weapon 
  2 gp 
  — 
   
  Lock, fine 
  50 gp 
  1 lb. 
  Crampons 
  4 gp 
  1 lb. 
   
  Magnifying glass 
  100 gp 
  — 
   
  
  48 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  ADVENTURING GEAR (GENERAL, PART 2) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Manacles 
  2 gp 
  6 lb. 
   
  Scale, merchant’s 
  5 gp 
  3 lb. 
  Manacles, fine 
  50 gp 
  4 lb. 
   
  Sealing wax 
  5 cp 
  — 
  Mantlet 
  80 gp 
  70 lb. 
   
  Shikaro 
  6 gp 
  1 lb. 
  Map, area 
  5 gp 
  — 
   
  Shovel 
  2 gp 
  5 lb. 
  Mess kit 
  2 sp 
  1 lb. 
   
  Signet ring 
  5 gp 
  — 
  Mirror, steel 
  5 gp 
  1/2 lb. 
   
  Slate board 
  5 cp 
  — 
  Oil (1-pint flask) 
  1 sp 
  1 lb. 
   
  Snorkel 
  5 cp 
  1 lb. 
  Oil (80-pint cask) 
  8 gp 
  100 lb. 
   
  Snow shoes or skis 
  2 gp 
  3 lb. 
  Oil can (pump) 
  6 gp 
  1 lb. 
   
  Soap 
  2 cp 
  — 
  Paper (one sheet) 
  2 sp 
  — 
   
  Spikes, iron (10) 
  1 gp 
  5 lb. 
  Parchment (one sheet) 
  1 sp 
  — 
   
  Sprayer 
  6 gp 
  3 lb. 
  Perfume (vial) 
  5 gp 
  — 
   
  Spyglass 
  1,000 gp 
  1 lb. 
  Periscope 
  8 gp 
  1 lb. 
   
  Spyglass, compact 
  600 gp 
  1/2 lb. 
  Pick, miner’s 
  2 gp 
  10 lb. 
   
  Stretcher, folding 
  6 gp 
  5 lb. 
  Piton 
  5 cp 
  1/4 lb. 
   
  String or twine (50 feet) 
  1 sp 
  1 lb. 
  Sheath, concealed 
  4 gp 
  — 
   
  Swim bladders 
  3 gp 
  1 lb. 
  Sheath, false bottom 
  12 gp 
  — 
   
  Tate 
  35 gp 
  35 lb. 
  Sheath, poison 
  10 gp 
  — 
   
  Tent 
   
   
  Pole (10-foot) 
  5 cp 
  7 lb. 
   
     Pavilion 
  30 gp 
  350 lb. 
  Pole, collapsible (10-foot) 
  5 gp 
  5 lb. 
   
     Six-person 
  5 gp 
  100 lb. 
  Raiment repair kit 
  2 gp 
  1 lb. 
   
     Two-person 
  2 gp 
  20 lb. 
  Rain catcher 
  1 gp 
  5 lb. 
   
  Tinderbox 
  5 sp 
  1 lb. 
  Ram, portable 
  4 gp 
  35 lb. 
   
  Torch 
  1 cp 
  1 lb. 
  Rations (1 day) 
  5 sp 
  [1 lb.] 
   
  Torch, signal 
  1 sp 
  1 lb. 
  Rations, compact (1 day) 
  2 gp 
  1/2 lb. 
   
  Water clock 
  1,000 gp 
  100 lb. 
  Robes 
  1 gp 
  4 lb. 
   
  Water shoes 
  4 gp 
  4 lb. 
  Robes, fine or silk 
  50 gp 
  3 lb. 
   
  Weaponblack 
  1 gp 
  — 
  Rope, hempen (50 feet) 
  1 gp 
  10 lb. 
   
  Whetstone 
  1 cp 
  1 lb. 
  Rope ladder, hempen (50 feet) 
  3 gp 
  24 lb. 
   
  Whistle, animal 
  2 gp 
  — 
  Rope ladder, silk (50 feet) 
  26 gp 
  12 lb. 
   
  Whistle, signal 
  5 cp 
  — 
  Rope, silk (50 feet) 
  10 gp 
  5 lb. 
   
  Winch 
  7 gp 
  5 lb. 
  Saw 
  3 gp 
  5 lb. 
   
   
   
   
   
  Bell. A bell is a metal cup, often with a handle or 
  hook opposite the open end. When struck, the bell 
  makes a resonating note. The typical configuration 
  includes an internal striker attached to the interior 
  such that the bell sounds whenever it is moved. 
  Bell Kit. A bell kit is a long, thin string to which 
  is attached a series of tiny bells and several delicate 
  tripods that hold the string about 6 inches off the 
  ground. Each bell kit is about 20 feet long. A single kit 
  can be strung across a hallway to provide a warning 
  system or a series of kits can encircle a campsite to 
  add a ring of security. Alternately, a bell kit can be 
  strung over a pile of equipment to warn of tampering. 
  Ideally, the kit is hidden among foliage or otherwise 
  disguised. 
  It takes one minute to put a bell kit in place. The 
  resulting trap is triggered when someone crosses the 
  line or interacts with something the bell kit covers, 
  causing the bells to ring gently. The ringing can be 
  easily heard up to 30 feet away. An intelligent creature 
  may spot the trap with a Wisdom (Perception) check, 
  the DC of which is 10, or 12 if the line is somehow 
  
  49 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  concealed or camouflaged. Success allows the line to 
  be easily bypassed. 
  Blanket. A heavy blanket, usually made of wool, 
  often added to a bedroll when sleeping in chilly 
  outdoor climates. 
  Block and Tackle. A set of pulleys with a cable 
  threaded through them and a hook to attach to objects. 
  A block and tackle allows you to hoist up to four times 
  the weight you can normally lift. 
  Book. A book might contain poetry, historical 
  accounts, information pertaining to a field of lore, 
  diagrams and notes on tinkerer’s contraptions, or just 
  about anything else that can be represented using text 
  or pictures. Or it can be blank. Books purchased in 
  this form may be entertaining or informational but 
  apply no game mechanics to benefit the reader. The 
  paper is of insufficient quality for the book to be used 
  as a spellbook. 
  Book, Code. This book contains a code necessary 
  for decoding certain messages. Such books are 
  created or purchased in pairs for use in covert affairs. 
  A letter can be encoded using the code key in one of 
  the pair of books and decoded elsewhere using the 
  other. Often such books are disguised as books of 
  another sort, their code keys hidden among otherwise-
  innocuous text. 
  Book, Lore. A book of lore contains a wealth of 
  information upon a specific subject, helpfully indexed 
  and often illustrated as well. A lore book is created in 
  one of several forms: arcana, history, nature, or 
  religion. Alternately, a lore book may pertain to a 
  specific craft or trade. A character that spends 1 minute 
  consulting a relevant lore book has advantage on any 
  Intelligence check to recall lore of that type, made at 
  the end of the consultation. This book does not apply 
  its benefit if the DC for the check is higher than 15; 
  higher DCs indicate information that is too rare or 
  esoteric to be found in a reference book. 
  Caltrops (Bag of 20). These large metal jacks 
  have sharpened points designed to harm anyone that 
  steps on them. When scattered over the ground, they 
  create a significant hazard. As an action, you can 
  spread a bag of caltrops to cover a square area that is 
  5 feet on a side. Any creature that enters the area must 
  succeed on a DC 15 Dexterity saving throw or stop 
  moving this turn and take 1 piercing damage. Taking 
  this damage reduces the creature’s walking speed by 
  10 feet until the creature regains at least 1 hit point. A 
  creature moving through the area at half speed doesn’t 
  need to make the save. 
  Caltrops (Box of 200). This wooden box has a 
  hatch on one end and a complex internal mechanism. 
  The contraption has two functions. Caltrops can be 
  distributed from it manually; each action used to pour 
  the sharpened jacks can cover a square area that is 5 
  feet on a side. The box holds enough caltrops to cover 
  10 such areas. Alternately, the contraption can be 
  placed on the ground, pointed a specific direction, and 
  deployed using a plunger. This requires a single 
  action. Activation by the plunger flings open the 
  spring-loaded contraption, spraying caltrops to land in 
  a square area 15 feet on each side, adjacent to the box. 
  Any creature that enters an affected area must succeed 
  on a DC 15 Dexterity saving throw or stop moving this 
  turn and take 1 piercing damage. Taking this damage 
  reduces the creature’s walking speed by 10 feet until 
  the creature regains at least 1 hit point. A creature 
  moving through the area at half speed doesn’t need to 
  make the save. 
  Candle. A wax taper with a wick that provides a 
  small amount of light when lit. For 1 hour, a candle 
  sheds bright light in a 5-foot radius and dim light for 
  an additional 5 feet. 
  Chain (10 feet). A chain is a length of 
  interconnected metal rings or ovals. It serves many of 
  the same functions as a rope, but is much more 
  durable. A chain has 10 hit points. It can be burst with 
  a successful DC 20 Strength check. 
  Chalk (1 Piece). Chalk is a soft, porous rock, 
  typically sold in the form of small rods. It readily 
  marks rough surfaces with crumbly residue, leaving 
  distinct lines. Chalk is normally white but it can be 
  purchased in other forms, its porous material soaked 
  with dye to allow for writing in specific colors. 
  Climber’s Kit. A climber’s kit comes in a satchel 
  that includes special pitons, boot tips, gloves, and a 
  harness. 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. 
  Clothes, 
  Camouflage. 
  Camouflage 
  is 
  a 
  manipulation of the visual cues that would normally 
  allow the eye to perceive variations in the 
  environment, variations that signal the presence of 
  something out-of-place. Discordant colors and shapes 
  particularly draw the eye; camouflage seeks to mute 
  
  50 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  these effects to maintain concealment. Camouflage 
  clothing is designed to avoid detection, but it applies 
  only in environments the clothing is patterned for. For 
  example, forest-colored camouflage clothing has no 
  benefit in snowy or desert environment. 
  The 
  following 
  rule 
  applies 
  generally 
  to 
  camouflage methods. When a creature would suffer 
  disadvantage on a Dexterity (Stealth) check because 
  its appearance starkly contrasts its background, such 
  as while hiding in a snowy field, the use of camouflage 
  can negate this disadvantage. Likewise, if a creature 
  attempting a Wisdom (Perception) check would gain 
  advantage for the same reason, the advantage is 
  negated by the camouflage. Effective camouflage 
  operates to prevent game mechanics from penalizing 
  someone or something for a failure to blend in. It is not 
  intended to provide additional benefits to a hiding 
  person for comparisons of Stealth vs. Perception, just 
  negate penalties (and only penalties related to 
  discordant 
  background 
  conditions). 
  The 
  exact 
  application of this effect is left to the Dungeon 
  Master’s discretion, particularly the question of 
  whether the camouflage sufficiently matches the 
  environment and covers enough of the hiding 
  character to be effective. 
  Clothes, Cold Weather. These clothes provide 
  protection from harsh winter weather and cold 
  environments. The wearer can typically operate 
  unhindered in cold climes for longer and with less 
  environmental detriments than could someone 
  wearing lighter clothing. These clothes provide the 
  benefits of cold weather gear, as mentioned on page 
  110 of the Dungeon Master’s Guide. Other benefits of 
  cold weather clothes are left to the Dungeon Master’s 
  discretion. 
  Clothes, Common. A set of common clothes 
  includes simple garments like a tunic or shift, trousers, 
  leggings, a cloak, a belt, simple shoes or boots, and 
  various accessories. Common clothes have no fancy 
  stitching or ornamentation. 
  Clothes, Costume. A costume is a flamboyant set 
  of clothes, typically used in acting productions to 
  portray certain characters. Simple costumes can be 
  interchangeable for various roles, but some costumes 
  are so specific to a character that they cannot be used 
  for any other role. If the role of the costume suits, it 
  can also serve as a disguise when impersonating 
  someone of a specific position like a member of the city 
  watch. 
  Clothes, Disguise. This set of loose clothing is 
  made to be worn over other clothes as a generic 
  disguise. It usually includes clothing that conceals the 
  wearer’s features, like a low-brimmed hat or a hood. 
  A disguise is typically reversible, with one side 
  mimicking the clothing of a beggar and the other 
  appearing to be the clothes of a person from a 
  middling social class, like a modest merchant. To fool 
  pursuers, the disguise can be torn away with a single 
  action and either stowed in a pack or abandoned 
  somewhere out of sight. 
  Clothes, Fine. This set of clothing is crafted with 
  exceptional quality and is probably well-tailored. Fine 
  clothes can be simple and elegant or flashing and 
  ornamental. Fine clothes are the type typically worn 
  by the wealthy class: nobles, prosperous merchants, 
  and important clergy. 
  Clothes, Traveler’s. Traveler’s clothes are like 
  common clothes but made for traveling; cloaks are 
  warmer and hooded, boots are higher and water-
  resistant, mittens or gloves are included. 
  Coin Grinder. This small device looks like a metal 
  cylinder with two halves that can be twisted in 
  opposite directions. The device is used to shave coins, 
  up to ten at a time. It takes one minute to reduce the 
  contained coin or coins to tiny particles. The resulting 
  shavings or powder are suitable for a variety of 
  magical components. For example, the creation of a 
  dose of holy water requires 25 gp worth of silver 
  powder. A character with 250 silver pieces and a coin 
  grinder could convert the coins into suitable 
  components in 25 minutes. 
  Cord, Weapon. A weapon cord is a sturdy hempen 
  cord or leather thong tied securely to the handle of a 
  weapon. The cord is looped at the other end, such that 
  it can be secured to the weapon wielder’s wrist using 
  an action, provided the wielder’s other hand is free to 
  secure it. Once secured, the weapon cannot be 
  disarmed by normal means. If the user drops the 
  weapon, it hangs from the wrist and can be re-gripped 
  on the wielder’s turn, requiring no effort or action to 
  do so. To put the weapon away, the weapon’s wielder 
  must use a free hand to remove the loop from her wrist 
  as an action. 
  Crampons. These spiked metal frames are 
  designed to be worn over the soles of shoes, one on 
  each foot. They help the wearer navigate icy terrain 
  without slipping. The toes of the crampons include 
  longer spikes that can dig into ice walls to aid in 
  
  51 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  climbing. Crampons give the wearer advantage on 
  saving throws and ability checks to prevent falling on 
  ice. They also allow the wearer to climb icy terrain 
  features without applying penalties from the 
  slipperiness of the surface; treat this Strength 
  (Athletics) check as an attempt to climb a normal, non-
  icy surface. 
  Crowbar. A crowbar is a short, sturdy bar with a 
  flat wedge at each end. It is used to apply leverage 
  when trying to pry things open. Using a crowbar grants 
  advantage to Strength checks where the crowbar’s 
  leverage can be applied. 
  Diver’s Kit. This kit contains diving flippers that 
  attach to the feat, a glass-faced rubber diving mask, a 
  snorkel, a short knife, and a diver’s can. A diver’s can 
  is a metal tube about one foot long with an air-tight 
  breathing nozzle and an internal plunger. The device 
  holds enough air to provide a diver with a single 
  lungful of air. As the diver’s period of breath-holding 
  ends, prior to suffocation, the diver can use an action 
  to manipulate the plunger and breath in the contained 
  air. This allows the diver to begin holding her breath 
  again for another number of minutes equal to 1 + her 
  Constitution modifier (minimum of 30 seconds). The 
  diving flippers each require one action to apply or 
  remove to the feet. They allow the swimmer to move 
  more quickly in water than an unaided swimmer; 
  every 2 feet of movement in water requires only 1 
  extra foot of movement. 
  Doka. These items come in various forms, from 
  small tin pots (often called “hand lamps”) to the 
  traditional bamboo tube, sealed at each end. A doka 
  holds live coals, keeping them viable for up to 1 hour. 
  The device is used for lighting fuses or candles. It can 
  also provide heat to warm the hands and body in 
  inclement weather. During the hour that the coals 
  remain live, the bearer of this item gains the benefits 
  of wearing cold weather gear for the purpose of 
  resisting extreme cold. (See page 110 of the Dungeon 
  Master’s Guide.) The device is particularly used to 
  warm the hands prior to performing manual dexterity 
  tasks to prevent coldness from inhibiting the action. 
  Ear Trumpet. This small funnel-shaped device 
  has a small end that fits into the ear and a larger, 
  hollow end to press against a door or wall. The user 
  of an ear trumpet gets advantage to any Wisdom 
  (Perception) check to hear things on the other side of 
  the door or wall, so long as the sources of those sounds 
  are within 15 feet of the other side of the door or wall. 
  Earplugs. Earplugs do not completely block 
  sound, but they can be useful to when attempting to 
  sleep in the presence of disruptive noises. They are 
  also used to resist certain sorts of magical attacks. It 
  takes an action to insert or remove earplugs into the 
  user’s ears. While worn, the user has the deafened 
  condition but sounds are not perfectly disrupted. The 
  wearer has advantage on any saving throw to resist 
  attacks that require the target to hear them. This 
  includes any charm spells that require the target to 
  speak the same language as the caster. 
  Filtered Mask. This layered mask covers the nose 
  and mouth, providing protection against foul air. The 
  wearer receives advantage on Constitution saves to 
  resist inhaled poisons, dust of sneezing and choking, 
  and similarly harmful particles in the air. 
  Fire Kit. This primitive fire-starting kit includes 
  tinder, a wooden block, and a grinding peg. A small 
  bow is used to rapidly turn the grinding peg against 
  the wooden block until the heat ignites tinder placed 
  at its base. It takes 1 minute to light a fire using a fire 
  kit. 
  Fishing Tackle. This includes a wooden fishing 
  rod, silken line, corkwood bobbers, steel fishhooks, 
  lead line-sinkers, intricate flies and lures, and small 
  net traps. 
  Glass Breaker’s Kit. A glass breaker’s kit is used 
  to bypass glass barriers like windows. It includes 
  tarpaper, a glass-cutting tool, and a rubber suction 
  device to quietly remove an incised piece of glass. It 
  takes 1 minute using a glass cutter to cut and remove 
  a circle of glass large enough to reach an arm through. 
  It takes 6 minutes to create a hole large enough to 
  crawl through. (The glass cutter cannot cut glass more 
  than 1 inch thick.) Another tool in the kit, tarpaper, is 
  a roll of cloth that is sticky on one side and used to get 
  through glass quickly and safely. It is a less subtle tool 
  than the glass cutter. It takes one minute to apply 
  tarpaper to an area up to the size of a large window. 
  Thereafter, if the glass is shattered, the tarpaper clings 
  to the glass shards keeping them from flying about and 
  being a danger to nearby persons. 
  Goggles. Goggles come in multiple types, and for 
  various purposes. They are typically employed for 
  blocking wind from entering the wearer’s eyes. 
  Goggles can also be made to negate the glare of 
  sunlight, either using lenses of smoked glass or 
  vertical slits that cover the eyes and block out excess 
  light. Goggles remove disadvantage to Wisdom 
  
  52 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  (Perception) checks related to sight if it was imposed 
  by blowing winds or by bright light. This also helps 
  characters with the Sunlight Sensitivity racial trait, 
  negating the disadvantage on Wisdom (Perception) 
  checks, but not on attack rolls. 
  Grappling Hook. This device has four opposite, 
  hooked prongs at the end of a short metal rod. At the 
  other end of the rod is a loop large enough to tie a rope 
  to. A grappling hook, when properly thrown, carries a 
  rope to the top of a wall or other obstacle. It clings fast 
  to the edge of the impediment, allowing a climber to 
  navigate the obstacle. 
  Securing a grappling hook requires an action and 
  a Dexterity (Athletics) check against a DC of 5, + 2 for 
  every 10 feet of distance the hook is thrown. (This is a 
  non-standard pairing of an ability and a skill.) The 
  maximum height the hook can be thrown is 20 feet, + 
  2 feet per point of the thrower’s Strength. Failing the 
  check by 4 or less means the hook fails to catch and 
  falls back immediately. Failure by 5 or more indicates 
  that the hook holds initially but comes loose after 1d4 
  rounds of supporting weight. The DM rolls the 
  Dexterity (Athletics) check in secret so the thrower 
  does not know if the hook is secure or not; a wise 
  climber, one who has enough time for caution, tests 
  the rope for a bit to make sure the hook is secure. 
  A caught grappling hook can be dislodged from 
  below by flicking the rope. Each attempt requires an 
  action and the same check that would be needed to 
  catch the hook at that height. Success indicates that the 
  grappling hook dislodges and falls. 
  Grooming Kit. This small tin contains combs in 
  various sizes, grooming wax, soaps, and various other 
  tools for maintaining personal cleanliness and 
  grooming. 
  Hacksaw. This small saw is designed to cut 
  through metal, particularly metal bars. It ignores the 
  hardness of most objects its saws through. The saw 
  progresses at a rate of 1 hp per round of sawing. 
  Hammer. This mallet has a broad head, more 
  suitable for utility than war. 
  Hammer, Muffled. The head of this hammer is 
  covered by layers of hardened leather or rubberized 
  cloth. The sound produced by using this tool carries 
  only half the normal distance as a normal hammer. 
  Hammer, Sledge. This heavy hammer is used for 
  demolition rather than construction, particularly for 
  breaking down walls, doors, and other building 
  materials softer than stone. A sledge can also break 
  apart rocks. 
  Harness. A series of straps that surround the 
  wearer with various rings and loops suitable for 
  attaching tools and rope. A character can be 
  suspended comfortably and securely by a harness, 
  allowing her to be hauled up a cliff by her compatriots 
  or lowered into a well. With a bit of adjustment, a 
  harness could instead be attached securely around an 
  inanimate object of about the size of a Small or 
  Medium character. A harness is included in a 
  climber’s kit but it can be purchased separately. 
  Hourglass. An hourglass consists of a wooden 
  frame around two vertically-aligned glass bulbs 
  containing sand. The bulbs are connected by a glass 
  tube that restricts the flow of sand such that it takes 
  one hour for it to pass entirely from one bulb to the 
  other. Marks along the bulb measure the height of the 
  sand at various points, delineating when 1 minute, 10 
  minutes, and 30 minutes have passed since the glass 
  was turned. 
  Hunting Trap. When you set it, this trap forms a 
  saw-toothed steel maw that snaps shut when a 
  creature steps on a pressure plate in the center. 
  Setting a trap requires an action. 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. 
  Ink. Ink is a thin liquid that contains dyes. It is 
  used in combination with an ink pen to write on paper, 
  parchment, or similar materials. Ink is available in a 
  variety of colors, but dark gray or light black is the 
  most common. 
  Ink, Invisible. This ink is visible only for a minute 
  or so when applied. Thereafter, it becomes invisible, 
  leaving no visual or tactile trace of itself. The ink can 
  later be revealed by a method that varies depending 
  on its type. This might be the application of heat, as in 
  holding the paper near a candle, or the application of 
  a chemical wash. 
  
  53 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  Ink Pen. An ink pen is a type of stylus with a sharp 
  tip. It is used to create fine lines and writing with ink 
  of any sort. 
  Lamp. A lamp is a container that holds oil with a 
  wick that is lit like a candle. The simplest versions 
  appear no more complex than a clay bowl with a wick 
  clamped to the lip. More complex lamps have multiple 
  chambers to channel air, to fuel the wick, and to 
  discharge smoke and heat. A lamp casts bright light in 
  a 15-foot radius and dim light for an additional 30 feet. 
  Once lit, it burns for 6 hours on a flask (1 pint) of oil. 
  Lantern, Bullseye. A lantern takes the basic form 
  of a lamp, but with a protective enclosure and glass 
  panels that protect the flame and magnify the light 
  emitted. A set of internal mirrors focuses the light in 
  one direction. A bullseye lantern casts bright light in a 
  60-foot cone and dim light for an additional 60 feet. 
  Once lit, it burns for 6 hours on a flask (1 pint) of oil. 
  Lantern, Candle. This small lantern holds a 
  candle within a protective enclosure of glass panels 
  that protect the flame and magnify the light. A set of 
  internal mirrors focuses the light in one direction. A 
  candle lantern casts bright light in a 10-foot cone and 
  dim light for an additional 10 feet. A candle placed 
  within the mirrored holder, while lit, burns for 1 hour.  
  Lantern, Hooded. A lantern takes the basic form 
  of a lamp, but with a protective enclosure and glass 
  panels that protect the flame and sometimes magnify 
  the light emitted. This lantern has a shuttering system 
  that covers the glass panels to temporarily block the 
  light. A hooded lantern casts bright light in a 30-foot 
  radius and dim light for an additional 30 feet. Once lit, 
  it burns for 6 hours on a flask (1 pint) of oil. As an 
  action, you can lower the hood, reducing the light to 
  dim light in a 5-foot radius. 
  Lantern, Lighting Rig. A lighting rig is a very 
  large lantern, too heavy to carry affectively in one 
  hand for any length of time. These devices are often 
  hung from wagons, ships, and lamp poles in villages. 
  This version has three collapsible legs that, when 
  expanded, stabilize the lighting rig and hold it several 
  feet off the ground. It takes one minute to set up the 
  tripod legs or to break them down. A lighting rig casts 
  bright light in a 60-foot radius and dim light for an 
  additional 60 feet. A lighting rig can hold up to 4 pints 
  of oil at a time. Once lit, it burns for 2 hours per pint 
  of oil. 
  Loadstone. This oblong magnetite is a naturally 
  magnetized stone, typically tied to a string. When hung 
  suspended in the air, the loadstone turns to align with 
  the magnetic poles. Due to inconsistencies in natural 
  magnetization, a lodestone is not infallible. But it does 
  give the user advantage on any Wisdom (Survival) 
  check to determine which way is north. 
  Lock. This device comes in padlock form or is 
  built into a door, case, or similar closure. A key is 
  provided with the lock. Without the key, a creature 
  proficient with thieves’ tools can pick this lock with a 
  successful DC 15 Dexterity check. 
  Lock, Fine. This device comes in padlock form or 
  is built into a door, case, or similar closure. It is a 
  higher-quality version of a normal lock. Two keys are 
  provided with the lock. Without the key, a creature 
  proficient with thieves’ tools can pick this lock with a 
  successful DC 20 Dexterity check. A fine lock has 
  twice the hit points of a normal lock. 
  Magnifying Glass. This lens allows a closer look 
  at small objects. It is also useful as a substitute for flint 
  and steel when starting fires. Lighting a fire with a 
  magnifying glass requires light as bright as sunlight to 
  focus, tinder to burn, and about 5 minutes for the fire 
  to ignite. A magnifying glass grants advantage on any 
  ability check made to appraise or inspect an item that 
  is small or highly detailed. 
  Manacles. Two metal shackles that hold the 
  wrists together, typically behind the back, to prevent 
  the free use of the bound subject’s hands. These 
  restraints can bind a Small or Medium creature. 
  Escaping the manacles requires a successful DC 20 
  Dexterity check. Breaking them requires a successful 
  DC 20 Strength check. Each set of manacles comes 
  with one key. Without a key, a creature proficient with 
  thieves’ tools can pick the manacles’ lock with a 
  successful DC 15 Dexterity check. Manacles have 15 
  hit points. A double set of manacles includes shackles 
  for the ankles, reducing the wearer’s movement speed 
  to 5. The wrist shackles and ankle shackles are 
  typically connected by a common chain. Such sets 
  double the listed cost and weight. 
  Manacles, Fine. These shackles are a sturdier, 
  better-crafted version of normal manacles. These 
  restraints can bind a Small or Medium creature. 
  Escaping fine manacles requires a successful DC 20 
  Dexterity check. Breaking them requires a successful 
  DC 25 Strength check. Each set of fine manacles 
  comes with two keys. Without a key, a creature 
  proficient with thieves’ tools can pick the manacles’ 
  lock with a successful DC 20 Dexterity check. Fine 
  
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  manacles have 30 hit points. A double set of fine 
  manacles includes shackles for the ankles, reducing 
  the wearer’s movement speed to 5. The wrist shackles 
  and ankle shackles are typically connected by a 
  common chain. Such sets double the listed cost and 
  weight. 
  Mantlet. A mantlet is a rolling piece of cover 
  designed to protect approaching troops from the 
  missile fire of entrenched enemies. It consists of two 
  vertical shield planes attached perpendicularly to 
  form an “L” shape. Some mantlets have handles inside 
  the L to help a soldier guide the mantlet forward. Some 
  mantlets have narrow slits at eye level to help the user 
  see and navigate the battlefield. A character behind 
  this awkward device can claim three-quarter cover. 
  When using a battle mat, mark two contiguous sides 
  of the square you are in, forming a right angle. If a 
  straight line drawn from either corner of the unmarked 
  sides of your square to any corner of the attacker’s 
  square touches or passes through one of the marked 
  sides of your square, the mantlet provides three-
  quarter cover. 
  Map, Area. An area map usually applies to a 
  region, like a small kingdom or a large barony. It 
  might also apply to a similarly sized geographical 
  area, like an island or a forest. In addition to 
  designating various points of interest, an area map 
  gives the user advantage on any Wisdom (Survival) 
  checks to accurately navigate the area or to avoid 
  getting lost. 
  Mess Kit. A collection of cookware and eating 
  utensils suitable for camping or eating on the trial. 
  These are usually packaged within a portable, 
  lightweight container. 
  Mirror, Steel. This small, glass plate is backed 
  with polished steel. Its surface is highly reflective, with 
  little distortion. 
  Oil (Flask or Cask). Oil is a viscous, flammable 
  substance used to fuel lamps. It typically comes in a 
  clay flask that holds 1 point or a cask that holds 80 
  pints. As an action, you can splash oil from a flask onto 
  a creature within 5 feet of you or throw it up to 20 feet, 
  shattering it on impact. Make a ranged attack against a 
  target creature or object, treating the oil as an 
  improvised weapon. On a hit, the target is covered in 
  oil. If the target takes any fire damage before the oil 
  dries (after 1 minute), the target takes an additional 5 
  fire damage from the burning oil. You can also pour a 
  flask of oil on the ground to cover a 5-foot-square area, 
  provided that the surface is level. Alternately, you can 
  unstop a cask of oil, causing oil to flow out onto the 
  ground, within two rounds covering an area with a 20-
  foot radius around the cask. If lit, the oil burns for 2 
  rounds and deals 5 fire damage to any creature that 
  enters the area or ends its turn in the area. A creature 
  can take this damage only once per turn. 
  Oil Can (Pump). This metal contraption includes 
  a squeezable handle, a pumping tank, and a long, thin 
  applicator. Squeezing the handle forces a measure of 
  oil out of the applicator, typically to oil axles or 
  similar devices. A primary use for adventurers is to 
  silence the hinges of doors. An oil can holds up to 1 
  pint of oil. 
  Paper. Paper is a very thin, flat sheet or roll of 
  processed wood pulp, often dyed white, used for 
  writing on. Paper is thinner than parchment. 
  Parchment. Parchment is a thin, flat sheet or roll 
  of animal skin, scraped and dried under tension, 
  suitable for writing on. 
  Perfume. This collection of essential oils is 
  formulated for its fragrant properties. Applying one-
  twentieth of the vial to a creature or object causes a 
  pleasant scent to emanate from the affected area for 3 
  hours. Applying double that quantity makes the scent 
  last for 4 hours, but the strength of the scent can 
  become overpowering for some. Perfumes can be 
  purchased in a variety of different scents. 
  Periscope. This tube is bent at right angles at each 
  end, the ends pointing in opposite directions. A set of 
  mirrors inside the bends allow the user to look in one 
  end and see out the other. A periscope allows the user 
  to see around corners or obstacles without exposing 
  herself. 
  Pick, Miner’s. This miner’s tool is good for 
  breaking stone and hard-packed dirt. 
  Piton. Pitons are spikes with eyelets at the butt. 
  They are hammered into cracks in walls, natural or 
  otherwise, to create secure handholds or attach 
  climbing ropes to. 
  Pole. This 10-foot pole is used to test passage 
  walls, ceilings, and floors for traps. Warry 
  adventurers will tap these surfaces as they progress to 
  find hollow areas or hidden pressure plates. 
  Pole, Collapsible. This hollow steel pole is 
  segmented along its 10-foot length. As an action, the 
  pole can be broken down into a more portable form, 
  about 2 feet long. Another action is required to extend 
  
  55 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  the pole to its original length and lock its segments into 
  place. 
  Raiment Repair Kit. This pouch contains sewing 
  needles, patches, scissors, and a variety of different 
  threads. It is used to repair tears in cloth or leather 
  clothes, or other items made of such materials, such as 
  backpacks or boots. 
  Rain Catcher. A leather tarp that forms a basin 
  when stretched over its collapsible wooden frame. 
  This simple device is designed to catch and hold rain 
  water. It has a plugged funnel at the bottom for filling 
  waterskins and other containers. The device can catch 
  2 gallons of drinking water per inch of rainfall. The 
  basin holds up to 8 gallons. 
  Ram, Portable. A portable ram is weighty wooden 
  log with a metal prow and handles on both sides. You 
  can use a portable ram to break down doors. When 
  doing so, you gain a +4 bonus on the Strength check. 
  One other character can help you use the ram, giving 
  you advantage on this check. 
  Rations. Sometimes called “iron rations,” these 
  consist of dry foods suitable for extended travel, 
  including jerky, dried fruit, hardtack, and nuts. System 
  Change: The weight of a day’s rations is changed here 
  to 1 lb. The Player’s Handbook weight of 2 lbs. seems 
  to be a clear typo; that higher weight it is contrary to 
  the rules in other parts of the Player’s Handbook and 
  the Dungeon Master’s Guide and it deviates from the 
  identical weight for rations given in multiple prior 
  editions. 
  Rations, Compact. These expensive rations are 
  much like normal iron rations except that they are 
  made with the lightest, most compact foodstuffs to 
  reduce encumbrance. 
   
   
  DM’S CORNER: STARVATION RULES 
  Although both the Player’s Handbook and Dungeon Master’s Guide insist a whole pound of food is necessary each 
  day, the applied mechanics in the standard rules belie this notion. No penalties apply until a number of days passes 
  without food. That number is 3 + the character’s Constitution modifier, to a minimum of 1. At the end of the day 
  following that period, one level of exhaustion is applied. 
  Remember that a level of exhaustion is removed daily after a long rest, so long as “some food” is consumed. 
  This means an average, healthy human only needs a pound of food every 4 days to operate at peak efficiency so 
  long as nothing else is giving her exhaustion levels during that period. 
  If starvation is a serious, important part of your game, consider the following variant rule. If starvation is not 
  a real danger you employ for serious, dramatic purposes, skip this rule (and maybe don’t track rations at all). 
   
  VARIANT: STRICTER STARVATION 
  This optional rule only matters if starvation is a serious obstacle in your campaign or if a segment of the adventure 
  requires the characters to suddenly start tracking their consumption. For example, the campaign takes place on a 
  barren world where hunting for food is impossible or a part of the adventure has the characters drifting off course 
  in a storm with no land in sight. 
  While a creature can survive on a minimal caloric intake, extended periods of starvation are dangerous and can 
  cause permanent organ damage. The way body physiology changes to adapt to starvation often causes severe 
  complications after food is reintroduced, requiring careful refeeding for a healthy recovery. 
  Under this system, two changes are implemented. First, a normal day of eating does not reset a starving 
  character’s count of days without food to 0. A starving character reduces her count by 2 days for each day she eats 
  normally (consumes 1 pound of food). Additional food in a day is hard to process and does not reduce the count 
  any faster. 
  Second, at any time the character’s count of full days without food is above 0, she has a level of exhaustion 
  that applies additionally to any other exhaustion derived from starvation. This “hungry” exhaustion level is 
  automatically removed if the character’s count of days without food is reduced to 0. It cannot otherwise be removed. 
   
   
  
  56 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  Robes. A loose-fitting sleeved garment that can be 
  worn over other clothes or worn by itself. Robes can 
  be decorative, religious (as vestments), or protective 
  (as a smock). Artists sometimes wear robes to protect 
  their clothing from artistic materials like paint. A robe 
  can be worn over any other set of clothes, except for 
  cold weather clothes or a disguise, both of which are 
  too bulky. 
  Robes, Fine or Silk. This robe is made of 
  expensive material. It is typically worn for ceremonial 
  purposes or as a sign of power or affluence. 
  Rope (any). A rope is a twisted braid of strands. 
  These are typically from a fibrous plant like hemp, or 
  some non-plant alternative source, like silk. Rope, 
  whether made of hemp or silk, has 2 hit points and can 
  be burst with a DC 17 Strength check. 
  Rope Ladder (any). A rope ladder consists of two 
  parallel ropes connected by a series of short rungs, 
  giving it the overall appearance and functionality of a 
  ladder. At least half of the rungs are rigid wood or 
  metal, holding the two ropes apart at a set distance. A 
  rope ladder can be ascended or descended at the same 
  speed as someone climbing a rope, except that no 
  Strength (Athletics) checks are required. A rope ladder 
  has 4 hit points and can be burst with a DC 19 Strength 
  check. 
  Saw. A hard-toothed blade with a handle 
  designed for cutting wood using a repetitive “sawing” 
  motion. A saw ignores the hardness of wood, cutting 
  through it at a rate of 3 hit points for each action that 
  the user takes to apply the saw. It has no effect on 
  harder materials like metal. 
  Scale, Merchant’s. This small balance is suitable 
  for weighing objects or quantities of objects, up to five 
  pounds. The scale comes with an assortment of 
  weights to use in these calculations. 
  Sealing Wax. This soft stick of wax melts at a low 
  temperature. Scribes use it for sealing scrolls and 
  other messages. Apothecaries use it to seal stoppers in 
  flask and vials. The applications are many and varied. 
  Sheath (any). A sheath is a leather, wood, or 
  metal covering for the blade of a weapon. It is 
  designed to allow the weapon to be stored and carried 
  with ease and safety. All weapons suitable for sheathes 
  are assumed to have normal versions already. Special 
  sheaths normally add nothing to the combined weight 
  of the weapon; they simply cost more based on their 
  additional functionality. Not all weapons are suitable 
  for sheathes; the DM will determine which weapons 
  are appropriate to have them. 
  Sheath, Concealed. In a boot, up a sleeve, or 
  within a tunic, this sheath serves to conceal a small 
  blade like a dagger. A weapon hidden in a concealed 
  sheath will not be automatically noticed. Someone 
  examining the wearer must succeed at a DC 20 
  Wisdom (Perception) check to spot the weapon. A 
  person physically touching (searching) the wearer may 
  substitute an Intelligence (Investigation) check. 
  Physically searching applies advantage to the check. A 
  concealed sheath holds a bladed weapon no more than 
  1 pound in weight, including a dagger, kukri, poison 
  dagger, punch dagger, or stiletto. 
  Sheath, False Bottom. The bottom of this rigid 
  sheath unscrews or otherwise comes apart to reveal a 
  segment of the sheath that is not taken up by the 
  contained blade. This unused segment holds small 
  objects or materials up to 1/2 pound in weight. 
  Alternately, a false bottom can be crafted to contain a 
  dagger, the removed portion acting as the handle and 
  the blade drawn out of the bottom of the sheath. This 
  alternate version adds 1 pound to the combined weight 
  of the weapon and sheath. 
  Sheath, Poison. This sheath is carefully designed 
  to close over the shape of the contained weapon’s hilt, 
  forming a tight seal as the weapon is inserted. If a dose 
  of poison is applied to the weapon, and the weapon 
  returned to the poison sheath, the seal prevents the 
  poison from further drying out. Normal poisons dry 
  out after one minute (10 rounds) of exposure to air. 
  When tracking this time, only count rounds that the 
  weapon has not been in the poison sheath for the whole 
  round. (See the rules for injury poisons, described 
  below in this Part.) Each poison sheath is designed for 
  use with a specific weapon and crafted to match the 
  unique contours of the blade and hilt. Another weapon, 
  even of the exact same type, will not fit perfectly and 
  so will not benefit from the poison sheath’s effects. 
  Shikaro. A hand-cranked drill with a triangular 
  head used to drill spy holes. The shape of the drill head 
  means that holes drilled are larger on the driller’s 
  side, but can leave only a tiny pinhole on the far side 
  of the barrier. This tool ignores the hardness of wood 
  or material of similar toughness. The shikaro requires 
  1 round of drilling per hit point of the barrier drilled 
  through, though it does not actually remove hit points 
  from the object. When trying to make a spyhole subtly, 
  the user of the shikaro must make a Dexterity 
  
  57 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  (Subterfuge) check. (This is a non-standard pairing of 
  an ability and a skill.) The check result sets the DC for 
  an Intelligence (Investigation) by anyone trying to find 
  the spyhole. A person on the pinhole side who looks 
  for it makes this check with disadvantage. 
  Shovel. A shovel is a medium-hafted tool with a 
  spade-shaped blade designed to dig in earth or other 
  soft material. 
  Signet Ring. A ring with a unique design used to 
  imprint sealing wax. A signet ring is a very personal 
  device. It is often used as a mark of authority, 
  particularly when given to others to hold on behalf of 
  the owner. 
  Snorkel. The user’s end of this breathing tube has 
  a comfortable mouthpiece that can be gripped in the 
  teeth. The device allows a user to breathe while 
  submerged, so long as the other end of the tube 
  protrudes out of the water. A rubberized cloth strap 
  holds the snorkel tube in place against the user’s 
  temple. 
  Snow Shoes or Skis. Snow shoes are pairs of 
  circular or oval frames containing studying netting. 
  These attach to the soles of the user’s boots, allowing 
  her to walk unhindered over snow. Skis are long thin 
  planks, usually treated with wax or metal skids, that 
  allow the wearer to slide easily over snow. Wearing 
  either of these devices allows the user to ignore the 
  effect of difficult terrain that would be applied because 
  of deep snow. 
  Soap. Soap is a small brick of oily solid cleanser 
  used to remove dirt and grime. It can be used for other 
  purposes such as oiling hinges or greasing a slope. 
  Spikes, Iron. These metal spikes have a variety of 
  purposes, from doubling as extra tent stakes to nailing 
  parchment to a door. Iron spikes are most commonly 
  used to spike doors; when hammered into the gap 
  beneath a door, the resulting pressure and friction 
  prevent the door from opening except under great 
  pressure. A spiked door can be forced open with a 
  Strength (Athletics) check against a DC of 20. 
  Sprayer. This device has a pneumatic hand pump 
  attached to a small drum. It is designed to spray 
  liquids. The user can attack a target within 15 feet by 
  spraying it with the sprayer. Because of the wide, 
  predictable dispersion of liquid, this attack roll has 
  advantage. If it hits, the target is affected by the liquid 
  contained within as though it had been splashed by a 
  flask of the substance. Sprayers can project oil, holy 
  water, defoliant, and many other liquids. They cannot 
  use corrosive or caustic substances like acid or 
  alchemical fire, as these will destroy the sprayer’s 
  delicate internal components. (Doses of contact poison 
  are too small to be used effectively on this scale.) A 
  sprayer’s drum can hold up to 4 pints (flasks) worth of 
  liquid. Each attack uses a single pint. 
  Spyglass. A cylindrical tube containing ground 
  glass lenses designed to allow the user to see objects 
  at a distance. Objects viewed through a spyglass are 
  magnified to twice their size. 
  Spyglass, Compact. This device is half the size 
  and length of a normal spyglass. Objects viewed 
  through a compact spyglass are magnified to one and 
  one-half times their size. 
  Stretcher, Folding. This stretcher breaks down 
  into a bundle about 2 feet long. It takes 4 actions to 
  assemble or break down the folding stretcher. When 
  carried between two people, an assembled folding 
  stretcher can support a weight of up to 350 pounds, 
  distributing the load evenly between the two carriers. 
  String or Twine. String and twine are very thin 
  versions of ropes. Ropes are indeed made up of the 
  type of strands that constitute string or twine. String 
  or twine has 1 hit point and can be burst with a DC 8 
  Strength check. 
  Swim Bladders. This simple vest has four air-tight 
  bladders attached to it, two in front of the shoulders 
  and two behind. While wearing swim bladders, a 
  Small or Medium creature has advantage on any 
  ability checks for swimming related staying at the 
  surface of the water. Conversely, disadvantage applies 
  if a Small or Medium wearer is purposefully trying to 
  dive or operate below the surface. If unconscious and 
  wearing swim bladders, a Small or Medium creature 
  will float in calm waters rather than sinking. 
  Tate. A tate is a heavy, free-standing bulwark. It 
  consists of a flat wooden plane with a jointed leg 
  allowing it to be set in position with the plane nearly 
  vertical. A tate stands at about half the height of a 
  Medium humanoid. Picking up or placing a tate 
  requires an action. Once placed, the tate provides 
  cover to a person standing behind it, but this cover 
  only applies to the direction it is placed against. When 
  using a battle mat, mark one entire side of the square 
  you are in when you place the tate. If a straight line 
  drawn from either unmarked corner of your square to 
  any corner of the attacker’s square touches or passes 
  through the marked side, the pavise provides you with 
  half cover. You can also hunker down behind a tate, 
  
  58 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  dropping prone to claim three-quarter cover, but this 
  applies only to ranged attacks and only to attacks 
  passing across the tate as indicated above. 
  Tent, Pavilion. A pavilion is a large, often 
  circular shelter with room enough to stand in. 
  Hanging curtains separate the interior into separate 
  chambers, each large enough for a bed or a table. A 
  pavilion can sleep up to 30 people in cramped quarters, 
  but is typically used to house a small group of 
  important people. This tent can be erected in 24 
  minutes by one person, in 12 minutes by two people, 
  or in 6 minutes by three or more people. 
  Tent, Six-Person. A shelter like the two-person 
  tent, but this version sleeps six. This tent can be erected 
  in 8 minutes by one person, in 4 minutes by two 
  people, or in 2 minutes by three or more people. 
  Tent, Two-Person. This canvas shelter is carried 
  in a compact form. It consists of a lightweight frame 
  of metal rods, several tent states, cords, and the tent 
  itself. This tent can be erected in 4 minutes by one 
  person, or in 2 minutes by two or more people. 
  Tinderbox. A small box filled with highly-
  flammable tinder, flint, and a steel striker. These tools 
  are used to quickly light fires, striking sparks off the 
  flint to ignite the tinder. It takes one action to light 
  something with a tinderbox. 
  Torch. A torch is a wooden rod with a mass of 
  rags, treated with tow or bitumen, wrapped around 
  one end. A torch burns for 1 hour, providing bright 
  light in a 20-foot radius and dim light for an additional 
  20 feet. If you make a melee attack with a burning 
  torch and hit, it deals 1 fire damage. 
  Torch, Signal. Like a torch, but crafted to burn 
  with distinctly-colored light. A signal torch burns for 
  1 hour, providing bright light in a 15-foot radius and 
  dim light for an additional 15 feet. The light burns as 
  a specific color; this is useful for signaling great 
  distances but the colored light is not good for 
  illumination. If you make a melee attack with a 
  burning signal torch and hit, it deals 1 fire damage. 
  Water Shoes. These circular flotation devices 
  attach to the wearer’s feat. Using a pole for stability 
  and propulsion, the wearer can cross very calm water 
  at a very slow speed. Each foot of movement applied 
  with water shoes costs the wearer 3 extra feet. 
  Weaponblack. This sticky, black substance is 
  used to dull the sheen of metal blades and armor, 
  camouflaging them for dark environments. Metal 
  armaments can be blackened with this substance, 
  preventing them from standing out against shadows or 
  dark backgrounds. This can help a user’s camouflage 
  attempts. (See camouflage clothes, above.) 
  Whistle, Animal. This whistle produces a sound 
  of such a high pitch that only certain creatures can 
  hear it. Only creatures with the Keen Hearing and 
  Smell or Keen Hearing trait (or the Keen Senses trait 
  as it relates to hearing) can hear the whistle. Those 
  who can hear the whistle can hear it up to 600 feet 
  away. 
  Whistle, Signal. A signal whistle is an instrument 
  that produces a shrill sound from the user’s breath. 
  The sound can easily be heard up to 300 feet away. 
  Winch. A winch is attached to one end of a rope 
  and is turned to incrementally shorten the effective 
  length of the rope. A single action used to turn the 
  winch draws in 10 feet of rope. A winch allows the 
  user to drag up to double the weight it normally can, 
  so long as the winch is attached to a heavier object than 
  its burden or is set into stone with four pitons. When 
  used in combination with a block and tackle, the user 
  can hoist up to eight times the weight it can normally 
  lift. A winch can draw in a maximum of 200 feet of 
  rope. A large winch (double the cost and weight), can 
  draw in a maximum of 500 feet of rope. 
   
