Catalog of Mundane Equipment

[color=red]General & Adventuring Gear[/color]

No new gear yet.


[color=red]Weapons[/color]

[color=blue]Simple[/color]

Light Hammer. Now deals 1d6 damage.

[color=blue]Simple Ranged[/color]

No new simple ranged weapons yet.

[color=blue]Martial[/color]

Scimitar. Now deals 1d8 damage.

Trident. Now deals 1d8 damage.

Blade and Chain. 1d4 Piercing. 6lb. Finesse, Reach, Special.
Special. A medium or smaller creature hit by a Blade and Chain is restrained until freed. A character can use an action to pull a creature 5 feet closer to itself if a creature is restrained by the Blade and Chain.
A creature can use its action to make a DC 10 Strength check, pulling the blade out of itself. Dealing 8 damage (AC 11) also frees the character from the chain portion of the blade.
When you use an action, bonus action, or reaction to attack with a Blade and Chain, you can make only one attack regardless of the number of attacks you can normally make.

[color=blue]Martial Ranged[/color]

No new martial ranged weapons yet.

[color=blue]Ammunition[/color]

No new ammunition weapons yet.


[color=red]Armor[/color]

Spiked Armor.


[color=red]Shields[/color]

Buckler. This light shield provides +1 bonus to Armor Class. 15 gp. 4 lbs.

Tower Shield. This large shield provides a +2 bonus to Armor Class. 120 gp. 40 lbs.
Special: In addition, you may use your move or action to raise this shield. Until the end of your next turn, you have three-quarters cover behind this shield… A single creature of your size or smaller may hide behind the shield directly behind you, but only gains half cover. A Dungeon Master may allow you to protect more creatures in special situations. If you give up your action, you may move as normal. If you give up your move, your speed is reduced to 0 for that turn.


[color=red]Alchemical Items[/color]

Alchemist’s fire: deals 1d8 fire damage on a hit, and 1d6 fire damage at the start of the target’s turns.
Alchemists can also craft these items:

Alchemist’s Spark: Utilized like Fire variant, but deals 3d4 lightning damage on a hit. Also on a hit, all creatures within 5 feet of the target take the same amount of damage, or half as much on a successful DC 10 Dexterity saving throw. Creatures wearing armor made of metal have disadvantage on the save. (50 gp)

Alchemist’s Frost: Utilized like Fire variant, but deals 4d4 cold damage and slows the target for one minute on a hit. While slowed, all of target’s speeds are reduced by 15 feet and any bonuses to speed are suppressed. It may end the effect early by using its action to successfully make a DC 10 Strength check. (50 gp)

Thunderstone: Can be thrown at a point within 60 feet as an action, where it smashes. When smashed, all creatures within 10 feet of it take 1d8 thunder damage, or half that damage on a successful DC 10 Constitution saving throw. Any creature that fails the save is also deafened for 1 minute, or until they receive any magical healing. (50 gp)

Aura Bomb: A flask of luminous swamp gas and ground foxfire. As an action, throw it at a point within 60 feet to outline everything within 10 feet in harmless ghostly flames. All objects in the area, as well as creatures in the area that fail a DC 10 Dexterity saving throw, are affected as if by the faerie fire spell, but the effect is not magical and only lasts until the end of your next turn. (40 gp)

Fortifying Tincture: This is a simple herbal tonic designed to improve one aspect of your physical capabilities for 10 minutes after drinking. A fortifying tincture can be brewed to boost either Strength, Dexterity, or Constitution. While under its effects, whenever you make a saving throw or ability check with the designated ability, you roll a d4 and add it to the d20 roll. Drinking another tincture while still under the effects of a previous one will cause the previous one’s effects to end early. This concoction can be brewed with either alchemist’s supplies or an herbalism kit. (30 gp)

Smokestick: As an action, you can snap the end off this short, wooden rod to spark an alchemical reaction. When broken, thick, gray smoke billows steadily out of it, heavily obscuring the area within a 10-foot radius in a matter of seconds. The smoke doesn’t rise or sink, but it disperses on its own after 1 minute. Moderately fast wind (at least 10 mph) disperses the cloud early. The stick is too light to be thrown farther than 20 feet on its own. (20 gp)

Fine Ink: Ink of a very high quality, suitable for paying the material cost of magical procedures such as the scribing of scrolls. Can be made in any color, including gold and silver. Can also be made invisible, in which case the writing can be revealed through heat exposure or something acidic like citrus. (50 gp)

Gunpowder: A powder horn containing 30 ounces of gunpowder. (20 gp)

Holy Water: A flask of holy water as described in the PHB. (25 gp)

Increase the DCs of saving throws and ability checks called for by alchemical items by the Intelligence modifier of the creator. +2 or +3 is a typical amount for alchemists selling their wares.

Special rules for alchemical items

Alchemical items as weapons

Info

Like all improvised weapons, alchemical weapons requiring attack rolls can also be thrown as far away as 60 feet, but aiming at anything further away than 20 feet imposes disadvantage on the attack roll.

Mixing two alchemical items

Info

[color=red]Traps[/color]

No traps yet.


[color=red]Item Modifiers[/color]

No item modifiers yet.


[color=red]Weapon Properties[/color]

Concealable. When you attempt to hide a concealable weapon on your person, you have advantage on Dexterity (Sleight of Hand) checks to do so. Daggers, darts, and slings have this property.

