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Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Broadaxe 5 gp 1d6 slashing 3 lb. Versatile (1d8)
Greatclub 2 sp 2d4 bludgeoning 10 lb. Two-handed
Martial Melee Weapons
Estoc 35 gp 2d6 piercing 5 lb. Heavy, two-handed
Lucerne Hammer 15 gp 1d10 bludgeoning 7 lb. Heavy, reach, two-handed
Trident 5 gp 1d8 piercing 4 lb. Thrown (range 20/60), versatile (1d10)
Martial Ranged Weapons
Composite Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed, special
Composite Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed, special

The purpose of this section is to fill in missing options for


various die/damage type combinations. All of my change to the
table below have been highlighted in bold and explained Variant: Double-Ended Weapons
below. With the release of the Wayfinder's Guide to
Eberron we now have a new resource to model our
Broadaxe. Added to provide a slashing option for the versatile double weapons after: the double-bladed scimitar.
simple weapons. For this variant the double weapon instead uses
Composite Bow. When making an attack with these the highest damage die (including the versatile die
weapons, you use your Strength modifier for the attack and if applicable) and proficiency of it's two weapon
damage rolls instead of Dexterity. counterparts, its cost is four times that of the base
Estoc. Added to provide a piercing option for the 2d6 two- weapon, and it gains the two-handed and special
handed weapons. properties; which reads as follows:
Greatclub. Changed the damage value from 1d8 to 2d4 so Special. When you take the attack action and
make a two-handed attack with a double-ended
that this weapon is still viable when compared to a weapon, you can use a bonus action to make a
quarterstaff wielded in two hands. melee attack with the opposite end of the weapon.
Lucerne Hammer. Added to provide a bludgeoning option for This attack uses the same ability modifier as the
the reach weapons. primary attack. The weapon's damage die for this
Trident. Improved damage to match other versatile martial attack is a d4, and it deals damage of a type
weapons and set it apart from the spear. appropriate to a weapon of that type.

The following are weapon alternatives for use in different Weapon Analog
campaign settings, for flair, and for cosmetics preference. Gnome hooked hammer Double: Warhammer / war pick*
These weapons are the same as their counterparts for the Kama Sickle
purposes of proficiency. The double-ended weapons are Kukri Scimitar
mechanically the same as dual wielding the equivalent
weapons in each hand, including requiring the Dual Wielder Longspear Pike
feat if both weapons are not light, as marked with *. Nunchaku Club without thrown property
Orc double axe Double: Battleaxe / battleaxe*
3rd Edition Weapons Punching dagger Dagger
Weapon Analog Sai Light hammer
Bastard sword Longsword Sap Mace
Bolas Net Scythe Halberd
Cestus Club Shuriken Dart
Chakram Handaxe Spiked gauntlet Dagger without thrown property
Dire flail Double: Flail / flail* Spiked chain Pike
Dwarven urgrosh Double: Battleaxe / war pick* Two-bladed sword Double: Longsword / longsword*

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Climber's Kit. A climber's kit includes special pitons, boot
Japanese Weapons tips, gloves, and a harness. It takes 1 minute to don or doff.
Weapon Analog When worn grants advantage on Strength (Athletics)
Bo Quarterstaff checks to climb. In addition, you can use the climber's kit as
Daikyu Longbow an action to anchor yourself; when you do, you can't fall more
Fukiya Blowgun than 25 feet from the point where you anchored yourself, and
you can't climb more than 25 feet away from that point
Hankyu Shortbow
without undoing the anchor.
Jitte Mace
Dictionary. When purchased, select one language; that
Kama Sickle dictionary can be used to help you translate that language into
Kanabo Maul common. When you spend at least 1 minute consulting the
Katana Longsword dictionary you gain the ability to understand the general
Kunai Dagger message of a short written text or hold a simple conversation
Kusarigama Double: Sickle / mace in the language of that dictionary. Not every language is
Magari yari Trident recorded in a dictionary or easily obtained; consult with your
Dungeon Master about what languages are available in their
Manrikigusari Single weapon that can be used as either a
net or whip game.