  EQUIPMENT PACKS 
  Equipment packs provide a solid range of starting gear 
  for characters of various types. Each one generally 
  includes a carrying container, a light source, rations, 
  and a handful of other practical and themed contents.  
  Equipment packs tend to be priced slightly below 
  the sum of the costs of their individual contents. The 
  weight for the individual contents of each pack is 
  broken down in the descriptions below. 
   
  SWAPPING EQUIPMENT PACKS 
  If you use the class-and-background method to 
  generate starting gear, you can exchange the pack you 
  start with for another pack of equal or lower value. 
   
  MAXIMUM PACK COST BY CLASS 
   Cost 
  Class 
  40 gp 
  Bard, warlock, wizard 
  19 gp 
  Cleric, paladin 
  12 gp 
  Fighter, monk, ranger, rogue, sorcerer 
  10 gp 
  Barbarian, druid 
  
  59 | TH E CO MP RE HEN SI VE E Q UI PMEN T MA N UA L 
   
  The above chart shows the maximum value of 
  equipment pack that each class can swap to if using the 
  class-and-background method for starting gear. 
  DESCRIPTIONS 
  Equipment pack contents are provided below, with 
  each component’s weight noted parenthetically. 
  ADVENTURING GEAR (EQUIPMENT PACKS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Arcanist’s pack 
  35 gp 
  8 lb. 
   
  Lockbreaker’s pack 
  40 gp 
  33 lb. 
  Artisan’s pack 
  38 gp 
  41+ lb. 
   
  Merchant’s pack 
  19 gp 
  44 lb. 
  Builder’s pack 
  25 gp 
  50+ lb. 
   
  Messenger’s pack 
  10 gp 
  52 lb. 
  Burglar’s pack 
  12 gp 
  42½ lb. 
   
  Minstrel’s pack 
  36 gp 
  29 lb. 
  Chef’s pack 
  30 gp 
  49 lb. 
   
  Monster hunter’s pack 
  33 gp 
  49½ lb. 
  Courtier’s pack 
  30 gp 
  32½ lb. 
   
  Naturalist’s pack 
  55 gp 
  48 lb. 
  Crafter’s pack 
  12 gp 
  47+ lb. 
   
  Noble’s pack 
  40 gp 
  51 lb. 
  Diplomat’s pack 
  39 gp 
  36 lb. 
   
  Priest’s pack 
  19 gp 
  21 lb. 
  Dungeoneer’s pack 
  12 gp 
  51½ lb. 
   
  Rider’s pack 
  12 gp 
  72 lb. 
  Entertainer’s pack 
  40 gp 
  33 lb. 
   
  Sailor’s pack 
  32 gp 
  50 lb. 
  Explorer’s pack 
  10 gp 
  68 lb. 
   
  Savage’s pack 
  5 gp 
  22 lb. 
  Fabricator’s pack 
  65 gp 
  52+ lb. 
   
  Scholar’s pack 
  40 gp 
  11 lb. 
  Healer’s pack 
  16 gp 
  29 lb. 
   
  Soldier’s pack 
  10 gp 
  51 lb. 
  Illustrator’s pack 
  25 gp 
  29+ lb. 
   
  Spy’s pack 
  40 gp 
  30 lb. 
  Infiltrator’s pack 
  39 gp 
  40½ lb. 
   
  Supplicant’s pack 
  40 gp 
  42 lb. 
  Knight’s pack 
  39 gp 
  85 lb. 
   
  Tracker’s pack 
  10 gp 
  36 lb. 
  Laborer’s pack 
  10 gp 
  51 lb. 
   
  Traveler’s pack 
  10 gp 
  44 lb. 
   
  Arcanist’s Pack. Includes a backpack (5), 5 
  candles (0), a tinderbox (1), a scroll case containing 
  arcane diagrams (1), and a wand (1). Also includes an 
  arcana lore book (5) or a traveling spell book (5). 
  Artisan’s Pack. Includes a chest (25), a protective 
  smock or robe (4), a tinderbox (1), a bulls-eye lantern 
  (2), 2 flasks of oil (2), 5 days of rations (5), and a 
  waterskin (5). Also includes glassblower’s tools (5), 
  jeweler’s tools (2), or smith’s tools (8). 
  Builder’s Pack. Includes a chest (25), a protective 
  smock or robe (4), a tinderbox (1), a bulls-eye lantern 
  (2), 2 flasks of oil (2), 5 days of rations (5), and a 
  waterskin (5). Also includes carpenter’s tools (6) or 
  mason’s tools (8). 
  Burglar’s Pack. Includes a backpack (5), bag of 
  1,000 ball bearings (2), 10 feet of string (0), a bell (0), 
  5 candles (0), a crowbar (5), a hammer (3), 10 pitons 
  (2½), a hooded lantern (2), 2 flasks of oil (2), a 
  tinderbox (1), 5 days of rations (5), and a waterskin 
  (5). The pack also has 50 feet of hempen rope (10) 
  strapped to the side. 
  Chef’s Pack. Includes a backpack (5), a basket 
  (2), fishing tackle (4), a mess kit (1), a small box of 
  spices (0), brewer’s supplies (9), cook’s utensils (8), a 
  brick of soap (0), a tinderbox (1), a hooded lantern (2), 
  2 flasks of oil (2), 10 days of rations (10), and a 
  waterskin (5). 
  Courtier’s Pack. Includes a chest (25), a signet 
  ring (0), sealing wax (0), a set of fine clothes (6), a 
  grooming kit (1), a steel mirror (1/2), a vial of perfume 
  (0), and a bar of soap (0). 
  Crafter’s Pack. Includes a chest (25), a protective 
  smock or robe (4), a tinderbox (1), a hooded lantern 
  (2), 2 flasks of oil (2), 5 days of rations (5), and a 
  waterskin (5). Also includes cobbler’s tools (5), 
  leatherworker’s tools (5), potter’s tools (3), weaver’s 
  tools (5), or woodcarver’s tools (5) 
  Diplomat’s Pack. Includes a chest (25), 2 cases 
  for maps and scrolls (2), a set of fine clothes (6), a 
  bottle of ink (0), an ink pen (0), a lamp (1), 2 flasks of 
  oil (2), 5 sheets of paper (0), a vial of perfume (0), 
  sealing wax (0), and soap (0). 
  Dungeoneer’s Pack. Includes a backpack (5), a 
  crowbar (5), a hammer (3), 10 pitons (2½), 10 torches 
  (10), a tinderbox (1), 10 days of rations (10), and a 
  
  60 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  waterskin (5). The pack also has 50 feet of hempen 
  rope (10) strapped to the side. 
  Entertainer’s Pack. Includes a backpack (5), a 
  bedroll (7), 2 costumes (8), 5 candles (0), 5 days of 
  rations (5), a waterskin (5), and a disguise kit (3). 
  Explorer’s Pack. Includes a backpack (5), a 
  bedroll (7), a mess kit (1), a tinderbox (10), 10 torches 
  (10), 10 days of rations (10), and a waterskin (5). The 
  pack also has 50 feet of hempen rope (10) strapped to 
  the side. 
  Fabricator’s Pack. Includes a chest (25), a 
  protective smock or robe (4), a tinderbox (1), a bulls-
  eye lantern (2), 2 flasks of oil (2), 5 days of rations (5), 
  and a waterskin (5). Also includes alchemist’s supplies 
  (6) or tinker’s tools (10). 
  Healer’s Pack. Includes a backpack (5), a bedroll 
  (7), a plague mask (1), a healer’s kit (3), 2 herbal 
  poultices (1), a jar of leeches (0), a candle lantern (1), 
  5 candles (0), a tinderbox (1), 5 days of rations (5), and 
  a waterskin (5). 
  Illustrator’s Pack. Includes a basket (4), a 
  protective smock or robe (4), an ink pen (0), 4 bottles 
  of ink in various colors (0), a scroll case (1), 5 sheets 
  of paper (0), a tinderbox (1), a bulls-eye lantern (2), 2 
  flasks of oil (2), 5 days of rations (5), and a waterskin 
  (5). Also includes one of the following: calligrapher’s 
  supplies (6), cartographer’s tools (6), painter’s 
  supplies (5), or a forgery kit (5). 
  Infiltrator’s Pack. Includes a backpack (5), a 
  climber’s kit (12), an ascender (0), a candle lantern (1), 
  5 candles (0), a tinderbox (1), a grappling hook (4), 10 
  pitons (2½), an animal whistle (0), 5 days of rations 
  (5), and a waterskin (5). The pack also has 50 feet of 
  silk rope (5) strapped to the side. 
  Knight’s Pack. Includes saddlebags (8), a military 
  saddle (30), a bit and bridle (1), a bedroll (7), a banner 
  (3), a signet ring (0), a mess kit (1), a tinderbox (10), 
  10 torches (10), 10 days of rations (10), and a 
  waterskin (5). 
  Laborer’s Pack. Includes a backpack (5), block 
  and tackle (5), a crowbar (5), a lamp (1), two flasks of 
  oil (2), 5 days of rations (5), and a waterskin (5). The 
  pack has 50 feet of hempen rope (10) strapped to the 
  side. It also includes a miner’s pick (10) a shovel (5) 
  strapped to the back. 
  Lockbreaker’s Pack. Includes a chest (25), a set 
  of thieves’ tools (1), a glass breaker’s kit (2), a 
  tinderbox (1), a bulls-eye lantern (2), 2 flasks of oil (2), 
  5 days of rations (5), and a waterskin (5). 
  Merchant’s Pack. Includes a chest (25), a lock 
  (1), an abacus (2), a merchant’s scale (3), 5 pieces of 
  chalk (0), a slate board (0), a lamp (1), 2 flasks of oil 
  (2), 5 days of rations (5), and a waterskin (5). 
  Messenger’s Pack. Includes a backpack (5), a 
  bedroll (7), a satchel (3), a protective case for letters 
  (1), 3 bags of caltrops (6), a tinderbox (10), 10 torches 
  (10), 10 days of rations (10), and a waterskin (5). 
  Minstrel’s Pack. Includes backpack (5), a bedroll 
  (7), a lamp (1), 3 flasks of oil (3), 5 days of rations (5), 
  a waterskin (5), and a flask of common spirits (1). Also 
  includes one of the following: a set of birdpipes (2), a 
  lyre (2), a lute (2), a pan flute (2), a thelarr (2), or a 
  viol (2). 
  Monster Hunter’s Pack. Includes a chest (25), a 
  crowbar (5), a hammer (3), three wooden stakes (3), 
  an amulet holy symbol (1), a flask of holy water (1), a 
  set of manacles (6), a steel mirror (1/2), a flask of oil 
  (1), a tinderbox (1), and 3 torches (3). 
  Naturalist’s Pack. Includes a backpack (5), a 
  bedroll (7), a bell kit (3), a map case (1), an area map 
  (0), a mess kit (1), a nature lore book (5), an animal 
  whistle (0), a tinderbox (1), 10 torches (10), 10 days of 
  rations (10), and a waterskin (5). 
  Noble’s Pack. Includes a chest (25), a signet ring 
  (0), sealing wax (0), a set of fine clothes (6), a 
  grooming kit (1), a bottle of ink (0), an ink pen (0), 10 
  sheets of parchment (0), a hooded lantern (2), 2 flasks 
  of oil (2), a mess kit (1), 10 days of rations (10), and a 
  waterskin (5). 
  Priest’s Pack. Includes a backpack (5), a blanket 
  (3), 10 candles (0), a tinderbox (0), an alms box (2), 2 
  blocks of incense (0), a censer (1), vestments (3), 2 
  days of rations (2), and a waterskin (5). 
  Rider’s Pack. Includes saddlebags (8), a worn-out 
  riding saddle (25), a bit and bridle (1), a bedroll (7), a 
  mess kit (1), a tinderbox (10), 5 torches (5), 10 days of 
  rations (10), and a waterskin (5). 
  Sailor’s Pack. Includes a chest (25), a blanket (3), 
  a belaying pin (club) (2), fishing tackle (4), navigator’s 
  tools (2), a grappling hook (4), and 50 feet of hempen 
  rope (10). 
  Savage’s Pack. Includes a satchel (3), a blanket 
  (3), a fire kit (1), 5 torches (5), 5 days of rations (5) 
  and a waterskin (5). 
  Scholar’s Pack. Includes a backpack (5), a book 
  of lore (any) (5), a bottle of ink (0), an ink pen (0), 10 
  sheets of parchment (0), a little bag of sand (0), and a 
  small knife (1). 
  
  61 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  Soldier’s Pack. Includes a backpack (5), a bedroll 
  (7), a signal whistle (0), a healer’s kit (3), a tinderbox 
  (10), 10 torches (10), a mess kit (1), 10 days of rations 
  (10), and a waterskin (5). 
  Spy’s Pack. Includes a backpack (5), a blanket 
  (3), a disguise kit (3), 5 sheets of paper (0), a bottle of 
  invisible ink (0), an ink pen (0), an ear trumpet (1), a 
  lamp (1), 2 flasks of oil (2), 5 days of rations (5), and 
  a waterskin (5). 
  Supplicant’s Pack. Includes a backpack (5), a 
  religion lore book (5), an amulet holy symbol (1), a 
  tinderbox (10), 10 torches (10), a mess kit (1), 5 days 
  of rations (5), and a waterskin (5). 
  Tracker’s Pack. Includes a backpack (5), a 
  bedroll (7), a tinderbox (1), 10 torches (10), a 
  lodestone (0), a pair of goggles (0), a loadstone (0), 5 
  days of rations (5), and a waterskin (5). The pack also 
  has a set of cold shoes (3) strapped to the side. 
  Traveler’s Pack. Includes a backpack (5), a 
  bedroll (7), a map case (1), an area map (0), a 
  tinderbox (10), a mess kit (1), 5 torches (5), 10 days of 
  rations (10), and a waterskin (5). 
   
  CONTAINERS 
  Containers are the quintessential adventuring tool. 
  They carry equipment toward the adventure and, at the 
  conclusion, carry treasure away from it! 
   
  DESCRIPTIONS 
  Containers are described below. The carrying capacity 
  of each container is carefully charted above, near the 
  start of this Part. 
  Backpack. A rectangular leather container with 
  shoulder straps, worn on the back. 
  Bandoleer. This leather strap is worn over one 
  shoulder and crosses diagonally across the chest and 
  back. It has small pouches or ties that can hold up to 
  6 tiny objects along its length. Contained objects must 
  each weigh 1 pound or less. Bandoleers are excellent 
  for holding small thrown weapons like darts and 
  daggers. Any number of such weapons can be drawn 
  from the bandoleer in a turn, counting only as a single 
  interaction with the environment. Removing any other 
  types of item from a bandoleer counts as normal, 
  individual interactions with an object. 
  Barrel. A cylindrical container made of wooden 
  slats or staves. The whole container is bound in wood 
  or metal hoops. Barrels are water-tight, capable of 
  containing liquids. 
  Basket. A container available in various shapes, 
  crafted of woven wood fibers or reeds. 
  Bottle, Glass. A container for liquids, often with a 
  narrow neck and a water-tight stopper. 
  Box. A square or rectangular container, typically 
  made of wood. 
  Box, Map or Scroll. A thin, rigid, rectangular 
  container for storing stacks of paper or parchment. 
   
  ADVENTURING GEAR (CONTAINERS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Backpack 
  2 gp 
  5 lb. 
   
  Flask or tankard 
  2 cp 
  1 lb. 
  Bandoleer 
  2 gp 
  2 lb. 
   
  Haversack 
  5 gp 
  7 lb. 
  Barrel 
  3 gp 
  70 lb. 
   
  Jug or pitcher 
  2 cp 
  4 lb. 
  Basket 
  4 sp 
  2 lb. 
   
  Ketch 
  2 gp 
  3 lb. 
  Bottle, glass 
  2 gp 
  2 lb. 
   
  Pot, iron 
  2 gp 
  10 lb. 
  Box 
  1 gp 
  1 lb. 
   
  Pouch 
  5 sp 
  1 lb. 
  Box, map or scroll 
  5 gp 
  2 lb. 
   
  Quiver 
  1 gp 
  1 lb. 
  Bucket 
  5 cp 
  2 lb. 
   
  Rucksack 
  9 gp 
  9 lb. 
  Case, crossbow bolt 
  1 gp 
  1 lb. 
   
  Sack 
  1 cp 
  1/2 lb. 
  Case, map or scroll 
  1 gp 
  1 lb. 
   
  Sack, large 
  5 cp 
  1 lb. 
  Cask or keg 
  2 gp 
  12 lb. 
   
  Satchel 
  1 gp 
  3 lb. 
  Chest 
  5 gp 
  25 lb. 
   
  Satchel, water resistant 
  5 gp 
  3 lb. 
  Compartment, hidden 
  5 gp 
  — 
   
  Vial 
  1 gp 
  — 
  Crate 
  2 gp 
  40 lb. 
   
  Waterskin (full) 
  2 sp 
  5 lb. 
  
  62 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
   
  DM’S CORNER: MANAGING CONTAINERS 
  The number of containers someone can carry is up to 
  the DM. The following rational limitations are only 
  suggestions.  
  An adventurer cannot simultaneously employ 
  more than 1 backpack, haversack, or rucksack, unless 
  the additional container is carried in a hand. 
  Multiple satchels are possible, even multiples 
  worn over the same shoulder. A character can carry a 
  great deal of gear this way, even to the point of looking 
  quite ridiculous. 
  Any reasonable number of pouches can be worn 
  around the belt, on shoulder straps, or on a harness. 
  You don’t need to buy such affixture points separately; 
  a belt is intrinsic to any type of clothing, while shoulder 
  straps and other harness points are intrinsic to common 
  clothes and traveler’s clothes. 
  A character can wear two ammunition-bearing 
  quivers, ketches, or crossbow cases at a time. 
  Additional containers of this type cannot be readily-
  enough accessed to allow the smooth drawing and 
  loading of the contained ammunition. 
  A character can wear two bandoleers at a time. 
  Additional 
  bandoleers 
  will 
  interfere 
  with 
  the 
  character’s ability to quickly access equipment from 
  every bandoleer worn. 
  A horse or similar beast with a saddle can bear one 
  set of saddlebags. A humanoid can also carry one set 
  of saddlebags over the shoulder but this interferes with 
  other containers carried over the chest or back; the 
  character cannot simultaneously employ a backpack, 
  haversack, rucksack, bandoleers, or any pouches 
  attached higher than the belt. 
  A horse, donkey, or mule with a pack saddle can 
  have attached to it 6 casks or large sacks, or 2 barrels 
  or chests. A Small or Medium beast can pack half that 
  amount, while a Huge beast can pack double. 
  All other containers must themselves be carried in 
  a container, strapped to another container that allows 
  such things, or carried in a free hand. 
   
  CONTAINER CAPACITIES 
  What a character can carry is determined by the 
  capacity of her containers. Check the section below on 
  container capacity for more detailed information. 
   
   
   
  CONTAINER CAPACITY 
   Container 
  Capacity 
  Backpack* 
  1 cubic foot / 30 pounds of gear 
  Bandoleer 
  6 distinct objects, each no larger 
  than 10 inches long and weighing 
  no more than 1 pound 
  Barrel 
  40 gallons of liquid, 5 cubic feet 
  solid 
  Basket 
  2 cubic feet / 40 pounds of gear 
  Bottle 
  1½ pints of liquid 
  Box 
  1 cubic foot, 20 pounds of gear 
  Box, map or 
     scroll 
  30 sheets of paper, 15 sheets of 
  parchment, or 15 spell scrolls 
  Bucket 
  3 gallons of liquid, 1/2 cubic foot 
  solid 
  Case, cross- 
      bow bolt 
  20 crossbow bolts / 5 grappling 
  or inking crossbow bolts 
  Case, map or 
      scroll 
  10 sheets of paper, 5 of sheets 
  parchment, or 5 spell scrolls 
  Cask or keg 
  8 gallons of liquid, 1 cubic foot 
  solid 
  Chest 
  12 cubic feet / 300 pounds of 
  gear 
  Crate 
  30 cubic feet / 750 pounds of 
  gear 
  Flask 
  1 pint of liquid 
  Haversack* 
  1½ cubic feet / 45 pounds of gear 
  Jug or pitcher 
  1 gallon of liquid 
  Ketch 
  5 javelins or light spears 
  Pot, iron 
  1 gallon of liquid 
  Pouch 
  1/5 cubic foot / 6 pounds of gear 
  / 20 sling bullets or firearm loads 
  / 30 crossbow disks / 50 blowgun 
  needles 
  Powder horn 
  30 charges of gunpowder 
  Quiver 
  20 arrows / 5 grappling arrows 
  Rucksack* 
  2 cubic feet / 60 pounds of gear 
  Sack 
  1 cubic foot / 30 pounds of gear 
  Sack, large 
  4 cubic feet / 90 pounds of gear 
  Saddlebags* 
  2 cubic feet / 60 pounds of gear 
  Satchel 
  1/2 cubic foot / 15 pounds of 
  gear 
  Tankard 
  1 pint of liquid 
  Vial 
  4 ounces of liquid 
  Waterskin 
  4 pints of liquid 
   
  * You can also strap items, such as a bedroll and a coil 
  of rope, to the outside of this container. These objects 
  should not exceed half the weight the container could 
  normally carry. 
   
   
  
  63 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  Bucket. A spherical wooden container, open at 
  one end and carried with a rope handle. This 
  container is watertight (except for the open top), 
  suitable for transporting liquids. 
  Case, Crossbow Bolt. A rigid rectangular 
  container designed to be slung on a belt and carry 
  crossbow bolts. 
  Case, Map or Scroll. A cylindrical container used 
  to contain rolled-up papers or parchment. 
  Cask or Keg. A smaller version of a barrel. 
  Chest. A secure, rectangular container, like a box 
  but with thicker sides and durable hinges. A chest has 
  a clasp with interlocking rings that allows a padlock 
  to hold the lid closed. 
  Compartment, Hidden. Secret compartments can 
  be built into many different objects, the heel of a boot, 
  the side of a crate, the end of a pole, and more. A 
  hidden compartment cannot be found without 
  physically handling the object the compartment is a 
  part of and succeeding at a DC 20 Intelligence 
  (Investigation) check. A hidden compartment’s 
  carrying capacity depends entirely upon the object into 
  which it is built. The shape varies as necessary, but the 
  total weight contained cannot exceed one-tenth of the 
  item’s own weight. The handle of a two-handed (or 
  versatile) weapon is a particularly common place to 
  build a hidden compartment. 
  Crate. A very large box, typically used for 
  shipping or for long-term storage. 
  Flask. A clay container fitted with a tight cork 
  stopper. A flask is delicate enough to be thrown as a 
  missile weapon, shattering on impact and splashing 
  out its contents. 
  Haversack. 
  A 
  large, 
  rectangular 
  leather 
  container with shoulder straps, worn on the back. 
  Between 
  its 
  greater 
  size 
  and 
  its 
  multiple 
  compartments, the haversack carries more gear than 
  a backpack. 
  Jug or Pitcher. A container made of glass or clay, 
  with a carrying handle and a pouring spout. Pitchers 
  are open-topped, used for frequent pouring. Jugs have 
  a stopper at the spout that keeps the container closed. 
  Ketch. This large quiver has a slit running 
  partway down the side. It is designed to carry javelins 
  and is typically worn at the hip. The slit allows a 
  contained javelin to be grabbed near its center balance 
  point, such that when it is drawn, the weapon is 
  immediately ready for use. Any number of javelins can 
  be drawn from the ketch in a turn, counting only as a 
  single interaction with the environment. This allows 
  characters that can make multiple attacks with the 
  Attack action to more easily throw multiple javelins. 
  Pot, Iron. This metal container comes with a 
  handle for carrying it or suspending it over a fire and 
  a lid that rests atop the pot to aid in cooking.  
  Pouch. A pouch is a small sack or shaped 
  container typically made of leather and worn on a belt 
  or a harness. Pouches come in a variety of forms and 
  are designed for a variety of uses. 
  Quiver. A quiver is a cylindrical container sized 
  for carrying arrows. 
  Rucksack. A large, rectangular leather container 
  with shoulder straps, worn on the back. Between its 
  greater size and its multiple compartments and side 
  pouches, the rucksack carries more gear than a 
  backpack or haversack. 
  Sack. Sacks are typically made of burlap or 
  canvas, the opening equipped with a drawstring or 
  other fastening ties to secure it closed. A good sack is 
  often equipped with a small loop near the top to allow 
  it to be strung on a pack saddle, hooked over a saddle 
  horn, or carried in one hand. 
  Sack, Large. A larger version of the standard 
  sack. 
  Satchel. A thin, rectangular bag with a long strap 
  worn over the shoulder such that the container hangs 
  at or just below the waste on one side of the body. 
  Satchel, Water Resistant. This satchel is made of 
  various water-resistant materials and treated to keep 
  the contents dry. It is often used by letter carriers or 
  similar couriers when they have important cargo to 
  protect form the elements. A water-resistant satchel 
  keeps its contents dry in any weather. It protects the 
  contents for up to 1 full minute of submersion before 
  water will penetrate the container. 
  Tankard. A large mug, typically used for alcohol. 
  Vial. A small glass or clay container. Vials come 
  in various shapes. 
  Waterskin. A water-proof bladder or gourd with 
  a stopper, typically used for carrying water. 
   
  AMMUNITION 
  Bows require arrows, crossbows require bolts, slings 
  require bullets, and blowguns require needles. This 
  subsection charts the various types of ammunition 
  available for such weapons. 
   
  
  64 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  DESCRIPTIONS 
  Ammunition is described below. 
  Arrow, Alchemical. The forward end of the shaft 
  is a blunt glass tube delicate enough to break on 
  impact, dispersing its liquid contents onto the target. 
  Any liquid that is affective on contact can be placed 
  into an alchemical arrow, including acid, alchemical 
  solvent, alchemist’s fire, defoliant, holy water, and all 
  sorts of contact poisons. When fired from a bow, an 
  alchemical arrow halves the weapon’s normal and 
  long range increments and changes its damage to 1d4 
  bludgeoning. In addition to damage, a successful 
  ranged attack applies the contained liquid, as though it 
  had been splashed onto the target. 
  Arrow, Barbed. This piece of ammunition has 
  wicked barbs that make it hard to remove from the 
  target. It applies the cruel weapon property to attacks 
  made with it. 
  Arrow, Fire. This arrowhead has a small, bulbous 
  cage just behind the tip. The cage holds flammable, 
  fibrous material soaked in an accelerant, like the 
  material used for torches. An archer may spend a 
  bonus action to knock this arrow and dip the point into 
  an active fire source prior to shooting. A lit fire arrow 
  adds 1 fire damage to the bow’s attack. The arrow 
  might also light highly-flammable materials that it 
  touches, like thatched rooves, dry crops, and the like. 
  Arrow, Flight. This arrow is crafted of materials 
  carefully selected for their aerodynamic properties. 
  With lighter heads and superior fletching, flight 
  arrows are tremendously accurate missiles. When 
  using this ammunition, both the bow’s range 
  increments are increased by a distance equal to the 
  weapon’s normal range increment. When firing a 
  flight arrow, apply a –1 penalty to the damage roll. 
  Arrow, Frog Crotch. The head of this arrow 
  forms a razor-sharp crescent, points facing forward, 
  theoretically allowing the archer to cut ropes from a 
  distance. Targeting a rope is a difficult shot; apply 
  disadvantage to the attack roll unless made within 10 
  feet. 
   
  ADVENTURING GEAR (AMMUNITION) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Arrows 
   
   
   
  Crossbow Bolts 
   
   
     Alchemical (10) 
  20 gp 
  1/2 lb. 
   
     Broad-tip (standard bolt) (20) 
  1 gp 
  1½ lb. 
     Barbed (20) 
  10 gp 
  1 lb. 
   
     Disk (30) 
  5 gp 
  1½ lb. 
     Fire (10) 
  5 gp 
  1/2 lb. 
   
     Notch-tip (20) 
  10 gp 
  1½ lb. 
     Flight (20) 
  2 gp 
  1 lb. 
   
     Grappling 
  2 gp 
  1½ lb. 
     Frog-crotch (10) 
  5 gp 
  1/2 lb. 
   
     Inking 
  1 gp 
  1/2 lb. 
     Grappling 
  2 gp 
  1½ lb. 
   
     Stabilized (20) 
  2 gp 
  1½ lb. 
     Screaming (10) 
  10 gp 
  1/2 lb. 
   
  Sling Bullets 
   
   
     Sheaf (standard arrow) (20) 
  1 gp 
  1 lb. 
   
     Alchemical (10) 
  15 gp 
  1½ lb. 
     Smoke (10) 
  15 gp 
  1/2 lb. 
   
     Dimpled (20) 
  5 gp 
  1½ lb. 
  Blowgun Needles 
   
   
   
     Leaden (standard bullet) (20) 
  4 cp 
  1½ lb. 
     Hooked (50) 
  15 gp 
  1 lb. 
   
     Razor glass (20) 
  10 gp 
  1½ lb. 
     Steel (standard needle) (50) 
  1 gp 
  1 lb. 
   
     Stone (20) 
  — 
  1½ lb. 
   
  Arrow, Grappling. The head of this heavy arrow 
  has four opposite claws that form a grappling hook. 
  This arrow allows the user to substitute her attack roll 
  in the place of the normal check for trying to place a 
  grappling hook. Halve the distance of the bow’s range 
  increments when firing if the grappling arrow is 
  trailing a silk rope. Reduce it to one-quarter if trailing 
  a hempen rope. If used as a weapon, the grappling 
  arrow reduces the bow’s damage to 1d4 bludgeoning. 
  Arrow, Screaming. The head of this arrow makes 
  a screaming noise in flight. The sounds this arrow 
  emits in flight can be easily heard within 100 feet of 
  any point along the arrow’s path.  
  Arrow, Sheaf. This is the most common type of 
  arrow used in combat, a sturdy shaft of reliable length, 
  topped by a heavy broadhead or bodkin point. 
  Arrow, Smoke. A thin wrap encases the shaft of 
  this arrow behind the head. This arrow can be lit with 
  
  65 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  an active fire source as a bonus action, causing the 
  material to smoke vigorously. The arrow trails smoke 
  as it flies, and creates a 5-foot cube of smoke wherever 
  it hits. The smoke dissipates in 1d4 rounds, or until 
  dispersed by a wind of at least 10 mph. Smoke arrows 
  are each crafted to emit a specific color of smoke, 
  useful for signaling. 
  Blowgun Needle, Hooked. This blowgun needle 
  has several small hooks behind the tip that make it 
  hard to remove from the target. It applies the cruel 
  weapon property to attacks made with it. 
  Blowgun Needle, Steel. This is a lightweight 
  needle, about six inches in length, used as blowgun 
  ammunition. A puff of downy feather attached to one 
  end allows the projectile to be fired from a blowgun 
  with a firm blast of lung power. Steel needles are often 
  used to deliver toxins, being dipped in a vial of poison 
  or other substance just before firing. 
  Crossbow Bolt, Broad Tip. This is the most 
  common type of bolt used in combat, a short shaft with 
  a razor-sharp broadhead at the tip. 
  Crossbow Bolt, Disk. These aerodynamic disks 
  are the only ammunition usable with a disk crossbow. 
  They cannot be used with any other weapon. A pouch 
  can hold 30 disk crossbow bolts; disks will not fit in a 
  crossbow bolt case. 
  Crossbow Bolt, Grappling. The head of this heavy 
  bolt has four opposite claws that form a grappling 
  hook. This bolt allows the user to substitute her attack 
  roll in the place of the normal check for trying to place 
  a grappling hook. Halve the distance of the crossbow’s 
  range increments when firing if the grappling arrow is 
  trailing a silk rope. Reduce it to one-quarter if trailing 
  a hempen rope. If used as a weapon, the grappling 
  crossbow bolt reduces the crossbow’s damage to 1d4 
  bludgeoning. 
  Crossbow Bolt, Inking. This heavy crossbow bolt 
  bears a large, spongy head soaked in bright ink. The 
  bolt is typically carried inside a wax coating that 
  covers the head to preserve the ink prior to use. The 
  wax coating on the head of this bolt can be removed as 
  a bonus action during loading, making it ready to fire. 
  Anything the missile hits is splattered with the bright 
  ink. Such bolts are often used by spotters in battle to 
  mark certain targets. By prearranged agreement, this 
  focuses the attention of allied ranged units like archers 
  and war wizards. A crossbow firing an inking 
  crossbow bolt reduces its base damage to 1 
  bludgeoning. 
  Crossbow Bolt, Notch-Tip. The long, thin head of 
  this piece of ammunition has a pair of notches on 
  opposite sides, about two below the head. These 
  weaken the shaft, allowing the tip to break off inside 
  the target. This bolt applies the cruel weapon property 
  to attacks made with it. 
  Crossbow Bolt, Stabilized. This bolt is crafted 
  with a target tip and some small fletching. When using 
  this 
  ammunition, 
  both 
  the 
  crossbow’s 
  range 
  increments are increased by a distance equal to the 
  weapon’s normal range increment. When firing a 
  stabilized crossbow bolt, apply a –1 penalty to the 
  damage roll. Because of their shape, stabilized 
  crossbow bolts cannot be loaded into a repeating 
  crossbow magazine. 
  Sling Bullet, Dimpled. These bullets are carefully 
  molded for symmetry and drilled with dimples around 
  the circumference to improve flight characteristics. 
  When using this ammunition, both the sling’s range 
  increments are increased by a distance equal to half the 
  weapon’s normal range increment. 
  Sling Bullet, Leaden. This is the most common 
  type of sling bullet, a simple lump or sphere of molded 
  lead. 
  Sling Bullet, Razor Glass. This piece of 
  ammunition is designed to shatter into sharp slivers 
  that imbed themselves in the target. It applies the cruel 
  weapon property to attacks made with it. 
  Sling Bullet, Stink Pot. A stink pot is a clay 
  sphere, larger than a normal sling bullet, designed to 
  shatter on impact. Any liquid that is affective on 
  contact can be placed into a stink pot, including acid, 
  alchemical solvent, alchemist’s fire, defoliant, holy 
  water, and all sorts of contact poisons. When fired 
  from a sling, a stink pot halves the weapon’s normal 
  and long range increments and changes its damage to 
  1d2 bludgeoning. In addition to damage, a successful 
  ranged attack applies the contained liquid to the target, 
  as though it had been delivered via its normal means. 
  Sling Bullet, Stone. In a pinch, a slinger can 
  make use of appropriately-sized stones in the place of 
  bullets. Stones cost nothing to collect but are less 
  effective; they apply a –1 penalty to the weapon’s 
  damage roll. 
   
  MAGICAL IMPLEMENTS 
  The following are items usable only by spellcasters, or 
  are the products of spells cast. 
  
  66 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  DESCRIPTIONS 
  Magical implements are described below. 
  Arcane Focus (any). Although arcane foci come 
  in many varieties, rods, staves, and wands, 
  particularly when crafted from once-living material 
  like bone or wood, make excellent focusing tools for 
  magical power. A sorcerer, warlock, or wizard can use 
  these items as spellcasting foci, as described in chapter 
  10 of the Player’s Handbook. 
  Arcane Focus, Crystal. The crystals of this 
  arcane focus come in many shapes and colors. The 
  most popular crystal arcane foci retain much of their 
  natural shape and coloration. 
  Arcane Focus, Etching. Adding the appropriate 
  runes and sigils to a weapon can turn it into an arcane 
  focus. This is costlier than other weapon-shaped 
  arcane foci; the techniques are easily applied to rods 
  and staffs, but other weapons, those not traditionally 
  associated with arcane magic, are harder to convert. 
  The charted cost for this arcane focus represents rituals 
  and arcane markings applied to an existing weapon; 
  the cost of the affected weapon is not included. 
  Arcane Focus, Orb. An orb is a smooth, polished 
  sphere made of glass, crystal, quartz or another 
  mineral substance. It is 3 to 5 inches in diameter, small 
  enough to rest in a Medium humanoid’s palm. 
  Arcane Focus, Rod. This arcane focus is created 
  by etching a heavy, two-foot baton with runes and 
  sigils. A rod functions in all ways as a club in addition 
  to being an arcane focus. 
  Arcane Focus, Staff. This arcane focus is created 
  by etching a normal quarterstaff with runes and sigils. 
  A staff functions in all ways as a quarterstaff in 
  addition to being an arcane focus. 
  Arcane Focus, Wand. Wands are simple and 
  lightweight arcane foci, making them some of the most 
  popular. A wand is typically shorter than the forearm 
  of the user and is convenient to store in a sleeve. 
   
  ADVENTURING GEAR (MAGICAL IMPLEMENTS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Arcane focus 
   
   
   
  Holy symbol 
   
   
     Crystal 
  10 gp 
  1 lb. 
   
     Amulet 
  5 gp 
  1 lb. 
     Etching 
  50 gp 
  — 
   
     Amulet, ornamental 
  10 gp 
  1 lb. 
     Orb 
  20 gp 
  3 lb. 
   
     Emblem 
  5 gp 
  — 
     Rod 
  10 gp 
  2 lb. 
   
     Flask (empty, 1 pint) 
  6 gp 
  — 
     Staff 
  5 gp 
  4 lb. 
   
     Ordination 
  100 gp 
  — 
     Wand 
  10 gp 
  1 lb. 
   
     Reliquary 
  5 gp 
  1 lb. 
  Component pouch 
  25 gp 
  2 lb. 
   
  Holy water (flask) 
  25 gp 
  1 lb. 
  Druidic focus 
   
   
   
  Ink, rare (1-ounce bottle) 
  100 gp 
  — 
     Ritual sickle 
  2 gp 
  2 lb. 
   
  Potion of climbing 
  25 gp 
  1/2 lb. 
     Sacrifice 
  — 
  — 
   
  Potion of healing 
  50 gp 
  1/2 lb. 
     Sprig of mistletoe 
  1 gp 
  — 
   
  Spellbook 
  50 gp 
  3 lb. 
     Totem 
  1 gp 
  4 lb. 
   
  Spellbook, travelling 
  30 gp 
  2 lb. 
     Totem, greater 
  35 gp 
  — 
   
  Spell scroll (1st-level) 
  50+ gp 
  — 
     Wooden staff 
  5 gp 
  4 lb. 
   
  Spell scroll (cantrip) 
  10+ gp 
  — 
     Yew wand 
  10 gp 
  1 lb. 
   
  Torch, everburning 
  50 gp 
  1 lb. 
  Component Pouch. This pouch contains all the 
  material components a spellcaster might need. The 
  pouch does not contain costly spell components, those 
  with specific costs indicated in their spell descriptions. 
  Druidic Focus (any). A druid can use these items 
  as spellcasting foci, as described in chapter 10 of the 
  Player’s Handbook. 
  Druidic Focus, Greater Totem. This focus is 
  prepared in the same way as a normal totem, but the 
  treatments are applied to a much larger object, 
  typically a living tree or a half-buried log. 
  Druidic Focus, Ritual Sickle. Representing the 
  harvest, this tool is typically prepared in a way that 
  leaves no obvious markings; to the untrained eye, it is 
  no more than a farming implement. A ritual sickle 
  
  67 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  functions in all ways as a sickle in addition to being a 
  druidic focus. 
  Druidic Focus, Sacrifice. Certain druidic 
  traditions call for blood sacrifices. These sacrifices 
  can be mere animals, or they can be intelligent 
  humanoids or other creatures. Using sacrifices as 
  magical foci is a hallmark of evil druidic traditions, 
  not normally intended for use by player characters. 
  Creating a sacrifice requires one hour of ritual 
  preparation (and a creature to sacrifice). Each druid 
  that participates in the full ritual is thereafter 
  considered to be holding a druidic focus for a certain 
  time, even if using both hands for other purposes. This 
  effect lasts for 1 hour per point of the sacrificed 
  creature’s intelligence. The sacrificed creature must be 
  restrained during the ritual and is killed at its 
  conclusion. The ritual must take place in a natural 
  environment like a forest or a naturally-occurring 
  underground cavern. 
  Druidic Focus, Sprig of Mistletoe. This sprig of 
  mistletoe is worn on a string or thong around the neck. 
  It is the most recognizable symbol of druidic power. 
  Druidic Focus, Totem. This focus takes the form 
  of a short pole, about three feet long, treated with 
  ritual ointments and herbs. Some are carved with 
  symbols of natural power, like animals. A totem is 
  designed for one end to be planted in the ground. It is 
  intended for repeated use; a druid must simply lay a 
  hand on the totem to make use of it as a focus. Often, 
  multiple druids will stand around the focus to use it at 
  the same time. 
  Druidic Focus, Wooden Staff. This druidic focus 
  is created using a length of wood naturally shaped as 
  a quarterstaff. These are often made from tall 
  saplings. A wooden staff functions in all ways as a 
  quarterstaff in addition to being a druidic focus. 
  Druidic Focus, Yew Wand. Yew wood comes 
  from a small collection of coniferous trees or shrubs. 
  The wood is commonly associated with fey creatures 
  and with magical manipulations of life, death, and 
  rebirth. A yew wand often takes the form of a natural 
  stick of yew, groomed and then trimmed, but uncarved. 
  Holy Symbol (any). A cleric or paladin can use 
  these items as spellcasting foci, as described in chapter 
  10 of the Player’s Handbook. 
  Holy Symbol, Amulet. This hanging icon 
  typically bears a small representation of a deity, 
  pantheon, or philosophy. A typical holy symbol is 
  made of silver. 
  Holy Symbol, Emblem. The symbol of a deity or 
  pantheon, engraved or inlaid on a shield. The cost of 
  this holy symbol does not include the cost of the shield 
  it is applied to. 
  Holy Symbol, Flask. A container for liquid with a 
  tight stopper or cap and the symbol of a deity or 
  pantheon emblazoned on the side. Flask holy symbols 
  are typically made of metal, not suitable for throwing 
  as missile weapons since they do not easily shatter. 
  Holy Symbol, Ornamental Amulet. This is a 
  more expensive version of the amulet holy symbol. It 
  is typically crafted with intricate details, made of more 
  precious materials, and sometimes decorated with tiny 
  gemstones. 
  Holy Symbol, Ordination. A rare religious 
  ceremony is required to ordinate a weapon to serve as 
  a holy symbol. The weapon must be crafted with the 
  markings of the appropriate religion, or it must be a 
  magical weapon whose appearance and history are in 
  no way offensive to that faith. A cleric or paladin may 
  ordain a suitable weapon by performing a special 
  ritual. The ritual takes 6 hours to perform, uses 100 gp 
  worth of powdered electrum or platinum, and requires 
  the caster to expend a 2nd-level spell slot. The cost of 
  this holy symbol does not include the cost of the 
  weapon it is applied to. 
  Holy Symbol, Reliquary. A reliquary is a tiny box 
  holding an item of religious significance. A common 
  example would be the finger bone of a prophet, or a 
  fragment of a larger holy relic. 
  Holy Water. This water has a glittery sheen, a 
  byproduct of the ingredients used to create it. As an 
  action, you can splash the contents of this flask onto a 
  creature within 5 feet of you or throw it up to 20 feet, 
  shattering it on impact. In either case, make a ranged 
  attack against the target creature, treating the holy 
  water as an improvised weapon. If the target is a fiend 
  or undead, and the attack hits, the holy water inflicts 
  2d6 radiant damage. A cleric or paladin may create 
  holy water by performing a special ritual. The ritual 
  takes 1 hour, uses 25 gp worth of powdered silver, and 
  requires the caster to expend a 1st-level spell slot. 
  Ink, Rare. This ink is magically-interactive. Rare 
  ink is used for the note-taking, diagraming, and 
  transcription processes required to write a spell into a 
  spellbook. Half a bottle (1/2 ounce) is needed for each 
  level of a new spell. If the wizard is writing her 
  already-known spells, the note-taking and diagraming 
  
  68 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  are not needed; only one-tenth of a bottle (1/5 ounce) 
  is required for each level of an already-known spell. 
  Potion of Climbing. This potion is separated into 
  brown, silver, and gray layers resembling bands of 
  stone. Shaking the bottle fails to mix the colors. 
  Drinking this potion gives you a climbing speed equal 
  to your walking speed for 1 hour. It also gives you 
  advantage on Strength (Athletics) checks you make to 
  climb during that period. 
  Potion of Healing. This potion’s red liquid 
  glimmers when agitated. By drinking this potion, you 
  regain 2d4+2 hit points. 
  Spellbook. A spellbook is a heavy tome with 100 
  pages. Each page is suitable for recording a spell. 
  Spellbook, Traveling. This spellbook has only 25 
  pages. It has a metal cover that locks closed with a tiny 
  padlock. A key is provided with the lock. Without the 
  key, a creature proficient with thieves’ tools can pick 
  this lock with a successful DC 15 Dexterity check. 
  Each page of the traveling spellbook is suitable for 
  recording a spell. The water-resistant case protects the 
  book from full submersion in water for up to 10 
  minutes. 
  Spell Scroll (any). A spell scroll is a single sheet 
  or roll of parchment that bears the words of a single 
  spell, written in a mystical cypher. If the spell is on 
  your class’s spell list, you can use an action to read the 
  scroll and cast the spell without having to provide any 
  of the spell’s components. Otherwise, the scroll is 
  unintelligible. 
  If the spell is on your class’s spell list but of a 
  higher level than you can normally cast, you must 
  make an ability check using your spellcasting ability 
  to determine whether you cast it successfully. The DC 
  equals 10 + the spell’s level. On a failed check, the 
  spell disappears from the scroll with no other effect. 
  Once the spell is cast, the words on the scroll fade, 
  and the scroll crumbles to dust. 
  The level of the spell on the scroll determines the 
  spell’s saving throw DC and attack bonus. 
  A wizard spell on a spell scroll can be copied just 
  as spells in spellbooks can be copied. When a spell is 
  copied from a spell scroll, the copier must succeed on 
  an Intelligence (Arcana) check with a DC equal to 10 
  + the spell’s level. If the check succeeds, the spell is 
  successfully copied. Whether the check succeeds or 
  fails, the spell scroll is destroyed. 
  The cost of a spell scroll is increased by the value 
  of any costly spell components the spell might 
  normally require. 
   
   
  VARIANT: FORMULAE 
  With this option, crafting products from the 
  Alchemical Brews, Herbal Brews, or Poisons 
  subcategories 
  requires 
  more 
  than 
  just 
  the 
  appropriate tools, it also requires a formula that 
  guides the crafter through the complex steps to 
  produce the item. The crafter must have the formula 
  on hand for the entire process. 
  Formulae are a cross between ritual directions 
  and the notes for a science experiment. They are 
  usually written in a book or on a loose sheet of 
  parchment, often accompanied by complex 
  diagrams. When not in a book, formulae are 
  typically kept safe in protective scroll cases. 
  Formulae can be purchased from certain 
  sellers, experts in their fields, or they can be found 
  as treasure. A formula is worth 5 times the market 
  cost of the item that it allows the holder to craft. The 
  creation of formulae might be beyond the ability of 
  player characters. If the DM does allow player 
  characters to create formulae, they can be produced 
  with costly experimentation just like a normal 
  crafting project. The character must be proficient in 
  the appropriate tools to attempt such a creation. 
   
