Equipment

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Equipment in Allusia can vary in quality and function dependent on its origin and material composition. This section outlines the various types of weapons and armour that may be acquired. Both the material and the make have an effect on the item's qualities. Unless otherwise stated, the make or material are to be treated as default and the item uses the qualities described in the Player's Handbook (items are treated as being made of Steel or Leather by Humans unless specifically mentioned to be made of something else by someone else).

#### RANDOM TREASURE TABLE

( Roll a d4 to determine the type of item: 1 = Armour, 2 = Simple Weapon, etc)

#### RANDOM TREASURE QUALITY

(Leather/Hide Armours are only subject to a d4 roll made for material and are not distinguished by maker)

### Iron, Steel, Leather, and Wood

Weapons and Armour crafted by Humans using iron, steel, leather, or wood as it's primary material have the basic statistics provided in the Player's Handbook. Items made of these materials but created by different races gain the respective racial qualities listed below.

### Black Iron

Black Iron is a rare metal traded from across the sea by the Drow. It is, as it's name would suggest, a jet black metal with roughly the same consistency as iron. It boasts an unusual resistance to heat.

EFFECT:

Weapons and Armour constructed using Black Iron is immune to the effects of Heat Metal and similar spells and effects. Additionally, armour made with Black Iron grants Resistance to Fire.

### Iron Hide

Leather cultivated from particularly tough hides (such as from a Rhino, Elephant, or Monster like a Manticore or Griffin) is colloquially referred to as "Iron Hide". It is substantially tougher than regular leather, but also heavier.

EFFECT:

Armour made using Iron Hide has a +1 to AC. However, Light Armour gains the restriction of having a maximum Dexterity bonus of 4 to AC. Hide armour suffers no penalty.

### Blue Steel

Similar to Black Iron, Blue Steel is an unusual metal traded from across the sea by the Drow, albeit even rarer. It appears as a light bluish metal that seemingly glows a light greenish colour in moonlight, and it is unusually cold to the touch. Weapons made with Blue Steel posses an unusual, perhaps even supernatural, accuracy when utilized by a Mystic.

EFFECT:

Blue Steel Weapons have the *Fated* Quality. A fated weapon allows the wielder to use their Intelligence, Wisdom, or Charisma in place of their Strength or Dexterity on Attack Rolls (but they must still use Strength for damage rolls with Melee Weapons, and/or Dexterity for Ranged and Finesse Weapons)

Armour crafted with Blue Steel grants Resistance to Cold Damage.

### Wyvern Hide

Though Wyverns are a rare sight, and even rarer trophy for even the most seasoned of monster hunters, they are among the most famed and feared creatures in any land. Though not true Dragons, their notoriety for being mistaken as one is in no small part due to their unusually thick carapace, which when treated properly, serves as a potent armour.

EFFECT:

Hide and Leather Armours crafted from the remains of a Wyvern gain a +1 to AC. In addition to this, attacks from non magical weapons that deal slashing, piercing, or bludgeoning damage have that damage reduced by 3 (similar to the Heavy Armour Master Feat).

### Iron Wood

The ancient wooded areas of Allusia are home to many species of tree. One such tree is known as the Iron Pine. Iron Pines are a coniferous tree species with steely grey needles and ashen coloured body. These strange plants grow solitary, albeit amidst other plants and trees, and seem to be miles apart from one another with no apparent means of reproduction. Whatever their origin, they are an invaluable source Iron Wood, an organic substance with a tensile strength and durability comparable to steel. It is notoriously difficult to work with, however, and typically only Elves are able to fashion equipment from it (other races may make Iron Wood equipment, but should be treated as a rare case).

EFFECT:

Iron Wood can be used to make any weapon or armour that would normally be made using metal. Equipment made with Iron Wood is is not subject to effects that apply exclusively to metal weapons and armour. Additionally, armour made from Iron Wood grants resistance to electricity. Also, in spite of being made of wood, such equipment is not vulnerable to fire.

### Devilskin

Red, mottled, covered in patches of black with wicked barbed spikes, and nearly impervious to heat, the material known as Devilskin is cultivated from a rare and unusual cacti that grows in the volcanic regions of the world.