Naginata Halberd Finger Blades These are very short razor-sharp blades that
fit over the fingers. They are used to cut through purse strings
No-dachi Greatsword
or garments and grant advantage on Dexterity (Sleight of
Nunchaku Club without thrown property Hand) checks to do so. They are too short to be used as
Ono Handaxe effective weapons, causing only scratches at most.
Sai Light hammer Hunting Trap. When you use your action to set it, this trap
Shuriken Dart forms a saw-toothed steel ring that snaps shut when a
Tanto Dagger without thrown property. creature steps on a pressure plate in the center. The trap is
Tetsubo Greatclub affixed by a heavy chain to an immobile object, such as a tree
Wakizashi Shortsword 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
Yari Spear
1d4 piercing damage and stop moving. Thereafter, until the
creature breaks free of the trap, its movement is limited by the
Other Analogs length of the chain (typically 3 feet long). A creature can use its
Item Analog action to make a DC 13 strength check, freeing itself or
Dueling Cloak Shield another creature within its reach on a success. Each failed
Pitchfork Trident check deals 1 piercing damage to the trapped creature. In
Shovel Quarterstaff addition the trap can be used in conjunction with Wisdom
(Survival) checks to gain advantage when hunting for wild
game.
 Listening Cone. This device is made for listening through
This section provides new (and some old from 3rd edition) doors and other solid surfaces. It provides advantage on
items and tools; as well as adding descriptions and more Wisdom (Perception) checks made to listen through a door or
functionality to some existing items. In addition, I've taken the some other relatively thin, solid obstacle.
liberty to reorganize the adventuring gear table to be easier to Pole (10-foot). An adventurers best friend. This versatile
find certain things. tool can not only be used to check for traps and hazards from
Once again, any changes that I've made to existing item a safe distance, but, also as an aid to gain advantage on
descriptions have been highlighted. Dexterity (Acrobatics) checks to maintain your balance. The
pole is 10 feet long, so it cannot be used in this way, in any
space that allows less than 5 feet of clearance on either side.
Animal Trainers Kit. This kit consists of harnesses, prods, Reference Book. When purchased, select a subject matter
light whips, treats, and other items that are helpful for training that the book covers from the following list of skills:
animals. It grants advantage on Wisdom (Animal Handling) Intelligence (Arcana), Intelligence (History), Intelligence
checks to train animals. (Nature), Intelligence (Religion), or Wisdom (Medicine). When
Black Bodysuit. This very tight-fitting garment is made of studied for 1 minute, you gain advantage on your next skill
black silk. It is used by rogues and infiltrators when sneaking check on the subject covered in this book. Other books may be
around at night. Wearing the suit allows you to try to hide available at the discretion of your Dungeon Master.
when you are lightly obscured from the creature from which Smoke Stick. This stick produces a thick plume of smoke
you are hiding. However, the bodysuit provides no benefit if when ignited with flame. You can hold on to the stick or throw
you wear other clothing or armor, other than belts, pouches, it to a point up to 20 feet away as part of the action used to
scabbards, or bandoleers, on top of it. ignite it. The area in a 10-foot radius around the stick is filled
with thick smoke that blocks vision, including darkvision. The
smoke persist for 1 minute and then dissipates.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ability Check Tools Consumables
Item Cost Weight Item Cost Weight
Animal trainers kit 50 gp 5 lb. Acid (vial) 25 gp 1 lb.
Black bodysuit 30 gp 1 lb. Alchemist's fire (flask) 50 gp 1 lb.
Block and tackle 1 gp 5 lb. Ammunition
Climber's kit 25 gp 12 lb. Arrows (20) 1 gp 1 lb.
Crowbar 2 gp 5 lb. Blowgun needles (50) 1 gp 1 lb.
Dictionary 50 gp 5 lb. Crossbow bolts (20) 1 gp 1/2 lb.
Finger blades 20 gp ― Sling bullets (20) 4 cp 1/2 lb.
Hunting trap 5 gp 25 lb. Antitoxin (vial) 50 gp ―
Listening cone 20 gp 1 lb. Ball bearings (bag of 1,000) 1 gp 2 lb.