   
  Spell Scroll (1st-Level). The contained spell has a 
  save DC of 13 and an attack bonus of +5, should either 
  of these be required. 
  Spell Scroll (Cantrip). The contained spell has a 
  save DC of 13 and an attack bonus of +5, should either 
  of these be required. 
  Torch, Everburning. This item is simply the 
  product of a continual flame spell. It typically takes the 
  form of a torch, but any viable objects can be affected 
  for the listed cost. A cleric or wizard can create such 
  an object by casting the continual flame spell, which 
  consumes 50 gp worth of ruby dust. As a duty to their 
  faith and as a method of proselytizing, many clerics 
  make these items available for no more than the cost 
  of their material components, just as they do with holy 
  water. 
   
  
  69 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  ALCHEMICAL BREWS 
  Items on the Adventuring Gear (Alchemical Brews) 
  chart can be crafted using alchemist’s supplies. 
   
  DESCRIPTIONS 
  The following items have their own specific rules. 
  Items described in this section appear magical to the 
  detect magic spell but have no school of magic. 
  Acid. This corrosive liquid can burn through flesh 
  and inanimate materials alike. As an action, you can 
  splash the contents of this vial onto a creature within 5 
  feet of you or throw the vial up to 20 feet, shattering it 
  on impact. In either case, make a ranged attack against 
  a creature or object, treating the acid as an improvised 
  weapon. On a hit, the target takes 2d6 acid damage. 
  Alchemical Glue. This adhesive is contained in 
  two separate chambers of a split vial. When the cap is 
  removed, both liquids pour out and mix into a fast-
  drying epoxy that creates a nearly unbreakable bond 
  between objects it glues together. One ounce of the 
  glue can cover a 1-foot square surface. Breaking the 
  bond requires a DC 25 Strength check. 
  Alchemical Silver. You can use an action to apply 
  this glittering oil to a weapon or up to 3 pieces of 
  ammunition. This application makes the weapon 
  effective against monsters that have immunity or 
  resistance to non-silver weapons. The application lasts 
  for 1 minute, after which the oil dries out and the 
  applied compound crumbles away as dust. On a melee 
  weapon, the application can be used up sooner, at the 
  third successful strike.
   
  ADVENTURING GEAR (ALCHEMICAL BREWS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Acid (vial) 
  25 gp 
  1 lb. 
   
  Ink, dark (1-ounce bottle) 
  50 gp 
  — 
  Alchemical glue (vial) 
  20 gp 
  — 
   
  Ink, glowing (1-ounce bottle) 
  30 gp 
  — 
  Alchemical silver (vial) 
  10 gp 
  — 
   
  Instant rope (flask) 
  25 gp 
  1 lb. 
  Alchemical solvent (vial) 
  40 gp 
  — 
   
  Lockgrip grease (vial) 
  10 gp 
  — 
  Alchemist’s fire (flask) 
  50 gp 
  1 lb. 
   
  Longbreath (vial) 
  15 gp 
  — 
  Bladefire (vial) 
  50 gp 
  — 
   
  Mirage powder (vial) 
  20 gp 
  — 
  Blastpatch (flask) 
  3 gp 
  1 lb. 
   
  Moonrod 
  1 gp 
  1 lb. 
  Blend cream (vial) 
  30 gp 
  — 
   
  Motelight (vial) 
  20 gp 
  1 lb. 
  Catstink (flask) 
   
  1 lb. 
   
  Oil, slow-burning (flask) 
  1 gp 
  1 lb. 
  Clearwater solution (vial) 
  4 gp 
  — 
   
  Salve of slipperiness (flask) 
  15 gp 
  1 lb. 
  Defoliant (flask) 
  25 gp 
  1 lb. 
   
  Smokestick 
  1 gp 
  — 
  Eggshell grenade 
   
   
   
  Stonebreaker acid (vial) 
  20 gp 
  — 
     Dust 
  10 gp 
  — 
   
  Sunrod 
  4 gp 
  1 lb. 
     Flash 
  15 gp 
  — 
   
  Tanglefoot bag 
  50 gp 
  1 lb. 
     Pepper 
  15 gp 
  — 
   
  Thermal grease (flask) 
  12 gp 
  1 lb. 
     Smoke 
  25 gp 
  — 
   
  Thunderstone 
  10 gp 
  — 
  Embalming cream (flask) 
  6 gp 
  1 lb. 
   
  Tindertwig 
  1 gp 
  — 
  Fireworks 
  5 gp 
  1/2 lb. 
   
  Torch, alchemical 
  2 gp 
  1 lb. 
  Flash powder (paper packet) 
  8 gp 
  — 
   
  Tracking dust (vial) 
  15 gp 
  — 
  Flash pellet 
  50 gp 
  — 
   
  Whistling box 
  2 gp 
  1 lb. 
  Flash rocket 
  40 gp 
  1 lb. 
   
  Vicious bleeder (vial) 
  35 gp 
  — 
  Ghoststrike oil (vial) 
  50 gp 
  — 
   
   
   
   
  Alchemist’s Fire. This sticky, adhesive fluid 
  ignites when exposed to air. As an action, you can 
  throw this flask up to 20 feet, shattering it on impact. 
  Make a ranged attack against a creature or object, 
  treating the alchemist’s fire as an improvised weapon. 
  On a hit, the target takes 1d4 fire damage at the start 
  of each of its turns. A creature can end this damage by 
  using its action to make a DC 10 Dexterity check to 
  extinguish the flames. 
  
  70 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  Alchemical Solvent. This clear glue can dissolve 
  almost any mundane adhesive. One dose of the solvent 
  can cover a 1-foot square surface. It instantly dissolves 
  alchemical glue, tanglefoot bags, and similar 
  alchemical substances. At the DM’s discretion, the 
  solvent can provide bonuses to escape the sticky 
  excretions of certain monsters; for example, it’s 
  application might give someone advantage on the 
  attempt to escape a cave fisher’s filament. 
  Bladefire. It takes one action to apply this gritty 
  oil to the striking portion of a weapon. At the start of 
  the user’s following turn, the oil bursts into flame. For 
  one minute, attacks with the weapon deal an additional 
  1d4 fire damage. This does no damage to a weapon 
  that has a metal striking surface, but a nonmagical 
  weapon with a wooden striking surface, like a club or 
  quarterstaff, is destroyed at the end of the minute. 
  Alternately, the oil may be applied to any Tiny object, 
  the flames causing damage once per round on 
  everyone who contacts it. The DM decides what 
  effect, if any, the oil has on a non-weapon object. 
  Bladefire will not work when combined with 
  other alchemical substances; only one alchemical 
  effect can apply to the same weapon at the same time. 
  Blastpatch. These granular crystals can be spread 
  on the ground in a 5-foot square patch. Any creature 
  that moves through the area grinds crystals together 
  causing a series of small ignitions. This creates a burst 
  of light that is visible for quite some distance in the 
  dark and inflicts 1 point of fire damage on the creature. 
  Once an affected patch has triggered three times, there 
  are insufficient crystals remaining for any effect. 
  Blend Cream. This creamy solution requires one 
  action to apply to a Small or Medium creature. For the 
  next 10 minutes, the creature has advantage on Stealth-
  related ability checks; the cream shifts color to blend 
  with its surroundings. 
  Catstink. This thick, foul-smelling brew is used to 
  distract watchdogs, tracking hounds, wolves, and 
  other canines. A flask of catstink can be deployed as 
  an action, covering a square area 15 feet on each side. 
  Any canine within 30 feet of the affected area is drawn 
  to investigate it. Controlling a hound within 30 feet of 
  the affected area requires a Wisdom (Animal 
  Handling) check, made with disadvantage, against a 
  DC of 12. Each failure of the check means a minute 
  wasted trying to control the animal before another 
  check can be made. This substance has no effect on 
  non-canine creatures. 
  Clearwater Solution. A pinch of these tiny 
  crystals dissolves in a container of up to 10 gallons of 
  liquid. After 1 minute, the solution removes any 
  poison or disease that taints the liquid. This has no 
  effect on liquids that are themselves poisons, or on 
  creatures that have already been affected by a poison 
  or disease. If dissolved into container holding more 
  than 10 gallons, the substance has no effect. 
  Defoliant. A dose of this liquid, if splashed out of 
  a flask, can ruin light vegetation and undergrowth (but 
  not trees) in up to 4 patches, each about five feet 
  square. The plants shrivel and die within 1 hour, 
  leaving the area barren of life or cover. Alternately, as 
  an action, you can splash a dose of the liquid onto a 
  creature within 5 feet of you or throw it up to 20 feet, 
  shattering the clay flask on impact. In either case, 
  make a ranged Attack against a target creature, treating 
  it as an improvised weapon. If the target is a plant 
  creature, it takes 2d6 acid damage. Other creature 
  types are unharmed. 
  Eggshell Grenades (all). Eggshell grenades are 
  delicate alchemical devices that react dramatically 
  when introduced to fire or an enemy’s face. They are 
  a favorite tool of rogues, often used to create 
  distractions. As an action, you can throw an eggshell 
  grenade up to 20 feet, shattering it on impact. This 
  requires a ranged attack, treating the grenade as an 
  improvised weapon. 
  Eggshell Grenade, Dust. This grenade, when it 
  hits the eyes of its target, causes blindness until the end 
  of your next turn. Because the grenade must be 
  targeted so precisely, you have disadvantage on the 
  attack roll. 
  Eggshell Grenade, Flash. This grenade, when 
  thrown into a fire, explodes in a brilliant flash of light. 
  Any creature within 15 feet of the fire must succeed in 
  a DC 10 Constitution save or be blinded until the end 
  of your next turn. There is no effect if the grenade 
  attack misses the fire. 
  Eggshell Grenade, Pepper. This grenade, when it 
  strikes the face (or near the sensory organs of a 
  creature), bursts into a cloud of noxious, stinging 
  chemicals. Because the grenade must be targeted so 
  precisely, you have disadvantage on the attack roll. If 
  you hit, the target must succeed in a DC 10 
  Constitution saving throw or be incapacitated. If a 
  target fails its save the effect lasts for three rounds, but 
  the target can attempt to end the effect early. This 
  requires the victim to spend an action to clear the 
  
  71 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  pepper, allowing another attempt to save. A successful 
  saving throw ends the effect immediately. 
  Eggshell Grenade, Smoke. This grenade, when 
  thrown into a fire, emits a billowing, toxic cloud in a 
  10-foot-radius. The area is heavily obscured until the 
  end of your next turn. Until the cloud dissipates, 
  creatures that enter the area (or begin their turn within 
  the area) must make a DC 10 Constitution save or 
  suffer 1d4 poison damage from inhaling the smoke. 
  There is no effect if the grenade attack misses the fire. 
  Embalming Cream. The content of this flask, 
  when spread over the skin of a dead humanoid, 
  prevents decay for 10 days. Time spent under the 
  effect does not count against the time limit for spells 
  such as raise dead. It takes 1 minute to apply this 
  cream to a Medium-sized humanoid. 
  Fireworks. Lighting fireworks creates a series of 
  pyrotechnic flashes and bangs that are audible up to 
  300 feet away. Lit fireworks persist for 2d4 rounds. 
  Flash Powder. This pinch of course powder burns 
  with a bright flare if exposed to fire. A creature within 
  10 feet that is not purposely looking away at the time 
  of ignition must succeed on a DC 10 Constitution 
  saving throw or be blinded until the end of its next 
  turn. 
  Flash Pellet. As an action, you can throw this clay 
  sphere up to 60 feet, shattering it on impact. Any 
  creature within 10 feet of the point of impact must 
  succeed on a DC 10 Constitution saving throw or be 
  blinded until the end of its next turn. 
  Flash Rocket. One round after lighting this 
  device, a chemical reaction propels a missile from its 
  containing tube. The rocket shoots forward up to 100 
  feet, where it bursts in a brilliant flare accompanied by 
  a bang audible within 300 feet. Rockets are typically 
  fired into the air to create a signal visible at a great 
  distance. Each is manufactured to flare with a specific 
  color for this purpose. A rocket can instead be used as 
  an improvised weapon with a range of 100 feet. If you 
  make a ranged Attack with a rocket and hit, it deals 
  1d4 fire damage and may ignite flammable substances. 
  A “repeating” version of this device fires 1 missile 
  each round for 6 rounds, but with a range of only 30 
  feet. 
  Ghoststrike Oil. A weapon coated with this 
  milky-white oil exudes a faint, ghostly mist for the 
  next minute. Application requires an action, after 
  which the weapon’s strikes are not inhibited by the 
  incorporeal nature of undead such as ghosts, shadows, 
  specters, and wraiths. For the duration, the treated 
  weapon ignores any resistance or immunity such 
  creatures have against weapon attacks. 
  Ghoststrike oil will not work when combined with 
  other alchemical substances; only one alchemical 
  effect can apply to a weapon at the same time. 
  Ink, Dark. This ink dries clear and is 
  imperceptible to creatures using normal sight. The ink 
  is only readable by someone with darkvision. Dark ink 
  can be created in “rare” form, the type used when 
  transcribing spells into a spellbook, at a cost of 150 gp 
  per one-ounce bottle. (See rare ink, above.) 
  Ink, Glowing. The ingredients for this special ink 
  are usually derived from subterranean plants and 
  fungi. Writing made with this ink glows ever so 
  slightly, not enough to detect under light, but enough 
  to read by in darkness. Glowing ink can be created in 
  “rare” form, the type used when transcribing spells 
  into a spellbook, at a cost of 130 gp per one-ounce 
  bottle. (See rare ink, above.) 
  Instant Rope. It takes one action to open this flask 
  and pour out the liquid contents. As the substance exits 
  the flask, it dries into a long, thin rope. The substance 
  has the same characteristics as a hempen rope. It dries 
  out and is unusable after 30 minutes. After 1 hour it 
  disappears, crumbling into dust. 
  Lockgrip Grease. It takes an action or bonus 
  action to apply this tacky grease to one or both hands. 
  For 
  the 
  next 
  minute, 
  the 
  substance 
  applies 
  disadvantage to any attempt to disarm a person 
  holding something with the treated hand or hands. The 
  treated creature requires an extra action, beyond the 
  normal effort required, to put down any object held 
  with a treated hand during this period. 
  Longbreath. For the 10 minutes following 
  consumption of this liquid, the imbiber can hold her 
  breath for twice as long as normal. Even when out of 
  breath, double the number of rounds the creature can 
  survive while suffocating. (See suffocating on page 
  183 of the Player’s Handbook.) 
  Mirage Powder. The dust in this vial can be 
  tossed into the air, filling a cubic area 5 feet long on 
  each side that is adjacent to the user. For the next 
  round, any image in the area that was created by an 
  illusion spell or effect will glitter as the dust clings to 
  it. Observers get advantage on any saving throw to 
  pierce the illusion during this period. 
  Moonrod. This one-foot long rod has a chemical 
  reservoir at one end, capped by a small silvery bulb. 
  
  72 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  The rod is activated by using an action to strike it 
  against a hard surface. For eight hours thereafter, the 
  bulb glows with a cool light. It provides bright light in 
  a 10-foot radius and dim light for an additional 10 feet. 
  Motelight. This glass vial contains motes of 
  glowing light. It is often worn on a necklace to provide 
  light to the wearer. An uncovered motelight sheds 
  bright light in a 10-foot radius and dim light for an 
  additional 10 feet. The lights are extinguished 
  permanently if the vial is ever opened or broken. 
  Oil, Slow-Burning. Made by rare processes of 
  alchemical refinement, this potent oil burns five times 
  as long as normal oil, providing long-lasting fuel for 
  lanterns and other devices. A target doused in slow-
  burning oil stays doused for 5 minutes before drying 
  out, instead of 1. If poured on the ground and lit, the 
  covered area burns for 10 rounds instead of 2. 
  Salve of Slipperiness. This pitch-black oil makes 
  it easier for someone to escape from restraints. One 
  dose covers enough of a Medium or Small creature to 
  give it advantage for the next hour on any Dexterity 
  checks to escape from manacles, grappling, or other 
  restraints. 
  Smokestick. This tiny rod of alchemical 
  substances smokes furiously when lit or thrown into a 
  fire. It creates a 5-foot radius sphere of smoke that 
  spreads around corners and heavily obscures the area. 
  It lasts for 1 minute. A wind of moderate or greater 
  speed (at least 10 miles per hour) disperses the smoke 
  until the wind stops. Extinguishing the flaming stick 
  ends the effect prematurely. Smokesticks can be 
  manufactured to emit smoke of specific colors, useful 
  for signaling. 
  Stonebreaker Acid. As an action, you can splash 
  the contents of this vial onto a creature within 5 feet of 
  you or throw the vial up to 20 feet, shattering it on 
  impact. In either case, make a ranged attack against a 
  creature or object, treating the acid as an improvised 
  weapon. On a hit, a viable target takes 4d6 acid 
  damage. Objects that are not stone, and creatures that 
  are not earth elementals, are unaffected. 
  Sunrod. This one-foot long rod has a chemical 
  reservoir at one end, capped by a small gold-hued 
  bulb. The rod is activated by using an action to strike 
  it against a hard surface. For eight hours thereafter, the 
  bulb shines with a strong, warm light. It provides 
  bright light in a 45-foot radius and dim light for an 
  additional 45 feet. 
  Tanglefoot Bag. This satchel is typically thrown 
  as an improvised missile weapon, targeting a foe up to 
  20 feet away as an action. It contains an alchemical 
  substance that bursts out if the ranged attack hits, 
  engulfing the foe with a sticky, fast-hardening foam. 
  A Large or smaller target hit by a tanglefoot bag is 
  restrained until freed. A creature can use its action to 
  make a DC 10 Strength check, freeing itself or another 
  creature with its reach on a success. 
  Thermal Grease. It takes 1 minute to apply this 
  grease to a Small or Medium creature. For the next 24 
  hours, the affected creature reduces by 1 point any 
  damage sustained from fire or cold sources. The 
  creature can also operate comfortably in very hot or 
  cold natural climates. 
  Thunderstone. As an action, you can throw this 
  small stone up to 20 feet. Make a ranged attack against 
  a creature or object, treating the thunderstone as an 
  improvised weapon. The shock of impact causes the 
  substances in this hardened alchemical lump to react 
  violently, generating a deafening boom. Any creature 
  hit by the ranged attack must make a DC 12 
  Constitution saving throw or be deafened for 1 minute. 
  If the saving throw fails by 5 or more, the creature is 
  also stunned while deafened in this way. A creature 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. The 
  sound of a thunderstone is audible to a distance of 300 
  feet. 
  Tindertwig. A hardened paste on the end of this 
  tiny stick ignites when scraped against a rough surface. 
  A tindertwig stays lit for 2 rounds, shedding dim light 
  in a 5-foot radius. It is typically used for lighting things 
  on fire. Lighting a torch, lamp, or lantern with a 
  tindertwig requires only a bonus action. 
  Torch, Alchemical. An alchemical torch burns for 
  3 hours, providing bright light in a 30-foot radius and 
  dim light for an additional 30 feet. If you make a melee 
  Attack with a burning alchemical torch and hit, it deals 
  1d4 fire damage. An alchemical torch is not disrupted 
  by wind or water; it functions even if submerged, 
  though its light ranges are halved. An alchemical torch 
  can be extinguished by covering it with dirt or similar 
  material for 1 minute. 
  Tracking Dust. One does of this dust can be 
  spread over a zone of up to six contiguous 5-foot 
  square patches that lasts for 1 hour. This dust 
  luminesces at the edges of even the subtlest 
  impressions made on any surface. Anyone starting a 
  
  73 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  tracking attempt on tracks that exist within the zone 
  has advantage on that Wisdom (Survival) check. 
  Alternately, in an area where tracking would be 
  otherwise impossible, the tracker can attempt a check 
  at DC 20, but can only follow such tracks within the 
  established zone unless they lead to another surface 
  where tracking is normally possible. 
  Whistling Box. One round after lighting the fuse 
  on this tiny box, the chemicals within begin to expand 
  violently, creating an ear-splitting, osculating whistle 
  as they exit the contraption. The sound persists for 1 
  minute and can easily be heard up to 500 feet away. 
  Vicious Bleeder. It takes one action to apply this 
  substance to the striking surface of a weapon. If the 
  weapon inflicts piercing or slashing damage, it gains 
  the wounding weapon property for 1 minute. 
  Vicious bleeder will not work when combined 
  with other alchemical substances; only one alchemical 
  effect can apply to a weapon at the same time. 
   
  HERBAL BREWS 
  Items on the Adventuring Gear (Herbalism Kit) chart 
  can be crafted using an herbalism kit. This usually 
  entails some complex formulations of ingredients, but 
  sometimes herbal brews require no more than the 
  proper packing and storage of plant ingredients that 
  naturally possess magical properties.
   
  ADVENTURING GEAR (HERBAL BREWS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Alertness draught (vial) 
  2 gp 
  — 
   
  Insect repellent (gourd) 
  1 gp 
  1/2 lb. 
  Aniseed (vial) 
  8 gp 
  — 
   
  Insect repellent (incense) 
  1 sp 
  — 
  Antidote kit 
  150 gp 
  3 lb. 
   
  Meditative draught (vial) 
  15 gp 
  — 
  Antiparalytic (vial) 
  40 gp 
  — 
   
  Menga leaves (vial) 
  2 gp 
  — 
  Antipathogen (vial) 
  30 gp 
  — 
   
  Nature’s draught (vial) 
  8 gp 
  — 
  Antitoxin (vial) 
  50 gp 
  — 
   
  Plague mask 
  5 gp 
  1 lb. 
  Beastbane 
  5 gp 
  1/2 lb. 
   
  Potion of healing (large vial) 
  50 gp 
  1/2 lb. 
  Candle, focusing 
  10 gp 
  — 
   
  Rations, journeybread (1 day) 
  5 gp 
  1/8 lb. 
  Candle, restful 
  2 gp 
  — 
   
  Regenerative elixir (flask) 
  15 gp 
  1 lb. 
  Clearbreath smoke (flask) 
  10 gp 
  1 lb. 
   
  Ryath root 
  50 gp 
  1/2 lb. 
  Clearsense powder (vial) 
  5 gp 
  — 
   
  Sinda berries (flask) 
  5 gp 
  1 lb. 
  Healer’s kit 
  5 gp 
  3 lb. 
   
  Wildroot (vial) 
  25 gp 
  — 
  Herbal poultice 
  6 sp 
  1/2 lb. 
   
  Wukka nut 
  1 gp 
  1/2 lb. 
  DESCRIPTIONS 
  The following items have their own specific rules. 
  Alertness Draught. Often consumed before 
  standing 
  watch, 
  this 
  viscous 
  drink 
  promotes 
  wakefulness and vigilance. For the next 2 hours, the 
  drinker has advantage on Wisdom (Perception) checks 
  and on any saving throws to resist falling sleep, even 
  from magical effects. 
  Aniseed. This vial contains hundreds of tiny 
  granules soaked with intense-smelling distillations of 
  herbs, including aniseed. The granules can be 
  scattered across an area to foul tracking attempts that 
  rely on scent. A vial of aniseed can be deployed as an 
  action, covering a square area 15 feet on each side. A 
  creature with a heightened sense of smell must 
  succeed on a DC 12 Constitution saving through or 
  lose the effective use of that sense for 10 minutes. 
  What constitutes a heightened sense of smell is 
  defined by the Dungeon Master; typically, it includes 
  any creature that has the Keen Smell or the Keen 
  Hearing and Smell feature, or that has a similar trait 
  that affects its sense of smell, or that can track or 
  perceive its environs through smells. 
  Antidote Kit. This satchel contains dozens of 
  antidotes and curatives for poison. This kit has ten 
  uses. As an action, you can spend one use of the kit to 
  treat one poison affecting a subject. If more than one 
  poison affects the target, and you have not identified 
  or differentiated the poisons, one poison is treated at 
  random. Roll a Wisdom (Medicine) check against the 
  saving throw DC of the poison. Success neutralizes 
  that poison. 
  
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  Antiparalytic. A creature that drinks this vial of 
  liquid gains advantage on saving throws against 
  paralysis effects (including poisons that confer 
  paralysis) for 1 hour. It confers no benefits to undead 
  or constructs. 
  Antipathogen. A creature that consumes this 
  chalky pellet gains advantage on saving throws against 
  diseases for 8 hours. It confers no benefits to undead 
  or constructs. 
  Antitoxin. A mixture of common antidotes and 
  treated charcoal designed to counteract a wide variety 
  of toxins. A creature that drinks this vial of liquid gains 
  advantage on saving throws against poisons for 1 hour. 
  It confers no benefits to undead or constructs. 
  Beastbane. Igniting this package of slow-burning 
  herbs and other noxious substances creates a persistent 
  area of foul scent that lasts for one hour. Adventurers 
  in the wild typically ring their camps with these small 
  fires to prevent animal or insect attacks; the fumes are 
  particularly offensive to beasts, which must succeed 
  on a DC 10 Constitution saving throw the first time 
  they attempt to come within 20 feet of the burning 
  substance. On a failed save, the beast cannot move into 
  that radius. On a success, the beast is not affected by 
  any beastbane for the rest of the day. A normal 
  affected beast will be completely deterred and 
  probably leave the area, but one with an Intelligence 
  of 4 or higher can try to enter the affected area on each 
  of its successive turns, re-attempting the saving throw 
  each time until successful. A wind of moderate or 
  greater speed (at least 10 miles per hour) negates the 
  effect until the wind stops. Extinguishing the flaming 
  package ends the effect until it is relit. 
  Candle, Focusing. A creature that meditates in 
  the presence of this candle for no less than 5 minutes 
  gains a +1 bonus to Intelligence checks so long as she 
  remains in the presence of the burning candle. A 
  candle burns for 1 hour. 
  Candle, Restful. This candle aids healing during 
  a short rest. Everyone resting within 20 feet of the lit 
  candle who rolls hit dice for healing can treat any 
  rolled 1s as 2s instead. A candle burns for 1 hour, the 
  entire length of the short rest. 
  Clearbreath Smoke. Inhaling the gray mist from 
  this flask deadens the user’s sense of smell. For the 
  next hour, this provides advantage on saving throws to 
  resist smell-based effects, like a troglodyte’s stench.  
  Clearsense Powder. When inhaled as an action, 
  this powder gives the subject an immediate saving 
  throw against any effect that inflicts blindness or 
  deafness if that effect allows saving throws to end it. 
  This is in addition to any periodic saving throws the 
  effect already allows. 
  Healer’s Kit. 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. 
  Herbal Poultice. This packet of medicinal herbs 
  is applied directly to a wound. It can be used as if it 
  was a single charge of a healer’s kit. Alternately, it can 
  be applied to assist longer recover; during a short rest, 
  an affected character heals 1 extra hit point per hit die 
  when spending hit dice for healing. A poultice works 
  for one application; it cannot be reused. 
  Insect Repellant (Gourd or Incense). This herbal 
  concoction comes in two forms, an odorless salve 
  applied to the skin or a block of incense burned as a 
  fumigant. Either type repels normal insects for its 
  stated duration but has no effect on giant insects or 
  swarms of insects. 
  The salve comes with 20 applications and protects 
  a single Medium or Small size creature for 24 hours. 
  It is waterproof and will not wash off short of thorough 
  scrubbing. The block of incense burns for 8 hours 
  when lit and affects a 20-foot radius for the duration. 
  Meditative Draught. The imbiber has advantage 
  on concentration checks for 1 hour following the 
  consumption of this oily liquid. 
  Menga Leaves. The dried leaves of this bush can 
  be ground, dissolved in liquid, heated, and ingested. A 
  creature that ingests a dose of menga leaves in this 
  fashion regains 1 hit point. A creature that ingests 
  more than 5 doses in a 24-hour period gains no 
  additional benefit and must succeed on a DC 11 
  Constitution saving throw or fall unconscious for 1 
  hour. The unconscious creature awakens if it takes at 
  least 5 points of damage on one turn. 
  Nature’s Draught. Consuming this musky brew 
  affects the imbiber’s sweat glands, causing her scent 
  to be less offensive to animals, even calming. For 8 
  hours after drinking nature’s draught, the imbiber has 
  advantage on Wisdom (Animal Handling) checks. 
  Plague Mask. This mask covers the nose and 
  mouth with a filtering layer of medicinal herbs. These 
  provide a pleasant aroma to mask the miasmic stench 
  of plague. A plague mask also covers the eyes with a 
  set of clear glass lenses. A plague mask gives 
  
  75 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  advantage to all saving throws to resist diseases that 
  are airborne or that enter the body through the mouth, 
  nose, or eyes. It has no effect on diseases contracted 
  through injuries or by contact with the skin. 
  Potion of Healing. This potion’s red liquid 
  glimmers when agitated. By drinking this potion, you 
  regain 2d4+2 hit points. 
  Rations, Journeybread. These rations rely on the 
  nutritional value of rare herbs to provide exceptional 
  levels of sustenance relative to their weight. Despite 
  their weight, each of these rations is the equivalent of 
  1 pound of food. Journeybread is suitable to the 
  digestive needs of all creatures, carnivores and 
  herbivores alike. 
  Regenerative Elixir. This elixir gives the drinker 
  1 temporary hit point. Any time the drinker must make 
  a death save within the coming 24 hours, the save is 
  made with advantage. 
  Ryath Root. Ingesting a Ryath root provides a 
  creature with 2d4 temporary hit points. A creature that 
  consumes more than one ryath root in a 24-hour period 
  must succeed on a DC 13 Constitution saving throw or 
  suffer the poisoned condition for 1 hour. 
  Sinda Berries. Liquid concoctions of these dark 
  brown berries have a bitter aftertaste. Consuming one 
  dose gives the creature advantage on saving throws 
  against poison and disease for the next 24 hours. 
  Fresh sinda berries, plucked from the bush less 
  than 24 hours prior, have the same effect without any 
  preparation or treatment if at least 10 of the berries are 
  consumed. 
  Wildroot. This liquid must be introduced to the 
  subject’s bloodstream, poured on an open wound or 
  injected with a sharp device or weapon of some sort. 
  Once administered, the creature is alleviated of the 
  poisoned condition. 
  Wukka Nut. This fist-sized nut rattles when 
  shaken. Shaking the nut as an action or bonus action 
  causes the shell to shed bright light in a 10-foot radius 
  and dim light for an additional 10 feet. This magical 
  light fades after 1 minute but the nut can be shaken 
  again to reactivate it. If the shell of a wukka nut is ever 
  cracked, the magical properties are lost. 
  Fresh wukka nuts have the same effect without 
  any preparation or treatment if plucked from a wukka 
  tree no more than 48 hours prior. 
   
  POISONS 
  Poisons are powerful substances that affect the 
  physiology of living creatures. When combined with 
  weapons, poisons can turn even a light cut into a 
  deadly wound. When delivered clandestinely, poisons 
  can kill effectively while allowing the killer to remain 
  separate (in time and distance) from the act. 
  There are over a hundred poisons described in this 
  section. They come from three sources. About half are 
  translations of poisons from the Arms and Equipment 
  Guide published for the 3rd Edition of Dungeons & 
  Dragons. For these translations, a new variation to the 
  poised condition is described here in a sidebar. A small 
  portion of these poisons are taken directly from the 
  sample poisons in the Dungeon Master’s Guide and 
  the Player’s Handbook. The remainder of the poisons, 
  those appearing on the second chart, are monster-
  derived. They come from creatures in the Monster 
  Manual and in the other 5e materials published up to 
  this point. These monster poisons are translated into 
  rules useable for character interactions, provided for 
  when players use a poisoner’s kit to collect toxin from 
  defeated monsters. 
   
   
  NEW CONDITION: POISONED (LESSER) 
  Normally, a poisoned creature has disadvantage on 
  attack rolls and ability checks regardless of the 
  abilities those rolls are based on. In contrast, this 
  lesser poisoned condition affects fewer abilities, 
  usually only one. Crafted poisons frequently apply 
  this condition. 
  The lesser poisoned condition is noted by 
  listing an ability after the condition parenthetically. 
  For example, a creature affected with the “poisoned 
  (Strength)” condition has disadvantage on attack 
  rolls and ability checks, but only the ones that 
  utilize Strength. Likewise, a creature affected by 
  the “poisoned (Intelligence, Charisma)” condition 
  would have disadvantage on attack rolls and ability 
  checks based on Intelligence and Charisma. 
  Lesser poisoned conditions are in all other 
  ways equivalent to the standard poisoned condition 
  and can be removed in the same way. 
   
   
   
  
  76 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  ACQUIRING POISON 
  In game terms, poisons represent a potent value-added 
  factor that can eclipse the damage of normal weapons 
  and unbalance the effectiveness of attacks in your 
  game. As such, poisons should be treated carefully. 
  DMs should not minimize the balancing factors that 
  apply to acquiring poisons: the high material cost, the 
  lengthy production time, the danger of harvesting from 
  monsters, and the near-universal illegality of using, 
  purchasing, or possessing poisons. 
  Crafting. Characters can craft the poisons 
  presented on the first poison chart (“Crafted Toxins”) 
  but not the second (“Creature Toxins”) chart. Crafted 
  toxins are created with a poisoner’s kit using various 
  alchemical and herbal ingredients. The DM may 
  decide that certain poisons cannot be crafted with 
  common ingredients, that the crafter must seek out (or 
  randomly encounter) various ingredients in the wild. 
  Harvesting. Creature toxins are the poisons or 
  curative 
  byproducts 
  derived 
  from 
  monsters, 
  substances that can only be acquired by harvesting 
  with a poisoner’s kit. A character can harvest poison 
  from any creature that creates its own venom or toxin. 
  The creature must be dead or somehow incapacitated 
  at the time. A living creature can only be harvested 
  from once per day. A dead creature must have died 
  within the last day to still have viable poison within it. 
  Curative byproducts derived from creatures can only 
  be harvested from dead creatures. 
  Harvesting requires a DC 20 Intelligence (Nature) 
  or Intelligence (poisoner’s kit) check. Failure means 
  the creature had no usable poison remaining or the 
  dose collected was spoiled in the attempt and is has no 
  effect. If the check fails by 5 or more, the harvesting 
  character has accidentally subjected herself to the 
  creature’s poison, taking damage or requiring saving 
  throws as normal. A successful check yields a single 
  dose. 
  Purchasing. The charts below give prices for 
  single doses of poisons. Purchasing can be easier and 
  faster than creating or harvesting, but dealing in 
  poisons is risky. The DM is the arbiter of what poisons 
  are available, if any, and at what variation to the 
  standard costs. Poisons can be as difficult to acquire as 
  magic items; the DM may impose the restricting 
  guidelines for finding buyers described in Part 1: 
  Wealth. Attempting to purchase such illicit substances 
  risks running afoul the local authorities. 
  USING POISON 
  Poisons come in four types. 
  Contact. A creature that touches contact poison 
  with exposed skin suffers its effects. Contact poison is 
  also affective if consumed or injected. 
  As an action, contact poison can be poured or 
  brushed onto a single small object like a doorknob, a 
  bed pillow, or the inside of a gauntlet. Once applied, 
  the contact poison remains viable for 3 hours. Anyone 
  touching the affected object at the point of application 
  is subjected to the poison. 
  Inhaled (or Contact Gas). These are powders or 
  gases that take effect when they are inhaled or they 
  otherwise encounter living creatures. Inhaled poisons 
  do not affect creatures that do not breathe. 
  An inhaled (or contact gas) poison is typically 
  contained in a glass vial. As an action, you can throw 
  the vial up to 20 feet, shattering it on impact and filling 
  a 5-foot cube. Make a ranged attack against a creature, 
  object, or point of origin, treating the vial as an 
  improvised weapon. On a hit, a 5-foot cube of space 
  around the target is filled with gas. On a miss, the DM 
  determines where the vial lands and whether it shatters 
  to release its contents. 
  Normally, the small cloud of gas or particles 
  persists in the affected area for 1d4+1 rounds before it 
  dissipates. A wind of moderate or greater speed (at 
  least 10 miles per hour) disperses the poison 
  immediately. 
  Ingested. A creature swallowing an ingested 
  poison, or consuming food or drink laced with an 
  ingested poison, suffers its effects. 
  As an action, an ingested poison can be added to 
  a single serving of food or an individual drink 
  container. Once applied, the food or drink remains 
  poisoned for 24 hours before the poison degrades and 
  is useless. 
  In some circumstances, the DM might decide that 
  a victim only gets a partial dose, perhaps because an 
  entire dish of food or a whole punchbowl was 
  poisoned rather than a single serving. In this case, the 
  DM should allow advantage on any related saving 
  throws and inflict only half damage from the poison. 
  Injury. A creature whose skin is penetrated by the 
  blade or point of a weapon coated with injury poison 
  is exposed to its effects. 
  Applying a dose of injury poison to a weapon (or 
  up to three pieces of ammunition) takes an action. 
  
  77 | T HE  CO MPR EH ENSI VE E Q UI PMEN T MA N UA L 
   
  Thereafter, if the weapon delivering the poison causes 
  piercing or slashing damage, the poison is inflicted as 
  well. Once applied to the weapon, the poison begins to 
  lose potency, drying out after one minute. 
   
   
  DM’S CORNER: POISONED BLADES 
  There is some debate about the rule for coating 
  weapons with injury poison found on page 153 of 
  the Player’s Handbook. The debate centers on an 
  ambiguity as to whether each strike of the poisoned 
  weapon inflicts poison until the 1-minute duration 
  concludes, or just the first strike within that period. 
  A straightforward reading indicates that the 
  toxin is supposed to remain effective for every 
  strike throughout that period. There are two reasons 
  for this conclusion. First, nothing in the text says 
  that a successful strike de-poisons the weapon; the 
  application “retains potency” until its duration is 
  up. Second, a single dose can be applied to 3 pieces 
  of ammunition. If every arrow hits, that would 
  triple the benefit for archers if a single dose was 
  only good for a single hit with a melee weapon. 
  There is very little support for the notion that the 
  poison only works for the first successful attack. 
  As an alternative, a happy medium, the DM 
  might allow that a weapon coated remains toxic for 
  up to 1 minute, or until after the 3rd hit with the 
  weapon, whichever comes first. That puts more 
  balance into the mechanics and puts melee weapons 
  and ammunition on par with one another. 
   
   
  DESCRIPTIONS 
  Each dose comes in a vial, some of them glass vials 
  intended for throwing. Individual doses in vials have 
  no appreciable weight. 
  Adlevine Extract (Ingested). A creature subjected 
  to this poison must make a DC 11 Constitution saving 
  throw or be poisoned (Wisdom) for 8 hours. While 
  poisoned this way, the creature gains 2 points of 
  Constitution, to a maximum rating of 20. A creature 
  can repeat the saving throw at the end of each hour, 
  ending the effect early on itself on a success. 
  Alforna (Injury). A creature subjected to this 
  poison must succeed on a DC 11 Constitution saving 
  throw or be poisoned (Strength) for 1 minute. A 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect early on itself on a 
  success. 
  Anemis (Contact). A creature subjected to this 
  poison must succeed on a DC 13 Constitution saving 
  throw or be poisoned (Strength) for 10 minutes. At the 
  start of each of its turns, while the condition persists, 
  the victim suffers 1 poison damage. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect early on itself on a success.  
  Asabi Mist (Inhaled). A creature that enters or 
  starts its turn within the affected 5-foot area must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned for 10 minutes. The creature can attempt 
  another saving throw at the end of each minute, ending 
  the effect on itself with a success. 
  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. 
  Assassin Vine (Injury). A creature injected with 
  this poison suffers 21 (6d6) poison damage. 
  Banelar Essence (Injury). A creature subjected 
  to this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned for 1 minute. A creature 
  that fails its saving throw by 5 or more is also 
  unconscious while poisoned this way. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect early on itself on a success. 
  Basic Poison (Injected). A creature injected with 
  this poison must make a DC 10 Constitution saving 
  throw or take 2 (1d4) poison damage. 
  Basilisk Oil. This substance is a curative creature 
  component. The gullet fluids of a basilisk, properly 
  collected and preserved, provides a natural reversal for 
  petrification. The gullet of a single adult basilisk 
  contains 1d4+1 doses, but a separate check is required 
  to harvest each dose without spoiling it. A single dose, 
  applied to a petrified creature of Large or smaller size, 
  allows it to make another saving throw to resist (in this 
  case, reverse) the petrification. Multiple doses can 
  allow multiple additional saving throws. It takes one 
  minute to fully apply a dose of the oil to a single 
  creature. Revivification with basilisk oil is impossible 
  if a vital part of the creature, such as its head, has been 
  detached. 
   
  
  78 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  ADVENTURING GEAR (POISON, CRAFTED TOXINS) 
   Item 
  Cost 
  DC/Dice 
   
   Item 
  Cost 
  DC/Dice 
  Adlevine extract 
  100 gp 
  11/— 
   
  Lockjaw 
  120 gp 
  12/— 
  Alforna 
  75 gp 
  10/— 
   
  Malice 
  250 gp 
  15/— 
  Anemis 
  750 gp 
  13/— 
   
  Malyss root paste 
  500 gp 
  13/— 
  Asabi mist 
  1,000 gp 
  12/— 
   
  Mesmer paste 
  300 gp 
  12/— 
  Assassin’s blood 
  150 gp 
  10/1d12 
   
  Midnight tears 
  1,500 gp 
  17/9d6 
  Banelar essence 
  300 gp 
  11/— 
   
  Nitharit 
  650 gp 
  13/— 
  Basic poison 
  100 gp 
  10/1d4 
   
  Oil of taggit 
  400 gp 
  13/— 
  Black lotus extract 
  4,500 gp 
  12/— 
   
  Pale tincture 
  250 gp 
  16/1d6 
  Bloodroot 
  100 gp 
  12/— 
   
  Raeliss smoke 
  2,000 gp 
  15/— 
  Blue whinnis 
  450 gp 
  9/— 
   
  Redek vine extract 
  1,500 gp 
  13/— 
  Brain dust 
  1,300 gp 
  12/— 
   
  Retch 
  250 gp 
  15/— 
  Burnt other fumes 
  500 gp 
  13/3d6 
   
  Rill leaf 
  120 gp 
  14/— 
  Cretel leaf residue 
  50 gp 
  14/— 
   
  Roshon vapor 
  1,750 gp 
  11/— 
  Crippling vine 
  300 gp 
  13/— 
   
  Sassone leaf residue 
  300 gp 
  9/— 
  Culum powder 
  200 gp 
  12/— 
   
  Scorcher fumes 
  800 gp 
  11/— 
  Dancing monkey fruit 
  5 gp 
  14/— 
   
  Shadow essence 
  250 gp 
  11/— 
  Dark reaver powder 
  400 gp 
  13/1d8 
   
  Shreef oil 
  100 gp 
  12/— 
  Deathblade 
  1,800 gp 
  20/— 
   
  Sleeping weed 
  500 gp 
  13/— 
  Dragon bile 
  1,500 gp 
  17/— 
   
  Striped toadstool 
  180 gp 
  11/— 
  Drider poison 
  150 gp 
  —/1d8 
   
  Svirfneblin poison 
  150 gp 
  12/— 
  Drow poison 
  200 gp 
  13/— 
   
  Terinav root 
  750 gp 
  13/— 
  Essence of ether 
  300 gp 
  15/— 
   
  Thever fumes 
  3,000 gp 
  14/— 
  Faralin 
  150 gp 
  14/— 
   
  Thever paste 
  1,500 gp 
  12/— 
  Gray whinnis 
  3,000 gp 
  20/— 
   
  Torpor 
  600 gp 
  15/— 
  Greenblood oil 
  100 gp 
  11/— 
   
  Truth serum 
  150 gp 
  11/— 
  Haluroot 
  25 gp 
  9/— 
   
  Ungol dust 
  1,000 gp 
  12/— 
  Horror weed extract 
  600 gp 
  12/1d4 
   
  Vapid leaf extract 
  250 gp 
  13/— 
  Id moss 
  125 gp 
  11/— 
   
  Verminous antidote 
  15 gp 
  — 
  Insanity smoke 
  750 gp 
  12/1d8 
   
  Wraith sheen 
  250 gp 
  14/— 
  Lich dust 
  250 gp 
  11/— 
   
  Zabou 
  10 gp 
  10/— 
  Black Lotus Extract (Contact). A creature 
  subjected to this poison must succeed on a DC 12 
  Constitution saving throw or be poisoned (Wisdom) 
  for 3 minutes. While the condition persists, the victim 
  suffers disadvantage on saving throws based on 
  Wisdom. At the start of each of its turns, while the 
  condition persists, the victim suffers 5 (2d4) poison 
  damage. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect early on itself 
  on a success. 
  Bloodroot (Injury). A creature subjected to this 
  poison must succeed on a DC 12 Constitution saving 
  throw or be poisoned (Wisdom) for 1 minute. A 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect early on itself on a 
  success. 
  Blue Whinnis (Injury). A creature subjected to 
  this poison must succeed on a DC 9 Constitution 
  saving throw or be poisoned for 1 minute. A creature 
  poisoned this way has the unconscious condition while 
  the poisoned condition persists. A creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect early on itself on a success. 
   