EFFECT:

Devilskin armour grants resistance to fire and if the wearer's attacker is using a natural weapon (such as a fist, bite, or claw) that attacker suffers 3 (1d6) piercing damage. Devilskin can only be made into Leather or Studded Leather Armour.

Whips may also be crafted from Devilskin. Such a weapon may deal 1d6 piercing damage in place of its normal damage (1d4 slashing damage), and cannot be damaged with fire.

### Bane Metal

Saint's Silver, Cold Iron, and Holy Steel are just a few names given to the strange silvery metal most commonly known as Bane Metal. Said to be crafted from the silver mined from hallowed grounds, Bane Metal is the source of many misconceptions in fables and legends about heroes felling great evils with a simple weapon of silver or iron. As mentioned before, it is a common belief that the metal is actually a product of holy manufacture; in truth it is a material of unknown origin. Some scholars believe it, along with Adamantine, is a gift from the heavens, that balls of fire fall from the sky, delivering the material to the world below. Whatever the case, the material is invaluable to the point of being coveted by the Church of the Goddess' Hand.

EFFECT:

Weapons made from Bane Metal ignore all damage resistance to physical attack possessed by Spirits, Immortals, Monsters, and Undead. Furthermore, such creatures struck with a Bane Metal Weapon suffer a -1 Penalty to Saving Throws for 1 Turn.

Armour made from Bane Metal likewise protects from such creatures. Damage delivered by a natural attack from an Immortal, Spirit, Monster, or Undead creature is reduced by 3 (similar to the Heavy Armour Master feat, which this quality stacks with when applicable). Attacks from these creatures delivered via weapon or spell does not have its damage reduced.

### Mithral

Mithral is a lightweight, silvery metal found deep within the earth. Primarily mined and manufactured by the Dwarves, Mithral is rarely found in great enough quantity to fashion equipment from and as such any item forged from Mithral is extremely valuable.

EFFECT:

Mithral equipment is very light, roughly half the weight of a similar item made from steel. One-handed weapons made primarily from Mithral gain the *Finesse* quality if they do not already possess it.

Mithral Chain Shirts and Breastplates can be worn under normal clothing without betraying its presence. Armour that normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement loses these qualities when made from Mithral.

### Adamantine

Adamantine is known as the metal of the gods, allegedly delivered to the world from the heavens above as great balls of fire. Golden in colour and practically indestructible, Adamantine is perhaps the rarest metal in all the world.

Attacks made with weapons forged from Adamantine ignore all damage resistance.

Critical hits become normal hits when made against a creature wearing Adamantine Armour.

### Goblin Craft

Goblin weapons and armour are especially gnarly and asymmetrical in design. Appearing to be crafted from whatever just happened to be lying around at the time. Most Goblin equipment is unwieldy to Mortals.

EFFECT:

The monstrous design coupled with the perception that anyone carrying such a thing may have slain a Goblin means that a character brandishing or displaying such an item gains advantage on Charisma (Intimidation) checks vs. commoners and other sheltered individuals. However this comes at the cost of having disadvantage imposed on the wielder whenever they are using Charisma (Persuasion).

Weapons made by Goblins impose a -1 penalty to Attack Rolls unless the wielder is a Goblin or gained proficiency in the specific type of Goblin weapon (ex\ Proficiency: Longsword is insufficient unless one is a Goblin; Proficiency: Goblin Longsword is required)

Goblin Armor is merely uncomfortable at first, but prolonged exposure (once every 2 hours) to it by non Goblins will cause the wearer to require a Constitution Save (DC 10) or become hindered by it (-5 to speed).

### Eladrin Feather Craft

Eladrin smiths are renowned for a process referred to as "Feather Crafting" when working with metal. It is utilized to create lighter armors and weapons at a minor cost to the equipment's strength. The name of the process is derived in part from the physical effect, but also from the habit of crafters marking these pieces with leaf motifs that tend to resemble feathers to the untrained eye.