Magnifying glass 100 gp ― Caltrops (bag of 20) 1 gp 2 lb.
Military saddle 20 gp 30 lb. Candle 1 cp ―
Pole (10-foot) 5 cp 7 lb. Chalk (1 piece) 1 cp ―
Ram, portable 4 gp 35 lb. Holy water (flask) 25 gp 1 lb.
Reference book 50 gp 5 lb. Healers kit 5 gp 3 lb.
Spyglass 1,000 gp 1 lb. Ink (1 ounce bottle) 10 gp ―
Swimmer's gear 15 gp 5 lb. Oil (flask) 1 sp 1 lb.
Paper (one sheet) 2 sp ―
Adventuring Gear Parchment (one sheet) 1 sp ―
Item Cost Weight Perfume (vial) 5 gp ―
Bedroll 1 gp 7 lb. Poison, basic (vial) 100 gp ―
Bell 1 gp ― Potion of healing 50 gp 1/2 lb.
Blanket 5 sp 3 lb. Rations (1 day) 5 sp 2 lb.
Book 25 gp 5 lb. Sealing wax 5 sp ―
Chain (10 feet) 5 gp 10 lb. Smoke stick 20 gp 1/2 lb.
Clothes, common 5 sp 3 lb. Soap 2 cp ―
Clothes, costume 5 gp 4 lb. Spikes, iron (10) 1 gp 5 lb.
Clothes, fine 15 gp 6 lb. Sunrod 2 gp 1 lb.
Clothes, robes 1 gp 4 lb. Tanglefoot bag 50 gp 4 lb.
Clothes, traveler's 2 gp 4 lb. Thunderstone 30 gp 1 lb.
Hammer 1 gp 3 lb. Torch 1 cp 1 lb.
Hourglass 25 gp 1 lb.
Ink pen 2 cp ―
Magical Foci
Ladder (10-foot) 1 sp 25 lb. Item Cost Weight
Lamp 5 sp 1 lb. Arcane focus
Lantern, bullseye 10 gp 2 lb. Crystal 10 gp 1 lb.
Lantern, hooded 5 gp 2 lb. Orb 20 gp 3 lb.
Lock 10 gp 1 lb. Rod 10 gp 2 lb.
Manacles 2 gp 6 lb. Staff 5 gp 4 lb.
Mess kit 2 sp 1 lb. Wand 10 gp 1 lb.
Mirror, steel 5 gp 1/2 lb. Component pouch 25 gp 2 lb.
Piton 5 cp 1/4 lb. Druidic focus
Rope, hempen (50 feet) 1 gp 10 lb. Sprig of mistletoe 1 gp ―
Rope, silk (50 feet) 10 gp 5 lb. Totem 1 gp ―
Signal whistle 5 cp ― Wooden staff 5 gp 4 lb.
Signet ring 5 gp ― Yew wand 10 gp 1 lb.
Tent, two-person 2 gp 20 lb. Holy symbol
Tinderbox 5 sp 1 lb. Amulet 5 gp 1 lb.
Whetstone 1 cp 1 lb. Emblem 5 gp ―
Reliquary 5 gp 2 lb.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Containers
Item Cost Weight Capacity
Backpack 2 gp 5 lb. 1 cubic foot / 30 pounds of gear
Barrel 2 gp 70 lb. 40 gallons liquid, 4 cubic feet solid
Basket 4 sp 2 lb. 2 cubic feet / 40 pounds of gear
Bottle, glass 2 gp 2 lb. 1 1/2 pints liquid
Bucket 5 cp 2 lb. 3 gallons liquid, 1/2 cubic foot solid
Case, crossbow bolt 1 gp 1 lb. 20 bolts
Case, map or scroll 1 gp 1 lb. 10 sheets of paper or 5 sheets of parchment
Chest 5 gp 25 lb. 12 cubic feet / 300 pounds of gear
Flask or tankard 2 cp 1 lb. 1 pint liquid
Jug or pitcher 2 cp 4 lb. 1 gallon liquid
Pot, iron 2 gp 10 lb. 1 gallon liquid
Pouch 5 sp 1 lb. 1/5 cubic foot / 6 pounds of gear
Quiver 1 gp 1 lb. 20 arrows
Sack 1 cp 1/2 lb. 1 cubic foot / 30 pounds of gear
Spellbook 50 gp 3 lb. 100 pages of spells
Vial 1 gp ― 4 ounces liquid
Waterskin 2 sp 5 lb. (full) 4 pints liquid

Sunrod. This 1-foot-long, gold-tipped, iron rod glows Farming Implements. Typical farming, gardening, and
brightly when struck, providing bright light in a 30-foot radius husbandry tools often found in the hands of commoners.