  
  79 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  ADVENTURING GEAR (POISON, CREATURE TOXINS) 
   Item 
  Cost 
  DC/Dice 
   
   Item 
  Cost 
  DC/Dice 
  Assassin vine 
  800 gp 
  —/6d6 
   
  Purple wormling poison 
  250 gp 
  13/3d6 
  Basilisk oil 
  400 gp 
  — 
   
  Purple worm poison 
  2,000 gp 
  19/12d6 
  Bone devil’s sting 
  600 gp 
  14/— 
   
  Quasit crud 
  150 gp 
  10/2d4 
  Bone naga venom 
  300 gp 
  —/3d6 
   
  Sea spawn quills 
  175 gp 
  12/1d6 
  Carrion crawler mucus 
  200 gp 
  13/— 
   
  Shoosuva poison 
  350 gp 
  14/— 
  Catoblepas musk 
  250 gp 
  16/— 
   
  Spirit naga venom 
  1,200 gp 
  —/7d8 
  Choldrith poison 
  300 gp 
  —/3d6 
   
  Sprite spit 
  250 gp 
  10/— 
  Chuul saliva 
  400 gp 
  13/— 
   
  Stench kow breath 
  200 gp 
  12/— 
  Couatl venom 
  600 gp 
  13/— 
   
  Thri-kreen venom 
  350 gp 
  11/— 
  Death dog saliva 
  300 gp 
  12/1d10 
   
  Tlincalli sting 
  650 gp 
  14/4d6 
  Dretch wretch 
  250 gp 
  11/— 
   
  Tressym tongue 
  350 gp 
  —/— 
  Erinyes poison 
  400 gp 
  14/3d8 
   
  Tri-Flower 
  300 gp 
  11/— 
  Ettercap venom 
  150 gp 
  11/— 
   
  Troglodyte stench 
  200 gp 
  12/— 
  Flumph stench 
  150 gp 
  —/— 
   
  Unicorn horn 
  850 gp 
  —/— 
  Fungal spore 
  300 gp 
  15/3d6 
   
  Vegepygmy chief spores 
  400 gp 
  12/2d8 
  Gnoll spittle 
  200 gp 
  12/2d6 
   
  Verminous Venom 
   
   
  Green dragon breath 
   
   
   
     Flying snake 
  200 gp 
  —/3d4 
     Adult 
  2,250 gp 
  18/16d6 
   
     Giant centipede 
  175 gp 
  11/3d6 
     Ancient 
  3,100 gp 
  22/22d6 
   
     Giant scorpion 
  250 gp 
  12/4d10 
     Young 
  1,250 gp 
  14/12d6 
   
     Giant spider 
  175 gp 
  11/2d8 
     Wyrmling 
  750 gp 
  11/6d6 
   
     Giant wasp 
  175 gp 
  11/3d6 
  Grell venom 
  350 gp 
  11/— 
   
     Giant wolf spider 
  150 gp 
  11/2d6 
  Grung sweat 
  200 gp 
  12/— 
   
     Phase spider 
  225 gp 
  11/4d8 
  Guardian naga venom 
  2,100 gp 
  —/10d8 
   
     Poisonous snake 
  150 gp 
  10/2d4 
  Homunculus saliva 
  250 gp 
  10/— 
   
     Scorpion 
  100 gp 
  9/1d8 
  Imp sting 
  200 gp 
  11/3d6 
   
     Serpent 
  200 gp 
  11/3d6 
  Iron golem fumes 
  1,600 gp 
  19/10d8 
   
     Spider 
  75 gp 
  9/1d4 
  Kamadan’s snakes 
  600 gp 
  12/6d6 
   
  Vrock spores 
  550 gp 
  14/1d10 
  Medusa venom 
  450 gp 
  —/4d6 
   
  Wyvern poison 
  1,200 gp 
  15/7d6 
  Myconid spore 
   
   
   
  Yahcha beetle 
  1 gp 
  — 
     Hallucinogenic 
  250 gp 
  12/— 
   
  Yochlol mist 
  250 gp 
  14/— 
     Euphoric 
  350 gp 
  12/— 
   
  Yuan-ti venom 
   
   
  Neogi venom 
  400 gp 
  12/4d6 
   
     Abomination 
  300 gp 
  —/3d6 
  Neogi venom, hatchling 
  150 gp 
  10/2d6 
   
     Anathema 
  450 gp 
  —/4d6 
  Pit fiend venom 
  4,100 gp 
  21/6d6 
   
     Common 
  200 gp 
  —/2d6 
  Pseudodragon sting 
  300 gp 
  11/— 
   
   
   
   
  Bone Devil’s Sting (Injury). A creature injected 
  with this poison takes 17 (5d6) poison damage and 
  must make a DC 14 Constitution saving throw or 
  become poisoned for 1 minute. The target can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
  Bone Naga Venom (Injury). A creature injected 
  with this poison 10 (3d6) poison damage. 
  Brain Dust (Inhaled). A creature that enters or 
  starts its turn within the affected 5-foot area must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned (Wisdom) for 1 minute. While poisoned this 
  way, the creature also suffers “confusion.” The 
  
  80 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  creature can attempt another saving throw at the 
  beginning of each of its turns after the first. If 
  successful on a follow-up saving throw, the creature 
  can act normally that turn. Otherwise, roll a d20. On a 
  1-2, the creature loses its action for the turn and uses 
  all its movement to move in a random direction. (To 
  determine the direction, roll a d8 and assign a direction 
  to each die face.) On a 3-14, the creature doesn’t move 
  or take actions that turn. On a 15-20, the creature uses 
  its action to make a melee attack against a randomly 
  determined creature within its reach. If there is no 
  creature within its reach, the creature does nothing 
  during that turn. 
  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). 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 paralyzed. The creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Catoblepas Musk (Inhaled). A creature that 
  enters or starts its turn in, or within 10 feet of, the 
  affected 5-foot area must succeed on a DC 16 
  Constitution saving throw or be poisoned until the start 
  of its next turn. On a successful saving throw, the 
  creature is immune to this stench and the stench of any 
  catoblepas for 1 hour. 
  Choldrith Poison (Injury). A creature injected 
  with this poison takes 10 (3d6) poison damage. 
  Chuul Saliva (Contact). A creature that touches 
  this poison must succeed on a DC 13 Constitution 
  saving throw or be poisoned for 1 minute. Until this 
  poison ends, the target is paralyzed. The target can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Couatl Venom (Injury). A creature injected with 
  this poison must succeed on a DC 13 Constitution 
  saving throw or be poisoned for 24 hours. Until this 
  poison ends, the target is unconscious. The creature 
  wakes up if it takes damage or if another creature takes 
  an action to shake it awake. 
  Cretel Leaf Residue (Ingested). A creature 
  subjected to this poison must make a DC 14 
  Constitution saving throw or be poisoned (Wisdom) 
  for 1 hour. While poisoned this way, the creature gains 
  2 points of Constitution, to a maximum rating of 20. A 
  creature can repeat the saving throw at the end of each 
  minute, ending the effect early on itself on a success. 
  When the effect ends, the creature gains one level of 
  exhaustion. 
  Crippling Vine (Contact). A creature subjected to 
  this poison must make a DC 13 Constitution saving 
  throw or be poisoned (Strength) for 1 hour. A creature 
  that failed the initial saving throw can repeat it at the 
  end of each 10-minute period, ending the effect early 
  on itself on a success. 
  Culum Powder (Ingested). A creature subjected 
  to this poison must make a DC 12 Constitution saving 
  throw or be poisoned (Dexterity) for 8 hours. A 
  creature can repeat the saving throw at the end of each 
  hour, ending the effect early on itself on a success. For 
  each failed saving throw, including the initial saving 
  throw, the victim suffers 1 poison damage. 
  Dancing Monkey Fruit (Ingested). A humanoid 
  creature subjected to this poison must make a DC 14 
  Constitution saving throw or begin a comic dance that 
  lasts for 1 minute. Humanoids that cannot be poisoned 
  are immune to this magical effect. 
  The dancer must use all its movement to dance 
  without leaving its space and has disadvantage on 
  attack rolls and Dexterity saving throws, and other 
  creatures have advantage on attack rolls against it. 
  Each time it takes damage, the dancing humanoid can 
  repeat the saving throw, ending the dancing effect on 
  itself on a success. 
  Once the dancing effect ends, the humanoid 
  suffers the poisoned condition for 1 hour. 
  Dark Reaver Powder (Ingested). A creature 
  subjected to this poison must make a DC 13 
  Constitution saving throw or suffer 4 (1d8) poison 
  damage and be poisoned (Constitution, Strength) for 1 
  minute. A creature can repeat the saving throw at the 
  end of each minute, ending the effect early on itself on 
  a success. For each failed saving throw, including the 
  initial saving throw, the victim suffers 4 (1d8) poison 
  damage. 
  Deathblade (Injury). A creature subjected to this 
  poison must succeed on a DC 20 Constitution saving 
  throw or be poisoned (Constitution) for 1 minute. 
  While this condition persists, the creature cannot 
  benefit from magical healing. A creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  
  81 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  effect early on itself on a success. This substance can 
  be perceived as magical (no school) using a detect 
  magic spell or similar effect. 
  Death Dog Saliva (Contact). A creature that 
  touches this substance must succeed on a DC 12 
  Constitution saving throw against disease (not poison) 
  or become poisoned until the disease is cured. Every 
  24 hours that elapse, the creature must repeat the 
  saving throw, reducing its hit point maximum by 5 
  (1d10) on a failure. The creature dies if the disease 
  reduces its hit point maximum to 0. 
  Dragon Bile. (Contact). A creature subjected to 
  this poison must succeed on a DC 17 Constitution 
  saving throw or be poisoned (Strength) for 3 hours. 
  While the condition persists, the victim suffers 
  disadvantage on saving throws based on Strength. 
  Dretch Wretch (Inhaled). This gas spreads 
  around corners. It lightly obscures the impacted 5-foot 
  square and all other squares within 10 feet of it. A 
  creature that enters or starts its turn within the 
  obscured zone must succeed on a DC 11 Constitution 
  saving throw or be poisoned until the start of the next 
  turn. While poisoned in this way, the target can take 
  either an action or a bonus action on its turn, not both, 
  and can’t take reactions. 
  Drider Poison (Injury). A creature injected with 
  this poison takes 4 (1d8) poison damage. The secrets 
  of crafting this poison are well-known to driders. If 
  using the optional Formulae rules, acquiring the 
  formula requires interacting with driders. 
  Drow Poison (Injury). 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. The secrets of crafting this 
  poison are well-known to drow. If using the optional 
  Formulae rules, acquiring the formula requires 
  interacting with drow. 
  Erinyes Poison (Injury). A creature injected with 
  this poison takes 14 (3d8) poison damage and must 
  succeed on a DC 14 Constitution saving throw or be 
  poisoned. The poison lasts until it is removed by the 
  lesser restoration spell or similar magic. 
  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. 
  Ettercap Venom (Injury). A creature injected 
  with this poison takes 4 (1d8) poison damage and must 
  succeed on a DC 11 Constitution saving throw or be 
  poisoned for 1 minute. The creature can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Faralin (Ingested). A creature subjected to this 
  poison must make a DC 14 Constitution saving throw 
  or be poisoned (Dexterity, Constitution) for 30 
  minutes. While poisoned this way, the creature gains 
  2 points of Strength, to a maximum rating of 20. A 
  creature can repeat the saving throw at the end of each 
  minute, ending the effect early on itself on a success. 
  Flumph Stench (Inhaled). This poison does not 
  fill an area. Instead, a creature hit by the glass vial is 
  coated with a terrible, sticky substance. The affected 
  creature is automatically poisoned for the duration. 
  Any creature that begins its turn within 5 feet of the 
  target is likewise automatically poisoned until it 
  moves away. The substance remains active for 1d4 
  hours. A creature can remove this stench on itself by 
  using a short rest to bathe in water, alcohol, or vinegar. 
  Fungal Spore (Inhaled). This poison is collected 
  as a spore, not stored in a glass vial. When burst by an 
  impact, the spore fills a 20-feet cube. Creatures within 
  or entering the affected area must make a DC 15 
  Constitution saving throw or take 11 (3d6) poison 
  damage and become infected with a disease. Creatures 
  immune to poison are immune to this disease. 
  As a secondary effect, spores invade an affected 
  creature’s system, killing the creature in a number of 
  hours equal to 1d12 + the creature’s Constitution 
  score, unless the disease is removed. In half that time, 
  the creature becomes poisoned for the rest of the 
  duration. After the creature dies, it sprouts 2d4 Tiny 
  gas spores that grow to full size in 7 days. 
  Gnoll Spittle (Injury). This rare poison can only 
  be harvested from a gnoll that is one of Yeenoghu’s 
  chosen priests. A creature injected with this poison 
  must succeed on a DC 12 Constitution saving throw or 
  take 7 (2d6) poison damage. 
  Gray Whinnis (Injury). A creature subjected to 
  this poison must succeed on a DC 20 Constitution 
  saving throw or be poisoned for 1 minute. A creature 
  that fails its saving throw by 5 or more is also 
  paralyzed while the poisoned condition persists. The 
  
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  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself with a success. 
  Greenblood Oil (Injury). A creature subjected to 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned for 1 minute. 
  Green Dragon Breath, Adult (Contact Gas). This 
  can be harvested from an adult green dragon or a 
  Gargantuan size green half-dragon. A creature 
  subjected to this poison must succeed on a DC 18 
  Constitution saving throw. The creature takes 56 
  (16d6) poison damage on a failed save or half as much 
  damage on a successful save. 
  Green Dragon Breath, Ancient (Contact Gas). 
  This can be harvested from an ancient green dragon. A 
  creature subjected to this poison must succeed on a DC 
  22 Constitution saving throw. The creature takes 77 
  (22d6) poison damage on a failed save or half as much 
  damage on a successful save. 
  Green Dragon Breath, Young (Contact Gas). 
  This can be harvested from a young green dragon or a 
  Huge size green half-dragon. A creature subjected to 
  this poison must succeed on a DC 14 Constitution 
  saving throw. The creature takes 42 (12d6) poison 
  damage on a failed save or half as much damage on a 
  successful save. 
  Green Dragon Breath, Wyrmling (Contact Gas). 
  This can be harvested from a wyrmling green dragon 
  or a Medium size (or smaller) green half-dragon. A 
  creature subjected to this poison must succeed on a DC 
  11 Constitution saving throw. The creature takes 21 
  (6d6) poison damage on a failed save or half as much 
  damage on a successful save. 
  Grell Venom (Injury). A creature injected with 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned for 1 minute. While 
  poisoned, the target is paralyzed. It can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself with a success. 
  Grung Sweat (Contact). A creature that touches 
  this poison must succeed on a DC 12 Constitution 
  saving throw or become poisoned for 1 minute. A 
  poisoned creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself with 
  a success. 
  Guardian Naga Venom (Injury). A creature 
  injected with this poison (45) 10d8 poison damage. 
  Haluroot (Injury). A creature subjected to this 
  poison must succeed on a DC 9 Constitution saving 
  throw or be poisoned (Wisdom) for 1 minute. 
  Homunculus Saliva (Injury). A creature injected 
  with this poison must succeed on a DC 10 Constitution 
  saving throw or be poisoned for 1 minute. If the saving 
  throw fails by 5 or more, the target is instead poisoned 
  for 1d10 minutes and is unconscious while poisoned 
  this way. 
  Horror Weed Extract (Contact). A creature 
  subjected to this poison must succeed on a DC 12 
  Constitution saving throw or be poisoned (Wisdom) 
  for 24 hours. The creature can repeat the saving throw 
  at the end of each hour, ending the effect on itself with 
  a success. Each failed saving throw inflicts 2 (1d4) 
  psychic damage that cannot be healed until the 
  poisoned condition is removed. This substance can be 
  perceived as magical (no school) using a detect magic 
  spell or similar effect.  
  Id Moss (Ingested). A creature subjected to this 
  poison must succeed on a DC 11 Constitution saving 
  throw or be poisoned (Intelligence) for 24 hours. 
  While the condition persists, the victim suffers 
  disadvantage on saving throws based on Intelligence. 
  The creature can repeat the saving throw at the end of 
  each hour, ending the effect on itself with a success. 
  Imp Sting (Injury). A creature injected with this 
  poison must succeed on a DC 11 Constitution saving 
  throw, taking 11 (3d6) poison damage on a failed save, 
  or half as much damage on a successful save. 
  Insanity Smoke (Inhaled). A creature subjected 
  to this poison must succeed on a DC 12 Constitution 
  saving throw or be poisoned (Wisdom) for 1 hour. The 
  creature can repeat the saving throw at the end of each 
  minute, ending the effect on itself with a success. Each 
  failed saving throw inflicts 4 (1d8) psychic damage 
  that cannot be healed until the poisoned condition is 
  removed. This substance can be perceived as magical 
  (no school) using a detect magic spell or similar effect. 
  Iron Golem Fumes (Contact Gas). A creature 
  subjected to this poison must succeed on a DC 19 
  Constitution saving throw. The creature takes 45 
  (10d8) poison damage on a failed save or half as much 
  damage on a successful save. 
  Kamadan’s Snakes (Injury). A creature injected 
  with this poison must succeed on a DC 12 Constitution 
  saving throw. the creature takes 21 (6d6) poison 
  damage on a failed save or half as much damage on a 
  successful save. 
  Lich Dust (Ingested). A creature subjected to this 
  poison must succeed on a DC 11 Constitution saving 
  throw or be poisoned (Strength) for 24 hours. While 
  
  83 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  the condition persists, the victim suffers from a flaking 
  skin condition; the victim has disadvantage on 
  Charisma 
  (Persuasion) 
  checks 
  made 
  against 
  humanoids that can see the victim’s flaking “lich-like” 
  skin. The creature can repeat the saving throw at the 
  end of each hour, ending the effect on itself with a 
  success. 
  Lockjaw (Ingested). A creature subjected to this 
  poison must succeed on a DC 12 Constitution saving 
  throw or be poisoned for 12 hours. A creature that fails 
  its saving throw by 5 or more is also unable to speak 
  or use verbal spell components while the poisoned 
  condition persists. The creature can repeat the saving 
  throw at the end of each hour, ending the effect on 
  itself with a success. 
  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.  
  Malyss Root Paste (Contact). A creature 
  subjected to this poison must succeed on a DC 13 
  Constitution saving throw or be poisoned (Dexterity) 
  for 12 hours. While the condition persists, the victim 
  suffers disadvantage on saving throws based on 
  Dexterity. The creature can repeat the saving throw at 
  the end of each hour, ending the effect on itself with a 
  success. 
  Medusa Venom (Injected). A creature injected 
  with this poison takes 14 (4d6) poison damage. 
  Mesmer Paste (Contact). A creature subjected to 
  this poison must succeed on a DC 12 Constitution 
  saving throw or be poisoned (Intelligence) for 12 
  hours. If the saving throw fails by 5 or more, the 
  creature is also “dazzled” while the poisoned condition 
  persists; the creature has disadvantage on all sight-
  related attack rolls and Wisdom (Perception) checks. 
  The creature can repeat the saving throw at the end of 
  each hour, ending the effect on itself with a success. 
  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. 
  Myconid Spore, Hallucinogenic (Inhaled). This 
  poison is collected as a spore, not stored in a glass vial. 
  When burst by an impact, the spore fills a 20-feet cube. 
  A creature subjected to this poison must succeed on a 
  DC 12 Constitution saving throw or be poisoned for 1 
  minute. The poisoned target is incapacitated while it 
  hallucinates. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself 
  on a success. 
  Myconid Spore, Euphoric (Inhaled). This rare 
  poison must be harvested from a myconid sovereign 
  that embraces Zuggtymoy. This poison is collected as 
  a spore, not stored in a glass vial. When burst by an 
  impact, the spore fills a 20-feet cube. Creatures in that 
  area or entering it must succeed on a DC 12 
  Constitution saving throw or become poisoned for 1 
  minute. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect early on itself 
  on a success. When the effect ends, the creature gains 
  one level of exhaustion. 
  Neogi Venom (Injury). A creature injected with 
  this poison takes 14 (4d6) poison damage and must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned for 1 minute. A target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. 
  Neogi Venom, Hatchling (Injury). A creature 
  injected with this poison takes 7 (2d6) poison damage 
  and must succeed on a DC 10 Constitution saving 
  throw or be poisoned for 1 minute. A target can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. 
  Nitharit (Contact). A creature subjected to this 
  poison must succeed on a DC 13 Constitution saving 
  throw or be poisoned for 12 hours. The creature can 
  repeat the saving throw at the end of each hour, ending 
  the effect on itself with a success. 
  Oil of Taggit (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. 
  Pit Fiend Venom (Injury). A creature injected 
  with this poison must succeed on a DC 21 Constitution 
  
  84 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  saving throw or become poisoned. While poisoned this 
  way, the target can’t regain hit points and it takes 6d6 
  poison damage at the start of each of its turns. The 
  poisoned target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a 
  success. 
  Pseudodragon Sting (Injury). A creature injected 
  with this poison must succeed on a DC 11 Constitution 
  saving throw or become poisoned for 1 hour. If the 
  saving throw fails by 5 or more, the target falls 
  unconscious for the same duration, or until it takes 
  damage or another creature uses an action to shake it 
  awake. 
  Purple Wormling Poison (Injury). A creature 
  subjected to this poison must make a DC 13 
  Constitution saving throw, taking 10 (3d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
   Purple Worm Poison (Injury). 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. 
  Quasit Crud (Injury). A creature injected with 
  this poison must succeed on a DC 10 Constitution 
  saving throw or take 5 (2d4) poison damage and 
  become poisoned for 1 minute. A poisoned target can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Raeliss Smoke (Inhaled). A creature subjected to 
  this poison must succeed on a DC 15 Constitution 
  saving throw or be poisoned (Charisma) for 1 hour. 
  While the poisoned condition persists, the victim also 
  loses 2 points of Charisma, to a minimum rating of 3, 
  and has disadvantage on Charisma saving throws. The 
  creature can repeat the saving throw at the end of each 
  minute, ending the effect on itself with a success. 
  Redek Vine Extract (Injury). A creature 
  subjected to this poison must succeed on a DC 13 
  Constitution saving throw or be poisoned (Dexterity) 
  for 10 minutes. The creature can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself with a success. If the creature fails 3 
  consecutive saving throws, no more attempts are 
  allowed; the poison persists for the full duration. 
  Retch (Ingested). A creature subjected to this 
  poison must succeed on a DC 15 Constitution saving 
  throw or be poisoned (Constitution) for 24 hours. If the 
  initial saving throw fails by 5 or more points, the 
  creature is also “nauseated” while the poison persists; 
  the victim is unable to use reactions during that time. 
  The creature can repeat the saving throw at the end of 
  each hour, ending the effect on itself with a success. 
  Each failed saving throw inflicts 1 poison damage that 
  cannot be healed while the poisoned condition 
  persists. 
  Rill Leaf (Injury). A creature subjected to this 
  poison must succeed on a DC 14 Constitution saving 
  throw or be poisoned (Charisma) for 1 hour. 
  Roshon Vapor (Inhaled). A creature subjected to 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned (Dexterity) for 1 hour. 
  The creature can repeat the saving throw at the end of 
  each minute, ending the effect on itself with a success. 
  If the initial saving throw fails by 5 or more, the 
  creature also loses 2 points of Dexterity; the loss is 
  permanent until reversed by a greater restoration spell 
  or a successful recuperation check performed in 
  downtime. 
  Sassone Leaf Residue (Contact). A creature 
  subjected to this poison must succeed on a DC 9 
  Constitution saving throw or be poisoned (Charisma, 
  Intelligence, Wisdom) for 10 minutes. The creature 
  can repeat the saving throw at the end of each of its 
  turns, ending the effect on itself with a success. Each 
  failed saving throw, including the initial saving throw, 
  inflicts 6 (1d12) poison damage. 
  Scorcher Fumes (Inhaled). A creature that enters 
  or starts its turn within the affected 5-foot area must 
  succeed on a DC 11 Constitution saving throw or be 
  poisoned for 1 minute. While poisoned this way, the 
  creature is also blinded. If the initial saving throw fails 
  by 5 or more, the blindness becomes permanent, until 
  cured by magic. If the initial saving throw is failed by 
  4 or less, the creature can attempt another saving throw 
  at the end of each of its turns, ending the effect on itself 
  with a success. 
  Sea Spawn Quills (Injury). A creature injected 
  with this poison suffers 3 (1d6) poison damage and 
  must succeed on a DC 12 Constitution saving throw or 
  be poisoned for 1 minute. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Shadow Essence (Injury). A creature subjected to 
  this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned (Strength) for 2 minutes. 
  The creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself with a 
  
  85 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  success. If the creature fails 3 consecutive saving 
  throws, no more attempts are allowed; the poison 
  persists for the full duration. 
  Shoosuva Poison (Injury). A creature injected 
  with this poison must succeed on a DC 14 Constitution 
  saving throw or become poisoned. While poisoned, the 
  target is also paralyzed. The target can repeat the 
  saving throw at the end of each of its turns, ending the 
  effect on itself with a success. 
  Shreef Oil (Injury). A creature subjected to this 
  poison must succeed on a DC 12 Constitution saving 
  throw or be poisoned (Dexterity, Strength) for 10 
  minutes. 
  Sleeping Weed (Contact). A creature subjected to 
  this poison must make a DC 13 Constitution saving 
  throw or be poisoned (Dexterity) for 5 minutes. While 
  poisoned this way, the subject is slowed; its speed is 
  halved, it takes a 2-point penalty to AC and Dexterity 
  saving throws, and it can’t use reactions. On its turn, it 
  can use either an action or a bonus action, not both. 
  Regardless of the creature’s abilities or magic items, it 
  can’t make more than one melee or ranged attack 
  during its turn. If the creature attempts to cast a spell 
  with a casting time of 1 action, roll a d20. On an 11 or 
  higher, the spell doesn’t take effect until the creature’s 
  next turn, and the creature must use its action on that 
  turn to complete the spell. If it can’t, the spell is 
  wasted. The creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself after 
  2 successful saving throws. 
  Spirit Naga Venom (Injury). A creature injected 
  with this poison 31 (7d8) poison damage. 
  Sprite Spit (Injury). A creature injected with this 
  poison must succeed on a DC 10 Constitution saving 
  throw or become poisoned for 1 minute. If its saving 
  throw result is 5 or lower, the poisoned target falls 
  unconscious for the same duration, or until it takes 
  damage or another creature takes an action to shake it 
  awake. 
  Stench Kow Breath (Inhaled). This gas spreads 
  around corners, affecting a 5-foot square. A creature 
  that enters or starts its turn within the zone must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned until the start of the creature’s next turn. On 
  a successful saving throw, the creature is immune to 
  this scent and the scent of all stench kows for 1 hour.  
  Striped 
  Toadstool 
  (Ingested). 
  A 
  creature 
  subjected to this poison must make a DC 11 
  Constitution 
  saving 
  throw 
  or 
  be 
  poisoned 
  (Intelligence, Wisdom) for 1 hour. While poisoned this 
  way, the creature has trouble focusing its vision and 
  distinguishing hallucinations from reality; it treats 
  everything farther than 20 feet away as lightly 
  obscured. The creature can repeat the saving throw at 
  the end of each minute, ending the effect on itself with 
  a success. 
  Svirfneblin Poison (Injury). A creature injected 
  with this poison must succeed on a DC 12 Constitution 
  saving throw or be poisoned for 1 minute. The target 
  can repeat the saving throw at the end of its turns, 
  ending the effect on itself on a success. The secrets of 
  crafting this poison are well-known to svirfneblin. If 
  using the optional Formulae rules, acquiring the 
  formula requires interacting with svirfneblin. 
   Terinav Root (Contact). Once applied, this 
  contact poison remains effective for 1 month before 
  becoming inert. A creature subject to this poison must 
  succeed on a DC 13 Constitution saving throw or be 
  poisoned (Dexterity) for 10 minutes. While poisoned 
  this way, the creature’s movement speeds are reduced 
  by 10 feet. The creature can repeat the saving throw at 
  the end of each of each minute, ending the effect on 
  itself with a success. 
  Thever Fumes (Inhaled). A creature that enters 
  or starts its turn within the affected 5-foot area must 
  succeed on a DC 14 Constitution saving throw or be 
  poisoned for 1 minute. While poisoned this way, the 
  creature is also blinded. If the initial saving throw fails 
  by 5 or more, the blindness becomes permanent, until 
  cured by magic. If the initial saving throw is failed by 
  less, the creature can attempt another saving throw at 
  the end of each of its turns, ending the effect on itself 
  with a success. 
  Thever Paste (Contact). A creature subjected to 
  this poison must succeed on a DC 12 Constitution 
  saving throw or be poisoned for 10 minutes. While 
  poisoned this way, the creature is also blinded. If the 
  initial saving throw fails by 5 or more, the blindness 
  becomes permanent, until cured by magic. If the initial 
  saving throw is failed by less, the creature can attempt 
  another saving throw at the end of each of its turns, 
  ending the effect on itself with a success. 
  Thri-Kreen Venom (Injury). A creature injected 
  with this poison must succeed on a DC 11 Constitution 
  saving throw or be poisoned for 1 minute. If the saving 
  throw fails by 5 or more, the target is also paralyzed 
  while poisoned this way. The poisoned target can 
  
  86 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  repeat the saving throw on each of its turns, ending the 
  effect on itself on a success. 
  Tlincalli Sting (Injury). A creature injected with 
  this poison suffers 14 (4d6) poison damage and must 
  succeed on a DC 14 Constitution saving throw or be 
  poisoned for 1 minute. If it fails the saving throw by 5 
  or more, the target is also paralyzed while poisoned. 
  The target can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success. 
  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. 
  Tressym Tongue. This substance is a curative 
  creature component. A single tongue can be harvested 
  from a dead tressym. Placing the whole tongue on a 
  creature indicates whether the creature is currently 
  poisoned or has the natural ability to produce its own 
  venom. When placed in contact with a substance (or a 
  container holding a single substance) the tongue can 
  determine whether the substance is poisoned or 
  poisonous. The tressym tongue discolors from pink to 
  dark grey to indicate poison, after which it becomes 
  useless. If no poison is indicated, the tongue can be 
  preserved and reused. 
  Tri-Flower (Contact Gas). A creature subjected 
  to this poison must succeed on a DC 11 Constitution 
  saving throw or be for one hour. While poisoned this 
  way, the target is unconscious. At the end of each 
  minute, the poisoned target can repeat the saving 
  throw, ending the effect on itself on a success. 
  Troglodyte Stench (Inhaled). This poison does 
  not fill an area. Instead, a creature hit by the glass vial 
  is coated with a terrible, sticky substance. At the start 
  of its turn, the affected creature, and any creature that 
  begins its turn within 5 feet of the affected creature 
  must succeed on a DC 12 Constitution saving throw or 
  be poisoned until the start of the creature’s next turn. 
  On a successful saving throw, the creature is immune 
  to this stench and the stench of all troglodytes for 1 
  hour. The substance remains active for 1d4 hours. A 
  creature can remove this stench on itself by using a 
  short rest to bathe in water, alcohol, or vinegar. 
  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. 
  Unicorn Horn. This substance is a curative 
  creature component. A single horn can be harvested 
  from a dead unicorn and ground into 1d4+1 doses of 
  this powerful curative substance. This harvesting 
  succeeds automatically without an ability check. The 
  consumption of powdered unicorn horn, or its direct 
  application to a wound, heals 2d8+2 hit points and 
  removes all diseases and neutralizes all poisons 
  afflicting the target. When mixed with food, drink, or 
  other consumables, a dose neutralizes any poisons or 
  diseases tainting that substances. 
  Ungol Dust (Inhaled). A creature that enters or 
  starts its turn in the affected 5-foot area must succeed 
  on a DC 12 Constitution saving throw or be poisoned 
  (Charisma) for 1 minute. If the saving throw fails by 5 
  or more, the subject loses 2 points of Charisma for 24 
  hours. This latter effect is not cumulative across 
  multiple attempted saving throws or with other 
  applications of this poison. 
  Vapid Leaf Extract (Injury). A creature subjected 
  to this poison must succeed on a DC 13 Constitution 
  saving throw or be poisoned (Intelligence) for 10 
  minutes. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect early on itself 
  on a success. When the effect ends, the creature gains 
  one level of exhaustion if it currently has fewer than 3 
  levels of exhaustion. 
  Vegepygmy Chief Spores (Inhaled). This poison 
  is collected as a spore, not stored in a glass vial. When 
  burst by an impact, the spore fills a 15-feet cube. A 
  non-plant creature subjected to this poison must 
  succeed on a DC 12 Constitution saving throw or be 
  poisoned for 1 minute. While poisoned in this way, a 
  target takes 9 (2d8) poison damage at the start of each 
  of its turns. The target can repeat the saving throw at 
  the end of each of its turns, ending the effect on itself 
  on a success. 
  Verminous Antidote. A creature that drinks this 
  vial of liquid gains advantage on saving throws against 
  poisons for 1 hour, so long as the source is a verminous 
  beast (some kind of spider, snake, scorpion, or the 
  like). This confers no benefits to undead or constructs. 
  Verminous Venom, Flying Snake (Injury). A 
  creature subjected to this poison suffers 7 (3d4) poison 
  damage. 
  Verminous Venom, Giant Centipede (Injury). 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 
  
  87 | T HE CO MPRE H ENSI VE E Q UI PMEN T MA N UA L 
   
  successful one. If the poisoned damage reduces the 
  target to 0 hit points, the target is stable but poisoned 
  for 1 hour, even after regaining hit points, and is 
  paralyzed while poisoned in this way. 
  Verminous Venom, Giant Scorpion (Injury). A 
  creature subjected to this poison must succeed on a DC 
  12 Constitution saving throw, taking 22 (4d10) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
   Verminous Venom, Giant Spider (Injury). A 
  creature subjected to this poison must succeed on a DC 
  11 Constitution saving throw, taking 9 (2d8) poison 
  damage on a failed save, or half as much damage on a 
  successful one. If the poison damage reduces the target 
  to 0 hit points, the target is stable but poisoned for 1 
  hour, even after regaining hit points, and is paralyzed 
  while poisoned in this way. 
  Verminous Venom, Giant Wasp (Injury). 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. If the poison damage reduces the target 
  to 0 hit points, the target is stable but poisoned for 1 
  hour, even after regaining hit points, and is paralyzed 
  while poisoned in this way. 
  Verminous Venom, Giant Wolf Spider (Injury). 
  A creature subjected to this poison must succeed on a 
  DC 11 Constitution saving throw, taking 7 (2d6) 
  poison damage on a failed save, or half as much 
  damage on a successful one. If the poison damage 
  reduces the target to 0 hit points, the target is stable but 
  poisoned for 1 hour, even after regaining hit points, 
  and is paralyzed while poisoned this way. 
   Verminous Venom, Phase Spider (Injury). A 
  creature subjected to this poison must succeed on a DC 
  11 Constitution saving throw, taking 18 (4d8) poison 
  damage on a failed save, or half as much damage on a 
  successful one. If the poison damage reduces the target 
  to 0 hit points, the target is stable but poisoned for 1 
  hour, even after regaining hit points, and is paralyzed 
  while poisoned this way. 
   Verminous Venom, Poisonous Snake (Injury). 
  A creature subjected to this poison must succeed on a 
  DC 10 Constitution saving throw, taking 5 (2d4) 
  poison damage on a failed save, or half as much 
  damage on a successful one. 
   Verminous Venom, Scorpion (Injury). A 
  creature subjected to this poison must succeed on a DC 
  9 Constitution saving throw, taking 4 (1d8) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
   Verminous Venom, Serpent (Injury). 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. 
   Verminous Venom, Spider (Injury). A creature 
  subjected to this poison must succeed on a DC 9 
  Constitution saving throw or take 2 (1d4) poison 
  damage. 
  Vrock Spores (Inhaled). This poison is collected 
  as a spore, not stored in a glass vial. When burst by an 
  impact, the spore fills a 15-feet cube. The toxin 
  spreads around corners. A creature subjected to this 
  poison must succeed on a DC 14 Constitution saving 
  throw or become poisoned. While poisoned in this 
  way, the target takes 5 (1d10) poison damage at the 
  start of each of its turns. A target can repeat the saving 
  throw at the end of each of its turns, ending the effect 
  on itself on a success. Emptying a vial of holy water 
  on the target also ends the effect. 
  Wraith Sheen (Contact). A creature subjected to 
  this poison must succeed on a DC 14 Constitution 
  saving throw or be poisoned (Constitution, Dexterity, 
  Strength) for 1 hour. 
  Wyvern Poison (Injury). 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. 
  Yahcha Beetle. This substance is a curative 
  creature component. The flesh of this fist-sized beetle, 
  when eaten, allows the consuming creature to 
  immediately attempt a new saving throw, with 
  advantage, against the disease known as “mad monkey 
  fever.” 
  Yochlol Mist (Contact Gas). A creature subjected 
  to this poison must succeed on a DC 14 Constitution 
  saving throw or be poisoned until the start of its next 
  turn. While poisoned this way, the target is 
  incapacitated. 
  Yuan-ti Venom, Abomination (Injury). A 
  creature injected with this poison suffers 10 (3d6) 
  poison damage. 
  Yuan-ti Venom, Anathema (Injury). A creature 
  injected with this poison suffers 14 (4d6) poison 
  damage. 
  
  88 | TH E COMP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  Yuan-ti Venom, Common (Injury). A creature 
  injected with this poison suffers 7 (2d6) poison 
  damage. 
  Zabou (Inhaled). This poison is collected as a 
  spore, not stored in a glass vial. When burst by an 
  impact, the spore fills a 10-feet cube. Creatures within 
  or entering the affected area must make a DC 10 
  Constitution saving throw or be poisoned for 1 minute. 
  While poisoned this way, a creature’s skin itches. A 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. 
  TOOLS 
  Proficiency with a tool allows you to add your 
  proficiency bonus to any ability check you make using 
  that tool. 
  Tool checks are not tied to a specific ability; the 
  DM can, for example, call for a Dexterity 
  (woodcarver’s tools) check to carve a fine detail or a 
  Strength (woodcarver’s tools) check to make 
  something out of a particularly hard wood. 
   
   
  TOOLS 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Artisan’s tools 
   
   
   
  Musical instruments 
   
   
     Alchemist’s supplies 
  50 gp 
  8 lb. 
   
     Bagpipes 
  30 gp 
  6 lb. 
     Brewer’s supplies 
  20 gp 
  9 lb. 
   
     Birdpipes 
  10 gp 
  2 lb. 
     Calligrapher’s supplies 
  10 gp 
  5 lb. 
   
     Drum 
  6 gp 
  3 lb. 
     Carpenter’s tools 
  8 gp 
  6 lb. 
   
     Dulcimer 
  25 gp 
  10 lb. 
     Cartographer’s tools 
  15 gp 
  6 lb. 
   
     Flute 
  2 gp 
  1 lb. 
     Cobbler’s tools 
  5 gp 
  5 lb. 
   
     Glaur 
  9 gp 
  2 lb. 
     Cook’s utensils 
  1 gp 
  8 lb. 
   
     Hand drum 
  3 gp 
  1 lb. 
     Glassblower’s tools 
  30 gp 
  5 lb. 
   
     Harp 
  20 gp 
  3 lb. 
     Jeweler’s tools 
  25 gp 
  2 lb. 
   
     Horn 
  3 gp 
  2 lb. 
     Leatherworker’s tools 
  5 gp 
  5 lb. 
   
     Lute 
  35 gp 
  2 lb. 
     Mason’s tools 
  10 gp 
  8 lb. 
   
     Lyre 
  30 gp 
  2 lb. 
     Painter’s supplies 
  10 gp 
  5 lb. 
   
     Longhorn 
  20 gp 
  15 lb. 
     Potter’s tools 
  10 gp 
  3 lb. 
   
     Pan flute 
  12 gp 
  2 lb. 
     Smith’s tools 
  20 gp 
  8 lb. 
   
     Shawm 
  2 gp 
  1 lb. 
     Tattoo artist’s tools 
  15 gp 
  2 lb. 
   
     Songhorn 
  2 gp 
  1 lb. 
     Tinker’s tools 
  50 gp 
  10 lb. 
   
     Tantan 
  5 sp 
  1/2 lb. 
     Weaver’s tools 
  1 gp 
  5 lb. 
   
     Thelarr 
  35 gp 
  2 lb. 
     Woodcarver’s tools 
  1 gp 
  5 lb. 
   
     Tocken 
  10 gp 
  5 lb. 
  Gaming set 
   
   
   
     Viol 
  30 gp 
  1 lb. 
     Dart-and-board set 
  3 gp 
  2 lb. 
   
     Wargong 
  12 gp 
  7 lb. 
     Dice set 
  1 sp 
  — 
   
     Yarting 
  30 gp 
  1½ lb. 
     Dragonchess set 
  1 gp 
  1/2 lb. 
   
     Zulkoon 
  50 gp 
  25 lb. 
     Hnefatafl set 
  2 gp 
  1/2 lb. 
   
  Miscellaneous Tools 
   
   
     Kubb set 
  5 gp 
  2 lb. 
   
     Disguise kit 
  25 gp 
  3 lb. 
     Nine men’s morris set 
  1 sp 
  — 
   
     Forgery kit 
  15 gp 
  5 lb. 
     Prophet’s gambit (Tarokka) set 
  1 gp 
  — 
   
     Fortune teller’s kit 
  6 gp 
  4 lb. 
     Three-dragon ante set 
  1 gp 
  — 
   
     Herbalism kit 
  5 gp 
  3 lb. 
     Trictrac set 
  2 gp 
  1/2 lb. 
   
     Navigator’s tools 
  25 gp 
  2 lb. 
     Playing card set 
  5 sp 
  — 
  ¤ 
   
     Poisoner’s kit 
  50 gp 
  2 lb. 
     Ring-toss set 
  1 gp 
  — 
   
     Thieves’ tools 
  25 gp 
  1 lb. 
   
  
  89 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  VARIANT: MASTERWORK TOOLS 
  Any artisan’s tools or miscellaneous tools can be 
  purchased as a masterwork version for an additional 
  cost of 150 gp. 
  The only function of masterwork tools is to negate 
  disadvantage imposed by the complexity of a subject, 
  project, or product, if it could be offset by higher-
  precision tools or by a wider-than-normal array of 
  supplies. This effect applies at the DM’s discretion; 
  not every situation that imposes disadvantage can be 
  offset by masterwork tools. 
  For example, as part of a forgery attempt, a 
  character is trying to imitate a precise shade of special 
  ink used in military documents. The purpose of this 
  rare ink is to deter just this sort of forgery attempt. 
  Normally the DM would impose disadvantage, but she 
  decides that the wider array of inks available in the 
  character’s masterwork forger’s kit is sufficient to 
  offset the penalty. 
   
  VARIANT: SHODDY TOOLS 
  Any type of tools can be acquired in a low-quality 
  form at a reduced price. These are usually poorly 
  crafted second-hand items, ill cared for or with 
  missing components. Shoddy tools cost one-fifth the 
  standard market value and apply disadvantage to any 
  attack or check made to use them or made in any way 
  connected with their use. 
  For example, the cost of a shoddy lyre is only 6 
  gp. The item is probably cracked so that its sound is 
  never quite right. A user applies disadvantage to any 
  Charisma (Performance) checks made to play the 
  shoddy lyre. If a bard were to use the shoddy lyre as a 
  spellcasting focus, any checks the bard makes (such as 
  spell attacks) would also have disadvantage. 
   
  ARTISAN’S TOOLS 
  Proficiency with a set of artisan’s tools lets you add 
  your proficiency bonus to any ability checks you make 
  using the tools of your craft. Each type requires a 
  different proficiency. 
  During downtime periods, artisan’s tools also let 
  you craft items for yourself or others, or earn a living. 
   
  VARIANT: UPTIME AND CRAFTING 
  Downtime is an important part of the Fifth Edition of 
  Dungeons & Dragons. But many campaigns never 
  make use of downtime, preventing players from 
  accessing a wealth of character options and 
  opportunities. This variant system allows players to 
  access the crafting function of downtime, even while 
  adventuring. (This section is taken from the broader 
  uptime actions variant rule found in Wraith Wright’s 
  The Comprehensive Treasure Manual.) 
  Uptime activities are performed while out on 
  adventures instead on days between adventures. While 
  resting, traveling, and during other unused portions of 
  the day, the character is examining, shaping, planning, 
  or otherwise devoting herself to what would normally 
  be a downtime activity. Each long rest assigned to a 
  project produces the equivalent of half a day of 
  downtime activity. 
  Long rests are counted rather than actual days for 
  two reasons. Long rests are an ideal time to note 
  progress on an uptime activity; players are already 
  resolving bookkeeping issues at that point in time, 
  altering hit points, noting recovered spell slots, etc. 
  Long rests also represent times when the characters are 
  safely away from the action, able to contemplate 
  things other than fighting or exploring. If the party 
  can’t take a long rest on a specific day, it is probably 
  because the characters are very busy or distracted with 
  other things. 
  If the game passes over long periods, perhaps 
  skipping over several days of travel without any 
  incidents, count these days as half days too, even if no 
  official “long rests” are made. If the days pass with no 
  travel or significant activity at all, count them as full 
  days. 
  Crafting. Crafting is particularly suited to uptime 
  activity. To craft during uptime, a character must have 
  the appropriate artisan’s tools and must purchase 
  ahead of time all the appropriate materials. Even 
  before it is complete, the item being created has the 
  same weight as a complete version. For crafting 
  purposes, a half a day of crafting allows the 
  completion of 2½ gp worth of effort toward the market 
  value of the product. (See the Player’s Handbook, 
  page 187, for more details about crafting.) 
  For example, a dwarven fighter wants to craft a 
  glaive during her upcoming adventure. She buys the 
  raw materials needed with 10 gp (half the market value 
  of a glaive). These materials already weigh 6 pounds 
  (the full weight of a glaive). In addition, she must carry 
  her smith’s tools with her, requiring another 8 pounds 
  in her pack. Because the market value of a glaive is 20 
  
  90 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  gp, and each uptime day of crafting contributes 2½ gp 
  toward that total, the glaive requires 8 long rests before 
  the project is complete. 
   
  DESCRIPTIONS 
  Artisan’s tools are described below. Unless otherwise 
  noted, artisan’s tools come in a satchel. 
  Alchemist’s Supplies. A collection of crucibles 
  and glass vials, mortar and pestle, an alcohol-burning 
  lamp, and other supplies. An alchemist’s kit comes in 
  a box with velvet-lined cut-outs designed to hold the 
  delicate instruments safely in place. 
  Brewer’s Supplies. Measuring bowls, scales, 
  hops bags made of muslin, spices, hoses, a funnel, and 
  other equipment suitable for brewing alcoholic 
  beverages. Depending on the type of beverage crafted, 
  kegs, casks, pitchers or other liquid storage devices 
  may also be required for practicing this trade. 
  Calligrapher’s Supplies. A set of fine pens, 
  colorful inks, and fancy sheets of parchment. Also 
  included are sealing waxes of various colors and 
  qualities and an array of wax stamps. These supplies 
  frequently include a specialized subset of tools used 
  with more durable mediums, like the long-handled 
  wood-burning styluses or fine paintbrushes used for 
  sign-making. 
  Carpenter’s Tools. Mallets, nails, measuring 
  cords, cutting templates or triangles, and a medium-
  length saw. Carpenter’s tools are used to shape wood 
  on a large scale, crafting furniture, buildings, large 
  agricultural tools, and the like. 
  Cartographer’s Tools. This satchel contains 
  templates of maps and large, blank parchments 
  suitable for map-making. It includes special inks and 
  writing tools, particularly tools for drawing objects to 
  scale relative to one another. Cartographer’s tools 
  also include collapsible surveying rods, the measuring 
  tools used to calculate overland distances and 
  geographic features. 
  Cobbler’s Tools. These tools come in a box, the 
  lid of which is reversible and supports a cobbler’s last. 
  The tools include a mallet and nails, sturdy sewing 
  needles and thread, rolls of soft leather, stamped 
  pieces of hard leather, molding implements, and other 
  devices that aid in the construction and repair of 
  footwear. 
  Cook’s Utensils. Pans, knives, bottles of assorted 
  seasonings, a journal of recipes, and tools used to 
  produce food. 
  Glassblower’s Tools. This kit contains crimps and 
  clamps, a pouring block, shears, and a blowpipe, used 
  to manipulate glass with a kiln. It also contains rods 
  of glass in various colors. 
  Jeweler’s Tools. This kit contains chisels, 
  brushes, polish, and other tools used to prepare or 
  enhance gemstones, plus small-scale metalworking 
  tools used to shape precious metals into jewelry of 
  various kinds. A small jeweler’s loupe is included for 
  examining jewelry and gemstones. 
  Leatherworker’s Tools. This kit contains cutting 
  and edging tools, grommet setters and punches, a 
  mallet, needles and awls, and other miscellaneous 
  tools used to craft leather into clothing and 
  accessories. 
  Mason’s Tools. This satchel contains the tools 
  used to craft masonry. In addition to the trowels and 
  joint molders, used to apply mortar, the kit includes 
  telescoping pole braces and measuring blocks used to 
  measure and precisely align stone and brickwork of 
  various kinds. 
  Painter’s Supplies. Small pots of paints in various 
  colors, alchemical mixtures for paint thinning, and an 
  array of paintbrushes. This set of tools typically 
  includes brushes sized for the sort of work the painter 
  intends, from artistic to functional. These include the 
  small, intricate brushes used to put paint on canvas, 
  or the larger type of brushes suitable to painting 
  buildings. 
  Potter’s Tools. These tools are used to craft and 
  repair pottery. They include molds, knives, sponges, 
  and styluses for decorating pottery, alchemical glues 
  for repairing shattered pottery pieces, and the dyes 
  and glazes for finishing or resurfacing them. 
  Smith’s Tools. Hammers, dollies, and tongs of 
  various kinds used to shape metal, as well as the 
  crimps used for creating rivets or repairing links of 
  chain. 
  Tattoo Artist’s Tools. This set of tools includes a 
  variety of needles and inks as well as ointments and 
  various treatments used to create tattoos on the skin of 
  animals and humanoids. 
  Tinker’s Tools. Various tools for used for crafting 
  intricate machines. These look like smith’s tools or 
  thieves’ tools, but in a tiny scale. The hammers, 
  chisels, picks, and other implements are typically 
  
  91 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  suitable for application to small projects like 
  clockwork devices. 
  Weaver’s Tools. A collapsible loom and shuttle 
  used for weaving, plus various dies and tools used to 
  treat and store wool and other types of thread. 
  Weaver’s tools can be used to create and repair certain 
  types of clothes. 
  Woodcarver’s Tools. A set of chisels, files, 
  carving knives, small lathes, and other instruments for 
  making fine impressions on wooden pieces. 
   