Disarm. When you attempt to disarm a creature while wielding this weapon and you are proficient with it, you can add your proficiency bonus to your opposed roll or saving throw DC twice. Whips have this property.

Impact. This property can only be applied to bludgeoning weapons. A weapon with this property scores a critical hit on a 19 or 20.

Keen. This property can only be applied to slashing or piercing weapons. A weapon with this property scores a critical hit on a 19 or 20.

Parrying. When you use this weapon and you perform a Parry based on New Actions: Block, Defense Roll, & Parry, you can add your proficiency bonus even if you aren’t proficient in the weapon. Additionally, you can add half your Wisdom bonus, minimum +0, to any Parry check you make.

Reduced. This property can only be applied to weapons with the heavy property. A weapon with this property can be wielded by a small character without penalty. This effectively negates the heavy property.

Set. This property can only be applied to a weapon with the reach property. A weapon with this property can be set against a charging or mounted opponent. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your weapon’s reach on its next turn, you can make a melee attack against it with your weapon as a reaction. If the attack hits, the target takes an extra die of piercing damage. You can’t use this ability if the creature used the Disengage action before moving. This has been taken from WotC’s Feats Unearthed Arcana for Spear Mastery http://dnd.wizards.com/articles/features/feats

Sundering. This property indicates a weapon with increased potential for sundering. A weapon with this property deals an extra point of sunder damage as described in New Actions: Block, Defense Roll, & Parry. This property grants no extra benefit to an item incapable of damaging another, such as a nonmagic item attacking a magic one.

Trip. When you attempt to make a creature fall prone while wielding this weapon and you are proficient with it, you can add your proficiency bonus to your opposed roll or saving throw DC twice. Whips have this property.

This section contains information from:

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[color=red]Special Materials[/color]

Adamantine (for Armor)

House rule.

  • Adamantine weapons deal double damage against objects not made of adamantine.
  • Adamantine weapons are considered to have the Sundering property.[quote=“thwright, post:1, topic:158”]
    Sundering. This property indicates a weapon with increased potential for sundering. A weapon with this property deals an extra point of sunder damage as described in New Actions: Block, Defense Roll, & Parry. This property grants no extra benefit to an item incapable of damaging another, such as a nonmagic item attacking a magic one.
    [/quote]
  • Adamantine ammunition does not break when shot or thrown.
  • Adamantine weapons deal an extra die of damage on a critical hit.

Masterwork.

Mithral (for Armor)

House rule. Items, armor, and weapons made from mithral weigh half as much as their normal version.

Silvered Weapons

Blue Ice
This metal is lightweight. Any armor made of Blue Ice that has a Strength requirement does not have one, and such a suit of armor weighs half as much as normal. Any creature without immunity or resistance to cold suffers a -1 to Dexterity Saves and Ability checks while wearing such armor.

Cold Iron
Updated from 3.x series D&D
This metal is particularly effective against fey creatures and some denizens of the lower outer realms. Fey creatures are vulnerable to attacks made with Cold Iron weapons.


[color=red]Vehicles[/color]

No vehicles have been made.


[color=red]Services[/color]

[color=blue]Hirelings[/color]

No hireling services have been made.

[color=blue]Spellcasting[/color]

No spellcasting services have been made.


New ammunition:

Alchemical Ammunition

Created with glass, a sealant, and basic bolt compartments, this specially crafted ammunition is made to carry the contents of a vial such as oil, holy water, alchemist’s fire, or even perhaps a potion. Any ranged weapon’s ammunition made this way is subject to a <span style=“color: #ff0000;”>25%</span> penalty to its base range and its max range.

This special ammunition modifier adds an x GP cost to the base ammunition as well as requiring a special craftsman or team of craftsmen.

Most of my dnd has been with 3rd edition so I apologize if I reference something that doesn’t exist in 5e.

I would say since you are dealing with smaller amounts of the alchemical component that the affects of the base should be less, I.E. holy water does 1d6 damage on hit, but the arrow should maybe do 1d4 or 1d2. With alchemist’s fire since it doesn’t go out with the flask maybe have it only last a few turns and decrease the DC for the dex save to put it out as well as decrease the damage.

Since we are dealing with glass vials on the tips of arrows I would assume that they would be fairly easy to break and have the contents spill on you. I would say that any kind of multi attack with arrows should have a dex save to avoid breaking the vial and taking the damage yourself or removing the affect of the arrow.

as far as crafting one could use the below material.

Vials
Flask of desired substance
Bolts/arrows
Sealing wax

Requiring masterwork arrows/bolts might be a way to increase crafting charges and purchasing charges to an amount that would prevent abuse and keep them balanced.

For the upcharge in purchasing we could just charge the combined amount for a flask of the substance, the masterwork arrow, the vials, and the sealng wax. Since you can fill 4 vials with a single flask you could play this off as “labor cost”

Good thoughts, @mesoterra

I could see the attack being the arrow’s damage, the attack delivering 1d4 or 1d6 damage of its alchemical vial, and perhaps bestowing a diminished secondary affect. The other thing to consider is that the alchemical item receives a range boost from it being ammunition for a ranged weapon.

Masterwork isn’t really a thing in 5e, but perhaps it should be.

What do you think @lordnewb?