and dim light for an additional 30 feet. It glows for 6 hours, While most tools that fall into this kit are to unwieldy,
after which the gold tip is burned out and worthless. cumbersome, or impractical to be carried around by
Spyglass. Objects viewed through a spyglass are magnified adventurers, proficiency with these tools lets you add your
to twice their size. When used, the spyglass grants proficiency bonus to any ability checks you make to tend or
advantage on Wisdom (Perception) checks to spot distant harvest crops and herd animals.
objects. Fishing Tackle. This kit includes a wooden rod, silken line,
Swimmer's Gear. This consists of a snorkel, crude goggles, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and
flippers, and occasionally a skintight suit. It grants advantage narrow netting. Proficiency with this kit lets you add your
on Strength (Athletics) checks made while swimming and proficiency bonus to any ability checks you make to catch fish
cannot be worn with other clothing or armor. or crustaceans.
Tanglefoot Bag. This bag filled with writhing, sticky black Horticulturer's Tools. This kit includes a trowel, pruner,
tar bursts on impact and covers the ground in a 5-foot radius rake, watering can, gloves, and shears. Proficiency with this
with sticky goo. As an action, you can throw it up to 20 feet. kit lets you add your proficiency bonus to any ability checks
That area becomes difficult terrain for 1 minute, and any you make to tend and harvest flowers, mushrooms, herbs, and
creature that starts its turn on the ground in that area must other delicate flora often used in alchemy, seasoning for food,
make a DC 10 Dexterity saving throw or have its speed halved and medicine.
for that turn. Trapper's Tools. This kit includes bait, animal calls, snares,
Thunderstone. This crystalline shard shatters on impact cage traps, and hunting traps like those found in the
with a blast of concussive energy. As an action, you can throw adventuring gear section. Proficiency with this kit lets you add
it up to 20 feet. Each creature within 10 feet of the point of your proficiency bonus to any ability checks you make to catch
impact must succeed on a DC 10 Constitution saving throw or wild game. Unlike Wisdom (Survival) checks made to hunt,
be knocked prone and pushed 10 feet away from the point of use of trapper's tools requires setting the traps, then returning
impact. to check them periodically or setting up blind and waiting for
game to pass and is more often practiced as a profession
during a players downtime activities, rather than a means to
 provide a meal for themselves or their party.
Grappling Hook. This tool consists of several metal hooks
Excavation Equipment. This kit includes a sledge hammer, attached to a central ring which is tied to the end of a rope.
miner's pick, shovel, hammer, chisel, brushes, and panning Proficiency with this tools lets you add your proficiency bonus
screens. Proficiency with these tools lets you add your to any ability checks you make to secure the rope, by throwing
proficiency bonus to any ability checks you make to mine, dig, it, to a battlement, window ledge, tree limb, or other
sift, find, or extract resources in or related to dirt and stone. protrusion.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Merchantile Kit. This kit includes an abacus, merchant's
scale, and jeweler's loupe. Proficiency with this kit lets you
add your proficiency bonus to any ability checks you make to
determine the value of an inventory or individual goods.
Tools
Item Cost Weight
Artisan's tools
Excavation equipment 10 gp 30 lb.
Farming implements * *
Fishing tackle 1 gp 4 lb.
Horticulturer's tools 5 gp 7 lb.
Trapper's tools 10 gp 45 lb.
Grappling hook 2 gp 4 lb.
Merchantile kit 30 gp 5 lb.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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