  GAMING SETS 
  If you are proficient with a gaming set, you can add 
  your proficiency bonus to ability checks you make to 
  play a game with that set. Each type of gaming set 
  requires a separate proficiency. 
  Some gaming sets, like dice and cards, belong to 
  a great many games. Others are designed for use with 
  a single, specific game in mind. But even these single-
  game sets have myriad modifications and regional 
  variations. Particularly where betting is involved, new 
  uses for old gaming sets are sure to develop. All this 
  means is that nine men’s morris is not played here like 
  it is over in that neighboring duchy. It pays to ask the 
  rules first, before you lay your wagers! 
  Sometimes very complex games catch on in a 
  community, introducing factors from multiple game 
  types. DMs are encouraged to introduce a single game 
  (perhaps with its own game rules) that is incredibly 
  popular, something that all the locals are playing. This 
  adds one more facet to a memorable game world. 
  Wizards of the Coast has previously published 
  card games including Three-Dragon Ante, Rock-
  Paper-Wizard, and Prophet’s Gambit (using the 
  Tarokka deck). These make wonderful props for a DM 
  looking to have a signature game in her campaign. 
   
  VARIANT: PLAYING GAMES 
  This variant rule introduces complexity into the 
  playing of games, using gaming sets or otherwise. 
  Before a game is played, the DM must make several 
  determinations. 
  Gaming Set. The first factor is the gaming set 
  involved, if any. This is important because it is 
  unlikely that a character is proficient in more than one 
  gaming set. And often, a character lacks the charisma 
  to convince his new drinking buddies to switch from 
  their favorite game to something new. The use of a 
  proficiency bonus is often the difference between 
  winning and losing. 
  Number of Rounds. The next factor is the number 
  of rounds to be played (the number of ability checks to 
  be rolled). The number should be an odd one, typically 
  3 or 5 rounds, but some games are played on a single 
  roll of the dice. The overall winner is the player who 
  wins most rounds, with ties broken in favor of the one 
  who had the highest total result across all rounds. 
  Players and bystanders can bet on the winners of each 
  game, but they can (and often do) place bets applicable 
  to each round. 
  Type of Game. Generally, there are three kinds of 
  games: games of intellect, games of physicality, and 
  games of chance. 
  Games of intellect call for Intelligence (gaming 
  set) checks each round. These games are the type 
  enjoyed by intellectuals and scholars. Typical 
  examples are card games, board games, and other 
  contests of strategy. 
  Games of physicality call for checks of Dexterity 
  (gaming set), Strength (gaming set) or, rarely, 
  Constitution (gaming set). Games of this nature are 
  popular in warrior-dominated cultures. Games of 
  physicality include such examples as dart-throwing, 
  log-lifting, and drinking games. 
  Games of chance are truly random. The DM 
  determines the percentage chance for successful 
  rounds and the player rolls percentile dice to see the 
  outcome. While all games include some random 
  probability, games of chance have no element of skill 
  to them. (Proficiency bonuses do not factor in.) Coin 
  flips, dice throws, and high-card draws are all 
  examples of games of chance. 
  Bluffing. Many games are made more enjoyable 
  by the ability to bluff. If a game allows such dynamics, 
  at the outset, each player first rolls a Charisma 
  (Deception) check and a Wisdom (Insight). These 
  results determine the potential for bluffing. Once 
  during the entire game, each player can reroll her 
  gaming ability check for a round, but only if the 
  highest check for that round comes from someone the 
  player can bluff. A character can only bluff someone 
  if her Charisma (Deception) check at the start of the 
  game was higher than that person’s Wisdom (Insight) 
  check. 
  Cheating. Most games have room for cheating; a 
  game that seems cheat-proof just hasn’t yet run afoul 
  of the right con artist. Cheating is mechanically like 
  
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  bluffing but very different morally. It is a choice made 
  at the outset of each round. The cheater gets advantage 
  on the appropriate gaming set check, but might get 
  caught. After the round is played, the cheater must 
  attempt a Charisma (Deception) check or a Dexterity 
  (Sleight of Hand) check, whichever the DM 
  determines is appropriate to conceal the type of 
  cheating used. This is opposed by the other players’ 
  individual Wisdom (Insight) or Wisdom (Perception) 
  checks, respectively. Those who roll higher than the 
  cheater’s check notice the foul play. 
   
  VARIANT: FIXING THE GAME 
  For an additional expense, most gaming sets can be 
  crafted to produce biased results. Cards can be 
  manufactured with subtle, hidden indicators on their 
  backs, indicating the identify of each. Dice can be 
  constructed with varied densities to produce biased 
  results. A dart set could be built in such a way that one 
  set of colored darts flies much truer than the other set 
  of colored darts. 
  Whatever the method, using a “fixed” game set 
  allows a cheater to claim advantage on any check to 
  avoid other players noticing the cheating. A fixed 
  game set costs an additional 50 gp to acquire. Card 
  marking and similar alterations can be accomplished 
  for a much cheaper price (or without cost), but these 
  alterations are not good enough to grant advantage to 
  the user’s checks to avoid detection. 
  This is a good rule to use in combination with the 
  variant Playing Games, described above. 
   
  DESCRIPTIONS 
  Game sets are described below. 
  Dice Set. These polyhedral objects are most 
  commonly found in cube form, carved from wood or 
  bone. The various faces are marked with numbers or 
  other symbols.  Many games are played with dice, too 
  many to count. 
  Dragonchess Set. This game consists of three 
  checkered boards, arranged in three layers, with a 
  variety of carved playing pieces that move between 
  squares and boards. [This game was invented by Gary 
  Gygax and featured in Dragon Magazine in 1985.] 
  Hnefatafl Set. A strategy game played on a 
  checkered or latticed board between two unevenly-
  matched armies of carved figures. 
  Kubb Set. Kubb is an outdoor game of skill where 
  players try to toss wooden batons to knock over a 
  series of blocks. 
  Nine Men’s Morris Set. This simple strategy 
  game is played with two colors of chits on a small 
  latticed board. 
  Playing Card Set. These squares of very thick 
  paper are each painted with a letter, symbol, or 
  numerical marker on one side. The back sides of all 
  the cards are identical, whether blank or patterned. 
  Many games are played with cards, including games 
  of chance. 
  Prophet’s Gambit (Tarokka) Set. This card game 
  is played with a Tarokka deck. [Wizards of the Coast 
  publishes the Tarokka deck, which includes a 
  pamphlet for playing the game.] 
  Three-Dragon Ante Set. This card game is played 
  with a Three-Dragon Ante deck. [Wizards of the Coast 
  publishes the Three-Dragon Ante deck, which 
  includes rules for playing the game.] 
  Trictrac Set. Each of two players must advance 
  their own set of 15 chits across various positions on a 
  board using a combination of luck (dice rolls) and 
  strategy. 
   
  MUSICAL INSTRUMENTS 
  If you have proficiency with a given musical 
  instrument, you can add your proficiency bonus to 
  ability checks to play the instrument. A bard can use a 
  musical instrument as a spellcasting focus. Each type 
  of musical instrument requires a separate proficiency. 
   
  DESCRIPTIONS 
  Musical instruments are described below. 
  Bagpipes. A wind instrument constituting multiple 
  reed pipes fed by squeezing an air bag. The air 
  reservoir is replenished periodically by the musician 
  blowing into it through another pipe. 
  Birdpipes. Sometimes called pan pipes, satyr 
  pipes, or the shalm, this set of parallel pipes is a 
  musical instrument popular with creatures that are 
  close to nature. 
  Drum. A cylindrical instrument with a flat hide 
  stretched taught over each end. The hide produces a 
  hollow resonance when struck. 
  Dulcimer. A dulcimer is a flat, trapezoidal 
  soundboard across which strings of descending 
  
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  lengths are strung. The strings can be plucked or can 
  be struck with a tiny hammer. 
  Flute. This tubular reedless wind instrument 
  produces sound when air is blown across the hole at 
  one end. The other end of the tube has a series of holes 
  that can be covered or left uncovered by the fingers to 
  produce different notes. 
  Glaur. This short, curved horn resembles a 
  cornucopia. If played using its set of valves, the 
  instrument produces a brassy sound like a trumpet. 
  Some versions, called gloons, don’t have valves and 
  produce a more mournful sound. 
  Hand Drum. A double-headed skin drum fitted 
  with handles along its side. 
  Harp. A harp has many parallel strings attached 
  within a frame. The frame has an angled soundboard 
  that facilitates shorter strings as it tapers, varying the 
  notes produced when the instrument is strummed. 
  Horn. A horn is typically a brassy pipe with a 
  conical opening at one end and a mouthpiece at the 
  other. Horns produce loud, far-reaching notes and so 
  are used for signaling as well musical purposes. 
  Lute. This plucked stringed instrument has a long 
  neck and a deep, round back. The hollow portion of 
  the body has a circular opening under the part of the 
  strings that get strummed. 
  Lyre. A lyre resembles a harp, but is smaller. Its 
  strings are plucked with a pick. 
  Longhorn. A flute of very sophisticated make, 
  found only in large cities or areas with skilled 
  artisans. 
  Pan Flute. This instrument consists of multiple 
  closed-pipe flutes of ascending length, attached in a 
  row. 
  Shawm. A double-reed instrument like an oboe or 
  a bassoon. Some versions use attached bellows. 
  Songhorn. A simple type of flute, like a recorder, 
  usually carved from wood. 
  Tantan. An instrument like a tambourine affixed 
  to a tight drum. 
  Thelarr. A simple and wind instrument cut from a 
  reed, sometimes called a whistecane. 
  Tocken. This resonating instrument is comprised 
  of carved oval bells hung parallel on a frame and 
  played by light strikes with a small mallet or with the 
  open hand. 
  Viol. A small, six-stringed instrument held 
  vertically and played with a bow. 
  Wargong. War gongs are like traditional gongs, 
  but usually made from the shield of an enemy. 
  Yarting. This tightly-strung instrument resembles 
  a shallow-bodied lute. 
  Zulkoon. This complex pump organ has a 
  dramatic, sinister sound. 
   
  MISCELLANEOUS TOOLS 
  Miscellaneous tools differ from artisan’s tools in that 
  they tend to create no product and they are usually not 
  suitable for generating a stable income. 
  Each type of tool allows a proficient user to add 
  her proficiency bonus to uses of that tool. Where a 
  tool’s use might be ambiguous, some clarity is 
  provided in the descriptions below. 
   
  DESCRIPTIONS 
  Miscellaneous tools are described below. 
  Disguise Kit. A box containing cosmetics, hair 
  dies, and adhesive-mounted facial prosthetics used to 
  create a variety of disguises. If proficient, your bonus 
  applies to ability checks to disguise yourself or others. 
  Forgery Kit. A forgery kit is a satchel that has 
  many of the same components as calligrapher’s 
  supplies, including a variety of pens and inks. It also 
  boasts a variety of styluses used to impersonate signet 
  marks in wax seals. 
  Fortune Teller’s Kit. This kit comes in a box. It 
  includes a crystal ball, fortune telling cards, and other 
  tools of the trade. If proficient, your bonus applies to 
  ability checks to tell fortunes convincingly. A fortune 
  teller’s kit can be used to generate an income like 
  artisan’s tools, provided they are used in a large 
  enough area and in a society suitably tolerant of 
  fortune tellers. 
  Herbalism Kit. This kit comes in a satchel. It 
  includes various tools for safely harvesting plants as 
  well as the tools and additives needed to make potions, 
  salves, and similar curative products. Proficiency 
  allows you to add your bonus to checks to identify 
  herbs and to apply them. Herbalism kits are used to 
  craft several curative products, including antitoxin and 
  potions of healing. 
  Navigator’s Tools. This satchel holds sounding 
  lines, a sand glass, an astrolabe or telescoping back 
  staff, a ring dial, or similar instruments needed for 
  navigation. It also contains a number of relevant sea 
  charts. Proficiency with these tools allows you to chart 
  
  94 | TH E CO MP RE HE NSI VE  E Q UI PMEN T MA N UA L 
   
  a ship’s course and follow navigation charts. It also 
  allows you to add your proficiency bonus to any ability 
  check you make to avoid getting lost at sea. It can also 
  be used in some limited cases of overland navigation. 
  Poisoner’s Kit. A poisoner’s kit blends some of 
  the components of alchemist’s supplies and an 
  herbalism kit, the tools needed to create poisons using 
  alchemical and herbal techniques. It also includes 
  tools for collecting poisons from live (or recently 
  slain) monster specimens. This kit gives the ability to 
  add your proficiency bonus both to your uses of poison 
  (poisoning food, weapons, etc.) and to your checks to 
  collect or craft poisons. 
  Thieves’ Tools. A complex set of picks and tools 
  used to disable locks and traps, rolled into a leather 
  satchel. These tools resemble a highly specialized 
  segment of tinker’s tools and can be disguised as such. 
  If proficient, your bonus applies to ability checks to 
  disarm traps or open locks. 
   
  MOUNTS AND VEHICLES 
  The items in this group are split into three types: 
  mounts, tack and harness, and vehicles. 
  MOUNTS 
  This section describes animals commonly rated as 
  mundane mounts. Non-mount animals are categorized 
  as trade goods and can be found in Part 1: Wealth. 
  Other creatures, those with monster types other than 
  “beast,” are deemed too rare for common sale. If the 
  DM wishes to make such monsters marketable, an 
  option for that is provided in Part 4: Exotic Lists. 
  The following beasts are creatures commonly 
  trained to serve as mounts, though anything that 
  requires an exotic saddle is found in limited regions. 
   
  VARIANT: LITTLE MOUNTS 
  Normally, a mount must be at least one size category 
  larger than its rider. But in a pinch, a character can, 
  with some difficulty, ride an animal that is of its own 
  size category. For example, a full-grown human can 
  ride a pony, but with some drawbacks. 
  A mount with a rider of its own size drops its 
  speed by 20 feet and has disadvantage on ability 
  checks, attack rolls, and saving throws that use 
  Strength, Dexterity, or Constitution. This penalty is 
  not cumulative with the penalty for being heavily 
  encumbered if your campaign uses that variant 
  encumbrance rule. 
   
  MOUNTS 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Aurochs 
  100 gp 
  2 
  Un. 
  2 
  Large exotic 
  50 ft. 
  600 lb. 
  Axe beak 
  35 gp 
  2 
  Un. 
  1/1 
  Large exotic 
  50 ft. 
  420 lb. 
  Camel 
  50 gp 
  2 
  Un. 
  1/8 
  Large exotic 
  50 ft. 
  480 lb. 
  Dolphin 
  20 gp 
  6 
  Un. 
  1/8 
  Medium exotic 
  (60 ft.) 
  210 lb. 
  Donkey or mule 
  8 gp 
  2 
  Un. 
  1/8 
  Equine 
  40 ft. 
  420 lb. 
  Elephant 
  200 gp 
  3 
  Un. 
  4 
  Huge exotic 
  40 ft. 
  1,320 lb. 
  Giant seahorse 
  300 gp 
  2 
  Un. 
  1/2 
  Large exotic 
  (40 ft.) 
  360 lb. 
  Horse 
   
   
   
   
   
   
   
     Draft 
  50 gp 
  2 
  Un. 
  1/4 
  Equine 
  40 ft. 
  540 lb. 
     Riding 
  75 gp 
  2 
  Un. 
  1/4 
  Equine 
  60 ft. 
  480 lb. 
     Fragile 
  15 gp 
  2 
  Un. 
  1/8 
  Equine 
  40 ft. 
  420 lb. 
     Warhorse 
  400 gp 
  2 
  Un. 
  1/2 
  Equine 
  60 ft. 
  540 lb. 
  Giant lizard 
  200 gp 
  2 
  Un. 
  1/4 
  Large exotic 
  30 ft. 
  450 lb. 
     + hold breath 
  +100 gp 
  — 
  — 
  — 
  — 
  — 
  — 
     + spider climb 
  +200 gp 
  — 
  — 
  — 
  — 
  — 
  — 
  Mastiff 
  25 gp 
  3 
  Un. 
  1/8 
  Canine 
  40 ft. 
  195 lb. 
  Pony 
  30 gp 
  2 
  Un. 
  1/8 
  Equine 
  40 ft. 
  225 lb. 
  
  95 | TH E CO MP RE HEN SI VE E Q UI PMEN T MA N UA L 
   
  RIDER TRAINED 
  All creatures listed on the Mounts chart are trained for 
  use as mounts. (Untrained versions are priced in Part 
  1 as trade goods.) An untrained creature will buck or 
  otherwise try to dislodge a rider unless it is controlled 
  by magic. Untrained creatures cannot be controlled as 
  mounts by Wisdom (Handle Animal) checks. 
  Rider-trained mounts require no Wisdom (Animal 
  Handling) checks to ride, except when the rider wishes 
  to perform a risky maneuver like jumping a fence. At 
  the DM’s discretion, any domesticated animal might 
  perform an appropriate simple trick, like fetching, with 
  a successful Wisdom (Handle Animal) check. 
   
  COMBAT TRAINED 
  For an additional expense, mounts can be acquired 
  with special training to make them useful in combat. 
  A mount that does not have combat training is 
  difficult to control in battle. Each round, the rider must 
  make a Wisdom (Handle Animal) check with a DC of 
  10, or a DC of 15 if the mount is injured. If the check 
  fails, or if the animal is otherwise left to its own 
  decisions, it does what its nature dictates. Most 
  animals flee combat, moving away from the loud 
  noises and source of pain as quickly as possible. An 
  uninjured riding horse might stay near a fallen rider if 
  it is not directly threatened. A mastiff will probably 
  defend a downed rider, often aggressively. A giant 
  lizard might snap up a fallen corpse to consume later 
  as it flees the battle. These decisions are left to the DM. 
  Combat-trained mounts do not require checks to 
  control in battle. If the rider falls, the mount will 
  defend the rider until the mount is calmed with a 
  Wisdom (Handle Animal) check. Combat-trained 
  mounts gain 1 hit die, a bonus of +2 to Strength and 
  Dexterity, a bonus of +1 to Constitution and Wisdom, 
  and a special overbearing feature: 
   
  Slam. If the mount moves at least 20 feet 
  straight toward a creature and then hits it with 
  one of its natural attacks on the same turn, the 
  target must succeed on a Strength saving 
  throw or also be knocked prone. The DC is 
  10 + the mount’s Strength modifier. If the 
  creature is knocked prone, the mount can 
  make another natural attack against it as a 
  bonus action. The mount cannot use this 
  feature on targets of its own size or larger. 
  Combat training requires a creature to have been 
  trained as it was raised; most animals of certain ages 
  are too set in their ways or are too wary of new things, 
  such that the effort and expense needed for training are 
  not justified. Combat-trained animals cost an 
  additional amount equal to 5 times the listed value of 
  the animal. 
  On the list above, the warhorse is already combat-
  trained at normal cost. A warhorse cannot benefit from 
  additional combat training; it already has the combat 
  training benefits included in its “stat block.” 
   
  EXCEPTIONAL SPECIMEN 
  Exceptional 
  specimens 
  are 
  particularly 
  hearty 
  creatures. Not only have they been bred for their 
  extraordinary characteristics, they are also the finest 
  specimens of the resulting stock. These costly 
  creatures are sought out by those in need of durable 
  mounts that can better weather the tougher challenges 
  routinely faced by higher-level adventurers. 
  Exceptional mounts gain 2 hit dice, a +1 bonus to 
  Intelligence (to a maximum of 4), and a +2 bonus to 
  Charisma and Wisdom. This feature is compatible 
  with the combat trained feature, above, granting 
  cumulative bonuses. 
  Exceptional specimens cost an additional amount 
  equal to 4 times the listed value of the animal. 
  Exceptional specimens are not often found for sale in 
  common markets. To find such creatures, adventurers 
  usually look to horse breeding experts, markets near 
  large cities, or the stables of the local nobility. 
   
  DESCRIPTIONS 
  One mount, the fragile horse, is described below. 
  Other creatures use the descriptions and statistics 
  given in Appendices A of the Monster Manual and 
  Volo’s Guide to Monsters. 
  Fragile Horse. Fragile horses are mounts of poor 
  quality. Often, they are older, somewhat swaybacked 
  creatures. But for starting characters in need of mounts 
  for their adventure, they might be the only affordable 
  option. A fragile horse has a delicate constitution, as 
  indicated in the stat block below. 
   
  TACK AND HARNESS 
  This equipment is used for managing trained and 
  untrained animals. 
  
  96 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  Fragile Horse 
  Large beast, unaligned 
  Armor Class 9 
  Hit Points 11 (2d10) 
  Speed 40 ft. 
   
      STR       DEX       CON       INT       WIS       CHA 
    14 (+2)     8 (–1)      11 (+0)     2 (–4)     10 (–0)      5 (–3) 
  Senses passive Perception 10 
  Challenge 1/8 (25 xp) 
  Unreliable. Apply disadvantage to any Wisdom 
  (Handle Animal) checks made to control this mount 
  in battle or to get it to perform tricks or difficult  
  maneuvers. 
  Unstable. Add 1 exhaustion level for each hour of a 
  forced march, in addition to any exhaustion gained  
  for failing the Constitution check. 
  ACTIONS 
  Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 7 (2d4 + 2) bludgeoning damage. 
   
  DESCRIPTIONS 
  Tack and harness items are described below. 
  Barding (all). Barding is armor designed for 
  mounts or other animals. It typically covers the head, 
  neck, and body, leaving the legs free of impediment 
  (and protection). Any type of armor shown on the 
  Armor table in Part 2: Armaments can be purchased or 
  crafted as barding. The cost and weight are shown as 
  multiples of the equivalent armor made for 
  humanoids. 
  Canine barding typically fits all canines of the 
  same size, and equine barding typically fits all equines 
  of the same size. But exotic barding is made for 
  animals of a specific type as well as a specific size. 
  For example, despite being the same size, a Large 
  dragon’s exotic barding cannot be transferred to a 
  giant seahorse. 
  Bit and Bridle. Most mounts require some sort of 
  head harness, something attached to a lead that is held 
  by the rider. In the case of traditionally-trained 
  mounts, a bit and bridle allow the rider to direct the 
  animal and keep it under control. Animals of various 
  kinds require different sizes, shapes, and secondary 
  functions built into these devices for optimal control of 
  the mount. For short-necked creatures, like dogs, this 
  typically includes a collar. 
  Canine bridles typically fit canines of any size, 
  and equine bridles typically fit equines any size. But 
  exotic bridles are made for animals of a specific type 
  as well as a specific size. For example, despite being 
  the same size, a Large dragon’s exotic bridle cannot be 
  transferred to a giant seahorse. 
  Blinkers. Blinkers are made for equine creatures: 
  horses, ponies, donkeys, and mules. They are usual 
  attached to the animal’s bridle and cover most or all 
  of each eye with a cup-shaped device. Blinkers can 
  control an animal’s field of vision, restricting the 
  animal to seeing only what is in front of it. This avoids 
  distractions and, at the DM’s discretion, can prevent 
  the handler from having to make Wisdom (Handle 
  Animal) checks under some circumstances. A creature 
  wearing vision-restricting blinkers has disadvantage 
  on Wisdom (Perception) checks that rely on vision. A 
  creature wearing blinkers that fully cover the eyes 
  automatically fails such checks. 
  Blinkers, Exotic. Exotic blinkers are each made 
  for a specific type of animal. Some animals have 
  multiple sets of eyes or otherwise require unusually-
  constructed blinkers. Some exotic blinkers have 
  additional functionality. For example, exotic blinkers 
  might fully cover a creature’s eyes until the rider pulls 
  a special cord to reveal them. This facilitates using 
  gaze weapons at the rider’s command, weapons like 
  the basilisk’s petrification or the catoblepas’ death 
  ray. A creature wearing vision-restricting blinkers has 
  disadvantage on Wisdom (Perception) checks that rely 
  on vision. A creature wearing blinkers that fully cover 
  the eyes automatically fails such checks. 
  Body Harness (any). These sets of secure straps 
  serve multiple functions. Typically, they allow an 
  animal to draw vehicles such as carts or wagons, 
  attaching the worn harness to one or two of the 
  vehicle’s forward-pointing shafts. The straps are 
  placed in such a way as to distribute the force evenly 
  across the most accommodating surface of the 
  animal’s body. A body harness can also be re-
  configured to help lift or carry an animal. In this case, 
  straps are shifted to more supportive positions on the 
  animal’s body, suitable to raise or lower it, perhaps 
  via block and tackle. Travelers navigating rough 
  terrain may find such tools necessary to bring their 
  mounts across steep hills, cliffs, or similar obstacles. 
  
  97 | T HE CO MP RE HE NSI VE E Q UI PMEN T MA N UA L 
   
  Cage (any). A cage is large enough for an animal 
  of the listed size to stand within it, turn around fully, 
  and lie down. (A winged creature does not have space 
  to fully spread its wings.) A cage’s size rating must fit 
  a contained creature’s size exactly—too small a cage 
   
  TACK AND HARNESS 
   Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Barding 
   
   
   
  Hobble 
  2 gp 
  2 lb. 
     Canine (Large) 
  x3 
  x2 
   
  Hobble, exotic 
  5 gp 
  4 lb. 
     Canine (Medium) 
  x2 
  x1 
   
  Howdah 
   
   
     Equine (Large) 
  x4 
  x2 
   
     Exotic (Gargantuan) 
  190 gp 
  455 lb. 
     Equine (Medium) 
  x3 
  x1 
   
     Exotic (Huge) 
  65 gp 
  235 lb. 
     Exotic (Gargantuan) 
  x10 
  x8 
   
     Exotic (Large) 
  35 gp 
  125 lb. 
     Exotic (Huge) 
  x7 
  x4 
   
  Muzzle 
   
   
     Exotic (Large) 
  x5 
  x2 
   
     Gargantuan or Huge 
  8 gp 
  4 lb. 
     Exotic (Medium) 
  x4 
  x1 
   
     Large or Medium 
  2 gp 
  1 lb. 
  Bit and bridle 
   
   
   
     Small or Tiny 
  1 gp 
  1/2 lb. 
     Canine (Large) 
  3 gp 
  1 lb. 
   
  Saddlebags 
  4 gp 
  8 lb. 
     Canine (Medium) 
  2 gp 
  1/2 lb. 
   
  Saddle, canine (Large or Medium) 
   
   
     Equine (Large) 
  2 gp 
  1 lb. 
   
     Military 
  12 gp 
  25 lb. 
     Equine (Medium) 
  2 gp 
  1/2 lb. 
   
     Pack 
  3 gp 
  10 lb. 
     Exotic (Gargantuan) 
  18 gp 
  8 lb. 
   
     Riding 
  6 gp 
  20 lb. 
     Exotic (Huge) 
  10 gp 
  4 lb. 
   
  Saddle, equine (Large or Medium) 
   
   
     Exotic (Large) 
  6 gp 
  2 lb. 
   
     Military 
  20 gp 
  30 lb. 
     Exotic (Medium) 
  5 gp 
  1 lb. 
   
     Pack 
  5 gp 
  15 lb. 
  Blinkers 
  1 gp 
  1 lb. 
   
     Riding 
  10 gp 
  25 lb. 
  Blinkers, exotic 
  4 gp 
  1½ lb. 
   
  Saddle, exotic (Gargantuan) 
   
   
  Body harness 
   
   
   
     Military 
  225 gp 
  70 lb. 
     Gargantuan 
  80 gp 
  55 lb. 
   
     Pack 
  60 gp 
  55 lb. 
     Huge 
  30 gp 
  35 lb. 
   
     Riding 
  120 gp 
  65 lb. 
     Large 
  15 gp 
  17 lb. 
   
     Strap 
  210 gp 
  70 lb. 
     Medium 
  8 gp 
  8 lb. 
   
  Saddle, exotic (Huge) 
   
   
     Small 
  3 gp 
  3 lb. 
   
     Military 
  105 gp 
  50 lb. 
     Tiny 
  1 gp 
  1 lb. 
   
     Pack 
  30 gp 
  35 lb. 
  Cage 
   
   
   
     Riding 
  60 gp 
  45 lb. 
     Gargantuan 
  950 gp 
  3,800 lb. 
   
     Strap 
  120 gp 
  50 lb. 
     Huge 
  300 gp 
  675 lb. 
   
  Saddle, exotic (Large) 
   
   
     Large 
  120 gp 
  300 lb. 
   
     Military 
  52 gp 
  40 lb. 
     Medium 
  40 gp 
  75 lb. 
   
     Pack 
  15 gp 
  25 lb. 
     Small 
  15 gp 
  60 lb. 
   
     Riding 
  30 gp 
  35 lb. 
     Tiny 
  5 gp 
  25 lb. 
   
     Strap 
  60 gp 
  40 lb. 
  Falconry kit 
  3 gp 
  2 lb. 
   
  Saddle, exotic (Medium) 
   
   
  Feed 
   
   
   
     Military 
  26 gp 
  35 lb. 
     Grain (oats) 
  1 sp 
  4 lb. 
   
     Pack 
  8 gp 
  20 lb. 
     Herbaceous (hay) 
  2 cp 
  4 lb. 
   
     Riding 
  15 gp 
  30 lb. 
     Meat (scraps) 
  1 sp 
  1 lb. 
   
     Strap 
  30 gp 
  35 lb. 
  
  98 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  prevents the creature from fitting into it while too 
  large a cage might allow the creature to escape 
  through the spacing in the bars. Cages are made of 
  iron, with Armor Class 19. These resilient objects 
  usually have hit points/damage threshold as follows: 
  Tiny (5/1), Small (10/2), Medium (18/4), Large (27/6), 
  Huge (39/8), and Gargantuan (54/12). Because they 
  are constructed to resist intentional breakage by their 
  contained creatures, cages are typically immune to 
  damage from natural attacks. Additional information 
  on the health of objects can be found at page 246 of 
  the Dungeon Master’s Guide. 
  Falconry Kit. This kit comes in a satchel that 
  contains all the tack needed to manage birds of prey. 
  It includes a thick glove for the animal to perch on, a 
  hood that blindfolds the creature, a 50-foot 
  lightweight cord leash, and additional equipment 
  needed to care for, train, and hunt with a bird of prey. 
   Feed (any). The type of food needed for different 
  animals varies significantly. Omnivores can typically 
  eat any kind of feed, as well as rations. Herbivores, 
  particularly equines, can survive on grass, hay, and 
  other herbaceous plants. Higher valued feed, like oats, 
  is simply a luxury and is unhealthy for such animals to 
  eat all the time. Dogs and other carnivores require 
  meat for most of their diet. As feed, this typically takes 
  the form of dried meat scraps or meat ground up with 
  absorbent grains. Such feed lasts for only a week 
  before it becomes spoiled and worthless. 
  Most creatures can forage or hunt for themselves, 
  given enough time and left to their own devices. Feed 
  is only needed when animals are kept caged or stabled, 
  worked or ridden longer than eight hours in a day, or 
  otherwise prevented from finding their own food for 
  significant portions of the day. Tiny creatures need 
  only 1/4 pound of food per day for sustenance. Small 
  and Medium creatures need 1 pound. Large creatures 
  need 4 pounds, Huge creatures need 16 pounds, and 
  Gargantuan creatures need 64 pounds of food per day. 
  The DM is the final arbiter of each animal’s needs for 
  quantity and type of food. 
  Hobble. A hobble is a set of manacles for an 
  animal, particularly suited for equines like horses. 
  Equines will typically graze in a small area while 
  hobbled and can be left alone for hours. Other 
  animals, like dogs, are less docile and will chew 
  through the restraint; such creatures are typically 
  leashed or picketed when left unattended. Some 
  hobbles are built weakly enough that a truly panicked 
  creature can break the binding, running away at full 
  speed if attacked by a predator or otherwise seriously 
  threatened. Hobbles are also used as training tools for 
  animals that will serve as mounts and laborers. 
  Applying or removing a hobble takes an action. A 
  hobble reduces an animal’s speed to 5 and discourages 
  it from traveling far. 
  Hobble, Exotic. This complex hobble can be used 
  on docile animals of any size, creatures with multiple 
  legs, or creatures with alternative movement modes 
  like flight. It otherwise operates as a normal hobble. 
  Howdah (any). A howdah is a partially-enclosed 
  platform mounted on an animal. It surrounds one or 
  more riders, offering protection from attackers or 
  from the elements. Most howdahs include a roof. 
  One Medium- or Small-sized rider can fit in the 
  howdah of a Large creature. Most Large creatures are 
  not quite big enough for a howdah, but camels are a 
  notable exception. Four Medium- or Small-sized 
  riders can fit in the howdah of a Huge creature. Sixteen 
  Medium- or Small-sized riders can fit in the howdah 
  of a Gargantuan creature. Riders in howdahs have half 
  cover from the attacks of creatures on the ground if 
  those creatures are smaller than the mount. 
  Muzzle (any). Muzzles are each made for animals 
  of a specific type and size. A muzzle prevents the 
  wearer from biting or eating. It also makes dangerous-
  looking animals appear to be safer, meaning 
  bystanders are often less intimidated and more 
  accepting of their presence. A muzzle takes one action 
  to apply or remove. At the DM’s discretion, this can 
  prevent the handler from having to make Wisdom 
  (Handle Animal) checks under some circumstances. 
  Saddle, Canine (any). Saddles for dogs are 
  lightweight and built to accommodate the greater 
  range of motion that dogs have over equine mounts. 
  Such saddles are also suitable for wolves of Large or 
  Medium size and similar creatures. A military version 
  gives the rider advantage on any check to remain 
  mounted. A pack version has no accommodation for a 
  rider; it simply provides a frame to which baggage can 
  be tied. 
  Saddle, Equine (any). An equine saddle fits 
  horses and ponies as well as donkeys and mules. It 
  also fits similar equine creatures such as unicorns. 
  Equine saddles are not suited for equines with 
  additional limbs or wings like a pegasus. (Such a 
  creature requires an exotic saddle instead.) A military 
  version gives the rider advantage on any check or 
  
  99 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  saving throw to remain mounted. A pack version has 
  no accommodation for a rider; it simply provides a 
  frame to which baggage can be tied. 
  Saddle, Exotic (any). Creatures not in the shape 
  equines (horses, mules, etc.) or canines (dogs, wolves, 
  etc.), require exotic saddles to use as mounts or beasts 
  of burden. Exotic saddles are each made for animals 
  of a specific type and size. For example, despite being 
  the same size, a Large dragon’s riding saddle cannot 
  be used on a giant seahorse. A military version of an 
  exotic saddle gives the rider advantage on any check 
  or saving throw to remain mounted when the animal is 
  not in climbing, flying, or moving underwater. A pack 
  version of an exotic saddle has no accommodation for 
  a rider; it simply provides a frame to which baggage 
  can be tied. 
  Creatures capable of burrowing cannot do so 
  without automatically dismounting their riders, 
  regardless of saddle type. Creatures capable of other 
  three-dimensional movement (climbing, flying, or 
  underwater travel) require strap saddles to keep riders 
  secure. Strap saddles require the rider to use two 
  actions to strap in after mounting. Thereafter, the rider 
  cannot be dismounted short of very exceptional 
  circumstances (like the mount burrowing). Using a 
  strap saddle without strapping in is treated as using a 
  riding saddle. The Dungeon Master may impose riding 
  checks every round to stay mounted in cases of 
  climbing, 
  flying, 
  pouncing, 
  and 
  (particularly) 
  underwater travel while not strapping in or while using 
  another type of saddle. 
   
  VEHICLES 
  Vehicles improve characters’ speed of travel and their 
  ability to transport cargo and equipment. 
   
  DRAWN VEHICLES 
  If you have proficiency with “vehicle (land),” you can 
  add your proficiency bonus to any check you make to 
  control drawn vehicles in difficult circumstances. The 
  normal operation of drawn vehicles does not require 
  ability checks. 
  Horsepower. Animals pulling a drawn vehicle 
  can move weight up to five times their combined 
  carrying capacity. Each vehicle on the chart notes 
  parenthetically the minimum and maximum number of 
  animals that can be harnessed to the vehicle. If more 
  than one creature is harnessed, the animals must be 
  harnessed in pairs. A single “lead” animal can be 
  harnessed ahead of any pairs, its purpose to serve as a 
  guide for the paired animals. (A lead animal does not 
  contribute to the vehicle’s total carrying capacity.) 
  Other Beasts of Burden. Yaks, water buffalo, and 
  similar cattle are often used as beasts of burden to draw 
  vehicles, particularly in rural regions. These creatures 
  use the cow (ox) “stat block” from Volo’s Guide to 
  Monsters. 
   
  VEHICLES (DRAWN) 
   Item 
  Cost 
  Weight 
   
  Item 
  Cost 
  Weight 
  Carriage (1-4) 
  100 gp 
  600 lb. 
   
  Sled (1-2) 
  20 gp 
  300 lb. 
  Carriage, grand (4-8) 
  400 gp 
  950 lb. 
   
  Sled, dog (1-16) 
  35 gp 
  50 lb. 
  Cart (1) 
  15 gp 
  200 lb. 
   
  Sleigh (1-8) 
  30 gp 
  250 lb. 
  Cart, dog (1) 
  9 gp 
  60 lb. 
   
  Trap (1) 
  55 gp 
  65 lb. 
  Chariot, heavy (2-6) 
  350 gp 
  180 lb. 
   
  Wagon (1-4) 
  35 gp 
  400 lb. 
  Chariot, light (1-4) 
  250 gp 
  100 lb. 
   
  Wagon, covered (1-4) 
  60 gp 
  550 lb. 
   
  WATERBORNE VEHICLES 
  If you have proficiency with “vehicle (water),” you 
  can add your proficiency bonus to any check you make 
  to control waterborne vehicles in difficult circum-
  stances. The normal operation of waterborne vehicles 
  does not require ability checks, but anything other than 
  a rowboat or keelboat also requires a crew of trained 
  sailors to manage. 
  Crew. A ship needs skilled hirelings (crew) to 
  operate. Up to halve the crew (round down) can be 
  unskilled, learning as they go. If more than half are 
  unskilled, reduce the vehicle’s speed by half. Only 
  skilled crew can operate siege weapons mounted on a 
  ship. 
  Passengers. This number assumes Small and 
  Medium passengers sharing tight quarters. If the ship 
  
  100 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  is outfitted with private cabins, the ship can 
  accommodate only one-fifth of this number. 
  Damage Threshold. The ship has immunity to all 
  damage unless it takes an amount equal to or greater 
  than its damage threshold, in which case it takes 
  damage as normal. Anything less is merely superficial, 
  not reducing the ship’s hit points. 
  Repairs. Repairing requires skilled hirelings or 
  crew. For every 5 workers, 1 hit point of damage can 
  be repaired each day at a 10 gp cost in materials. (The 
  labor of any non-crew members must be paid 
  separately.) Ships not berthed at proper facilities for 
  such work can only be repaired at a maximum rate of 
  1 hit point per day.  
   
  VEHICLES (WATERBORNE) 
  Cargo 
   
   
  Damage 
   Item 
  Cost 
  Speed 
  Crew 
  Passengers 
  (tons) 
  AC 
  HP 
  Threshold 
  Canoe 
  50 gp 
  2 mph 
  1 
  6 
  — 
  11 
  50 
  — 
  Galley, palatial 
  350,000 gp 
  3 mph 
  120 
  300 
  30 
  15 
  800 
  20 
  Galley, ironclad 
  50,000 gp 
  3 mph 
  90 
  — 
  120 
  19 
  550 
  20 
  Galley, war 
  30,000 gp 
  4 mph 
  80 
  — 
  150 
  15 
  500 
  20 
  Keelboat, barge 
  3,000 gp 
  1 mph 
  1 
  6 
  1/2 
  15 
  100 
  10 
  Keelboat, cabined 
  4,500 gp 
  1 mph 
  1 
  10 
  1 
  15 
  110 
  10 
  Longship, karvi 
  6,000 gp 
  3 mph 
  16 
  60 
  15 
  15 
  120 
  15 
  Longship, snekkja 
  10,000 gp 
  3 mph 
  40 
  150 
  20 
  15 
  300 
  15 
  Longship, skeid 
  25,000 gp 
  3½ mph 
  60 
  180 
  35 
  15 
  450 
  15 
  Raft 
  5 sp 
  1/2 mph 
  1 
  3 
  — 
  11 
  10 
  — 
  Rowboat 
  50 gp 
  1½ mph 
  1 
  3 
  — 
  11 
  50 
  — 
  Sailing ship, caravel 
  10,000 gp 
  3 mph 
  20 
  20 
  100 
  15 
  300 
  15 
  Sailing ship, cog 
  8,000 gp 
  2 mph 
  15 
  15 
  60 
  15 
  220 
  15 
  Sailing ship, hulk 
  55,000 gp 
  1½ mph 
  55 
  300 
  350 
  15 
  900 
  20 
  Warship, carrack 
  25,000 gp 
  2½ mph 
  60 
  60 
  200 
  15 
  500 
  20 
  Warship, xebec 
  17,000 gp 
  3½ mph 
  30 
  30 
  100 
  15 
  300 
  15 
   
  DESCRIPTIONS 
  Vehicles are described below. 
  Canoe. A lightweight passenger boat, sometimes 
  carved from a single tree trunk. While fast and agile, 
  a canoe’s hull is too narrow to be stable on the open 
  sea in any conditions worse than calm waters. 
  Carriage. An animal-drawn, wheeled conveyance 
  designed for passenger use rather than utility. A 
  carriage, or “coach,” is typically drawn by two or 
  four horses, but can be pulled by a single beast. A 
  driver usually sits on a front-mounted exterior bench. 
  A carriage comfortably seats four passengers. 
  Carriage, Grand. A larger version of a carriage, 
  built with expensive materials and crafting designed to 
  show wealth and status. A grand coach is typically 
  drawn by four, six, or eight horses. A driver or two 
  typically rides on a front-mounted bench and a set of 
  hand- and foot-holds allow a pair of attendants or 
  soldiers to ride on the back. A grand carriage 
  comfortably seats six passengers. 
  Chariot, Heavy. A heavy conveyance is drawn by 
  two or four animals, usually horses. Up to three riders 
  stand on a rolling platform, it’s short front and side 
  walls sheltering them from the waist down. 
  Chariot, Light. This light conveyance is drawn by 
  a single animal, usually a horse. A single rider stands 
  on the rolling platform, sheltered from the waist down 
  by the chariot’s front and side walls. 
  Galley (any). This long, slender warship is 
  propelled mainly by rowing but it has masts and can 
  travel under sail. 
  Galley, Palatial. This grand galley is designed for 
  pleasure cruising. Rather than the tools of war, it 
  contains a host of amenities suitable for  
  Galley, Ironclad. An ironclad galley is a slower-
  moving war galley that has sheets of metal to protect 
  the hull from attacks. Despite the name, these armored 
  sheets are made of copper alloys or other metals that 
  can survive exposure to the sea, rather than iron. 
  
  101 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  Galley, War. A war galley has a ram and several 
  mounting points for siege engines. 
  Keelboat, Barge. A keelboat is a flat-bottomed 
  vessel designed for river work in shallow water. The 
  boat can be propelled by oars but is more often poled. 
  Keelboats typically carry cargo but they are often used 
  as ferries for short crossings. 
  Keelboat, Cabined. This large keelboat has a 
  single-room cabin in its center. The cabin can provide 
  shelter to the crew or to passengers. 
  Longship (any). This vessel is a long, low ship 
  used for trade and commerce as well as warfare. The 
  ship is propelled by a single, large sail or by oars. 
  When used as a warship, the warriors typically mount 
  their shields along the gunnels of both sides of the 
  vessel to provide additional protection and to 
  intimidate foes. The tall prows and aft ends of 
  longships were often carved as the heads of dragons 
  or other ferocious beasts. 
  Longship, Karvi. This small, broad longship is 
  typically used within sight of the shore. Its shallow 
  draft makes it ideal for fishing and other types of in-
  shore work. 
  Longship, Snekkja. The longship is large enough 
  for significant military operations, yet still small 
  enough that the crew can haul it out of the water, 
  dragging it onto a beach. This means makes snekkja 
  ideal for raiding, landing in places without ports and 
  disgorging large numbers of warriors. 
  Longship, Skeid. The skeid is the largest version 
  of the longship, too large for the crew to haul out of 
  the water. Such vessels are used for long-range 
  exploration and large-scale warfare. 
  Raft. Rafts are flat planes of floating material, 
  square or rectangular in shape. They are typically 
  crafted of logs using primitive construction methods. 
  A raft can be built with a short mast to allow 
  propulsion by sail. Otherwise, rafts are rowed with 
  oars or poled for propulsion.  
  Rowboat. A small wooden boat fitted with four 
  oars. Rowboats are used for fishing or utility work, in-
  shore travel, or as ship’s boats for larger watercraft. 
  Sailing Ship, Caravel. A caravel is a small, highly 
  maneuverable ship. It is ideal for in-shore work or 
  fishing, but is also safe and capable travelling away 
  from shore. 
  Sailing Ship, Cog. Cogs are round, single-masted 
  sailing ships. Primitive in design, cogs are still used 
  for their reliability and ease of construction. 
  Sailing Ship, Hulk. This massive, slow sailing 
  ship can carry a staggering amount of cargo. Hulks 
  have many uses based on their huge size, including 
  being used as floating prisons during wartime. 
  Sled. A flat, narrow conveyance with a smooth 
  bottom or borne on a pair of smooth runners. Sleds are 
  designed to be drug across low-friction surfaces like 
  snow. Sleds typically have no side or top and are used 
  to carry cargo. 
  Sled, Dog. This lightweight sled is designed for a 
  pilot and no more than a single passenger. Its long, 
  slender frame is typically drawn by a dozen sled dogs. 
  Dog sleds usually have a single lead dog ahead of a 
  series of paired sled dogs. 
  Sleigh. A sleigh is a sort of a sled, designed to 
  carry passengers like a carriage. It usually has 
  pronounced runners. 
  Trap. A trap is a two-wheeled passenger cart 
  designed to carry one or two passengers. A trap’s 
  large wheels, light construction, and high position 
  make it ideal for speed. 
  Wagon. A wagon is a, open-topped, four-wheeled 
  vehicle typically drawn by two or four animals. It has 
  an excellent cargo capacity and is employed in several 
  utility roles. 
  Wagon, Covered. The covered version of a wagon 
  has walls and a roof. It is sometimes furnished 
  amenities sufficient for use as a residence. Primitive 
  covered wagons simply stretch a canvas cover over a 
  set of raised bars, forming walls and a roof over what 
  would otherwise be a large open-topped wagon. 
  Warship, Carrack. An evolution of the cog, this 
  wide, stable warship is very versatile. It is both 
  durable in battle and can carry a large amount of 
  cargo. 
  Warship, Xebec. This small warship is an 
  evolution of the war galley, more dependent on sails 
  than oars, with larger masts and more complex sails. 
   
   
   
   
  
  102 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  PART 4: TRINKETS
  A trinket is a character-building device, something 
  that sparks the imagination and helps bring a character 
  to life by enriching its history. 
   
  USING THIS CHART 
  The chart below presents 300 trinkets, over half of 
  which are completely new. While trinkets are included 
  from the Player’s Handbook and Curse of Strahd, 
  some modifications were made. 
  Notably, some of the “joke” items, like Michael 
  Jackson’s sequined glove were removed or altered. 
  These particularly carried the baggage of popular 
  culture which can inhibit the player from using the 
  trinket for its inspirational value. 
  Also removed were references to specific races or 
  monsters; some DMs run games that don’t have 
  dragons or elves. A player that rolls a trinket that 
  depicts a creature (or is a part of a creature) should 
  decide exactly what race or monster is implicated 
  based on those available in the campaign world. 
   
  ALTERNATE USES 
  The DM can use the trinket chart to help stock a room 
  in a dungeon or spice up the loot in a creature’s 
  pockets. Anywhere that might have “stuff” could be 
  served by a roll on the chart, from the king’s bedside 
  table to the rubbish heap behind the castle. 
   
  SELECTIVE USES 
  To facilitate trinket selection for campaigns set in non-
  standard game worlds, the chart is arranged to allow 
  some control over trinket results. 
   
  NORMAL CAMPAIGN 
  Normal campaigns provide the widest array of 
  possible trinkets. Most players will simply roll 3d100. 
   