EFFECT:

Weapons made with this technique are easier to swing, giving them a +1 on Attack Rolls, however they are also lighter and do not make as strong an impact giving the weapon a -1 on Damage Rolls (Minimum 1).

Armour crafted this way loses some of it's defensive power (-1 to AC) but allows for a greater degree of motion (+1 to max Dexterity bonus). Additionally, Medium Armour does not impose disadvantage on stealth checks, while Heavy Armor has its Strength requirement (if any) reduced by 1.

### Dwarven Forged

Dwarven Smiths thoroughly enjoy working with metal. As such their equipment always turns out heavier and bulkier than similar equipment crafted by other Races.

EFFECT:

Dwarven Weapons made of metal gain a +2 to Damage Rolls due to their increased heft or finely sharpened points and edges. However, they are quite heavy and thus the user receives a -1 to Attack Rolls.

Dwarven Armour utilizing metal Gains a +1 to AC. However it imposes disadvantage to stealth rolls and reduces the allowable Dexterity bonus by 1 (if applicable).

### Gnomish Clockwork Craft

While the Wood Elves are a greatly reviled people amidst most populations in the world, they are sometimes recognized as unusually gifted crafters and tinkerers. Gnomish equipment is bizarre and complex, possessing moving parts and intricate machinery. It often provides a great array of benefits, but it's usually much less reliable as a result of its complex design.

EFFECT:

Clockwork weapons gain the *Gyrostrike* quality. Whenever you make an attack with a Gyrostrike weapon, roll a d4 and refer to the below table:

 2
 3
 4

Clockwork Armour is full of compartments and moving defenses. Up to 5 small items (such as potions) may be stowed in the armour, and may be retrieved from it as a bonus action. Whenever you are struck by a weapon attack or spell attack roll a d4 and refer to the table below:

 2
 3
 4

### Drow Fashioned

The Drow, or Dark Elves, are an unusual and seemingly nomadic peoples from across the seas. They are commonly encountered as merchants and traders peddling strange and exotic wares, though some have been settled in the region for generations. Drow made equipment is usually very elegant and vicious looking, tending to favor potency at the cost of reliability.

EFFECT:

Drow weapons score critical hits on attack rolls of 19 or 20. If a character has an ability that already improves the critical range of a weapon (Such as a Fighter's Improved Critical Class Feature), the weapon instead deals an additional 1d4 damage on a critical hit. However, a result of 1 or 2 on an attack roll incurs disadvantage on the next attack roll made with the weapon.

Drow Armour gains a +2 to AC at the cost of the wearer receiving an extra 5 damage from a successful weapon or spell attack made against them.

### Oni Forged

Ogres that achieve a great degree of magical power become Oni. Oni posses a monstrous appearance and are equal parts hated and feared by most cultures around the world, making them a rare sight. However, due to their long lives, those not hunted down have ample time to perfect whatever talents they choose to focus on. Oni that specialize in the art of smithing have produced some of the finest weapons and armour to have ever graced the world.

EFFECT:

Oni forged weapons have larger damage dice (as per the below table) but require proficiency with that specific weapon (ex\ Proficiency: Oni Forged Longsword).

 1d6
 1d8
 1d10
 1d12 or 2d6

Oni Forged Armour provides +2 to AC but requires a great degree of strength to wear (as per the below table):

 Scale Mail
 Breastplate
 Half Plate
 Ring Mail
 Splint
 Plate

### Ancient

Sometimes a piece of equipment manages to survive for ages, existing for so long that its original creators have been lost to time. In rare cases this equipment has survived not through preservation, but through the sheer magnitude of its creator's skill. When an Ancient item is discovered roll a d10 to determine whether or not it is of sufficient quality to still be of use. On a roll of 1 - 9 the item has been damaged by the ravages of time and is destroyed in any attempt to move it. On a roll of 10 the item gains the *Paragon* quality. Roll a d6 to determine what race its creator was using the "make" column of the above "material/make" table (omitting Ancient and Player's Choice results from the roll). Regardless of the result, as a Paragon item it possesses all of the beneficial qualities and none of the liabilities listed under that race's entry (with exception of Human and Gnomish Clockwork equipment which functions as normal).