  HIGH FANTASY 
  Where clockwork devices or magic items are 
  common, and fantastical doodads are the order of the 
  day, roll 2d100 + 100. The “tinker” trinkets and 
  magical effects are placed in the top 100 options. 
  PRIMITIVE FANTASY 
  Where technology and formal magic are rare, perhaps 
  a barbarian or goblinoid society, roll 2d100 for your 
  trinket. The first 100 trinkets particularly are the type 
  that won’t offend such a campaign setting. 
   
   
  VARIANT: PLAYER’S CHOICE OF RANGE 
  Even in normal campaign worlds, the DM may opt 
  to let players chose the range for their trinket rolls: 
   
  • 
  For a “primitive fantasy” trinket, roll 1d100. 
  • 
  For a “standard” trinket, roll 1d100 + 100. 
  • 
  For a “high fantasy” trinket, roll 1d100 + 200. 
   
   
  ALTERNATIVES 
  As an alternative to these limited dice rolls, the DM 
  may allow players to alter trinkets to conform with the 
  campaign requirements. For example, a result of a 
  silver spoon that feels warm to the touch could, in a 
  game world where magic effects are rare, become just 
  a silver spoon with no other effect. In a game world 
  where metal is rare, the spoon could be made of bone.  
  DM’s Corner. A truly effective trinket challenges 
  a player to build a story for it that enhances her 
  character background. If you let players alter their 
  trinkets too much (or choose trinkets instead of rolling 
  for them), you risk your players narrowing the trinket 
  to fit into the character’s existing story rather than 
  expanding the story to encompass the trinket. A trinket 
  that conforms to the player’s narrow, preexisting 
  notion of her character isn’t doing its job. 
   
  NEW TRINKETS 
  If you’ve already played in quite a few campaigns in 
  the Fifth Edition, you’ve probably seen many of the 
  normal trinkets already, in the possession of your own 
  character or other players’ characters. 
  If you want to ensure that rolls produce new 
  trinkets, round down your roll result if the number is 
  odd. (The even-numbered trinkets tend to be the new 
  ones.)
  
  103 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
   
  TRINKETS (PART 1) PRIMITIVE FANTASY 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  001 
  A mummified hand 
   
  028 
  The feathery crest taken from a helmet 
  002 
  A clay tablet identifying a personal debt to a 
  local noble 
   
  029 
  A lizard’s bony talon hanging from a plain 
  leather necklace 
  003 
  A dead beetle the size of plum 
   
  030 
  A tiny box containing bright fishing lures 
  004 
  A ceramic bead necklace 
   
  031 
  A set of bone pipes 
  005 
  A small box filled with different-sized 
  buttons 
   
  032 
  A woolen winter blanket that once belonged to 
  a close friend 
  006 
  A set of gaming tokens with the faces 
  scratched off 
   
  033 
  A mosaic tile with a multicolored, glazed 
  surface 
  007 
  A pair of knucklebones, each shows a skull 
  symbol on the face that should show “6” 
   
  034 
  A dried or pressed flower of a unique variety; 
  the type is unknown in your area 
  008 
  A scarlet crest from a military helmet 
   
  035 
  A vest with one hundred tiny pockets 
  009 
  A rope necklace from which dangles four 
  mummified fingers 
   
  036 
  A necklace strung with small sharp teeth, about 
  the size of a cat’s 
  010 
  A pair of infant’s sandals 
   
  037 
  A vial of what looks like blood 
  011 
  A glass eye 
   
  038 
  A tiny, white-leafed vine planted in a glass vial 
  012 
  A belt with a hidden interior pouch that is 
  sewn shut 
   
  039 
  An empty glass vial that smells of perfume 
  when opened 
  013 
  A large tooth from an unknown beast 
   
  040 
  A diagram of the plantings in a complex garden 
  014 
  A one-pound carved marble monster 
   
  041 
  A scrap of cloth from an old banner 
  015 
  A bright green feather 
   
  042 
  A tiny wooden harp 
  016 
  A petrified insect 
   
  043 
  A petrified mouse 
  017 
  A pyramid of sticky black incense that smells 
  very bad 
   
  044 
  Six glass coins with square holes in their 
  centers 
  018 
  A vial of lubricating oil that smells like honey 
   
  045 
  An executioner’s hood 
  019 
  A tiny chest that opens from the top or from 
  the bottom 
   
  046 
  A miniature lizard carved from flint; its body 
  can be struck with steel to create sparks 
  020 
  A perfectly round, perfectly smooth stone 
   
  047 
  A glass vial filled with nail clippings 
  021 
  A 1-inch cube, each side painted a different 
  color 
   
  048 
  A tiny box of delicious spices that can’t be 
  identified 
  022 
  A pouch of tiny stone idols 
   
  049 
  A pouch made of flesh, with a sinew drawstring 
  023 
  A small packet filled with pink dust 
   
  050 
  The dried-up poison gland of a poisonous beast 
  024 
  A short scepter, the sigil of a former 
  townmaster’s authority 
   
  051 
  A black pirate flag adorned with a skull-and-
  crossbones from a “dragon” or another beast 
  025 
  The shell of an egg painted with scenes of 
  misery in disturbing detail 
   
  052 
  An iron coin that can be shown to prove 
  membership in a secret organization 
  026 
  An intricate ebony coat button 
   
  053 
  Pallid gloves crafted with ivory fingernails 
  027 
  A pair of old socks 
   
  054 
  Seven small, multicolored glass marbles 
   
   
   
   
   
  
  104 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
   
  TRINKETS (PART 2) PRIMITIVE FANTASY 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  055 
  A switch or other implement that was used 
  to discipline you as a child 
   
  078 
  A map tattooed on an old piece of human skin, 
  rolled tightly and stored in a scroll tube 
  056 
  A decorative ceramic plate 
   
  079 
  A small wooden statuette of a smug child 
  057 
  An old little doll made from a dark, dense 
  wood and missing a hand and a foot 
   
  080 
  A letter in child’s script, promising revenge on a 
  foster parent and signed in blood 
  058 
  A leather case (pouch) holding 20 
  intricately-carved leaden sling bullets 
   
  081 
  A glass jar containing a weird bit of flesh 
  floating in pickling fluid 
  059 
  Dice made from the knuckles of a notorious 
  charlatan 
   
  082 
  An eyepatch that seems to be designed for 
  wearing over the middle of the forehead 
  060 
  A set of high-quality steel sewing needles 
   
  083 
  A single caltrop made from bone 
  061 
  A mummified bird claw 
   
  084 
  A comb carved from seashell 
  062 
  A woven sun hat that doubles as a basket 
   
  085 
  An old divination card bearing your likeness 
  063 
  An urn containing the ashes of a hero or a 
  politician (or a hero politician) 
   
  086 
  A quiver with a cap that, when closed, keeps 
  the contents dry even while submerged 
  064 
  The shattered pieces of a small jade statue 
   
  087 
  An alabaster mask 
  065 
  A dead insect or unidentifiable winged 
  creature inside a clear glass bottle 
   
  088 
  A wooden practice sword with the carved 
  autograph of a famous gladiator 
  066 
  A 10-foot string, incrementally-knotted for 
  use as a measuring tool 
   
  089 
  A small cloth doll with sewn-on features, 
  skewered with needles 
  067 
  A military patch or other rank insignia from 
  a lost legionnaire 
   
  090 
  A sharpened hovel with twenty-six notches 
  carved along the handle. 
  068 
  A note of thanks from an unknown person 
   
  091 
  A tiny cage with no door 
  069 
  An ancient arrow or crossbow bolt of 
  delicate design 
   
  092 
  A flute on which every note played sounds the 
  same 
  070 
  A journal recording every lie that the 
  original owner ever spoke, from small white 
  lies to grand fabrications 
   
  093 
  A bag containing forty-seven humanoid teeth, 
  one of which is rotten, the rest of which seem 
  to have been removed while healthy 
  071 
  A knife that belonged to a relative 
   
  094 
  The first half of the best novel you’ve ever read 
  072 
  A receipt itemizing a wealthy noble’s dowry 
   
  095 
  An old chess piece made from glass 
  073 
  A fan that, when unfolded, shows a sleeping 
  dog 
   
  096 
  Two heavy iron boot inserts designed to 
  protect against caltrops 
  074 
  A one-pound iron trade bar. On the back is 
  carved “The king’s ransom.” 
   
  097 
  Two wooden toy soldiers, one with a missing 
  head 
  075 
  A candle that can’t be lit  
   
  098 
  A doll built for a shaman’s ritualistic purposes 
  076 
  A wood carving knife with an intricately 
  carved wooden handle 
   
  099 
  A whistle made from gold-colored wood or 
  bone 
  077 
  A multicolored disk made of stone, clay, or a 
  similar material 
   
  100 
  A sturdy, ten-foot chain made of copper rather 
  than iron 
   
   
   
   
   
  
  105 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  TRINKETS (PART 3) STANDARD CAMPAIGN 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  101 
  A gold coin minted in an unknown land 
   
  128 
  An old leather-bound ledger from a brothel  
  102 
  A book of pleasant memories written by 
  someone who was suffering memory loss 
   
  129 
  An ornate scabbard that fits no blade you have 
  found so far 
  103 
  An empty wine bottle of a very rare and 
  expensive vintage 
   
  130 
  A merchant’s scale designed to give bias to one 
  side, about five percent 
  104 
  A religious icon with a hidden compartment 
   
  131 
  Nails from the coffin of a murderer  
  105 
  A brass orb etched with strange runes 
   
  132 
  A horseshoe bent into an odd shape  
  106 
  The signet of a banished noble 
   
  133 
  A ring of keys for forgotten locks 
  107 
  A blank book that refuse to hold ink, chalk, 
  graphite, or any other substance or marking 
   
  134 
  A sealed envelope marked as containing the 
  last will and testament of a fallen soldier 
  108 
  A metal drinking flask, beautifully engraved 
   
  135 
  A flag from a ship lost at sea  
  109 
  A silver spoon with an M engraved on the 
  handle 
   
  136 
  A taxidermized cat with a collar and tag that 
  says “familiar” 
  110 
  A tiny, gruesome box containing dozens of 
  fingernails taken from humanoids 
   
  137 
  A book that tells the story of a legendary hero’s 
  rise and fall, with the last chapter missing 
  111 
  A diary written in a language you don’t 
  know 
   
  138 
  A bracelet-sized chain, its links made of many 
  different non-precious metals 
  112 
  2 electrum coins minted by a usurper 
  before her demise, illegal to use as currency 
   
  139 
  A small, worn book of children’s nursery 
  rhymes 
  113 
  The deed for a parcel of land in a realm 
  unknown to you 
   
  140 
  An exceptional-quality horse bridle, its leather 
  components tooled with intricate designs 
  114 
  A book-sized case displaying 22 pinned 
  butterflies of exotic origin 
   
  141 
  An empty silver snuffbox bearing an inscription 
  on the surface that says “dreams” 
  115 
  A tiny silver icon of a raven 
   
  142 
  An old bridal veil 
  116 
  A set of intricate schematics for large, 
  elegant siege weapons 
   
  143 
  Half of a floorplan for a temple, castle, or some 
  other structure 
  117 
  A silver badge in the shape of a five-pointed 
  star 
   
  144 
  A hound’s collar with a metal tag; only you can 
  read the inscription 
  118 
  A bloody canvas pouch, the type of which is 
  carried only by the royal dispatch service 
   
  145 
  A bronze pentacle with an etching of a rat’s 
  head in its center 
  119 
  An old key 
   
  146 
  The baron’s missing signet ring 
  120 
  A book of lore containing entirely wrong 
  information 
   
  147 
  A wolf’s head wrought in silver that is also a 
  whistle 
  121 
  A hilt from a broken sword 
   
  148 
  A lady’s decorated parasol 
  122 
  A receipt for purchase of a child-size coffin 
   
  149 
  A key to the family crypt 
  123 
  A silver skull the size of a coin 
   
  150 
  The unopened letter from your dying father  
  124 
  A flamboyant hat that is not in fashion 
   
  151 
  An unfinished painting on rolled canvas 
  125 
  A four-leaf clover pressed inside a book 
  discussing manners and etiquette 
   
  152 
  A pouch made of intricate lace folds out into a 
  beautiful shawl 
  126 
  A gold tooth 
   
  153 
  A fancy monogramed ink pen made of electrum 
  127 
  A receipt of deposit to a foreign city 
   
  154 
  A cameo with the profile’s face scratched away 
   
   
   
  
  106 | TH E CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
   
  TRINKETS (PART 4) STANDARD CAMPAIGN 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  155 
  A small box of old ink pens, their tips worn 
  to useless nubbins 
   
  178 
  A tiny silver bell without a clapper. The bell has 
  a tiny loop, allowing it to be strung on a string. 
  156 
  A necklace formed of the interlinked holy 
  symbols of a dozen deities 
   
  179 
  Half a copper icon of clasped hands; the right 
  hand was given to a childhood friend 
  157 
  An unfinished weapon pommel crafted for a 
  royal heir prior to the child’s untimely death 
   
  180 
  Half a copper icon of clasped hands; the left 
  hand was given to a childhood friend 
  158 
  An indecipherable treasure map 
   
  181 
  A note from a secret admirer 
  159 
  A glass cylinder, open at each end. When 
  placed over a candle, the flicker of distorted 
  light casts shadows of moving creatures 
   
  182 
  A purple handkerchief embroidered with the 
  name of a powerful archmage or otherworldly 
  being 
  160 
  A rabbit’s foot 
   
  183 
  A silver ring with empty gem settings 
  161 
  An invitation to a party where a murder 
  happened 
   
  184 
  A tiny sketch portrait of an ugly person or 
  creature 
  162 
  A cameo carved in the likeness of a hideous 
  person 
   
  185 
  A weightless decoy purse that appears to bulge 
  with coins but cannot be opened 
  163 
  A string of multicolored ceramic beads 
   
  186 
  A diary with seven missing pages 
  164 
  A winter coat stolen from a dying soldier 
   
  187 
  A scroll bearing an earnest marriage proposal 
  165 
  A felt scarf with fine, lightweight chainmail 
  sewn in, covering one side 
   
  188 
  An iron holy symbol devoted to an unknown 
  god 
  166 
  A set of silverware used by a king for his last 
  meal 
   
  189 
  A wooden block with an ornately carved face 
  designed to serve as an ink stamp 
  167 
  A set of bronze scissors shaped like two 
  feathered wings crossing themselves 
   
  190 
  A brooch of ornate design made from an 
  unknown, bluish metal 
  168 
  A gold monocle frame without the lens 
   
  191 
  A well-worn loincloth 
  169 
  An ornate saw with no teeth on the blade 
   
  192 
  A wig from someone executed by beheading 
  170 
  A crystal knob from a door 
   
  193 
  A taxidermized bird 
  171 
  The laces from a corset or similar type of 
  clothing 
   
  194 
  A picture you drew as a child of your imaginary 
  friend 
  172 
  A fragment of a beautiful song, written as 
  musical notes on two pieces of parchment 
   
  195 
  A list of innocuous ingredients with notes on 
  how to make a poison from them 
  173 
  A dead sibling’s military medals 
   
  196 
  Clothes stolen from a scarecrow 
  174 
  A teacup from a child’s tea set, stained with 
  blood 
   
  197 
  A small door plaque engraved with a family 
  name 
  175 
  A set of glass spheres designed to cause 
  fishing line to float on a watery surface 
   
  198 
  A spinning top carved with four faces: happy, 
  sad, wrathful, and dead 
  176 
  A hand mirror backed with a bronze 
  depiction of a monster 
   
  199 
  A pair of boots made with unbelievably good 
  quality, the envy of any noble 
  177 
  A mold for pouring 1-pound silver trade 
  bars 
   
  200 
  The necklace of a sibling who died on the day 
  you were born 
   
   
   
  
  107 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  TRINKETS (PART 5) HIGH FANTASY 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  201 
  A jar of pickled tongues 
   
  225 
  A one-of-a-kind crystal goblet 
  202 
  An ivory bell with a silver interior lining 
   
  226 
  A bottle of invisible ink readable only at sunset  
  203 
  An urn with the ashes of a dead relative 
   
  227 
  An ivory ring that makes you invisible to sheep 
  204 
  A set of six brass buttons taken from an 
  unknown piece of clothing 
   
  228 
  A pocket watch that runs backward for an hour 
  every midnight 
  205 
  A lepidopterist’s box filled with dead moths 
  with skull-like patterns on their wings 
   
  229 
  An iron coin that makes you feel slightly happy 
  when you squeeze it tightly 
  206 
  A black wooden pipe that creates puffs of 
  smoke that look like skulls 
   
  230 
  A wineskin that refills when interred with a 
  dead person for a night 
  207 
  The prosthetic hook or wooden hand of a 
  notorious pirate or outlaw 
   
  231 
  A complex hour glass that counts down various 
  times: 1 minute, 1 hour, 8 hours, and 1 day 
  208 
  A gemstone that looks like a lump of coal 
  when examined by anyone but you 
   
  232 
  A spyglass that always shows the world 
  suffering a terrible storm 
  209 
  A silver-haired wig  
   
  233 
  A history book written in a long-lost language 
  210 
  A compass that points to the user’s nearest 
  blood relative 
   
  234 
  A lantern with a black candle that never runs 
  out and that burns with green flame 
  211 
  A 1-pound egg with a bright red shell 
   
  235 
  A golden walnut 
  212 
  A magnifying glass that only magnifies dirt; 
  everything else is blurry 
   
  236 
  A little black book that records your dreams, 
  and yours alone, when you sleep 
  213 
  A nightcap that, when worn, gives you 
  pleasant dreams 
   
  237 
  A bouquet of funerary flowers that always 
  looks and smells fresh 
  214 
  A flask that refills with a pint of oil every 
  sunrise. The oil burns with a terrible stench. 
   
  238 
  Porcelain doll’s head that always seems to be 
  looking at you 
  215 
  A 1-ounce block of an unknown material 
   
  239 
  A ring that gives the wearer fresh breath 
  216 
  An anatomical diagram of the inside of a 
  monster with detailed notes 
   
  240 
  A broken pendent of a fantastic beast that’s 
  always cold to the touch 
  217 
  A giant glass eye 
   
  241 
  A 2-inch gold wire coiled around a finger bone 
  218 
  A piece of crystal that glows in moonlight 
   
  242 
  A tiny spool of black thread that never runs out 
  219 
  A ceramic lamp that once held a djinni  
   
  243 
  A 1-ounce bottle of gold-colored ink 
  220 
  A metal can that has no opening but sounds 
  as if it is filled with liquid, sand, spiders, or 
  broken glass (your choice) 
   
  244 
  A pocket-sized picture of a landscape that 
  depicts tomorrow’s weather. It reads correctly 
  only half of the time.  
  221 
  A pouch of black sand that radiates warmth 
   
  245 
  A pouch containing fancy scented soap bars 
  222 
  A glass jar containing lard with a label that 
  reads, “Griffon Grease” 
   
  246 
  A tiny clockwork figurine of a dancer that’s 
  missing a gear and doesn’t work 
  223 
  An inkwell that makes one a little nauseous 
  when staring at it 
   
  247 
  An itchy bedroll that keeps the user warm 
  while sleeping, even in the coldest weather 
  224 
  A lock that opens when blood is dripped in 
  its keyhole 
   
  248 
  A small locked box that hums a lovely melody 
  at night but you always forget it in the morning 
  249 
  A tiny brass cube, always cold as ice, useful 
  for chilling drinks 
   
  275 
  An immortal candle, one that can be used 
  repeatedly but never burns down 
  250 
  A small mirror that shows a much older 
  version of the viewer 
   
  276 
  A birdcage into which small birds fly but once 
  inside never eat or leave 
  
  108 | TH E CO MP RE HEN SI VE EQ UI P ME NT  M AN UA L 
   
  TRINKETS (PART 6) HIGH FANTASY 
  Roll 
  Trinket 
   
  Roll 
  Trinket 
  251 
  A jar containing a tiny frog that, if removed, 
  reappears in the jar within a week. 
   
  277 
  A hooded lantern with an internal sparker that 
  can light its oil without an outside fire source 
  252 
  A vial of black liquid labeled “unholy water” 
   
  278 
  An unusually heavy hangman’s noose 
  253 
  A tiny glass jar with an unidentifiable brown 
  lump of dried material stuck to the bottom. 
  The label reads “demon heart.” 
   
  279 
  A 10-foot string that can be strung across 
  empty air; the string will hover as placed until 
  pulled down by even a slight weight  
  254 
  A vial of perfume, the scent of which only 
  certain creatures can detect 
   
  280 
  A small idol of a nightmarish creature that gives 
  you unsettling dreams when you sleep near it 
  255 
  A silver teardrop earring made from a real 
  teardrop 
   
  281 
  A satchel that preserves contained food, 
  keeping it fresh for up to three weeks 
  256 
  A needle that never bends 
   
  282 
  An enormous scale, perhaps from a giant lizard 
  257 
  An ink pen with an internal ink well that 
  never runs out. The pen is engraved with a 
  name in an unknown language. 
   
  283 
  A tiny wooden sphere that, when dropped on 
  the ground, wakes every sleeping creature 
  within 20 feet 
  258 
  A ledger that changes each time it is read 
   
  284 
  A glass orb filled with moving smoke 
  259 
  A wooden box that holds a living worm with 
  a head on each end of its body 
   
  285 
  A bronze laurel that gleams even in the 
  weakest light 
  260 
  A bit of folded cloth that, when unfolded, 
  turns into a stylish cap 
   
  286 
  A tiny tinker-built music box that plays a song 
  you dimly remember from your childhood 
  261 
  A glove with a prosthetic finger replacement 
  that closes when the other fingers close 
   
  287 
  A packet of purple dust that that instantly dries 
  small objects it is sprinkled over 
  262 
  A sheet of parchment upon which is drawn 
  a complex mechanical contraption 
   
  288 
  A shard of obsidian that always feels warm to 
  the touch 
  263 
  A tiny padlock that opens when the right 
  sequence of numbered dials is displayed 
   
  289 
  A chain of with links made of different non-
  precious metals and alloys 
  264 
  A brass ring that never tarnishes  
   
  290 
  A small, weightless stone block  
  265 
  A child apprentice’s spellbook containing 
  incomplete notes about cantrips 
   
  291 
  An invitation to a séance for an unknown 
  future date; only the dead may attend 
  266 
  An electrum top that, when dipped in ink, 
  draws beautiful patterns as it spins 
   
  292 
  A rectangular metal device with two tiny metal 
  cups on one end that throws sparks when wet 
  267 
  A cog or gear from an intricate machine 
   
  293 
  A hand puppet with articulating facial features 
  268 
  A pipe that blows bubbles 
   
  294 
  A mechanical canary inside a tinker’s lamp 
  269 
  A clockwork bumblebee that buzzes and 
  flops about when wound and released 
   
  295 
  A jar of spices that make consumers of affected 
  food feel nauseous two hours later 
  270 
  A walking cane with an iron ferule that 
  strikes sparks on stone 
   
  296 
  A tiny mechanical crab or spider that moves 
  about when it’s not being observed 
  271 
  Several scales from a suit of armor that look 
  iridescent, like mother of pearl 
   
  297 
  A pair of spectacles once owned by a woman 
  who was killed by a lightning strike 
  272 
  A tin of exceptionally-bright boot polish 
   
  298 
  A glove that hums softly while worn outdoors 
  273 
  A jack-in-the-box that weeps salty tears 
  when it opens  
   
  299 
  A ring that feels warm while potions are active 
  on the wearer 
  274 
  A music box that plays by itself whenever 
  someone holding it dances 
   
  300 
  A glass orb filled with water, in which swims a 
  clockwork goldfish 
  
  109 | TH E CO MPR EH ENS I VE EQ UI P ME NT  M AN UA L 
   
  PART 5: EXOTIC LISTS
  This part includes several “exotic” lists of equipment, 
  lists that a DM can specifically adopt to flavor her 
  campaign. 
   
  INCLUDING EXOTIC LISTS 
  If a DM wants to include one or more exotic lists, refer 
  to these suggested guidelines for implementation. 
   
   
  RESTRICTED ACCESS! 
  These items are not native to traditional Eurocentric 
  medieval fantasy settings. As such, this part is not 
  intended for general use without the DM’s explicit 
  permission! 
  A DM should only allow access to one or more 
  of these exotic equipment lists if they fit her 
  campaign’s unique style or if her campaign is 
  particularly cosmopolitan, with a broad mix of 
  cultures and technologies. 
   
   
  IMPLEMENTING EXOTIC LISTS 
  Generally, there are two distinct ways to blend exotic 
  equipment lists into a campaign. But nothing in these 
  examples is intended to discourage a DM from 
  forbidding everything initially and later adding small 
  bits of various exotic lists, piecemeal and at various 
  points far into the campaign. The concept of exotic 
  lists was created to make it easier on DMs when 
  announcing to their players which items they approve 
  of in their games, not to create the impression that any 
  given list should be adopted whole-cloth. 
   
  OPTION ONE: A TOUCH OF FLAVOR 
  The first suggested way to implement exotic lists is the 
  limited approach; the DM decides she wants to include 
  a small amount of non-traditional flavor in her 
  campaign in the form of one or two of these exotic 
  lists. 
  For example, the DM sets her campaign in a 
  medieval “European-esque” land. She decides that 
  firearms are not a normal part of her campaign world, 
  but that dwarves in the northern mountains have 
  invented gunpowder and use firearms as part of their 
  tools of warfare. The DM decides to include the 
  firearms exotic list in her campaign. She might also set 
  some other parameters to enforce the rarity and 
  expense of these items, not wanting them to fall into 
  the players’ hands right away. 
   
  OPTION TWO: A COSMOPOLITAN REALM 
  The second suggested way to implement exotic lists is 
  the simplest; the DM simply decides that all exotic 
  equipment is fair game, even if some of it is foreign to 
  the place where the campaign begins. 
  This is appropriate in campaigns were travel has 
  become safe and inexpensive, and much of the world 
  has been explored by civilized societies. Markets are 
  filled with the goods of faraway lands, and exotic 
  peoples mix on the streets of even small cities. 
  Allowing all (or most) of the exotic lists is especially 
  appropriate to campaigns where magical travel is 
  prominent; perhaps the characters are based out of a 
  huge city that lies in the center of the multiverse, with 
  doors leading to each of the various planes. 
   
  ACCESSING EXOTIC LISTS 
  Once the DM decides she wants one or more exotic 
  lists in her campaign, the next question to answer is 
  how the equipment will get into players’ hands. This 
  section describes how the DM can include exotic 
  equipment while still limiting characters’ access to it. 
   
  CHARACTER CREATION 
  The default assumption is that players can 
  purchase equipment from any exotic lists designated 
  by the DM. In this case, players who choose the class-
  and-background method to generate starting gear can 
  make use of the variant Item Swaps rule described 
  above. 
  However, the DM might want to say that starting 
  characters don’t have access to exotic gear. This is 
  particularly appropriate if the DM drops in an exotic 
  equipment list after the campaign is underway. 
  Perhaps the characters encounter an advanced enclave 
  of rock gnomes that has developed fantastical flying 
  
  110 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  machines; now the players have new options to 
  acquire that they didn’t have starting out. 
   
   
  VARIANT:  
  EXOTIC WEAPON PROFICIENCY 
  With this optional rule in play, characters may not 
  normally apply their proficiency bonuses to attacks 
  with weapons from the exotic equipment lists. 
  Although these weapons are categorized as 
  “simple” and “martial,” their foreign nature makes 
  them awkward and unfamiliar. This optional rule is 
  only appropriate where the DM wants players to 
  encounter various exotic weapons but does not 
  want them to adopt such weapons wholesale. 
  To gain proficiency with exotic weapons, a 
  character must do one of two things. First, 
  acquiring the weapon master feat allows a character 
  to become proficient with four weapons. These four 
  may include simple and martial weapons from any 
  designated exotic equipment lists, so long as the 
  character has possession of (can practice with) each 
  such weapon. 
  The second way to gain proficiency with exotic 
  weapons is to learn from a trainer. (See the 
  downtime activity rules in the Player’s Handbook, 
  page 187.) Training an exotic weapon takes 100 
  days of downtime. The character must already be 
  proficient with all weapons of that category (simple 
  or martial) or the exotic weapon must appear on the 
  appropriate line of the Class Proficiencies table at 
  the end of Part 2: Armaments. 
  For example, a wizard wishes to become 
  proficient with the teppoyumi. This weapon 
  appears on the wizard line of the Class 
  Proficiencies chart; but for this special rule, the 
  wizard would already be proficient with it. This 
  means the wizard can become proficient using this 
  system. 
  A character cannot use training to become 
  proficient with an exotic weapon that is not in a 
  category she has full access to (simple or martial) 
  or does not appear on the Class Proficiencies table. 
  This system is not intended allow proficiency 
  additions that are beyond the normal reach of each 
  class.  
   
   
  PROFICIENCY 
  By default, characters proficient with armor of various 
  categories are automatically proficient with exotic 
  armor of the same categories. At the DM’s discretion, 
  this might not also be true of proficiency with exotic 
  weapons. The DM might choose this approach for 
  settings were the new weapons are available but 
  remain culturally foreign. 
  In this case, consider using the new rule variant 
  for exotic weapon proficiency described in the sidebar. 
   
  COSTS 
  Another way the DM can control access to exotic 
  equipment is to alter the prices. The listed costs 
  assume that the gear is relatively accessible at market. 
  For increased rarity (decreased availability) simply 
  increase the prices to double, triple, or higher their 
  stated values. 
   
  EXOTIC LISTS 
  The following exotic lists each seek to encompass an 
  entire conceptual facet that can be easily incorporated 
  into an existing game. 
   
  AGE OF SAIL 
  This list brings tall sailing ships of various size, 
  suitable for advanced maritime campaigns. Such ships 
  historically bore a variety of cannons, so this list pairs 
  well with the (advanced) Firearms exotic list. 
   
  HISTORICAL NAMING 
  Naming conventions for ships are used quite loosely 
  in this section. The chart below is intended to show a 
  progression of ships, from largest to smallest. Vague 
  categories are applied, with regimented distinctions 
  between them, but historically these terms referred to 
  many variations and sizes of ship, some of them 
  interchangeably. Because of the variability in ship 
  design within each class, do not rely on this list as a 
  source for historically accurate ship descriptions. 
   
  WATERBORNE VEHICLES 
  If you have proficiency with “vehicle (water),” you 
  can add your proficiency bonus to any check you make 
  to 
  control 
  waterborne 
  vehicles 
  in 
  difficult 
  circumstances. The normal operation of waterborne 
  
  111 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  vehicles does not require ability checks, but piloting 
  anything other than a launch also requires a crew of 
  trained sailors to manage. Ships sailing beyond sight 
  of the land also require that the driver or a crew 
  member can read charts and make use of navigator’s 
  tools. 
  The parenthetical number following the name of 
  each vehicle indicates the ship’s capacity for carrying 
  siege equipment. If the campaign setting does not 
  include the development of gunpowder, these indicate 
  the number of ballistae the ship can mount. If 
  gunpowder exists in the campaign, the number 
  indicates cannon mounts. Most of these weapons are 
  mounted in broadside position, half on each side of the 
  ship. The remainder (depending on the size of the 
  vessel) can be mounted at the prow or stern. 
   
  VEHICLES (WATERBORNE) 
  Cargo 
   
   
  Damage 
   Item 
  Cost 
  Speed 
  Crew 
  Passengers 
  (tons) 
  AC 
  HP 
  Threshold 
  Ship of the line 
   
   
   
   
   
   
   
   
     1st rate man o’ war (95) 
  320,000 gp 
  12 mph 
  400 
  200 
  150 
  15 
  850 
  20 
     2nd rate man o’ war (80) 
  200,000 gp 
  12 mph 
  300 
  150 
  135 
  15 
  750 
  20 
     3rd rate man o’ war (65) 
  125,000 gp 
  13 mph 
  200 
  100 
  120 
  15 
  650 
  20 
  Warship 
   
   
   
   
   
   
   
   
     4th rate frigate (50) 
  65,000 gp 
  13 mph 
  150 
  75 
  80 
  15 
  500 
  15 
     5th rate frigate (35) 
  35,000 gp 
  13 mph 
  120 
  60 
  65 
  15 
  400 
  15 
     6th rate frigate (20) 
  28,000 gp 
  13 mph 
  90 
  45 
  50 
  15 
  300 
  15 
  Unrated ship 
   
   
   
   
   
   
   
   
     Sloop (16) 
  30,000 gp 
  14 mph 
  30 
  65 
  75 
  15 
  120 
  12 
     Brig (14) 
  12,000 gp 
  13 mph 
  40 
  40 
  100 
  15 
  200 
  15 
     Lugger (1) 
  850 gp 
  10 mph 
  3 
  20 
  1/2 
  15 
  110 
  10 
     Launch (0) 
  180 gp 
  3 mph 
  11 
  1 
  1/2 
  12 
  85 
  — 
   
  DESCRIPTIONS 
  Age of sail vessel descriptions are provided below. 
  Ship of the Line (any). Men o’ war are large, 
  multi-deck ships capable of carrying hundreds of 
  people. They are built to project national power upon 
  the high seas. All ships of the line are built to sling a 
  staggering weight of cannon shot, slugging it out with 
  other ships of the line during fleet actions. 
  Unrated Ship (any). Unrated ships do not have 
  the military designates that determine the roles of navy 
  vessels. 
  Unrated Ship, Brig. A brig is a fast, square-sailed 
  ship. It requires a relatively large crew to operate. 
  Unrated Ship, Launch. A launch is a swift boat 
  with ten oars. Larger ships carry launches to ferry 
  passengers and equipment between the ship and the 
  shore. Launches also serve as life boats. 
  Unrated Ship, Lugger. A small sailing ship, 
  sometimes carried aboard larger ships and deployed 
  for scouting or actions in shallow waters. 
  Unrated Ship, Sloop. A very fast, versatile ship, 
  typically long and low on the water. 
  Warship (any). These frigates are built for war 
  with multiple decks. They are still small enough to be 
  moved by oars, but large enough to take place in major 
  engagements. In fleet actions, frigates serve the role of 
  support ships. 
   
  DOUBLE WEAPONS 
  Double weapons appeared in previous editions but are 
  not standard to the Fifth Edition. These historically-
  dubious implements are presented here to lend an air 
  of high-fantasy or bizarre novelty to your game world. 
   
  DOUBLE WEAPON CHART 
  A double weapon has two ends, a primary and a 
  secondary. If the ends do not have the same damage 
  characteristics and weapon properties, they are shown 
  on the chart with two lines, the first line detailing the 
  primary end. 
  Some double weapons are the very same weapons 
  found on other equipment lists. If your game uses the 
  
  112 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  Double Weapons exotic list, use these weapon rules 
  when characters wield them as double weapons. 
  Italicized weapons on this list also belong to the 
  Adventures in the Orient native list. The DM might 
  decide that these double weapons are not available in 
  your campaign (or that only these double weapons are 
  available). 
  MARTIAL MELEE WEAPONS (DOUBLE WEAPONS) 
   Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Chijiriki 
  18 gp 
  1d6 piercing 
  3 lb. 
  Reach 
   
  — 
  1d6 bludgeoning 
  — 
  Disarming, reach 
  Dire flail 
  20 gp 
  1d6 bludgeoning 
  4 lb. 
  Tripping 
  Double axe 
  20 gp 
  1d8 slashing 
  7 lb. 
  — 
  Double hammer 
  30 gp 
  1d8 bludgeoning 
  4 lb. 
  — 
  Double scimitar 
  50 gp 
  1d6 slashing 
  5 lb. 
  Finesse 
  Double spear 
  4 gp 
  1d6 piercing 
  5 lb. 
  Thrown (20/60) 
  Getsugasan (monk’s spade) 
  25 gp 
  1d8 piercing 
  6 lb. 
  Heavy, reach 
   
  — 
  1d8 slashing 
  — 
  Heavy, reach 
  Gyrspike 
  30 gp 
  1d8 slashing 
  5 lb. 
  — 
   
  — 
  1d4 bludgeoning 
  — 
  Tripping 
  Gythka 
  25 gp 
  1d8 slashing 
  4 lb. 
  — 
  Hooked hammer 
  20 gp 
  1d8 bludgeoning 
  6 lb. 
  — 
   
  — 
  1d4 piercing 
  — 
  Tripping 
  Kusarigama 
  6 gp 
  1d4 bludgeoning 
  4 lb. 
  Disarming, reach, special 
   
  — 
  1d4 piercing 
  — 
  Tripping 
  Kyoketsushoge 
  5 gp 
  1d4 bludgeoning 
  4 lb. 
  Reach, special, tripping 
   
  — 
  1d4 slashing 
  — 
  Disarming 
  Lajatang 
  25 gp 
  1d8 slashing 
  4 lb.  — 
  Meteor hammer 
  21 gp 
  1d8 bludgeoning 
  12 lb. 
  Heavy, reach, tripping 
  Quarterstaff (bo) 
  2 sp 
  1d6 bludgeoning 
  4 lb. 
  This is a simple weapon 
  Spear, weighted 
  7 gp 
  1d6 piercing 
  4 lb. 
  Thrown (15/45) 
   
  — 
  1d6 bludgeoning 
  — 
  Thrown (15/45) 
  Spiked chain 
  45 gp 
  1d6 piercing 
  4 lb. 
  Disarming, heavy, reach, tripping 
  Swallow (dire falcata) 
  36 gp 
  1d6+1 slashing 
  8 lb. 
  Heavy, high-critical 
  Two-bladed sword 
  30 gp 
  1d8 slashing 
  5 lb. 
  — 
  Urgrosh 
  20 gp 
  1d8 slashing 
  6 lb. 
  Deadly, heavy 
   
  — 
  1d6 piercing 
  — 
  Heavy 
  DOUBLE WEAPON FIGHTING 
  All double weapons have the two-weapon property in 
  addition to those on the chart. When you take the 
  Attack action and attack with the primary end of a 
  double weapon, you can use a bonus action to attack 
  with the secondary end. Unless you have the Two-
  Weapon Fighting class feature, you don’t add your 
  ability modifier to the damage of attacks that use the 
  secondary end, unless it is negative. 
   A character that can make multiple melee attacks 
  with the Attack action, such as with the Extra Attack 
  or Horde Breaker class features, can choose which end 
  of the weapon to make each additional attack with, so 
  long as the first attack is made with the primary end. 
  A double weapon is treated as two distinct 
  weapons for the purposes of magical enchantment or 
  being targeted by weapon-affecting spells. 
   
  
  113 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  DESCRIPTIONS 
  Double weapon descriptions are provided below. 
  Dire Flail. A second chain-and-flail head extends 
  from the butt of this flail. 
  Double Axe. A battle axe with a second head at 
  the butt of the haft. 
  Double Hammer. A warhammer with an 
  elongated handle and a hammer head at each end. 
  Double Scimitar. A long-handled scimitar with a 
  second blade at the end. The second blade curves the 
  opposite direction as the primary blade. 
  Double Spear. A spear with a spearhead at each 
  end. 
  Gyrspike. A long-handled sword with a short 
  chain and spiked ball attached to the handle. 
  Hooked Hammer. This long-handled war pick 
  has a hammer head at the opposite end of the handle. 
  Swallow. Similar in configuration to a double 
  scimitar, the swallow uses two opposite falcata blades. 
  Two-Bladed Sword. This weapon looks like two 
  longswords adjoined at the hilts, their blades pointed 
  opposite directions. Most versions have a long handle 
  between the two blades. 
  Urgrosh. This heavy waraxe has a sharp spear 
  point at the butt of the handle. 
   
  EXTRA POLEARMS 
  The polearm is the mark of a true soldier. While 
  swords are equally common in war, they are also 
  commonly worn by adventurers, nobles at court, and 
  even fortunate free citizens. The polearm, however, is 
  only trained by military organizations; its function is 
  not suited to casual use. If you see someone carrying a 
  polearm, you will instantly know that the wielder is 
  someone with professional military experience. 
  MARTIAL MELEE WEAPONS (EXTRA POLEARMS) 
   Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Ahlspiess 
  6 gp 
  1d8 piercing 
  15 lb. 
  Breach, heavy, reach, two-handed 
  Bardiche 
  15 gp 
  1d8+1 slashing 
  6 lb. 
  Heavy, reach, two-handed 
  Bill 
  25 gp 
  1d8 piercing 
  5 lb. 
  Alternate (S), heavy, reach, tripping, two-handed 
  Boar spear 
  10 gp 
  1d8 piercing 
  5 lb. 
  Defensive, heavy, reach, two-handed 
  Brandistock 
  12 gp 
  1d6+1 piercing 
  5 lb. 
  Disarming, reach, two-handed 
  Demi lune 
  15 gp 
  1d6+1 piercing 
  6 lb. 
  Alternate (S), deadly, reach, two-handed 
  Earspoon 
  15 gp 
  1d8 piercing 
  6 lb. 
  Defensive, heavy, high-critical, reach, two-handed 
  Fauchard 
  10 gp 
  2d4 piercing 
  9 lb. 
  Alternate (S), reach, two-handed 
  Guisarme 
  12 gp 
  1d8 slashing 
  5 lb. 
  Heavy, high-critical, reach, tripping, two-handed 
  Longspear 
  4 gp 
  1d10 piercing 
  9 lb. 
  Heavy, reach, thrown (10/30), two-handed 
  Lucern hammer 
  25 gp 
  1d8 bludgeoning 
  7 lb. 
  Alternate (P), heavy, high-critical, reach, two-
  handed 
  Mancatcher 
  20 gp 
  1d6+1 piercing 
  7 lb. 
  Deadly, heavy, reach, special, two-handed 
  Military fork 
  15 gp 
  1d6+2 piercing 
  6 lb. 
  Disarming, heavy, reach, two-handed 
  Ox tongue 
  20 gp 
  1d8+1 piercing 
  8 lb. 
  Heavy, reach, two-handed 
  Partisan 
  32 gp 
  1d10 piercing 
  16 lb. 
  Fine, heavy, reach, two-handed 
  Poleaxe 
  15 gp 
  1d8 slashing 
  10 lb. 
  Alternate (P), deadly, heavy, high-critical, reach, 
  two-handed 
  Renseur 
  10 gp 
  1d8 piercing 
  11 lb. 
  Defensive, deadly, Heavy, reach, two-handed 
  Sovnya 
  15 gp 
  1d8 slashing 
  9 lb. 
  Alternate (P), deadly, heavy, reach, two-handed 
  Spetum 
  18 gp 
  1d8 piercing 
  7 lb. 
  Defensive, disarming, heavy, reach, two-handed 
  Spontoon 
  40 gp 
  1d8 piercing 
  6 lb. 
  Defensive, fine, heavy, reach, two-handed 
  Voulge 
  20 gp 
  1d10 slashing 
  6 lb. 
  Alternate (P), heavy, reach, two-handed 
  War scythe 
  15 gp 
  1d8 slashing 
  10 lb. 
  Deadly, heavy, high-critical, reach, two-handed 
  
  114 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  EARLY POLEARM TRADITIONS 
  One of the quirky hallmarks of the early Dungeons & 
  Dragons game was a collection of exotic-sounding 
  polearms. That was at a time when the Internet did not 
  exist, 
  so 
  only 
  hardcore 
  historians 
  (including 
  wargamers) could figure out the look and function of 
  such weapons. 
  While this doubtlessly titillated Gary Gygax and 
  his contemporaries, these hyper-technical polearm 
  distinctions were a considerable source of confusion. 
  The styles of the early edition polearms were hard to 
  differentiate. Some were simply hybrids of two 
  different polearms and most were eventually done 
  away with. The Fifth Edition Player’s Handbook, for 
  example, includes only three standard polearms. This 
  exotic list was included to expand character options 
  and to satisfy a nostalgia for the early editions of the 
  game. 
   
  HYBRID POLEARMS 
  The guisarme is a useful, common polearm with a 
  sharp hook and a spear point. It has many variants in 
  history, including the bill-guisarme, the glaive-
  guisarme, 
  the 
  guisarme-voulge, 
  the 
  fauchard-
  guisarme, and more. However, only the guisarme 
  appears on the chart above. Where are the hybrid 
  versions so popular in the early editions of Dungeons 
  & Dragons? This section addresses hybrid polearms. 
  To make a hybrid polearm, choose two polearms, 
  designate one of them as the base weapon, and connect 
  their names with a hyphen. Any polearm on this list is 
  fair game except the longspear and mancatcher. The 
  glaive, halberd, and pike also qualify but other 
  polearms do not. 
  Add to the base weapon all the weapon properties 
  of the second polearm, ignoring any duplicates. If the 
  second polearm inflicts a different type of damage 
  than the base weapon, add an instance of the alternate 
  weapon property so that it can inflict that type too. 
  The hybrid polearm weighs 1 pound more than 
  what the heavier of the two polearms normally weighs. 
  For the hybrid’s cost, add the two weapons’ costs 
  together. If the second polearm added any (non-
  duplicate) properties to the first, add another 100 gp to 
  the cost. 
  Hybrid polearms cannot be made masterwork. 
   
  DESCRIPTIONS 
  The extra polearm descriptions are provided below. 
  Ahlspiess. A polearm with a very long and thin 
  point designed to penetrate armor. 
  Bardiche. A short polearm with a wide axe head 
  at the end. 
  Bill. A short, round-ended blade tops this 
  polearm, ending it a slight hook. Bills are commonly 
  combined with other polearm designs to create hybrid 
  weapons. 
  Boar Spear. This hunting spear has a 
  perpendicular cross-bar at least one foot below the 
  point. The design is thought to prevent an impaled 
  target from approaching the wielder by moving up the 
  shaft. 
  Brandistock. A polearm with a small axe head 
  opposite a short spike. The top is spiked with a long 
  sword’s blade. 
  Demi Lune. A polearm topped with a sharpened 
  “half-moon” crescent, it’s points aimed upward. 
  Earspoon. A long-shafted polearm with a 
  socketed spear head. Two lug-wings behind the head 
  prevent over-insertion of the weapon to keep it from 
  being caught or bound inside a target’s body. 
  Fauchard. A polearm with a long blade at the top. 
  The blade curves slightly forward over its cutting 
  edge. 
  Guisarme. The short blade at the end of this 
  polearm curves dramatically over, forming a hook. 
  Longspear. A spear whose long haft is light 
  enough for throwing. 
  Lucern Hammer. A polearm with a small 
  hammer and spike combination at the head. The thin 
  spike is designed for piercing armor. 
  Mancatcher. A mancatcher is a long-hafted 
  weapon with a flexible crescent at the end. The interior 
  of the crescent is hooked, designed capture an 
  opponent’s neck and hold fast to it. A mancatcher can 
  be used to attempt a binding attack. This attack has 
  disadvantage. If the binding attack is successful, the 
  attacker has gripped the opponent’s neck (or similar 
  limb) and the opponent is restrained. 
  A bound creature that has a free hand can use its 
  action to make a Strength check to free itself from the 
  weapon. The DC is 10 or the damage inflicted by the 
  mancatcher attack, whichever higher. A creature with 
  two free hands has advantage on this check. 
  
  115 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  Alternately, the opponent can attempt to pull 
  away, dragging the weapon with it. Unless you 
  voluntarily let go of the other end, this is an opposed 
  check of Strength (Athletics). If the creature is two or 
  more sizes larger than you, this check succeeds 
  automatically. 
  A mancatcher is not built to be easily escaped and 
  the wielder cannot voluntarily end the binding attack. 
  The wielder can do nothing else with the mancatcher 
  while a foe is caught in it. Nor can she use either of her 
  hands, unless she lets go of the weapon. 
  Military Fork. This weapon resembles a pitchfork 
  with sturdy tines set closer together. 
  Ox Tongue. A polearm topped by a long, double-
  edged blade. 
  Partisan. A polearm topped by a short, wide, 
  double-edged blade that extends from a forward-
  hooked crossguard. 
  Poleaxe. A blunt-topped polearm with a 
  perpendicular axe head opposite a spike or hammer 
  head. 
  Renseur. A polearm topped with a long, narrow 
  blade. The blade is flanked by two smaller, angled 
  forward-facing blades or hooks. 
  Sovnya. A polearm with a slashing blade that 
  curves slightly, terminating in a sharp point. 
  Spetum. An elongated spear with backward-
  facing angled blades, designed to wound as the 
  weapon is drawn back toward the wielder. 
  Spontoon. A short-bladed polearm with a small, 
  straight crosspiece. 
  Voulge. A polearm with a broad axe-like head 
  that elongates into a spike at the top. 
  War Scythe. This long-hafted weapon has a heavy 
  blade at the end. The slightly-curved shape is designed 
  for chopping. The weapon’s name comes from the 
  resemblance of its blade to a harvesting implement. 
  FANTASY FLIGHT 
  The Fantasy Flight exotic list makes magical air travel 
  possible. 
  The typical form of an airship is a literal ship, one 
  of the only common structures that can survive the 
  forces of gravity pulling it from various directions as 
  the vehicle maneuvers. But these vehicles can take 
  other forms, such as hanging gondolas. Two other 
  factors are important for the DM to decide. 
  The first question to address is lift. One common 
  perception of a fantasy airship is of a naval vessel 
  suspended from a balloon, or “lift rig.” The balloon 
  contains a lighter-than-air gas, naturally or magically 
  procured. Alternately, the balloon is rigidized by 
  magic, allowing it to sustain a lighter-than-air vacuum 
  within. Other possible lift methods include magical 
  levitation, artifacts that harness and direct the innate 
  power of elementals, or wings that generate lift at high 
  speeds using complex physics. 
  The second question is propulsion. Once aloft, 
  what propels the vehicle horizontally? Do gnomish 
  contraptions spin large propellers that slice through the 
  air? Do sails fill with wind or catch ethereal currents 
  from other planes? Or does the same magic that lifts 
  the vehicle also propel it? 
  The answers to these questions have a significant 
  impact on the flavor of the game world. (It is not 
  necessary for the DM to answer both questions the 
  same way for every air-travelling race or region in the 
  campaign.) 
   
  AIRBORNE VEHICLES 
  The new proficiency “vehicle (air)” covers the use of 
  airborne vehicles. 
   
   
  VEHICLES (FLIGHT MACHINES) 
  Cargo 
   
   
  Damage 
   Item 
  Cost 
  Speed 
  Crew 
  Passengers 
  (tons) 
  AC 
  HP 
  Threshold 
  Airship 
  20,000 gp 
  8 mph 
  10 
  20 
  1 
  13 
  300 
  — 
  Airship, greater 
  250,000 gp 
  7 mph 
  45 
  100 
  15 
  15 
  550 
  10 
  Flying platform 
  175,000 gp 
  1 mph 
  10 
  350 
  150 
  15 
  600 
  10 
  Glider 
  210 gp 
  3 mph 
  1 
  — 
  — 
  13 
  20 
  — 
  Ornithopter 
  9,500 gp 
  8 mph 
  1 
  — 
  — 
  13 
  50 
  — 
  Ornithopter, twin 
  12,500 gp 
  7 mph 
  1 
  1 
  — 
  13 
  65 
  — 
  
  116 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  If you have proficiency with vehicle (air), you can 
  add your proficiency bonus to any check you make to 
  control airborne vehicles in difficult circumstances. 
  The normal operation of airborne vehicles does not 
  require ability checks, but an airship or flying platform 
  also requires a crew of trained areal “sailors” to 
  manage it. Depending on the nature of the lift and 
  propulsions systems used, the driver or a crew member 
  might also need magical training to direct the magics 
  involved or to control the creature(s) bound to the 
  vehicle. 
   
  DESCRIPTIONS 
  Fantasy flight vehicles are described below. 
  Airship. This vehicle is the size of a sailing ship. 
  The appearance will vary by culture and by the type of 
  magic or technology used to power the craft. Because 
  aeronautical travel often develops under the influence 
  of marine traditions and with nautical influences, the 
  shapes and features of airships tend to resemble sea 
  vessels. 
  Airship, Greater. A larger version of an airship, 
  this vehicle typically represents refinements in the 
  magical or scientific techniques of air travel. 
  Alternately, a greater airship is simply built for a 
  function that requires greater size.  
  Flying Platform. A flying platform uses the same 
  technology of magical forces that hold airships aloft, 
  but it uses dozens of instances of that method. 
  Sometimes called a “flying island,” a flying platform 
  typically stays airborne for extensive periods, 
  providing a base of operations for other flying ships. 
  Glider. A glider is an unpowered vehicle that 
  relies upon air currents to stay aloft. Once in flight, a 
  glider can only gain altitude by circling an area with 
  updrafts or by being towed higher by another flight 
  machine.  
  Ornithopter. An ornithopter is a single-person 
  version of an airship. Sometimes airships (and flying 
  platforms) carry scores of ornithopters, launching 
  them at enemy airships or ground targets to engage 
  before the mothership gets within range. An 
  ornithopter typically mounts a small siege weapon like 
  a ballista. 
  Ornithopter, Twin. This ornithopter is slightly 
  larger and sturdier than the normal version, with the 
  capacity to carry both a driver and one other 
  crewmember; a copilot, navigator, or gunner. 
  FIREARMS 
  This exotic list has two stages of firearm development: 
  early firearms and advanced firearms. This product 
  declines to include and expand the modern and 
  futuristic firearms from the Dungeon Master’s Guide 
  (page 268). 
  The intention in dividing this exotic list is to give 
  the DM the option to include only part of the firearms 
  list. A campaign with a classic medieval (pre-
  Renaissance) level of technology should not allow 
  players to have access to the advanced firearms. If the 
  campaign uses advanced firearms, everything in the 
  basic firearms stage is available too, although perhaps 
  less common. 
  Crafting. Crafting firearms requires tinker’s 
  tools. Crafting firearm loads requires jeweler’s tools or 
  a gun repair kit. Crafting gunpowder requires 
  alchemist’s supplies. 
   
  EARLY FIREARMS 
  Early firearms suit a medieval campaign. They are 
  unstable and unwieldly but powerful and frightening 
  on the battlefield. These weapons are not particularly 
  powerful compared to other medieval weaponry, but 
  they are notable for their ability to penetrate armor. 
  Early Firearm Use. Early firearms must be lit for 
  each shot. This requires the user to have a ready source 
  of flame and apply it to the touchhole. Usually a 
  fusilier carries a coil of slow match with one end 
  burning. In a pinch, the user might apply thin sticks, 
  their ends having been set in a low fire to become 
  embers. Alternately, if the user can cast the druidcraft, 
  produce flame, or pyrotechnics cantrip, she can do so 
  to fire the weapon as part of the same attack. 
  Early firearms use a fine powder and large, open 
  touchholes, making the weapons unreliable in humid 
  environments and worthless in the rain. 
  Early Firearm Costs. These prices assume that, 
  while available, firearms are still exotic. This early 
  stage of their development means that manufacturing 
  techniques are unrefined and dangerous, and costs 
  reflect these conditions. 
  The DM can adjust these prices if firearms have 
  been available for a significant amount of time and are 
  produced in quantities, even though the technology 
  has not progressed beyond this stage. To do so, simply 
  divide the listed costs by 5. This puts them on par with 
  the prices found in the advanced firearms stage. 
  
  117 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  VARIANT: MIXED PROFICIENCY 
  Firearms are martial weapons due in part to their rarity. 
  But historically speaking, even a lay person could 
  make efficient use of a firearm up close. This optional 
  rule applies variety in homage to the forces that drove 
  early firearms development—their ease of training and 
  operation. 
  A character proficient in all simple weapons adds 
  her proficiency bonus to firearms used within normal 
  range. Characters not trained in all simple weapons 
  (druids, sorcerers, and wizards) are so unfamiliar with 
  such concepts and weaponry as to not benefit from this 
  variant rule. 
  With this option, long range shooting remains the 
  province of characters trained with martial weapons; 
  consistency at longer ranges requires knowledge of 
  bullet physics, trained attention to environmental 
  conditions, and extensive practice.  
  Because it is an analogue to pistols, characters 
  proficient with the hand crossbow (bards and rogues) 
  can add their proficiency bonuses to attacks made in 
  both range increments of a firearm that has the 
  handgun weapon property. 
   
  MARTIAL RANGED WEAPONS (EARLY FIREARMS) 
   Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Arquebus 
  250 gp 
  1d10 piercing 
  12 lb. 
  Charging (40/120), fouling, loading, two-handed 
  Fire lance 
  150 gp 
  1d8 piercing 
  7 lb. 
  Charging (30/90), loading, special, two-handed 
  Hand culverin 
  150 gp 
  1d10 piercing 
  8 lb. 
  Charging (30/90), loading, two-handed 
  Handgonne 
  125 gp 
  1d8 piercing 
  3 lb. 
  Charging (20/60), fouling, handgun, loading 
   
  ADVENTURING GEAR (EARLY FIREARMS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Bomb 
  150 gp 
  1 lb. 
   
  Fuse (10 feet) 
  10 gp 
  — 
  Firearm loads 
   
   
   
  Gunpowder (30 charges) 
  30 gp 
  1 lb. 
     Ball (10) 
  3 gp 
  2 lb. 
   
  Powder horn (empty) 
  5 gp 
  1 lb. 
     Fire dart (10) 
  2 gp 
  2 lb. 
   
  Powder keg (with 240 charges) 
  250 gp 
  20 lb. 
     Shot (10) 
  3 gp 
  2 lb. 
   
  Slow match (2 feet) 
  1 gp 
  — 
   ADVANCED FIREARMS 
  These firearms fit a post-medieval campaign, set in a 
  world or a region where tinkering and alchemy have 
  combined to produce reliable explosive weaponry. 
  Advanced Firearm Use. Advanced firearms use 
  flint sparkers and similar contraptions to ignite the 
  powder. They no longer need sources of flame for their 
  use. This, combined with advances in gunpowder 
  composition, make the weapons more portable and not 
  significantly affected by rain. 
  Advanced Firearm Costs. These prices assume a 
  reasonable availability of firearms and associated 
  equipment. They allow firearms to appear in the hands 
  of player characters with reasonably frequency. 
  If firearms are available but exotic, only crafted in 
  faraway places and imported at great expense, 
  multiply all prices by 5. (The prices in the Dungeon 
  Master’s Guide assume such rarity; they appear at 5 
  times the costs given in this product.) 
  Advanced Firearm Types. Advanced firearms are 
  divided into three types based on barrel construction. 
  Several example weapons are presented for each 
  firearm type, from very small to very large. 
  Open bore weapons have smooth barrel interiors. 
  These are the most commonly used firearms. An open 
  bore weapon is reliable using both ball and shot loads. 
  The interiors of rifled bore barrels have helical 
  grooves to impart spin to ball ammunition. Controlled 
  spin prevents tumbling, which improves the missile’s 
  flight characteristics. The precision of a rifled barrel 
  combines well with the range and accuracy of ball 
  ammunition. 
   Wide bore barrels are easy to load and use, and 
  forgiving of poorly-measured weights of shot or 
  powder. Such firearms are not subject to the fouling 
  property but have reduced overall ranges. A wide bore 
  firearm works well with shot ammunition, allowing 
  the pellets to spread at a very close range. 
  
  118 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  MARTIAL RANGED WEAPONS (ADVANCED FIREARMS) 
   Name 
  Cost 
  Damage 
  Weight 
  Properties 
  Open bore 
   
   
   
   
     Pocket pistol 
  25 gp 
  1d8 piercing 
  2 lb. 
  Charging (20/60), fouling, handgun, light, loading 
     Pistol 
  50 gp 
  1d10 piercing 
  3 lb. 
  Charging (30/90), fouling, handgun, light, loading 
     Musketoon 
  75 gp 
  1d10 piercing 
  7 lb. 
  Charging (40/120), fouling, loading, two-handed 
     Nock gun 
  300 gp 
  3d10 piercing 
  15 lb. 
  Charging (30/90), fouling, heavy, loading, two-handed 
     Musket 
  100 gp 
  1d12 piercing 
  10 lb. 
  Charging (40/120), fouling, heavy, loading, two-handed 
     Long gun 
  150 gp 
  1d12 piercing 
  12 lb. 
  Charging (50/150), fouling, heavy, loading, two-handed 
  Rifled bore 
   
   
   
   
     Serpent 
  75 gp 
  1d10 piercing 
  3 lb. 
  Charging (40/120), fouling, handgun, light, loading 
     Carbine 
  100 gp 
  1d10 piercing 
  7 lb. 
  Charging (50/150), fouling, loading, two-handed 
     Rifle 
  150 gp 
  1d12 piercing 
  10 lb. 
  Charging (50/150), fouling, heavy, loading, two-handed 
     Asp 
  200 gp 
  1d12 piercing 
  12 lb. 
  Charging (65/190), fouling, heavy, loading, two-handed 
  Wide bore 
   
   
   
   
     Dragon 
  50 gp 
  1d10 piercing 
  3 lb. 
  Charging (15/45), handgun, light, loading 
     Blunderbuss 
  75 gp 
  1d10 piercing 
  7 lb. 
  Charging (20/60), loading, two-handed 
     Coach gun 
  150 gp 
  2d10 piercing 
  11 lb. 
  Charging (15/45), loading, two-handed 
     Fowling piece 
  100 gp 
  1d12 piercing 
  10 lb. 
  Charging (20/60), heavy, loading, two-handed 
     Hydra 
  150 gp 
  1d12 piercing 
  12 lb. 
  Charging (25/75), heavy, loading, two-handed 
   
  SIEGE EQUIPMENT (ADVANCED FIREARMS) 
   
   
   Item 
  Cost 
  Shot 
  Attack 
  Range 
  Damage 
  AC 
  HP 
  Size 
  Field gun 
   
   
   
   
   
   
   
   
     Demi-cannon 
  2,000 gp 
  12 lb. 
  + 6 
  350/1,400 
  5d10 bludgeoning 
  19 
  60 
  Large 
     Howitzer 
  3,000 gp 
  18 lb. 
  + 6 
  500/2,000 
  7d10 bludgeoning 
  19 
  50 
  Large 
     Mortar 
  6,000 gp 
  42 lb. 
  + 5 
  800/3,200 
  12d10 bludgeoning 
  19 
  125 
   
  Huge 
     Ordinance rifle 
  1,250 gp 
  6 lb. 
  + 7 
  75/300 
  3d10 bludgeoning 
  17 
  25 
  Medium 
  Ship’s gun 
   
   
   
   
   
   
   
   
     Carronade 
  6,500 gp 
  32 lb. 
  + 5 
  300/1,200 
  10d10 bludgeoning 
  19 
  75 
  Large 
     Cannon 
  3,500 gp 
  24 lb. 
  + 6 
  600/2,400 
  8d10 bludgeoning 
  19 
  75 
  Large 
     Culverin 
  600 gp 
  4 lb. 
  + 6 
  50/200 
  2d10 bludgeoning 
  15 
  15 
  Small 
     Long nine 
  3,000 gp 
  9 lb. 
  + 7 
  750/3,000 
  4d10 bludgeoning 
  19 
  50 
  Large 
   
  ADVENTURING GEAR (ADVANCED FIREARMS) 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Bayonet 
  3 gp 
  1 lb. 
   
  Gunpowder (30 charges) 
  6 gp 
  1 lb. 
  Bomb 
  30 gp 
  1 lb. 
   
  Petard 
  50 gp 
  4 lb. 
  Firearm loads 
   
   
   
  Powder horn (empty) 
  1 gp 
  1 lb. 
     Ball (10) 
  6 sp 
  2 lb. 
   
  Powder keg (with 240 charges) 
  50 gp 
  20 lb. 
     Ball, cartridge (10) 
  1 gp 
  2 lb. 
   
  Weapon attachments 
   
   
     Shot (10) 
  6 sp 
  2 lb. 
   
     Aiming lenses 
  100 gp 
  +1 lb. 
     Shot, cartridge (10) 
  1 gp 
  2 lb. 
   
     Second barrel 
  50 gp 
  +2 lb. 
  Fuse (10 feet) 
  2 sp 
  — 
   
     Second barrel, hand gun 
  25 gp 
  +1 lb. 
  
  119 | TH E CO MP RE HEN SI VE EQ UI P ME NT  M AN UA L 
   
  TOOLS (ADVANCED FIREARMS) 
   Item 
  Cost 
  Weight 
  Artisan’s tools 
   
   
     Gun repair kit 
  10 gp 
  2 lb. 
   
   
  VARIANT:  
  FIREARMS EXPERT (NEW FEAT) 
  Having practiced extensively with firearms of 
  various sorts, you gain the following benefits: 
   
  ❖ You are proficient with all firearms and with 
  gun repair kits. 
   
  ❖ Being within 5 feet of a hostile creature doesn’t 
  impose disadvantage on your ranged attack 
  rolls with firearms, even those without the 
  handgun weapon property. 
   
  ❖ If your firearm has multiple barrels, you can 
  reload two barrels with standard loads and 
  powder using a single action. Alternately, you 
  can reload two barrels of an advanced firearm 
  with pre-made cartridges using a single bonus 
  action. 
   
  ❖ When you use the Attack action and attack 
  with a one-handed weapon, you can use a 
  bonus action to attack with a loaded firearm 
  you are holding in your other hand if it has the 
  hand gun weapon property. 
   
   
  SIEGE GUNS 
  Siege guns are divided into two types. Field guns 
  typically move with an army, pulled by teams of 
  horses. Ship’s guns are less mobile, mounted on a ship 
  or a fortification. The distinction is mostly traditional, 
  as weapons from either type, with some mounting 
  modifications, can be used in either capacity. 
  A siege gun requires 250 rounds of labor to 
  prepare and fire. The work can be split among as many 
  as 5 gunners, allowing the gun to fire at a rate of once 
  every 5 minutes (50 rounds). This contemplates 
  unseasoned crew members performing the operation; 
  professional, trained gun crews (skilled hirelings) each 
  provide double the labor output. This means a siege 
  gun fully crewed by trained gunners will fire, at 
  fastest, once every 2½ minutes (25 rounds). 
  A siege gun previously prepared for use can be 
  fired by a lone gunner using a single action. 
  The ammunition required to fire a siege gun costs 
  2 gp per pound of the shot’s weight, which includes 
  the cost of gunpowder. 
  Like all siege equipment, siege guns are immune 
  to poison and psychic damage. 
   
  DESCRIPTIONS 
  Firearms and their accessories are described below. 
  Arquebus. An early firearm, the first sort to be 
  mass produced for military use. This long-range gun 
  has a wooden stock. The stock often has a hook to 
  brace the weapon over a castle’s battlements or a 
  fixture to mount it on top of a bracing staff. 
  Asp. An extra-long, rifled-bore firearm used for 
  accurate shooting over great distances. 
  Bayonet. This narrow metal spike is designed for 
  attachment to the end of a two-handed advanced 
  firearm. It can be affixed or removed as an action. The 
  attached bayonet is an improvised two-handed weapon 
  that inflicts 1d6 piercing damage in melee. The 
  wielder may add her proficiency bonus to attacks if she 
  is proficient with spears. Used on its own, the 
  unattached bayonet makes a convincing but awkward 
  dagger. In this form, the improvised weapon inflicts 
  1d4 piercing damage and can benefit from proficiency 
  as though it were a dagger. 
  Blunderbuss. This short, wide-bore weapon is a 
  favorite of firearms users. The weapon’s size makes it 
  convenient and easy to use in close proximity. 
  Bomb. A bomb is a mass of gunpowder, packed 
  into a hard shell pierced by a fuse. As an action, a 
  character can light a bomb and throw it to a point up 
  to 60 feet away. Each creature within 5 feet of that 
  point takes 3d6 fire damage (or half with a DC 12 
  Dexterity saving throw). 
  Carbine. A carbine is a lightweight version of a 
  rifle. It has a shorter barrel for ease of use and 
  portability. 
  Coach Gun. This wide bore weapon has three 
  barrels that fire simultaneously. Reduce the weapon’s 
  damage to 1d10 if fired with only one or two barrels 
  loaded. 
  Dragon. A wide-bore handgun often used for 
  peppering close enemies. Dragons are common 
  
  120 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  firearms for horse soldiers, giving rise to the name 
  “dragoon.” 
  Field Gun (any). Field guns are siege weapons 
  mounted on mobile platforms, typically supported by 
  two large wheels and a wooden “tail” section. They 
  are typically towed by a team of two or four horses. 
  Field Gun, Demi-Cannon. The most common 
  field piece, this mid-level weapon fires a reliable load 
  using a relatively low quantity of gunpowder. 
  Field Gun, Howitzer. Larger than a demi-
  cannon, this field gun throws a heavy ball. 
  Field Gun, Mortar. Unlike other field guns, a 
  mortal is mounted on a heavy frame, much like a ship’s 
  gun. Tiny carriage wheels allow the weapon to be 
  oriented. A mortar is typically transported via wagon. 
  A mortal can use indirect fire, shooting over obstacles 
  like hills and castle walls. Indirect fire prevents the use 
  of many types of cover. 
  Field Gun, Ordinance Rifle. This lightweight 
  weapon can be pulled by a single horse. It is highly 
  accurate, with exceptional range, though less 
  powerful than other field guns. 
  Firearm Load, Ball. Ball loads are simple lead 
  spheres covered in small dimples and sized to the 
  approximate caliber of the weapon they are meant for. 
  Ball loads apply the breach (2) property to weapons 
  they are fired from. Advanced firearms from the rifled 
  barrel category instead receive breach (3). Using ball 
  ammunition also increases both the weapon’s range 
  increments by a distance equal to the weapon’s normal 
  range increment. Loads not in cartridge form include 
  the weight of paper or cloth wadding strips. 
  Firearm Load, Cartridge (Ball or Shot). Firearm 
  ammunition can be purchased in simple load form or 
  in cartridge form. Cartridges are paper packets 
  containing both powder and bullets, which are easier 
  to carry and faster to load. Recharging a firearm barrel 
  using a pre-made cartridge requires only a bonus 
  action. 
  Firearm Load, Fire Dart. Sometimes called a 
  “musket arrow,” this short sturdy dart is propelled by 
  gunpowder from a fire lance. 
  Firearm Load, Shot. Shot loads each represent a 
  collection of tiny, round pellets that spread out as they 
  leave the muzzle. Shot loads apply the blast property 
  to weapons they are fired from. Loads not in cartridge 
  form include the weight of paper or cloth wadding 
  strips. 
  Fire Lance. The fire lance is an early firearm. It 
  consists of a heavy tube, closed at one end. The 
  charged as normal and loaded with a fire dart. The 
  tube comes attached to a short, light stave for 
  improved aim and handling. The lance can instead be 
  attached to any long-hafted weapon like a quarterstaff 
  or polearm. 
  Fowling Piece. This wide-boar long arm is 
  commonly used for hunting foul. 
  Fuse. Fuse is a type of heavy string treated with 
  a gunpowder concoction. When lit, it burns at a slow, 
  reliable pace (about 1 foot per minute). Fuse can be 
  tied onto the existing fuses of bombs, petards, and 
  similar explosives to lengthen their burn times. Or it 
  can be used for simple arson, to ignite other flammable 
  objects after a set time. 
  Gunpowder. Gunpowder is formed into bombs or 
  is used to propel bullets out of firearms. It is sold in 
  water-resistant containers, typically powder horns or 
  small wooden kegs. 
  Setting fire to a charge or two of gunpowder 
  causes it to flare for 1 round, shedding bright light in a 
  30-foot radius and dim light for an additional 30 feet. 
  Setting fire to a tightly-packed weight of gunpowder 
  causes an explosion. Lighting a pound of gunpowder, 
  as contained in a powder horn, inflicts 3d6 fire damage 
  on nearby creatures. Setting fire to eight pounds of 
  gunpowder, as within a powder keg, inflicts 7d6 fire 
  damage. Packed gunpowder explosions have a 10-foot 
  radius. Affected creatures can attempt a DC 12 
  Dexterity saving throw for half damage. 
  Gunpowder is destroyed when introduced to 
  water; the saltpeter content dissolves so that drying the 
  powder will not restore it. Gunpowder stored in a 
  powder horn or powder keg is sufficiently sealed as to 
  avoid being damaged for about ten minutes of 
  submersion. Submerging a loaded firearm fouls the 
  weapon, even if it does not have the fouling weapon 
  property. 
  Gun Repair Kit.  This set of artisan’s tools has 
  tampions, ball pullers, and special cloths and 
  solutions used to clean firearms. It also includes molds 
  and trim cutters for making lead balls, as well as the 
  templates, shears, and crimps needed to form paper 
  cartridges. If a proficient character spends fifteen 
  minutes using a gun repair kit to “maintain” a firearm 
  during a short or long rest, the firearm ignores the next 
  fouling result it suffers when a natural 1 is rolled for 
  an attack. 
  
  121 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  Hand Culverin. An early firearm consisting of a 
  short tube mounted at the end of a metal rod or against 
  a long, wooden handle. 
  Handgonne. A shorter version of the hand culver, 
  sized for use with one hand. 
  Hydra. The long barrel of wide-bore weapon 
  flares outward at its end. A hydra is most commonly 
  used for delivering a cloud of shot ammunition at 
  distant targets. 
  Long Gun. A long-barrel version of the common 
  musket, this weapon is suitable for hunting as well as 
  warfare. 
  Musket. The standard-issue weapon of firearm-
  wielding militaries, this open bore long arm is very 
  reliable in battle. 
  Musketoon. A shorter version of the musket, used 
  for hunting or household defense. 
  Nock Gun. A nock gun is a long arm with five 
  smooth-bore barrels arranged in a cluster, all of 
  which fire simultaneously. The weapon is very 
  expensive and time-consuming to use at full effect. 
  Reduce the weapon’s damage to 2d10 piercing if fired 
  with only three or four barrels loaded, or 1d10 piercing 
  if fired with only one or two barrels loaded. 
  Petard. This steel plate has a flat bomb on one 
  side of it and a pair of folding legs attached to the 
  other. A petard takes one action to unfold and lean 
  against a door or wall, and a second action to ignite. 
  The included fuse can be lit to burn for any period up 
  to 1 minute. Upon detonation, the petard inflicts 7d6 
  damage on any creature or object in contact with it. A 
  typical door has 18 hit points. If the door suffers 
  damage equal to or exceeding its hit points, the door is 
  blown to flinders. In the case of a wall, a 5-foot square 
  section is blown open. A petard ignores the damage 
  threshold of a normal wall or door. 
  Pistol. A standard sized handgun of simple, open-
  bore construction. 
  Pocket Pistol. This small pistol is easily 
  concealed. It can be carried in a pocket with little 
  chance to be noticed. Apply disadvantage to Wisdom 
  (Perception) checks to find or notice the weapon if 
  carried in a hidden fashion. 
   Rifle. An expensive, medium to long-range 
  firearm with a rifled bore. 
  Powder Horn. A hollow horn, typically from a 
  cow or similar beast, used to carry gunpowder. The 
  stopper in the larger end can be opened to fill the 
  powder horn, while the stopper in the narrow end is 
  used to dispense contained gunpowder. A powder horn 
  is typically carried by a long strap worn over the 
  shoulder, keeping it handy for quick use. A horn (with 
  gunpowder) is required to charge a firearm, unless 
  using cartridges. A powder horn can hold powder 
  sufficient for 30 shots. Powder stored in a horn is 
  better-protected than powder in cartridge form; it will 
  stay dry even if the horn is completely submerged. 
  Powder Keg. A small cask of gunpowder. This is 
  the typical method by which large amounts of 
  gunpowder are stored and transported. 
  Serpent. Longer than a standard rifle, this long 
  arm is made for incredible accuracy at the longest 
  ranges. 
  Ship’s Gun (any). Ship’s guns are siege weapons 
  mounted on squat, heavy frames, typically equipped 
  with small, sturdy carriage wheels suitable for 
  absorbing recoil. 
  Ship’s Gun, Carronade. This massive gun is 
  designed to fire a murderous weight of shot over a 
  short distance. At its longest range, the barrel requires 
  a significant upward tilt and the shot flies in a 
  pronounced arc. A carronade can use indirect fire at 
  targets within its long range increment, shooting over 
  intervening obstacles like other ships. Indirect fire 
  prevents the use of many types of cover. 
  Ship’s Gun, Cannon. This heavy weapon is 
  typical of cannon craftsmanship. 
  Ship’s Gun, Culverin. This small ship’s gun has 
  no mounting frame. It is attached to a swiveling pintle 
  that rests in any number of prepared positions along 
  the gunwales or on platforms among the masts. A 
  single strong crew member can lift the weapon out of 
  its position and carry it to a new one. 
  Ship’s Gun, Long Nine. This gun is longer and 
  fires a lighter load than weapons of similar weight. 
  The additional range makes long nines well-suited for 
  chase work, mounted at the fore or aft of a ship. 
  Slow Match. A coil of cord dipped in saltpeter 
  and dried so that it burns at a steady rate. Long, slow-
  burning match cords allow gunners to operate away 
  from a source of fire. A slow match burns at a rate of 
  1 foot per hour. Careful gunners light both ends of the 
  match, in case one end is blown out by the flash of 
  gunpowder in the pan. 
  Weapon Attachment, Aiming Lenses. A set of 
  lenses mounted on the top of the weapon, aids with 
  accuracy. These lenses are usually enclosed in a tube. 
  By spending a bonus action to sight through the lenses, 
  
  122 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  the user’s next attack with the weapon does not suffer 
  the normal disadvantage from attacking a target in its 
  long range increment. Claiming this benefit requires 
  the user to be proficient with the weapon in question 
  and to perform no other movement or actions between 
  aiming and firing. 
  Weapon Attachment, Second Barrel (any). A 
  second barrel is an efficient way to increase the 
  number of shots a user can make in quick succession. 
  When fully loaded, a firearm with a second barrel can 
  be used for two shots before reloading. Each barrel of 
  the modified firearm is charged individually and is 
  fired individually with a separate trigger. A firearm 
  must be constructed with a second barrel; existing 
  firearms cannot have barrels added to them. Coach 
  guns and nock guns cannot have additional barrels. 
   
  MONSTER MARKETS 
  The ecology of a standard game includes a variety of 
  monsters that haunt the dark and dangerous places of 
  the world. What happens when civilized societies 
  domesticate such creatures? Many monsters are no 
  more intelligent than animals and can be trained from 
  a young age to serve as guardians, mounts, and 
  companions. Why shouldn’t there by a thriving market 
  for wyverns and griffon eggs? Why shouldn’t breeders 
  pay serious coin to characters who bring them any 
  captured monster specimens? The Monster Markets 
  exotic list is here to answer those questions. 
  This list is divided into four categories. The first 
  is for instinct-level Intelligence creatures, those 
  without real self-awareness or with very alien 
  intelligence. 
  The 
  second 
  is 
  for 
  animal-level 
  Intelligence creatures, those smart enough to be 
  trained for various duties. Many of these creatures can 
  serve as mounts. The third category is monster-level 
  Intelligence, covering creatures with Intelligence 
  scores of 4 or higher that are self-aware and capable of 
  reason. The fourth category is just for dragons. 
  Qualifications. The Monster Market exotic list 
  only contains monsters that are notably suitable for 
  certain purposes, particularly service as mounts or 
  guardians. Creatures (beasts) already noted as trade 
  goods in Part 1: Wealth, are not repeated here, nor are 
  the standard mounts described in Part 3: Gear. 
  Constructs are too varied and too personal to their 
  creators to list effectively. Other creatures are too 
  much like humanoids or simply have the wrong 
  temperament to be bought and sold. The “stat blocks” 
  of monsters listed here can be found in the Monster 
  Manual, Volo’s Guide to Monsters, and Storm King’s 
  Thunder. 
  Templates. The combat trained and exceptional 
  specimen templates described in Part 3: Gear are not 
  applicable to the monsters described in this section. 
  All monsters with entries in the Saddle columns are 
  rider trained. 
  Prices. Prices for monsters are based primarily on 
  how dangerous they are (Challenge Ratings). Some 
  creatures have ability to generate monster byproducts 
  like poison, which significantly increases their value. 
  Likewise, creatures able to serve as mounts, guardians, 
  or in other particularly useful roles are worth more 
  based on their ability to be trained. Finally, monster 
  reputations also play a role in their pricing. 
  Monsters are often hard to buy or sell; the fact that 
  monsters are marketable does not mean they are 
  common. The DM should use the rules in Part 1: 
  Wealth to determine whether a buyer or seller can be 
  found for any specific monster. 
  Selling Monsters. If player characters can capture 
  a live specimen, and can find a buyer for the monster, 
  the standard sale price is one-tenth of the market 
  values listed here. It takes a lot more overhead to store 
  and resell live creatures than it does for other used 
  adventuring gear. That translates into merchants 
  paying much less for them; profit margins are already 
  thin for most monster merchants! 
   
  INSTINCT-LEVEL INTELLIGENCE 
  These creatures either have Intelligence scores of 1 or 
  their intelligence is totally alien to humanoids. 
  These creatures lack the capacity to learn tricks or 
  be put to any useful function. Instinct-level creatures 
  are valued as simple, unwitting guardians, attacking 
  anything that gets near to them. Only by mind-
  controlling magic is such a creature capable of serving 
  as a mount. 
  Care. Creatures in this category require special 
  measures to store and transport, measures like cages or 
  tanks that will keep them isolated. Most creatures in 
  this category do not eat animal feed; they require a 
  regular diet of small creatures to sustain themselves. 
  Prices. Instinct-level monsters fetch full price as 
  adult specimens. The young or the infirm are worth 
  half the listed values; eggs and juveniles have no 
  
  123 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  special potential to be trained so there is no reason to 
  buy these less effective monsters. 
   
  ANIMAL-LEVEL INTELLIGENCE 
  Animals typically have Intelligence scores of 2 or 3. 
  Remarkably cunning specimens have scores as high as 
  4. Some such creatures can be trained if taken at a 
  young age while others are simply too dangerous or 
  ferocious to domesticate. 
  A creature must have an Intelligence score of 2 or 
  higher to learn how to serve as a mount. Creatures 
  suitable for mounts are indicated in the Saddle column. 
  Care. The care and maintenance of creatures in 
  this category varies based on creature type. 
  Prices. Because they can be trained to a variety of 
  tasks, eggs and juvenile versions of these creatures are 
  valued the same as full-grown versions. These prices 
  assume that the creatures are trained as mounts or 
  guard beasts. Un-trained adult specimens are worth 
  half the listed value.
  MONSTER MARKETS (INSTINCT) 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Ankheg 
  1,750 gp 
  1 
  Un. 
  2 
  Large exotic 
  30 ft. (30 ft.) 
  510 lb. 
  Carrion crawler 
  2,750 gp 
  1 
  Un. 
  2 
  Large exotic 
  30 ft. (30 ft.) 
  420 lb. 
  Flail snail 
  8,000 gp 
  3 
  Un. 
  3 
  Large exotic 
  10 ft. 
  510 lb. 
  Fungi 
   
   
   
   
   
   
   
     Gas spore 
  750 gp  
  1 
  Un. 
  1/2 
  n/a 
  0 ft. (10 ft.) 
  150 lb. 
     Shrieker 
  40 gp 
  1 
  Un. 
  0 
  n/a 
  0 ft. 
  15 lb. 
     Violet fungus 
  375 gp 
  1 
  Un. 
  1/4 
  n/a 
  5 ft. 
  45 lb. 
  Gibbering mouther 
  1,500 gp 
  3 
  Neutral 
  2 
  n/a 
  10 ft. (10 ft.) 
  150 lb. 
  Neothelid 
  9,000 gp 
  3 
  CE 
  13 
  Gargantuan exotic 
  30 ft. 
  3,240 lb. 
  Oozes 
   
   
   
   
   
   
   
     Black pudding 
  2,750 gp 
  1 
  Un. 
  4 
  n/a 
  20 ft. (20 ft.) 
  480 lb. 
     Gelatinous cube 
  1,750 gp 
  1 
  Un. 
  2 
  n/a 
  15 ft. 
  420 lb. 
     Gray ooze 
  750 gp 
  1 
  Un. 
  1/2 
  n/a 
  10 ft. (10 ft.) 
  180 lb. 
     Ochre jelly 
  1,500 gp 
  2 
  Un. 
  2 
  n/a 
  10 ft. (10 ft.) 
  450 lb. 
  Piercer 
  750 gp 
  1 
  Un. 
  1/2 
  n/a 
  5 ft. (5 ft.) 
  150 lb. 
  Purple worm 
  20,000 gp 
  1 
  Un. 
  15 
  Gargantuan exotic 
  50 ft. (30 ft.) 
  3,360 lb. 
  Purple wormling 
  1,925 gp 
  1 
  Un. 
  2 
  Large exotic 
  20 ft. 
  480 lb. 
  MONSTER-LEVEL INTELLIGENCE 
  Creatures with Intelligence scores of 5 or higher are 
  smarter than animals. While they can be purchased, 
  the older they are and the higher their Intelligence 
  scores, the closer their sale resembles slavery. The 
  following creatures that are well-suited for mounts or 
  guardians, despite having advanced intelligence. 
  A creature of Intelligence 5 or higher that is found 
  or purchased at a young age, trained as it matures, and 
  treated as a companion rather than a pet can become a 
  lifelong friend if the “owner” acts in conformity with 
  the creature’s alignment. Otherwise, the creature will 
  escape when doing so becomes convenient or it may 
  turn upon its “owner” at an opportune moment. 
  Mounts with Intelligence scores of 5 or higher often 
  act independently in combat. 
  Care. The care and maintenance of creatures in 
  this category varies based on creature type. 
  Prices. Only eggs and juvenile versions of these 
  creatures fetch the listed prices. Full-grown specimens 
  are too old and intelligent to be trained and are too hard 
  to keep as inventory; they cannot be bought or sold 
  except in extremely unusual circumstances. A 
  character can still find and ally with adult versions of 
  these monsters, assuming she can communicate with 
  the creature, has the correct disposition (alignment), 
  and approaches the creature correctly. 
   
  
  124 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  DRAGONS 
  Dragons are particularly troublesome monsters to 
  restrain or train. While they can serve as mounts and 
  allies when they want, their personalities are 
  incredibly forceful. Even the good-aligned dragons are 
  very self-interested (particularly treasure-focused). A 
  humanoid “owner” can quickly find herself relegated 
  to the sidekick roll, even if she raises the dragon from 
  a hatchling.  
  For these reasons, dragons fall outside of the type 
  of creatures that would normally be put in this exotic 
  list. Nonetheless, dragons are included because they 
  hold such a prominent role in such a wide variety of 
  traditional fantasy stories. 
   
  MONSTER MARKETS (ANIMAL) 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Basilisk 
  2,500 gp 
  2 
  Un. 
  3 
  Medium exotic 
  20 ft. 
  240 lb. 
  Bulette 
  3,500 gp 
  2 
  Un. 
  5 
  Large exotic 
  40 ft. (40 ft.) 
  570 lb. 
  Catoblepas 
  6,000 gp 
  3 
  Un. 
  5 
  Large exotic 
  30 ft. 
  570 lb. 
  Chimera 
  6,500 gp 
  3 
  Un. 
  6 
  Large exotic 
  30 ft. (60 ft.) 
  570 lb. 
  Cockatrice 
  1,250 gp 
  2 
  Un. 
  1/2 
  n/a 
  20 ft. (40 ft.) 
  90 lb. 
  Crag cat 
  1,000 gp 
  4 
  Un. 
  1 
  Large exotic 
  40 ft. 
  480 lb. 
  Darkmantle 
  1,000 gp 
  2 
  Un. 
  1/2 
  n/a 
  10 ft. (30 ft.) 
  240 lb. 
  Death Dog 
  1,000 gp 
  3 
  Un. 
  1 
  Canine 
  40 ft. 
  225 lb. 
  Dinosaur 
   
   
   
   
   
   
   
     Allosaurus 
  500 gp 
  2 
  Un. 
  2 
  Large exotic 
  60 ft. 
  570 lb. 
     Ankylosaurus 
  500 gp 
  2 
  Un. 
  3 
  Huge exotic 
  30 ft. 
  1,140 lb. 
     Brontosaurus 
  1,000 gp 
  2 
  Un. 
  5 
  Gargantuan exotic 
  30 ft. 
  2,520 lb. 
     Deinonychus 
  500 gp 
  4 
  Un. 
  1 
  Medium exotic 
  40 ft. 
  225 lb. 
     Dimetrodon 
  175 gp 
  2 
  Un. 
  1/4 
  Medium exotic 
  30 ft. (20 ft.) 
  210 lb. 
     Hadrosaurus 
  200 gp 
  2 
  Un. 
  1/4 
  Large exotic 
  40 ft. 
  450 lb. 
     Plesiosaurus 
  850 gp 
  2 
  Un. 
  2 
  Large exotic 
  20 ft. (40 ft.) 
  540 lb. 
     Pteranodon    
  250 gp 
  2 
  Un. 
  1/4 
  Medium exotic 
  10 ft. (60 ft.) 
  180 lb. 
     Quetzalcoatlus 
  700 gp 
  2 
  Un. 
  2 
  Huge exotic 
  10 ft. (80 ft.) 
  900 lb. 
     Stegosaurus 
  850 gp 
  2 
  Un. 
  4 
  Huge exotic 
  40 ft. 
  1,200 lb. 
     Triceratops 
  1,000 gp 
  2 
  Un. 
  5 
  Huge exotic 
  50 ft. 
  1,320 lb. 
     Tyrannosaurus rex 
  2,000 gp 
  2 
  Un. 
  8 
  Large exotic 
  50 ft. 
  1,500 lb. 
     Velociraptor 
  250 gp 
  4 
  Un. 
  1/4 
  n/a 
  30 ft. 
  45 lb. 
  Froghemoth 
  6,000 gp 
  2 
  Un. 
  10 
  n/a 
  30 ft. (30 ft.) 
  1,380 lb. 
  Giant strider 
  1,000 gp 
  4 
  NE 
  1 
  Large exotic 
  50 ft. 
  540 lb. 
  Guard drake 
  1,500 gp 
  4 
  Un. 
  2 
  Medium exotic 
  30 ft. 
  240 lb. 
  Gorgon 
  3,500 gp 
  2 
  Un. 
  5 
  Large exotic 
  40 ft. 
  600 lb. 
  Grick 
  1,500 gp 
  3 
  Un. 
  2 
  n/a 
  30 ft. (30 ft.) 
  210 lb. 
  Griffon 
  2,750 gp 
  2 
  Un. 
  2 
  Large exotic 
  30 ft. (80 ft.) 
  540 lb. 
  Hippogriff 
  2,250 gp 
  2 
  Un. 
  1 
  Large exotic 
  40 ft. (60 ft.) 
  510 lb. 
  Hydra 
  5,000 gp 
  2 
  Un. 
  8 
  n/a 
  30 ft. (30 ft.) 
  1,200 lb. 
  Owlbear 
  2,000 gp 
  3 
  Un. 
  3 
  Large exotic 
  40 ft. 
  600 lb. 
  Roc 
  10,000 gp 
  3 
  Un. 
  11 
  Gargantuan exotic 
  20 ft. (120 ft.) 
  3,360 lb. 
  Rust monster 
  750 gp 
  2 
  Un. 
  1/2 
  Medium exotic 
  40 ft. 
  195 lb. 
  Stench Kow 
  750 gp 
  2 
  Un. 
  1/4 
  Large exotic 
  30 ft. 
  540 lb. 
  Stirge 
  1,000 gp 
  2 
  Un. 
  3 
  n/a 
  10 ft. (40 ft.) 
  30 lb. 
  Trapper 
  1,000 gp 
  2 
  Un. 
  3 
  n/a 
  10 ft. (10 ft.) 
  510 lb. 
  
  125 | TH E CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  MONSTER MARKETS (MONSTERS) 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Behir 
  8,000 gp 
  7 
  NE 
  11 
  Huge exotic 
  50 ft. (40 ft.) 
  1,380 lb. 
  Blink dog 
  750 gp 
  10 
  LG 
  1/4 
  Canine 
  40 ft. 
  180 lb. 
  Displacer beast 
  2,000 gp 
  6 
  LE 
  3 
  Large exotic 
  40 ft. 
  540 lb. 
  Barghest 
  2,500 gp 
  13 
  NE 
  4 
  Canine 
  60 ft. / 30 ft. 
  570 lb. 
  Girallon 
  2,500 gp 
  5 
  Un. 
  4 
  n/a 
  40 ft. (40 ft.) 
  540 lb. 
  Hell hound 
  2,000 gp 
  6 
  LE 
  3 
  Canine 
  50 ft. 
  255 lb. 
  Leucrotta 
  2,000 gp 
  9 
  CE 
  3 
  Canine 
  50 ft. 
  540 lb. 
  Manticore 
  2,500 gp 
  7 
  LE 
  3 
  Large exotic 
  30 ft. (50 ft.) 
  510 lb. 
  Mimic 
  1,500 gp 
  5 
  Neutral 
  2 
  n/a 
  15 ft. 
  255 lb. 
  Nightmare 
  2,500 gp 
  10 
  NE 
  3 
  Large exotic 
  60 ft. (90 ft.) 
  540 lb. 
  Otyugh 
  3,000 gp 
  6 
  Neutral 
  5 
  n/a 
  30 ft. 
  480 lb. 
  Pegasus 
  2,000 gp 
  10 
  CG 
  2 
  Large exotic 
  60 ft. (90 ft.) 
  540 lb. 
  Shadow mastiff 
  1,500 gp 
  5 
  NE 
  2 
  Dog 
  40 ft. 
  240 lb. 
  Unicorn 
  4,000 gp 
  11 
  LG 
  5 
  Equine 
  50 ft. 
  540 lb. 
  Winter wolf 
  2,000 gp 
  7 
  NE 
  3 
  Canine 
  60 ft. 
  540 lb. 
  Worg 
  500 gp 
  7 
  NE 
  1/2 
  Canine 
  50 ft. 
  480 lb. 
  Wyvern 
  8,000 gp 
  5 
  Un. 
  6 
  Large exotic 
  20 ft. (80 ft.) 
  570 lb. 
  Yeth hound 
  2,500 gp 
  5 
  NE 
  4 
  Canine 
  40 ft. (40 ft.) 
  540 lb. 
  Care. Dragons are hard to manage or provide care 
  for. A dragon’s tendency to build a permanent lair 
  makes adventuring with a dragon very impractical. 
  The effect its lair has on a surrounding region also 
  makes it difficult to live near civilization. These 
  factors make having a dragon ally somewhat 
  troublesome for an adventurer, often just a short-term 
  affair. 
  Prices. Dragon eggs fetch the same cost as young-
  category dragons. While dragons cannot be truly 
  trained, acquiring one at the stage of an egg gives the 
  “owner” the best possible chance to befriend the 
  creature before it becomes too dangerous. Prices for 
  dragons of young age and older are mostly theoretical. 
  A dragon is too proud to be the subject of commerce, 
  but certain rare artifacts might bring a dragon under a 
  humanoid’s dominion. 
  If your campaign uses the variant rule Dragons as 
  Innate Spellcasters, double the listed costs for adult 
  and ancient versions.  
  Speed. All dragons have a flying speed that is 
  double the rate of their normal speed. (Fly speed is 
  omitted from these charts.) Based on type, dragons 
  may also have climbing, burrowing, or swimming 
  speeds. 
   
   
   
   
   
   
   
   
   
   
  MONSTER MARKETS (CHROMATIC, PART 1) 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Black 
   
   
   
   
   
   
   
     Ancient 
  155,000 gp 
  16 
  CE 
  21 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,240 lb. 
     Adult 
  60,000 gp 
  14 
  CE 
  14 
  Huge exotic 
  40 ft. (40 ft.) 
  1,380 lb. 
     Young 
  19,000 gp 
  12 
  CE 
  7 
  Large exotic 
  40 ft. (40 ft.) 
  570 lb. 
     Wyrmling 
  6,000 gp 
  10 
  CE 
  2 
  Medium exotic 
  30 ft. (30 ft.) 
  225 lb. 
  
  126 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  MONSTER MARKETS (CHROMATIC, PART 2) 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Blue 
   
   
   
   
   
   
   
     Ancient 
  230,000 gp 
  18 
  LE 
  24 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,480 lb. 
     Adult 
  70,000 gp 
  16 
  LE 
  16 
  Huge exotic 
  40 ft. (30 ft.) 
  1,740 lb. 
     Young 
  25,000 gp 
  14 
  LE 
  9 
  Large exotic 
  40 ft. (20 ft.) 
  630 lb. 
     Wyrmling 
  8,000 gp 
  12 
  LE 
  3 
  Medium exotic 
  30 ft. (15 ft.) 
  255 lb. 
  Green 
   
   
   
   
   
   
   
     Ancient 
  180,000 gp 
  20 
  LE 
  22 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,240 lb. 
     Adult 
  65,000 gp 
  18 
  LE 
  15 
  Huge exotic 
  40 ft. (40 ft.) 
  1,380 lb. 
     Young 
  22,000 gp 
  16 
  LE 
  8 
  Large exotic 
  40 ft. (40 ft.) 
  570 lb. 
     Wyrmling 
  6,000 gp 
  14 
  LE 
  2 
  Medium exotic 
  30 ft. (30 ft.) 
  225 lb. 
  Red 
   
   
   
   
   
   
   
     Ancient 
  230,000 gp 
  18 
  CE 
  24 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,600 lb. 
     Adult 
  75,000 gp 
  16 
  CE 
  17 
  Huge exotic 
  40 ft. (40 ft.) 
  1,620 lb. 
     Young 
  28,000 gp 
  14 
  CE 
  10 
  Large exotic 
  40 ft. (40 ft.) 
  690 lb. 
     Wyrmling 
  10,000 gp 
  12 
  CE 
  4 
  Medium exotic 
  30 ft. (30 ft.) 
  275 lb. 
  White 
   
   
   
   
   
   
   
     Ancient 
  130,000 gp 
  10 
  CE 
  20 
  Gargantuan exotic 
  40 ft. (40/40 ft.) 
  3,120 lb. 
     Adult 
  55,000 gp 
  8 
  CE 
  13 
  Huge exotic 
  40 ft. (30/40 ft.) 
  1,320 lb. 
     Young 
  16,000 gp 
  6 
  CE 
  6 
  Large exotic 
  40 ft. (20/40 ft.) 
  540 lb. 
     Wyrmling 
  6,000 gp 
  5 
  CE 
  2 
  Medium exotic 
  30 ft. (15/30 ft.) 
  210 lb. 
  MONSTER MARKETS (METALLIC, PART 1) 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Brass 
   
   
   
   
   
   
   
     Ancient 
  130,000 gp 
  16 
  CG 
  20 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,240 lb. 
     Adult 
  55,000 gp 
  14 
  CG 
  13 
  Huge exotic 
  40 ft. (30 ft.) 
  1,380 lb. 
     Young 
  16,000 gp 
  12 
  CG 
  6 
  Large exotic 
  40 ft. (20 ft.) 
  570 lb. 
     Wyrmling 
  4,000 gp 
  10 
  CG 
  1 
  Medium exotic 
  30 ft. (15 ft.) 
  225 lb. 
  Bronze 
   
   
   
   
   
   
   
     Ancient 
  180,000 gp 
  18 
  LG 
  22 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,480 lb. 
     Adult 
  55,000 gp 
  16 
  LG 
  13 
  Huge exotic 
  40 ft. (40 ft.) 
  1,500 lb. 
     Young 
  22,000 gp 
  14 
  LG 
  8 
  Large exotic 
  40 ft. (40 ft.) 
  630 lb. 
     Wyrmling 
  6,000 gp 
  12 
  LG 
  2 
  Medium exotic 
  30 ft. (30 ft.) 
  255 lb. 
  Copper 
   
   
   
   
   
   
   
     Ancient 
  155,000 gp 
  20 
  CG 
  21 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,240 lb. 
     Adult 
  60,000 gp 
  18 
  CG 
  14 
  Huge exotic 
  40 ft. (40 ft.) 
  1,380 lb. 
     Young 
  19,000 gp 
  16 
  CG 
  7 
  Large exotic 
  40 ft. (40 ft.) 
  570 lb. 
     Wyrmling 
  4,000 gp 
  14 
  CG 
  1 
  Medium exotic 
  30 ft. (30 ft.) 
  225 lb. 
  Gold 
   
   
   
   
   
   
   
     Ancient 
  230,000 gp 
  18 
  LG 
  24 
  Gargantuan exotic 
  40 ft. (40 ft.) 
  3,600 lb. 
     Adult 
  75,000 gp 
  16 
  LG 
  17 
  Huge exotic 
  40 ft. (40 ft.) 
  1,620 lb. 
     Young 
  28,000 gp 
  16 
  LG 
  10 
  Large exotic 
  40 ft. (40 ft.) 
  690 lb. 
     Wyrmling 
  8,000 gp 
  14 
  LG 
  3 
  Medium exotic 
  30 ft. (30 ft.) 
  275 lb. 
  
  127 | T HE CO MP RE HE NSI VE EQ UI P ME NT  M AN UA L 
   
  MONSTER MARKETS (METALLIC, PART 2) 
   
   
   
  Carrying 
   Creature 
  Cost 
  Intel. 
  Align. 
  CR 
  Saddle 
  Speed 
  Capacity 
  Silver 
   
   
   
   
   
   
   
     Ancient 
  205,000 gp 
  18 
  LG 
  23 
  Gargantuan exotic 
  40 ft. 
  3,600 lb. 
     Adult 
  70,000 gp 
  16 
  LG 
  16 
  Huge exotic 
  40 ft. 
  1,620 lb. 
     Young 
  25,000 gp 
  14 
  LG 
  9 
  Large exotic 
  40 ft. 
  690 lb. 
     Wyrmling 
  6,000 gp 
  12 
  LG 
  2 
  Medium exotic 
  30 ft. 
  275 lb. 
   
   
  
  128 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  PART 6: ADVENTURES IN THE ORIENT
  Part 6 provides rules for a Southeast Asian themed 
  campaign setting. 
   
  USING THIS LIST 
  This Part will probably be used in one of two ways. It 
  is built to serve as a native list, as explained below, but 
  it can also be used as an exotic list. 
   
  NATIVE LIST (OPTION ONE) 
  This Part can be used as a “native” list, which replaces 
  segments of the normal options provided in earlier 
  Parts. Implementing a native list requires a great deal 
  of attention and effort from the DM. The following 
  rules and suggestions are an attempt to simply things. 
   
  EXOTIC LIST (OPTION TWO) 
  The equipment presented here can also be used as an 
  exotic list, exactly as described in Part 5: Exotic Lists. 
  This is appropriate for a campaign influenced by a mix 
  of cultures. 
   
  CULTURAL INFLUENCE 
  Unlike prior editions of Dungeons & Dragons’ 
  Oriental Adventures, this selection is based almost 
  entirely on real-world Japanese culture in the feudal 
  era. The influences from Chinese, Korean, Indian, and 
  Southeast Asian cultures are much diminished 
  compared to earlier editions. 
  If the DM wishes to use a different culture as the 
  primary influence for her campaign, most of the 
  equipment here can be translated into differently-
  named gear with the same functionality. Page 41 of the 
  Dungeon Master’s Guide charts alternate names for 
  Chinese and Japanese versions of the same weapons. 
  This is an excellent starting point. The Internet is 
  likewise a valuable source for equivalent names 
  relative to different cultures. 
   
  STARTING EQUIPMENT 
  The array of armor and weapons in this list is 
  sufficiently complete that it can substitute for the 
  standard armor and weapons lists. Characters built 
  using the class-and-background method for starting 
  equipment must employ the variant Item Swaps rule 
  (see Part 2) to trade starting armor and weapons for 
  items from these lists. 
  Except for musical instruments, all other types of 
  equipment are available in a campaign using this 
  native list. These standard options occasionally differ 
  in that their appearance, composition, or theme will 
  match this setting instead. For example, rations may 
  include significant quantities of rice instead of 
  hardtack or bread. 
   
  INCLUDED STANDARD LISTS 
  This native list replaces only the charts for armor, 
  weapons, and musical instruments. Everything else 
  found in early parts of this product remain accessible 
  through this native list. 
   
  ADDING EXOTIC LISTS 
  As normal, the DM has the option to include access to 
  exotic lists as well. 
  The “early” segment of the Firearms exotic list is 
  particularly suitable to such a campaign type, adding 
  the bajozutsu (handgonne), bo-hiya (fire lance), 
  tanegashima (arquebus), and other equipment. 
   
  ARMAMENTS 
  New armor and weapons options entirely replace those 
  available in traditional campaigns. 
   
  ARMOR 
  The armor on this list can only be modified with the 
  additions provided in this chart, not the additions from 
  the main armor chart in Part 2. Likewise, these 
  additions will not apply to armor from the standard 
  list. 
   
  DESCRIPTIONS 
  Armor, shields, and additions have the following 
  descriptions. 
  Ashigaru. This traditional lightweight armor is 
  employed primarily by conscripted peasants or 
  
  129 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  auxiliary soldiers. Ashigaru is a “full” traditional suit 
  of armor because it includes a helmet with face cover 
  plus sleeve, shin, and thigh protectors. 
  Chain Coat. A hauberk of light chainmail that 
  fastens up the front, typically without head protection. 
  Chainmail Egawa. An egawa is a padded 
  undershirt often worn beneath clothing or other 
  armor. This version is reinforced with lightweight 
  chainmail. 
  Dastana. These very heavy bracers cover the 
  forearms and the back of the hands. When worn with 
  a suit of light armor, these improve your Armor Class 
  by 1 point. Though very protective, dastana are also 
  stiff and constraining. While wearing them, your 
  Dexterity modifier’s bonus to your Armor Class has a 
  maximum of +2. 
  Dhenuka. Made from the hide of particularly-
  armored beasts, this suit provides significant 
  protection while allowing the wearer to retain agility 
  and mobility. 
  Do-Maru. This constitutes a portion of a full suit 
  of o-yoroi, the “great armor,” particularly minus the 
  heavy shoulder pieces and with a lighter helmet. The 
  design intends to allow the wearer a greater range of 
  movement, particularly in the upper body. 
  Haramaki. A series of medium-size lacquered 
  plates, interlocking in a suit that covers the torso, tying 
  in the back.
  ARMOR (ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Armor Class (AC) 
  Strength 
  Stealth 
  Weight 
  Light Armor 
   
   
   
   
   
     Quilted coat 
  5 gp 
  11 + Dex modifier 
  — 
  Disadvantage 
  8 lb. 
     Manchira 
  10 gp 
  11 + Dex modifier 
  — 
  — 
  10 lb. 
     Ashigaru 
  40 gp 
  12 + Dex modifier 
  — 
  Disadvantage  
  15 lb. 
     Nerigawa kozane 
  55 gp 
  12 + Dex modifier 
  — 
  — 
  13 lb. 
  Medium Armor 
   
   
   
   
   
     Dhenuka 
  20 gp 
  12 + Dex modifier (max 2) 
  — 
  Disadvantage 
  15 lb. 
     Kikko 
  35 gp 
  13 + Dex modifier (max 2) 
  — 
  Disadvantage 
  35 lb. 
     Chain coat 
  50 gp 
  13 + Dex modifier (max 2) 
  — 
  — 
  20 lb. 
     Kozane 
  60 gp 
  14 + Dex modifier (max 2) 
  — 
  Disadvantage 
  45 lb. 
     Hotoke 
  300 gp 
  14 + Dex modifier (max 2) 
  — 
  — 
  20 lb. 
     Do-maru 
  850 gp 
  15 + Dex modifier (max 2) 
  — 
  Disadvantage 
  35 lb. 
  Heavy Armor 
   
   
   
   
   
     Tanko 
  25 gp 
  14 
  — 
  — 
  30 lb. 
     Kusari 
  55 gp 
  15 
  — 
  Disadvantage 
  40 lb. 
     Lamellar coat 
  175 gp 
  16 
  Str 13 
  Disadvantage 
  45 lb. 
     Haramaki 
  600 gp 
  17 
  Str 15 
  Disadvantage 
  55 lb. 
     O-yoroi 
  1,200 gp 
  18 
  Str 15 
  Disadvantage 
  60 lb. 
  Shields 
   
   
   
   
   
     Shield 
  10 gp 
  +2 
  — 
  — 
  6 lb. 
  Additions 
   
   
   
   
   
     Dastana 
  10 gp 
  +1 
  — 
  — 
  3 lb. 
     Hoshi 
  10 gp 
  — 
  — 
  — 
  2 lb. 
     Sangu 
  12 gp 
  — 
  — 
  Disadvantage 
  5 lb. 
   
  Hoshi. This heavy, elaborate helmet flares widely 
  at the back to protect the neck and parts of the 
  shoulders. A fearsome mask protects the face and tall 
  protrusions 
  or 
  ornamentations 
  complete 
  the 
  intimidating appearance. Wearing a hoshi helmet 
  grants immunity to the special mechanics of saps and 
  garrotes. It provides a +1 bonus to the wearer’s 
  Charisma (Intimidation) checks but gives the wearer’s 
  Wisdom (Perception) checks disadvantage. 
  
  130 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  Hotoke. A solid breastplate and back plate, 
  typically jointed on one side and tied closed along the 
  other. A hotoke is made of sturdy lacquered metal. 
  Kikko. Kikko armor consists of small hexagonal 
  plates connected by metal links and sewn over a 
  canvas suit. 
  Kozane. An armored cuirass and leggings made 
  of lacquered scales, tied together into a coherent 
  protective material. 
  Kusari. A heavy chainmail suit consisting of a 
  robe or long hauberk extending below the knees and 
  cinched with a belt, plus a broad hood to protect the 
  head, neck, and shoulders. 
  Lamellar Coat. A common type of armor, the 
  lamellar coat consists of bronze or iron plates laced 
  into horizontal rows and reinforced with leather 
  backing. 
  Manchira. The manchira includes multiple pieces 
  of protective material, typically worn under a normal 
  suit of armor to cover the gaps and provide padding. 
  The materials used are not as protective as a separate 
  sangu. When worn alone, a manchira provides a 
  minor degree of protection against attacks. 
  Nerigawa Kozane. A supple set of treated leather 
  scales, riveted together to provide a flexible protective 
  suit. 
  O-Yoroi. A complex suit of lacquered metal 
  pieces, the o-yoroi is both ceremonial and functional. 
  The suit provides exceptional protection in all areas of 
  the body. 
  Padded Egawa. An egawa is a padded undershirt 
  often worn beneath clothing other armor. Some 
  versions are reinforced with other materials. 
  Quilted Coat. A thickly-padded coat stitched into 
  small quilt segments to keep the batting from settling 
  into the lower portions of the armor. 
  Sangu. Sangu components supplement existing 
  armor by covering all the usual gaps. These extra 
  components particularly protect the thighs, shins, 
  arms, and their associated joints. Wearing sangu gives 
  you a +1 bonus to saving throws against area spells 
  and effects, like a dragon’s breath weapon or a fireball 
  spell. 
  Tanko. This armor consists of untreated iron 
  plates bound together with leather thongs. This is the 
  name for the foot soldier’s version; when worn by 
  mounted soldiers, the armor is called “keiko.” 
   
  WEAPONS 
  Some weapons are noted with parenthetical names or 
  descriptors. Where a noted name corresponds to a 
  standard weapon listed in Part 2: Armaments, the new 
  weapon may substitute for that standard version in any 
  meaningful way. For example, the shillelagh spell 
  works on a bo or hanbo as well as it does on a 
  quarterstaff or club. Such weapons use the same rules 
  and descriptions provided for the standard equivalents. 
   
  DESCRIPTIONS 
  Weapons have the following descriptions. 
  Bokken. This wooden practice sword can be used 
  as a fearsome weapon in its own right. 
  Chakram. This flat metal disk has a razor-sharp 
  edge around its entire circumference. Used for 
  throwing, the aerodynamic shape makes this a potent 
  ranged weapon in close quarters. 
  Chijiriki. Not to be confused with the blunt-
  handled “chigiriki” (morning star), this weapon has a 
  slightly longer shaft with a spear tip at one end. A 
  chain connects the other end to a spiked weight. 
  Deer Horn Knife. This is a short, crescent piece 
  with a handle in the middle. The crescent prongs point 
  away from the wielder. A second crescent, prongs 
  pointed back toward the wielder, overlaps the first. 
  The back of the outer crescent, and the crisscrossed 
  crescent tips, are bladed. If wielded as a pair, the user 
  is considered to be using two defensive weapons. 
  Wielded singly, the defensive property does not apply. 
  Fukimibari (mouth darts). This collection of tiny, 
  weighted needles is held in the mouth until used. Only 
  one collection can be loaded in the mouth at a time. 
  When using the Attack action, the wielder spits the 
  needles as one attack against an opponent within 5 
  feet. This is done by curling the tongue around the 
  needles in a tube shape and blowing a short, sharp 
  breath to project the needles. The needles can stick into 
  exposed flesh, providing a distraction. No attack roll 
  is required. The target must make a DC 10 
  Constitution saving throw or suffer disadvantage on 
  attacks and ability checks until the end of her next turn 
  due to the distraction. The target has advantage on this 
  saving throw if wearing medium or heavy armor. The 
  needles are not large enough for the “attack” to inflict 
  any kind of damage, nor are fukimibari suited to the 
  delivery of poisons. Constructs, oozes, plants, and 
  
  131 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  undead are immune to the distracting effect of 
  fukimibari. 
  Jitte. A metal rod tapering to a dull point, with 
  one curved prong curving forward from the handle. 
  WEAPON-LIKE DEVICES (ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Fukimibari (mouth darts) 
  4 cp 
  — 
  — 
  Special 
  Kakute (spiked rings) 
  3 gp 
  — 
  1/2 lb. 
  Unarmed (P) 
  Nekote (finger blades) 
  5 gp 
  — 
  1/2 lb. 
  Unarmed (S) 
  Shimegoroshi (Garrote) 
  1 gp 
  — 
  1/2 lb. 
  Special, two-handed 
  Tekko (knuckle weights) 
  2 gp 
  — 
  1/2 lb. 
  Unarmed (B) 
  Johyo. This heavy dart is attached to the end of a 
  15-foot lightweight rope. This can be swung to make 
  melee attacks against foes within five feet or it can be 
  thrown up to 15 feet. When thrown, the wielder keeps 
  ahold of the end of the rope, and can use a bonus action 
  to whip the dart back into the hand after a throw.  
  Kakute. These rings each have two or three sharp, 
  sturdy spikes. They are worn in sets. 
  Kusarigama. This is a sickle-like weapon with a 
  straight, perpendicular blade. A length of chain 
  connects the bottom of the handle to a heavy weight. 
  The alternate (S) weapon property can only be used 
  against targets within 5 feet. 
   
  SIMPLE MELEE WEAPONS (ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Ararebo (Mace) 
  5 gp 
  1d6 bludgeoning 
  4 lb. 
  — 
  Bo (Quarterstaff) 
  2 sp 
  1d6 bludgeoning 
  4 lb. 
  Versatile (1d8) 
  Deer horn knife 
  3 gp 
  1d3 slashing 
  1 lb. 
  Finesse, light, special 
  Hanbo (Club) 
  1 sp 
  1d4 bludgeoning 
  2 lb. 
  Light 
  Jitte 
  6 gp 
  1d3 bludgeoning 
  2 lb. 
  Disarming, light 
  Kaiken (Dagger) 
  2 gp 
  1d4 piercing 
  1 lb. 
  Finesse, light, thrown (20/60) 
  Kama (Sickle) 
  1 gp 
  1d4 slashing 
  2 lb. 
  Light 
  Kanabo (Greatclub) 
  2 sp 
  1d8 bludgeoning 
  10 lb. 
  Two-handed 
  Kidzuchi (Light hammer) 
  2 gp 
  1d4 bludgeoning 
  2 lb. 
  Light, thrown (20/60) 
  Kohachiwari (Light pick) 
  2 gp 
  1d6 piercing 
  2 lb. 
  Light 
  Nata (Hatchet) 
  2 gp 
  1d4 slashing 
  2 lb. 
  Light, thrown (20/60) 
  Nunchaku 
  1 gp 
  1d4 bludgeoning 
  2 lb. 
  Finesse, light 
  Ono (Handaxe) 
  5 gp 
  1d6 slashing 
  2 lb. 
  Thrown (20/60) 
  Otanto 
  25 gp 
  1d4 slashing 
  1½ lb. 
  Fine, light 
  Sai 
  10 gp 
  1d3 bludgeoning 
  2 lb. 
  Disarming, defensive, light 
  Sansetsukon (sectional staff) 
  4 gp 
  1d8 bludgeoning 
  3 lb. 
  Reach, tripping, two-handed 
  Siangham 
  4 sp 
  1d4 piercing 
  2 lb. 
  Light 
  Tessen (iron fan) 
  4 gp 
  1d3 bludgeoning 
  2 lb. 
  Defensive, light 
  Tonfa 
  1 gp 
  1d3 bludgeoning 
  2 lb. 
  Finesse, light, special 
  Uchine (Javelin) 
  5 sp 
  1d6 piercing 
  2 lb. 
  Thrown (30/120) 
  Yari (Spear) 
  1 gp 
  1d6 piercing 
  3 lb. 
  Thrown (20/60), versatile (1d8) 
  Yawara (short handle) 
  2 cp 
  1d2 bludgeoning 
  1/4 lb. 
  — 
   
   
   
  
  132 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  SIMPLE RANGED WEAPONS (ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Hankyu (Shortbow) 
  25 gp 
  1d6 piercing 
  2 lb. 
  Ammunition (80/320), two-handed 
  Hankyu, composite 
  125 gp 
  1d6 piercing 
  3 lb. 
  Ammunition (100/400), special, two-
  handed 
  Jisho (Sling) 
  1 sp 
  1d4 bludgeoning 
  — 
  Ammunition (30/120) 
  Kunai (Throwing dagger) 
  4 sp 
  1d4 piercing 
  1/2 lb. 
  Finesse, special, thrown (20/60) 
  Shuriken (Dart) 
  5 cp 
  1d4 piercing 
  1/4 lb. 
  Finesse, special, thrown (20/60) 
  Shuriken, light 
  6 cp 
  1d3 piercing 
  1/8 lb. 
  Finesse, special, thrown (10/30) 
  Teppoyumi (Light  
     crossbow) 
  25 gp 
  1d8 piercing 
  5 lb. 
  Ammunition (80/320), loading, special, 
  two-handed 
  Teppoyumi, repeating 
  125 gp 
  1d8 piercing 
  7 lb. 
  Ammunition (40/160), loading, special, 
  two-handed 
  Kyoketsushoge. This is a large dagger with an 
  additional hooked blade. A length of rope connects the 
  bottom of the handle to a weighted ring. This weapon 
  has a reach of 15 feet. Stowing a kyoketsushoge is a 
  timely process of coiling, taking an action and 
  requiring both hands. 
  Because of the time required to draw back the 
  entire length of the cord for another attack, you can 
  attack only once with this weapon when you use an 
  action, bonus action, or reaction, regardless of the 
  number of attacks you can normally make. This 
  restriction does not apply when using the alternate (P) 
  weapon property. The alternate (P) weapon property 
  can only be used against targets within 5 feet. 
  If used as a double weapon, the primary end of the 
  weapon can attack only once when you use an action, 
  bonus action, or reaction, regardless of the number of 
  attacks you can normally make.
   
  MARTIAL MELEE WEAPONS (PART 1, ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Ararebo, heavy 
  7 gp 
  1d8 bludgeoning 
  6 lb. 
  — 
  Bokken (practice sword) 
  2 gp 
  1d6 bludgeoning 
  2 lb. 
  Versatile (1d8) 
  Chigiriki (Morningstar) 
  15 gp 
  1d8 piercing 
  4 lb. 
  — 
  Chijiriki (javelin and chain) 
  18 gp 
  1d6 piercing 
  3 lb. 
  Alternate (B), disarming, reach, two-
  handed 
  Daiono (Waraxe) 
  20 gp 
  2d4 slashing 
  4 lb. 
  Deadly, heavy, versatile (2d5) 
  Daitsuchi (Great hammer) 
  25 gp 
  1d12 bludgeoning 
  7 lb. 
  Heavy, two-handed 
  Johyo (rope dart) 
  2 gp 
  1d4 piercing 
  3 lb. 
  Finesse, special, thrown (10/15), two-
  handed 
  Kusarigama 
  6 gp 
  1d4 bludgeoning 
  4 lb. 
  Alternate (S), disarming, reach, 
  special, tripping, two-handed 
  Kuwa (Horseman’s war pick) 
  3 gp 
  1d6 piercing 
  1½ lb. 
  — 
  Kyoketsushoge 
  5 gp 
  1d4 bludgeoning 
  4 lb. 
  Alternate (P), disarming, reach, 
  special, tripping, two-handed 
  Magariyari (Trident) 
  5 gp 
  1d6 piercing 
  4 lb. 
  [Disarm], thrown (20/60), versatile 
  (1d8) 
  Magariyari, greater 
  12 gp 
  1d8 piercing 
  5 lb. 
  Thrown (15/45), versatile (1d10) 
  Manrikigusari (Chain) 
  3 gp 
  1d5 bludgeoning 
  3 lb. 
  Disarming, reach, tripping 
  Masakari (Battleaxe) 
  10 gp 
  1d8 slashing 
  4 lb. 
  Versatile (1d10) 
  Meteor hammer 
  21 gp 
  1d8 bludgeoning 
  12 lb. 
  Heavy, reach, tripping, two-handed 
  
  133 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  MARTIAL MELEE WEAPONS (PART 2, ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Nekode 
  2 gp 
  1d3 piercing 
  1 lb. 
  Light, finesse, special 
  No-ono (Greataxe) 
  30 gp 
  1d12 slashing 
  7 lb. 
  Heavy, two-handed 
  Okuwa (Footman’s war pick) 
  5 gp 
  1d8 piercing 
  2 lb. 
  — 
  Otsuchi (Warhammer) 
  15 gp 
  1d8 bludgeoning 
  2 lb. 
  Versatile (1d10) 
  Polearm 
   
   
   
   
     Bisento (Glaive) 
  20 gp 
  1d10 slashing 
  6 lb. 
  Heavy, reach, two-handed 
     Getsugasan (monk’s spade) 
  25 gp 
  1d8 piercing 
  6 lb. 
  Alternate (S), heavy, reach, two-
  handed 
     Jumonjiyari (Renseur) 
  10 gp 
  1d10 piercing 
  13 lb. 
  Heavy, reach, two-handed 
     Kamayari (Halberd) 
  20 gp 
  1d10 slashing 
  6 lb. 
  Heavy, reach, two-handed 
     Katakamayari (Guisarme) 
  12 gp 
  1d8 slashing 
  5 lb. 
  Heavy, reach, tripping, two-handed 
     Kumade (claw staff) 
  5 gp 
  1d4 slashing 
  5 lb. 
  Reach, tripping, two-handed 
     Lajatang 
  25 gp 
  1d8 slashing 
  4 lb. 
  Two-handed 
     Nagaeyari (Pike) 
  5 gp 
  1d10 piercing 
  18 lb. 
  Heavy, reach, two-handed 
     Naginata 
  100 gp 
  1d10+1 slashing 
  6 lb. 
  Alternate (P), fine, heavy, reach 
     Sasumata (spear fork) 
  8 gp 
  1d6 slashing 
  5 lb. 
  Reach, tripping, two-handed 
     Suyari (Longspear) 
  4 gp 
  1d10 piercing 
  9 lb. 
  Heavy, reach, thrown (10/30), two-
  handed 
     Sodegarami (sleeve  
        tangler) 
  6 gp 
  1d4 piercing 
  5 lb. 
  Reach, special, two-handed 
     Tsukobu (pushing stave) 
  4 gp 
  1d6 bludgeoning 
  6 lb. 
  Reach, tripping, two-handed 
  Sang kauw 
  35 gp 
  1d8 piercing 
  4 lb. 
  Alternate (S), defensive, two-handed 
  Sword 
   
   
   
   
     Butterfly sword 
  10 gp 
  1d5 slashing 
  3 lb. 
  Defensive, light 
     Katana 
  100 gp 
  1d8 slashing 
  3 lb. 
  Fine, versatile (1d10) 
     Khanda (Broadsword) 
  12 gp 
  2d4 slashing 
  4 lb. 
  Versatile (2d5) 
     Kotsurugi (Rapier) 
  25 gp 
  1d8 piercing 
  2 lb. 
  Finesse 
     Liuyedao (Scimitar) 
  25 gp 
  1d6 slashing 
  3 lb. 
  Finesse, light 
     Nagamaki 
  75 gp 
  1d10 slashing 
  4 lb. 
  Fine, two-handed 
     Ninjaken (Shortsword) 
  10 gp 
  1d6 piercing 
  2 lb. 
  Finesse, light 
     Nodachi 
  125 gp 
  1d12 slashing 
  5 lb. 
  Fine, heavy, two-handed 
     Shang gou (claw sword) 
  18 gp 
  1d5 slashing 
  4 lb. 
  Defensive, disarming, heavy, light, 
  tripping 
     Shikomizue (sword staff) 
  25 gp 
  1d8 slashing 
  3 lb. 
  Special 
     Tachi (Longsword) 
  15 gp 
  1d8 slashing 
  3 lb. 
  Versatile (1d10) 
     Wakizashi 
  75 gp 
  1d6 slashing 
  2 lb. 
  Fine, light, versatile (1d8) 
     Zanbato (Greatsword) 
  50 gp 
  2d6 slashing 
  6 lb. 
  Heavy, two-handed 
  Tekkokagi (hand claws) 
  6 gp 
  1d3 slashing 
  2 lb. 
  Deadly, finesse, light, special 
  Tetsubo (Maul) 
  10 gp 
  2d6 bludgeoning 
  10 lb. 
  Heavy, two-handed 
  Umayari (Lance) 
   
   
   
   
     Combat 
  10 gp 
  1d12 piercing 
  6 lb. 
  Reach, special 
     Combat, light 
  8 gp 
  1d10 piercing 
  4 lb. 
  Reach, special 
     Great 
  35 gp 
  2d8 piercing 
  15 lb. 
  Reach, special 
   
  
  134 | TH E COMP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
  MARTIAL RANGED WEAPONS (ADVENTURES IN THE ORIENT) 
   Item 
  Cost 
  Damage 
  Weight 
  Properties 
  Chakram 
  5 gp 
  1d4 slashing 
  1 lb. 
  Finesse, thrown (30/90) 
  Daikyu (Longbow) 
  50 gp 
  1d8 piercing 
  2 lb. 
  Ammunition (150/600), heavy, two-handed 
  Daikyu, composite 
  125 gp 
  1d8 piercing 
  3 lb. 
  Ammunition (180/720), heavy, special, 
  two-handed 
  Fukiya (Blowgun) 
  10 gp 
  1 piercing 
  1 lb. 
  Ammunition (25/100), loading 
  Fukiya, greater 
  15 gp 
  1d2 piercing 
  2 lb. 
  Ammunition (30/120), loading 
  Koyumi (Hand crossbow) 
  75 gp 
  1d6 piercing 
  3 lb. 
  Ammunition (30/120), light, loading 
  Koyumi, repeating 
  375 gp 
  1d6 piercing 
  4 lb. 
  Ammunition (15/60), light, loading, special 
  Oyumi (Heavy crossbow) 
  50 gp 
  1d10 piercing 
  18 lb. 
  Ammunition (100/400), heavy, loading, 
  two-handed 
  Oyumi, repeating 
  250 gp 
  1d10 piercing 
  20 lb. 
  Ammunition (50/200), heavy, loading, 
  special, two-handed 
  Lajatang. A short polearm with two crescent 
  shaped blades affixed perpendicularly to each end, 
  tips pointed away from the haft. 
  Manrikigusari. A short chain with a small weight 
  at each end. 
  Meteor Hammer. A medium chain with large, 
  heavy weights at each end. 
  Nekode. Not to be confused with the smaller 
  “nekote” (finger spikes), this banded glove has 
  several short, firm spikes that protrude from the palm, 
  allowing the wearer to make clawing attacks. If worn 
  in a pair, the user has advantage on Strength 
  (Athletics) checks to climb trees. A nekode takes one 
  action to put on or remove. It cannot be disarmed. 
  Nekote (finger blades). These “finger claws” are 
  not to be confused with the larger “nekode” (hand 
  claws). These small caps fit over the end of each finger 
  with a sharp, curved claw on each cap. 
  Nunchaku. Two handles of wood or metal, 
  connected by a chain or cord. 
  Otanto. A large dagger of exceptional quality 
  with a single cutting edge. 
  Polearm, Getsugasan (monk’s spade). A short 
  polearm with a crescent shaped blade affixed 
  perpendicularly to one end, tips pointed away from the 
  haft. The other end has a broad, flat, shove-shaped 
  blade. 
  Polearm, Kumade (claw staff). A long pole with 
  a trio of hooks at the end, like a claw. This weapon is 
  often used in covert activities. When the hooks are 
  attached to the top of a wall no more than 15 feet high, 
  the pole can be climbed like a rope. 
  Polearm, Naginata. An iconic weapon, this pole 
  is topped by a short, high-quality blade with a single 
  slashing edge. 
  Polearm, Sasumata (spear fork). A polearm used 
  for nonlethal restraint, the blunt crescent crosspiece is 
  used to deflect weapon attacks and hold attackers at 
  reach. 
  Polearm, Sodegarami (sleeve 
  tangler). A 
  polearm used for nonlethal restraint, called a “sleeve 
  tangler.” The weapon’s barbs are designed to catch in 
  the enemy’s clothing. 
  Polearm, Tsukobu (pushing stave). A polearm 
  used for nonlethal restraint. A short, perpendicular 
  bar sits atop the long haft. 
  Sai. A metal rod tapering to a dull point, with two 
  curved prongs curving forward from the handle. 
  Sang Kauw. A short-hafted weapon with a spear 
  point at each end. In the center of the haft is affixed a 
  crescent shaped blade, tips pointed away from the 
  haft. 
  Shuriken, Light. Light shuriken are small, 
  sharpened projectiles suitable for throwing. They are 
  often made from coins or similar scraps of metal. Up 
  to 6 light shuriken can be drawn as a single interaction 
  with the environment and held in one hand. This 
  allows characters with Extra Attack or similar class 
  features to throw multiple light shuriken in the same 
  turn without a separate action to draw each one. 
  Sansetsukon (sectional staff). This weapon is the 
  same length as a traditional staff, but the haft is 
  separated into three or more individual components, 
  each connected by a very short chain or cord. 
  
  135 | TH E CO MPR EH ENS I VE EQ UI P ME NT  M AN UA L 
   
  Siangham. 
  This 
  simple 
  thrusting 
  weapon 
  resembles a metal arrow with a sharp head and a 
  handle instead of fletching at the base. 
  Sword, Butterfly. A butterfly sword is a short 
  weapon with a broad, slashing blade, about the length 
  of a human’s forearm. The handle is protected by a 
  half-circle guard. 
  Sword, Katana. A sword with a long handle and 
  a long, high-quality blade. The katana is traditionally 
  a weapon that represents the noble warrior caste; 
  commoners are forbidden to bear such weapons. 
  Sword, Nagamaki. A sword with a long, high-
  quality blade and a handle of equally long length. This 
  weapon is too long to wear sheathed; it is often rested 
  across the shoulder to carry sheathed. 
  Sword, Nodachi. A two-handed sword a very 
  high-quality blade. This weapon is traditionally used 
  in an anti-cavalry function; the weapon is long enough 
  to attack mounted soldiers from the ground and heavy 
  enough to cripple a horse. 
  Sword, Shang Gou (hook sword). This weapon is 
  the length of a traditional sword, but the end of the 
  blade is curved over into a sharp-pointed hook. An 
  outward-facing crescent is set over the handle to 
  guard the hand and to help blocking, trapping, and 
  slashing. Only the back of the blade, including the 
  outer edge of the hook, is sharpened. 
  Sword, Shikomizue. This covert weapon appears 
  to be nothing more than a staff until the handle is 
  separated from the haft, drawing forth a deadly sword 
  blade. While the sword is sheathed, the weapon can be 
  used as a quarterstaff. Separated, the empty scabbard 
  can be used as a club and is often wielded in the 
  offhand. 
  Sword, Wakizashi. A sword with a long handle 
  and a short, high-quality blade. The wakizashi is 
  traditionally a weapon that represents the noble 
  warrior caste; commoners are forbidden to bear such 
  weapons, particularly when paired with a katana. 
  Tekko. A short handle with a rounded hand 
  guard. The hand guard has several knobby 
  protrusions for striking. 
  Tekkokagi. A set of long claws that attaches to the 
  back of the hand by way of a pair of oval-shaped grips. 
  This weapon requires an action to put on or remove. 
  Once on, the weapon cannot be disarmed. 
  Tessen (iron fan). An iron fan, or war fan, comes 
  in two forms. One is a butterfly-shaped sheet of metal 
  with a handle underneath, used to deflect enemy 
  attacks. The other form is a true folding fan that has 
  heavy iron ridges and other components, allowing it to 
  be used as a defensive weapon. The subtler version of 
  a tessen costs twice the listed price. It appears to be 
  nothing more than an ordinary fan, perhaps slightly 
  oversized, unless the item is handled or scrutinized 
  from a very close distance. 
  Tonfa. This short club has a perpendicular 
  handle near one end. If wielded as a pair, the user is 
  considered to be using two defensive weapons. 
  Wielded singly, the defensive property does not apply. 
  Yawara (short handle). This small, blunt handle 
  extends no more than an inch beyond the hand 
  gripping it. The yawara is used to enhance the user’s 
  hand strikes. 
   
  GEAR 
  This native list makes use of all equipment from Part 
  3: Gear, except for musical instruments. 
   
  TOOLS (MUSICAL INSTRUMENTS) 
  When using Adventures in the Orient as a native list, 
  these musical instruments replace the selection 
  normally available in Part 3: Gear. 
   
  DESCRIPTIONS 
  Musical instruments have the following descriptions. 
  Hichiriki. The pitch of this double-reed flute is 
  controlled with mouth positioning, allowing a variety 
  of bended notes. 
  Horagai. A large conch shell with a metal 
  mouthpiece, this instrument is used like a trumpet. 
  Hotchiku. This long flute is made from a single 
  piece of heavy bamboo, collected from the root-end of 
  the stalk. The size and shape of the instrument allow it 
  to be used as a club. 
  Hyoshigi. These two wooden clappers are 
  connected by a thin ornamental rope. The clappers 
  produce a cracking sound, evoked in a varying tempo. 
   
   
  
  136 | TH E CO MP RE HEN SI VE EQ UI P ME NT  M AN UA L 
   
  TOOLS—MUSICAL INSTRUMENTS 
   Item 
  Cost 
  Weight 
   
   Item 
  Cost 
  Weight 
  Hichiriki (double-reed flute) 
  3 gp 
  1 lb. 
   
  Mukkuri (bamboo idiophone) 
  2 gp 
  1/2 lb. 
  Horagai (conch shell horn) 
  20 gp 
  2 lb. 
   
  Otsuzumi (hand drum) 
  11 gp 
  2 lb. 
  Hotchiku (vertical bamboo flute) 
  1 gp 
  2 lb. 
   
  Ryuteki (transverse bamboo flute) 
  3 gp 
  1 lb. 
  Hyoshigi (wooden clappers) 
  4 gp 
  1 lb. 
   
  Sekkin (lithophone table) 
  20 gp 
  15 lb. 
  Kangura suzu (multi-tiered bells) 
  35 gp 
  8 lb. 
   
  Sho (multi-pipe mouth organ) 
  40 gp 
  1/2 lb. 
  Kokiriki (string of wooden blades) 
  7 gp 
  1 lb. 
   
  Taiko (great drum) 
  3 gp 
  4 lb. 
  Mokugyo (woodblock and striker) 
  8 gp 
  1 lb. 
   
  Tsuchibu (globular clay flute) 
  6 gp 
  1/2 lb. 
   
  Kangura Suzu. Fifteen bells of various sizes are 
  hung by coiled brass wires in three tiers. The shapes 
  of the bells are thought to take their inspiration from 
  the fruits of the ogatama tree. 
  Kokiriki. An idiophone percussion instrument 
  with small wooden blades connected by a rope. It often 
  has handles at the ends. By waving the instrument, the 
  strips collide to produce a percussive rhythm. 
  Mokugyo. This instrument is shaped like a hollow 
  fish, typically crafted of wood, with a pronounced 
  ridge running the length of the upper body. A small 
  mallet produces different notes by striking different 
  points along the ridge. 
  Mukkuri. An idiophone that produces a humming 
  sound punctuated by a pulled or plucked string 
  attached to the vibrating reed. 
  Otsuzumi. An hourglass-shaped drum, typically 
  used in theater and folk music. 
  Ryuteki. A bamboo transverse flute, also called a 
  “dragon flute.” 
  Sekkin. This lithophone consists of a small table 
  of flat stones, each of which produces a different note 
  when struck. 
  Sho. A set of over a dozen slender reed pipes set 
  in a metal base. This highly-traditional, intricate 
  instrument is said to imitate the call of the phoenix. 
  The reeds sound on the player’s inhaling breath as 
  well as exhaling. 
  Taiko. A generic style of drum built in various 
  sizes and for various uses. 
  Tsuchibu. A flute made of baked clay, globular in 
  shape like an ocarina.  
   
   
  
  137 | TH E CO MP RE HE NSI VE  EQ UI P ME NT  M AN UA L 
   
   
  APPENDIX A: FUTURE PRODUCTS 
  Wraith Wright Productions has additional releases 
  planned, some currently under development. 
   
  COMPREHENSIVE MANUALS 
  The “comprehensive manual” products were once a 
  single manual relating to equipment, wealth, and 
  treasure. But that product grew too large. Now, due to 
  publication practicalities, they form an interconnected 
  pair. 
   
  COMPREHENSIVE TREASURE MANUAL 
  The second half of the Comprehensive Manual will 
  address high-value equipment and expenditures. It 
  provides functional rules for the starting wealth of 
  characters made above 1st level, a balanced outline for 
  treasure distribution across party levels, nuanced 
  magic item pricing that fits within the official 
  framework of magic values, rules for raising armies 
  and armadas, guidelines for building and maintaining 
  fortifications, systems for business investments, and 
  other uses for treasure. 
   
  CREATURE HANDBOOKS 
  Wraith Wright studios is committed to providing tools 
  that help players and DMs create richer, more 
  interesting game worlds. These two products are 
  designed to enhance the feel of monsters, providing 
  ecologically consistent mixes with rational reason for 
  grouping together. 
   
  THE CREATURE FACTION HANDBOOK 
  Another product in development is dedicated to 
  “monster factioning.” It is intended as a handy 
  reference for Dungeon Masters that will do several 
  things. First, it will provide monster “groups” for 
  various challenge ratings, along with some details of 
  their interactions. These are interesting combinations 
  of monsters that make sense ecologically and help 
  provide variety to encounters. For any DM who is tired 
  of throwing X number of Y monsters at their party, it 
  can be useful to have ready-made groups of different 
  foes whose association makes sense and whose variety 
  of strengths and weakness can provide challenges 
  suitable to a variety of different character classes. 
  Where a single monster might surround itself with 
  allies, minions, guardians, and ferocious pets, this 
  product will seek to tell which monsters logically 
  belong to such encounters and accurately describe just 
  how dangerous those encounters are. For example, it 
  is incredibly likely that an aboleth, given its ecology 
  and capabilities, will be encountered with an army of 
  minions. Where the Monster Manual fails to suggest 
  what those minions might be, the Creature Faction 
  Handbook would detail that army and their 
  capabilities, explain how they interact and why, and 
  index the group according to its overall challenge 
  rating. On the other hand, a beholder is an isolationist 
  creature that would never have minions or allies. It 
  would not appear in this product because its factioning 
  efforts seek to conform with monster ecologies, not 
  defy them. 
   
  THE CREATURE TEMPLATE HANDBOOK 
  This product will provide monster “templates” to 
  modify creatures into unusual forms, like the army of 
  spore-riddled animals that are dominated by an 
  intelligent plant creature. This is like factioning but it 
  serves to unify otherwise-unlikely combinations of 
  monsters based on a handful of what are called 
  “templates.” 
  For example, the shadow dragon from the 
  Monster Manual is a template. But it applies only to 
  dragons; that book is mysteriously silent about how to 
  make shadow versions of other creatures that were 
  similarly either born in the Shadowfell or transformed 
  after years of living there. Nor does the Monster 
  Manual address the proclivities of shadow creatures or 
  their reasons for working together in groups that might 
  threaten a party of adventurers. This monster-
  enhancing product seeks to remedy such deficiencies, 
  providing details and a handful of templates along 
  those lines. 
   
  SHORT ADVENTURES 
  Two product lines are in early development. 
  
  138 | TH E CO MPR E HEN SI VE EQ UI P ME NT  M AN UA L 
   
  FLASHBACKS: VOLUME ONE 
  Flashbacks are small adventures for two or three 
  players. They are designed to be played in the middle 
  of existing adventures and completed in a single 
  session. Flashbacks primarily serve to fill a night when 
  a couple of players can’t show up. If moving forward 
  with the campaign doesn’t make sense, perhaps 
  because critical events or huge fights are looming, a 
  DM can insert a flashback to entertain the group while 
  putting the main campaign on hold. 
  Flashbacks are more than just short adventures for 
  small parties. This volume provides the DM with a 
  series of narrative tools. These help to make the 
  flashback meaningful and relevant to the current 
  campaign while building closer historic ties between 
  characters. 
   
  VENTURES ON THE HIGH SEAS 
  Also planned is a series of adventures related to a 
  favorite setting, the high seas! This yet-unnamed 
  product will include rules for shipboard combat and 
  expand the rules in Dungeon Master’s Guide for 
  chases to include naval actions. Its main content will 
  be a series of small, interesting encounters suitable for 
  a sea-based campaign. 
  This Ventures line might be expanded to develop 
  additional products placed in various other settings, 
  bite-sized adventures or encounters that can be easily 
  dropped into existing campaigns. These are likely to 
  follow consistent themes, like desert encounters. 
   
  ONGOING DEVELOPMENT 
  And finally, Wraith Wright Production’s production 
  queue includes… this product. You are reading a 
  version of The Comprehensive Equipment Manual that 
  is not final, one that is never final. As Wizards of the 
  Coast releases additional material that affects the 
  various sections of this manual, expect updates to be 
  made to this product to reflect those new additions. 
  Likewise, as the terms of the Dungeon Masters Guild 
  expand to allow additional intellectual properties that 
  have their own unique gear types, such as those found 
  on Athas or Eberron, expect additional exotic rules to 
  appear in updates. 
  To maintain clarity for its use, curation of these 
  products will include plainly labeled updates, with a 
  version number and a brief description of the update. 
   
  PRODUCTION SUPPORT 
  This production schedule depends heavily upon the 
  reception of this initial product and on the consumer 
  feedback it receives, particularly as it relates to the 
  viability of future products. 
  If you are interested in providing comments, the 
  most expedient method is to email directly, at 
  wraith.wright@gmail.com. 
  Comments in the form of playtesting feedback or 
  corrections is especially welcome, given that this 
  product underwent a number of final edits and 
  alterations just before publication. Such changes tend 
  to bake-in errors, so any assistance is appreciated. 
   
  Thank you. 
   
   
  ABOUT THE AUTHOR 
  The main author and editor is Randall Right, 
  known in some gaming forums as the Wraith 
  Wright. He has over thirty years of experience 
  running various editions of Dungeons & Dragons 
  and other roleplaying games. 
  At the time of this release, Right is a practicing 
  attorney and is involved in five regular Fifth 
  Edition games. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Comprehensive Equipment Manual v1.2 color.pdf